Patch 1.03.1 Breakdown with Numbers and Insight - Armored Core 6 (AC6)

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hello it's C here with the most detailed analysis on patch 1.031 for armored Core 6 and excellent patch in my opinion I've also realized that my ability to summon from software patch notes less than a day after posting a video seems to be intact even in armored Core all right let's get started the explosive thrower while not a melee weapon is only available on your left arm it isn't actually a bad weapon with its wide area coverage and significant damage plus impact but it is quite short in range so the range increase will definitely help it out additionally it did indeed lack ammo count for PVE and decreased reload time can't possibly hurt Curtis and Harris rifles are buffed this time mostly regarding their charged attacks Curtis also has a buff to recoil which is very useful because it now has 60 recoil per second instead of 75 combined with a lot of recoil Buffs on armed Parts makes this rifle actually usable now prior to 1.0 3.1 I thought the Curtis was quite bad because of the amount of recoil control you needed versus the other rifles the Harris's charge attack got buffed quite significantly I already thought that the Harris has a really powerful charge attack because of how much impact it deals this change certainly makes it even better the hder man and the Zimmerman are both nerfed the hder man received a slight tap on the wrist to its Direct Hit adjustment I find this understandable because if we factor in the reload time the howand actually has the most raw damage and accumulated impact so a tad bit of Nerf here I think it's fine they're trying to differentiate the shotguns more this also leads me to the next point that I think Zimmerman's Nerf is is not really over the top the Zimmerman's impact was definitely the stat that needed the Nerf the most I'm sure the only people that would defend otherwise are some of those abusing zimmermans themselves and in terms of range the zimmermans are still longer too so I think the overall Nerf did put this overpowered weapon in check to just being a good shotgun now it's up to your build to decide which shotgun you want to run with clearer tradeoffs because Zimmerman's was definitely dominating before the handguns all got an ammo increase which is much needed mostly for PVE anyone who has tried to run any of these through a PVE Mission should know the pain they've also buffed all the Bazookas which I think is more than fair the Bazooka projectile was seriously quite slow which made it a pain to use against any enemy that actually Dodges this kind of meant that Bazookas usually had to be shot at a relatively closer distance and when that's the case shotguns kind of just had these things beat so the reload time reduction is really useful too I'm glad these changes are really hitting the right spot both making the Bazookas better at a longer range and less punishing when you do miss it also just raises your overall damage the laser cannons got an ammo buff this is quite a large increase in ammo honestly which means that you can really spam them now I ran these a lot in PVE and rarely ever run into the trouble of running out of ammo even before the patch the more significant change is definitely the Aurora I really like this change as they buffed it by reducing its energy load and turning it into an energy specialization weapon instead of outright increasing its damage this gives the energy specialization weapons a low energy load option for a back back weapon while not being op because the Aurora still has a long homing lock on time I think this is a good dynamic because you have to debate between using a missile FCS if you want to run the Aurora with other energy weapons or live with the long homing lock on time the Aurora also gets a potential damage buff depending on the generator of your choice furthermore while energy firearm specialization only mentions a decrease in charging time for weapons the Aurora is the First Energy firearm specialization weapon to have a Reload time and yep you've probably guessed why I'm mentioning this energy firearm specialization does indeed decrease its reload time seriously an amazing change I have been playing around with the Aurora and it feels so much better even though the inconsistencies of the bullets hitting Still Remains the laser orbits got a sweeping buff I'm not too surprised by this because I think that compared to the kinetic orbit the Huxley these were pretty bad factoring in the fire rate even after the patch notes the laser orbit deals less damage and accumulated impact per second they do last longer than the kinetic orbit though it seems like they're trying to differentiate the two orbits by having the laser orbit be a longer range option that deals more damage over time while keeping the kinetic as closer range and more bur oriented I do like the direction this is heading towards the laser turrets got above as well unfortunately I don't know the specific numbers but they're definitely pretty good now if the enemy remains in range I will definitely be trying this weapon out again the pulse Shield launcher was garbage so this is a much needed buff unfortunately I can't pinpoint the specific details as to how tanky the The Shield is and there's also this line from later in the patch note all you need to know is The Shield is tankier now but personally I still don't like the weapon much the nebula had a very amazing charge shots pre Nerf while these numbers are still several times higher than