
Having completed the hidden parts, battle log, and arena, I will now move on to completing the information log.
I have given up on all missions S.
Thank you in advance.
I think if you ask here, they will at least tell you some recommended equipment for the corresponding mission S…
If you tell me the mission you’re stuck on, I can give you some advice.
The basics are to clear the time and minimize damage.
Achieving all S ranks is relatively easy.
Don’t mess with me, the rank S is for armed mining ship escort.
S surprisingly works with this…
I haven’t done everything.
I don’t understand which element of all S you were desperate about, but if you defeat strong enemies normally, it’s S.
I was relieved when I got an S rank in the Red Gun interception with just one shot…
For now, I’m satisfied that I’ve achieved the platinum trophy, so I can’t really give any good advice.
Red Gun is not only difficult but also long.
Thank you.
For now, if I can somehow deal with the trauma implanted in Air-chan, Carla-san, and Chati, I’ll consider trying again.
It’s Basel…
The speed of Basel solves everything…
A boss fight like Doshiko Air-chan is actually easier, but if you ignore the Ekudoromoimois along the way, you can get stuck.
Once again, the number of people looking up at the refreshing blue sky has increased to 621.
Let’s do a Ramargaya challenge!
Playing with NPC restrictions is quite fun.
I recommend Steel Hazes and Rocksmith.
Aside from the fact that some mission evaluations are extremely strict, it’s relatively straightforward work.
Recommended for NPCs is Dolma.
I heard that there are skilled players who reached Rank S in Rocksmith.
The fuel base attack was tough on S-taking.
I wonder if it’s still okay to get all S ranks just by using W heavy shot?
Is it okay to post a video explaining how to achieve an S rank in all missions?!
Defense missions are easier with laser rifles or plasma rifles.
Personally, I found Ranjetsu, which is stronger than Heavy Show, to be easier.
A valuable mission that tricks you with its mission name, but the client isn’t deceiving you at all.
This work is really full of honest people!!!
Ransetsu has a long range and is easy to use.
Nicodesman
https://www.nicovideo.jp/my/mylist/77465960
There is an old version, but probably you can manage with roughly the same assembly.
When making plastic models, you end up thinking “Wow, that’s really big…”
It’s quite large compared to other guns.
Once you understand that Carla & Chatti’s opening movements are almost completely fixed, it suddenly becomes much easier.
A wonderful newcomer.
I’ll be waiting for you in person when everything’s over.
The dominant plate is still realistic and can also be a long-term goal.
In the first place, it’s way too long just to earn the right to challenge for S rank, let alone the dominant challenge.
No matter the circumstances, believe in Steel Haze, my comrade… You can get an S rank in all missions except for those specifically related to All Mind using Steel Haze.
Team battles in Dominant are quite realistic.
What can I do to obtain a dominant?
In other words, since Pramisa is super strong, having her stacked on one side usually makes missions pretty easy.
For boss defeat quests, as long as you don’t die, you’ll get an S rank.
Conversely, if we go without missiles, it would mean I was just being ridiculously arrogant.
It’s only good for one-on-one with AC, even without missiles.
Achieving all S ranks will make most missions go smoothly if you keep the speed around that of light dual or light mid-tier and control close-range battles!
The main factors are time for ammunition and repair costs, but it’s really impressive that close combat can have zero ammunition costs for high damage.
The hardest part without missiles is probably shooting down Omachan’s helicopter.
When I tried to intercept the Red Gun on my first ride on Steel Haze, I ended up getting caught and had to finish with a punch.
A mission rank of about S is just right for a bit of challenge and fun.
Forget about ranked matches.
To be frank, I can still kill most guys with a rough and tough wheelchair.
Achieving S rank in all missions shouldn’t be impossible if you create a craft tailored to each mission, regardless of its configuration.
Also, since there’s an OS enhancement, restarting after three rounds makes the difficulty slightly lower.
Rocksmith has the most human-like movements, doesn’t it?
It’s not about being good.
While interpersonal interactions can have enjoyable elements in the game itself, receiving a decrease in points can cause negative damage to the brain.
I always think, “Don’t be weirdly humble, you idiots, you’re the ones who keep overcoming the promotion battles every time.”
