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Could it be that you weren’t as strong as I thought…?
The lightness of the load and the total firepower are strengths, so in battles or missions against strong opponents, the Ear Shot is far stronger.
After the ear shot, the blast feels extremely small.
It’s quite common to miss the second shot, isn’t it?
The strong weapons in missions are different from the strong weapons in battles.
>>4
It’s really amazing… Heavy Show!
>>35
A weapon that feels as if it was born into this world after thoroughly reviewing and studying the system of Armored Core 6.
I finished three laps with this, the heavy shot, and the worm cannon in the early regulation 621.
I started doing it again recently, and the parts’ balance has changed a lot, making assembly difficult.
Ten-shot missiles and vertical plasma missiles are excellent in both missions and against people, aren’t they?
On the contrary, in a mission, the therapy is just a toy, but in interpersonal situations, it’s foolish.
A weapon like ACfa’s MARVE that is refreshingly focused solely on interpersonal combat is great, isn’t it?
Isn’t it stronger to carry a gang member in missions now?
It seems that it was strong in the past.
It’s changed quite a bit since the early days.
The advantage is that I can reliably hit the CPU, which mechanically reacts to my inputs and takes evasive actions, with a double strike.
Even though it has a good rotation rate in PvP, it can be used, but because it is a rapid-fire attack, there is a large recovery time, and the expected value is not significantly different against humans compared to single shots, so it doesn’t have the same advantage as against CPUs.
I feel like it doesn’t have much power when used against boss enemies, so it’s no good.
In AC versus matches, weapons that can’t transition into a stagger after firing have some difficulties.
If it’s a Gachitan, you can use high-power, high-rate-of-fire weapons like the Leather Cat, and useful ones like the bazooka that cause staggering.
NPCs don’t avoid things before the warning sound goes off…
It’s better to consider the story and the usability of weapons in Thai separately!
What are the common characteristics of strong weapons against people?
>>17
Short reload time.
>>17
Hard to avoid
>>17
You can take the stagger before staggering.
I can kill before I die.
>>17
It’s not something that applies to everything, but being able to shoot while moving, or being able to force a hit even when being watched, or being able to deal lethal firepower.
>>14
The sadness of not being able to take down even a Helianthus in one shot now.
What kind of machine is Anonymous riding?
>>25
Kokirezasho
>>25
Hanmisa LCD
>>25
It’s mainly lightweight to mid-range focusing on leather, but I feel like I’m reaching my limit with my skills… I’m lacking in various aspects.
Honestly, I think it’s better to just go all in rather than half-heartedly settle for this guy.
If you stagger and hit both shoulders, it’s an instant kill; even knowing that hitting both shoulders results in an immediate stagger, it’s better to force a tough fight.
If it’s for personal equipment, you don’t need such a high ammunition count to kill multiple targets.
Vertical missiles are really useless against people, but they’re quite effective in missions, especially against large bosses.
>>28
Trash that you can avoid just by walking! Isn’t it trash that you can avoid just by walking!
>>29
It’s rude; even if you completely stop, you’ll get knocked back and maybe half of it will come off.
>>28
I’m grateful that Baruteus-kun is really piercing through.
If winning the AP is included in the strategy, the choice will change significantly.
It seems like Dacket LRB is trending lately too, but I think it’s amazing that you can master using different types of weapons on both arms and shoulders.
If it were me, I would definitely panic during a battle.
>>34
It’s actually really hard.
Using Dacket as your engine lowers the difficulty, so I recommend it.
When I look at the setups of the PvP players, they generally have dual missiles and shields equipped, and I feel the difference in strategies.
There are hardly any people stuck in the meta, and even though melee has become easier to use compared to older games, the reality is harsh.
>>38
Proximity becomes useless just by having a shield…
It’s unfair that the shield doesn’t flinch from close combat or kicks.
The mission involves a lot of enemy AP, including repairs, and there is a concept of ammunition costs…
It’s different from just chipping away at a little AP like in person.
Strong against humans, but a terrible weapon against large bosses.
There is also the opposite.
It is the balance required for an assembly-based robot game.
The dual misa is really fast, really fast.
Forcing a boost at short, regular intervals and being able to apply pressure from a distance through guidance is actually strong.
Has Songbird become weaker?
In that case, you would only bring out a shield in a scenario like Nebentes.
The weakened thread picture felt somewhat lacking, but the now easier-to-use earshot worked smoothly…
I’m glad you understand the charm of big gray.
The current songbird has power that matches its weight, so it feels just right.
>>50
There is a slight sense of dissatisfaction, but maybe that level is just right.