the uncharged version this patch really hit the nebula hard I do think it is a very strong weapon prior to the Nerf so I totally understand why it is getting nerfed overall I still expect people to run this weapon but I doubt it will be nearly as common I don't think the stun needle launchers Nerf comes as a surprise to anyone just like the Zimmerman this completely dominated especially in PVE where it's easier to land it still retains a very high Direct Hit adjustment so it is still good at punishing staggers its low 5-second reload time is also untouched the consecutive attack power Nerf seems to be talking about the explosion that follows afterwards furthermore I don't think this is mentioned in the patch note but the Electrify status build up on these launchers are nerfed too it still deals quite a bit of damage and impact damage but it definitely isn't overpowered now not with its Hefty 825 energy load to consider next all the grenade launchers explode upon reaching their effective range even if they don't make contact actually this was what I originally expected grenade launchers to do but better late than never the projectile speed and reload time also got a buff just like the Bazookas and you also get more rounds all fair changes as these are definitely not too popular either I think the year shots reload time reduction is a great change the year shot was always only held back by its way too long reload time combined with with the fact that the song birds performed really well in PVE for its damage impact and half as long Co down the year shot was only used here and there in PvP for extreme bursts of damage the song birds definitely deserved the Nerf as these and the stun needles were basically the main choices for cheesing PVE content the two grenade cannons are now much more in line with each other for the missile launchers the appar te was def Al absolutely annoying to play against especially when the enemy is running two appara Tes because the missile seems almost endless the reduction to reload time is certainly warranted however they also Nerf the guidance stat which makes these missiles less likely to hit too with both of these in mind I am more inclined towards running the regular hand missile launcher now since they have the same guidance anyway all the Dual missiles got a fairly Hefty buff welld deserved in my opinion because if you watched my missile video I did mention that these don't do anything particularly well their overall DPS and impact damage are improved so there may be more than just a gimmick now the projectile speed is split into two parts for missiles because missiles start off slower than their maximum speed I think buffing their projectile speed is the right call since the flight pattern of these missiles makes them take a detour the active homing missiles also received a buff I'm quite happy with this one because I did think they were tad bit slow to be scary enough buffing these to be a bit faster is great while not making them lose their original reason of being slow the Homing lock on time reduction also ensures that you can spam these faster the tray notes patch notes wording is a bit weird I know a lot of people that read the patch notes thought these things got a huge nerve because of the stable trajectory part but that is not the case this is what actually changed for the trainos first the guidance did indeed decrease by 10 points which means that the traino would curve less to chase you however the second part states that the initial angle of the bullet is actually increased bullets or in this case the trainos don't actually fly out in a straight line from your gun they usually fly out at an angle to deal with the tracking in this game so this is actually what change for the tro visualized if this was the old curve of the tro that did those annoying curves you feel like you can't stch this is the new one the initial angle is larger while the guidance or the curve the missile can correct for is reduced but the end result depending on the situation can be better worse or the same the new trajectory favors dodging the trainos at the right timing over the old one though so I would say it is a slight Nerf but these are still quite good at the right distances no surprise to the charge attack Nerf on the coral missiles for me the numbers were just way too high I also appreciate the Direct Hit adjustments tuning one thing to mention though is the Nerf is targeted towards the small projectiles of the missile and not the large one all right time for the frame parts starting with the head pieces a bunch of head pieces were changed they were either changes to system recovery or stability or both the general sweeping change is the vastly increased system recovery for the headpieces with crap system recovery the disparity was just huge which is especially true when system recovery doesn't work linearly this is an indirect Nerf to the status weapons basically the two unfortunate headpieces that got nerfed were the VP 44d and the M beta and with these changes on the headpiece the rankings are definitely going to get shifted around when I redo my headpiece video one thing I can say though is there are definitely more headpieces usable at each cost range than before without feeling like you need to Nerf yourself just for the fashion the knocked right her core got a much needed buff with his generator out put I didn't cover the chest pieces yet but these weren't great before so I find this understandable while the ephemeral chest piece was pretty good I did not expect this chest piece