I’ve played that game with people for quite a while, but I wouldn’t recommend it… The game and the player base are invisible, and the flaws become really apparent.
It’s fun to interact with people, but there is only darkness in the team, so it’s better not to come.
I think the mission that will probably be the hardest at S rank is destroying the fuel base…
That clear time is way too strict, no matter how you look at it…
I can’t clear it without completely nonstop play and breaking a few tanks and helicopters along the way…
Depending on the aircraft, it is possible to achieve all S ranks even with fixed equipment.
I think if Rocksmith had an AI that was more aggressive in kicking, I wouldn’t have been able to win…
The main factors that affect the rank are time and revenue.
Whether you know that earning a bit on a profitable stage makes things easier.
I wonder what was the toughest part of S1… maybe the one where you can’t waste bullets and have to scatter the coyotes?
The destruction of fuel bases is unclear in terms of conditions, but when I calculate the route probability, I somehow become able to consistently achieve an S rank, so I really don’t understand it.
The overall S-rank missions felt about one-third of the difficulty of the Elden Ring DLC, so it should be doable if you put in the effort.
I have memories of the BAWS factory being troublesome for S rank.
If the Cataphract is in a bad mood during the third round, it will become a mess.
Income affects the rank assessment.
It seems that additional rewards from object destruction without attack capabilities do not affect the evaluation.
I managed to get all S rankings with a restriction on only using equipment available at that time, but the tough part was the factory investigation.
I really dislike the BAWS Factory No. 2 investigation.
Even after defeating the hidden ghost, the time is still super tight.
This season’s S rank promotion battle was really tough.
I probably failed about 8 times.
The factory is, of course, something to remember.
If you can’t defeat quickly during the setup, things tend to become messy.
I remember that the mission with the male prostitutes waiting in the back was really tough.
It might be most important in Mission S to repeat the tasks and memorize the map layout and enemy placements.
Personally, the two exploration missions were the hardest for me because they made me dizzy.
The Basel straight-line boss has been stripped of his title.
I think it’s a blow that the outstanding AB speed booster is gone.
Somehow, when I look at the past update history, it almost always makes me laugh that the Rusk Smith parts have been strengthened.
That HC is surprisingly strong.
Give me that shield!
Missions with many weak enemies are easier if you load up on lightweight and daggers.
The newly added weapon, the Attaché, is just too convenient as a shooting weapon for rough use… It feels like a heavier Laser Hand with stagger power.
AB has various accompanying bonuses that are crazy, you know…
The difficult part of S was quietly entering Grid 086.
First of all, I was really bad at smart cleaning.
The balance between enemy annihilation and time is difficult.
It’s kind of funny that the dagger, which was thought to be a hobby weapon, is being used as an additional booster for the tank.
The timing for input is quite strict, though.
The improvement of the stagger and multihit bugs is, in a sense, an upper for the spread bazooka, so it’s basically a strengthening of the rock smith.
One of the good things about AC6 is that travel is comfortable in AB.
One of the systems I want to see carried over to the next work.
The current Rocksmith is the strongest NPC in AC, after all…
If you underestimate it, you’ll be taken away in one go by a large spin of the leather brake.
The runner-up is probably Air-chan.
I hope hard rock continues because it’s too great, but if it stays the same, lightweight machines will need broken parts to outperform it, so I would like to see differentiation where the tracking performance of hard rock changes depending on weight.
The early ACVI had generally weak shooting weapons that could fire rapidly, which was surprising.
The main reasons lightweight machines cannot engage in close combat against people are shields and Nebulas…
It’s impossible to always track the opponent with the right stick without target assist!
It’s amazing that they’ve completely overcome the extremely high hurdle of a new work after 10 years.
Such things tend to make you go “hmm…” typically.
I didn’t realize the good fuel efficiency of AB until halfway through.
The instantaneous energy recovery upon grounding also contributes to this.
It’s a fun game to zoom across the wide field…
There should be more of an open-world style in AC.
I realized that the buying price and selling price were the same, probably after entering Chapter 3.
It’s good that you can easily try and make mistakes.
Honestly, I want you to notice the kindness I’m showing you.
While maintaining a higher level of difficulty
Dramatically improve accessibility and ease of retry with various helpful elements.
It is an excellent game design that allows you to engage in refreshing battles before you even realize it.
To be blunt, I was already feeling unsure about the visual kei scan mode and battle mode from the start…
The network aspect is still weak as ever; I talked with From Software about this, but I feel it’s not just limited to AC, it’s something I also sense in the Souls series, so it must be difficult.
If I were to say the biggest part, the specification of the retry is a bold decision.
The initial setup is that the gen and boosters you can obtain until you defeat Balteus are too bad…
When the early difficulty scorches my brain, I start wanting an increase in difficulty akin to hard mode or games like Souls.
The initial Balteus feels strong just because I haven’t gotten used to the controls yet.
The initial Regular Teus isn’t that difficult if you don’t get too picky about part selection, but if you carelessly choose lightweight reverse parts, the required player skill skyrockets.
The rising relationship was too weak, so I couldn’t dodge Balteus’s flame blades at all.
Now you can avoid it with an increase even in LOADER4.
Rather, I feel that the light reversal is easier to avoid fire breath and is a better match.
The initial generation was quite disappointing…
The difficulty of the helicopter was said to be high partly because of that.
The helicopter’s machine gun responsible for maintaining the stagger is quite powerful.
Stagger is building up gradually.
The early Valthus is the most dangerous for Buzz.
At the time of Balteus, both Meido and ALULA exist.
I think it was a type that could be handled fairly well by someone who used the “comrade legs.”
The Rubycopter said, “Walter, use the 621… target assist and assault boost…”
I think it would have been much easier if you had said something like that.
I feel like my brain was fried to the point where the warning sound lingers in my ears, Balthus.
At first, I feel like I was completely armed and a bit crazy.
I think it’s a trap that the generics being sold right after the shop opens are spirit boards.
It’s safer to stick together, including with missiles; if we partially distance ourselves, it actually becomes more dangerous, especially with the initial Barteus.
I remember it took me some time to get used to the feature where simply touching the right stick would disengage the target assist.
Whether it’s an action game or a shooter, flashy attacks of that kind are a staple in terms of being well-established, right?
I remember seriously starting over about 50 times with the first Strider…
I completely didn’t understand 3D movement.
It’s too painful that you can’t cut the boost in mid-air with reverse joints.
The reverse joint jump and the strong QB make it reasonable to delay the start, but the Nacht legs are going overboard…
Large ones like bosses can be weak in vertical directions.
The Red Gun squad annihilation is busy and fun, right?
The laser blade looks strong! → Isn’t the initial variant stronger…? (Selling) is a path everyone has taken, I think.
The initial Valthus’s buzz was really dangerous because you had to completely dodge it with a counter, or else you would be hunted down by the blast.
To be honest, it was really tough when the bosses kept using powerful techniques that required avoiding counterattacks.
I really wonder how it’s possible that against AC opponents, you can hardly get more than one charge of Razor Burst in.
The current leathers are indeed more powerful than the initial ones, so that’s impressive.
Nacht always thought it was a reverse leg.
The final boss has a high EN defense due to being based on the Technical Institute, so the pile is incredibly reliable.
After the Heavy 4 missile launcher rampaged in the match thread, the Heavy 4 Heavy Shot Beyblade destroyed the environment, which was hilarious.
I miss the Collagen Light Tank Rocket Man…
You always surpassed me… (Hint for strategy)
Melee weapons are generally fun, and that’s great…
However, other than the Nacht legs, most light two-wheelers are at a level where they are pretty much being eaten by the Melander C3, so it’s… extreme!
Reverse kicks don’t really function as a strength in jumps or QB because of stiffness and hit detection, right?
Moreover, since durability and posture stability are lowered compared to bipedal robots, the only clear element that can be said to be stronger than bipedal robots is the kick.
I still cannot accept the judgment of the reverse kick.
In other words, mainly due to AB and hard rock, Fuwafuwa isn’t that strong, so it’s only natural that it becomes a Nacht leg with high horizontal jumping performance.
Well, when you rise up and die in the pipes or slopes of the contaminated city, you die.
The reverse leg somehow has the effect of strengthening the palbre.
I love unnecessarily cool laser daggers.
A monster machine called Basho with nowhere to discard anything except for its head.
The legs are quite excellent, you know.