to be nerfed this hard but from these two changes I think you can sort of tell fromsoft does put quite a bit of emphasis on the generator output supply of core pieces as one of ephemera's biggest selling points was having the highest generator output Supply adjustment and one of the knock R her's biggest issues was having a huge Nerf to the same stat for the arms the bosio arms received the slice Nerf on its defensive capabilities but it remains one of the most statd defensive arms so these are still great choices if you're going to run missiles or just weapons that don't use firearm specialization nor recoil much the jailbreak just got a Nerf alongside the BOS so that you can feel extra miserable on that One mission other than that the arm Buffs are concentrated on recoil control changes this is nice because if you understand recoil some of the weapon options used to jump from not needing much recoil to I need more recoil than most of the arms give but I don't want to kill my firearm specialization with the recer overall just more options to work with some of the higher recoil weapons the legs and assault boost kicks are big changes and I and I think they're certainly for the better many of the bipeds received a stability increase and a jump distance increase making them better at doing their job for their stat density and quick grounded combat I'm also glad some of the heavier bipeds received an AP buff too because people are definitely underestimating how much tankier additional AP actually grants you with the impact meta in mind a big weakness I saw on the heavier bads was the their lack of AP compared to tetrapods or the tank legs the reverse joints all got a 100 Point buff for stability making them harder to stagger too combined with the AP Nerf on tetrapods I think the legs are way more in line in addition to the AP Nerfs the tetrapod also received the Nerf to its assault boost kick and go and energy consumption while levitating levitation used very little energy so this is most understandable the kicks were also way too wide so I love this change although the new Ang go does make the kick feel quite pathetic when also considering the impacts change perhaps 65° would be more fitting the wheelchairs got a Nerf which I think is understandable these legs were fast for how heavy you are pretty much completely unmatched when it comes to going fast while staying on the heavier side and and I am also going to talk about some assault boost changes here as they are quite relevant the impact and accumulated impact for colliding into enemy AC is decreased good change as a lot of builds in PvP are simply just running headon and abusing the assault boost and kicks on the same note kicks across leg types are all different now with reverse joints having the strongest impact and accumulated impact I am quite happy with this differentiation because it really makes selecting the right leg type even more important I've listed them from highest to lowest and yeah the Tetra pod kicks are about half as strong as they were previously so I wouldn't mind if they were known to have the largest kick and go by a bit next the inner parts starting with the boosters all but the grid Walkers and the burel booster have their upward thrust increased which I think is a nice change remember how I mentioned in my booster video that upb thrust is the stat most boosters are sort of lacking compared to the top two the grid Walker already has a really high upward thrust anyway and the bersel just assult boost everywhere it doesn't need the upward thrust nearly as much the new average is now 5,316 instead of 4,962 let's also discuss the booster speed versus weight changes in this section this is the comparison using the lulas as an example for the old and new booster speed versus weight as you can see some break points remain the same but the general idea is speed is increased across the board to a different extent for different weights remember how I mentioned in my booster video that going under 50K is practically pointless and that slightly heavier mediumweight build just outright needs even lighter builds thanks to the speed versus tankiness tradeoff well this patch managed to remove this issue I am very glad for this change as it is a huge buff to lighter builds since you're now much faster while actually getting rewarded for your lightweight there's a slight drop off in the slope at 62.5k weight but the change is not huge it does help categorize the AC weight classes though my personal take again ATT T bit over 75k isn't the end of the world but you're really not doing either speed or tankiness any favor by hovering closer to ATK the major change to FCS is the reduction in Clos range assists which is most certainly made to make the ocelus and the wlt1 more appealing this is Fair since I thought both of these fcss were underperforming next the Yaba generator got buff which is is great because I did say that I would just run the vp20 C over this generator every time these are the new stat comparisons with this big a deficit on the energy output though I am still going to run the vp20 C over the Yaba the buff to the hushi is much more significant I feel these are the hushi old stats versus the vp20 C assuming you don't ever Red Line the hakushi can be better but the difference is not that big for its risk however with a higher energy capacity though I think it makes a big difference if you're good at managing your energy I think the hakushi is a really good choice right now but do remember lighter weight AC's have more reason to stay light now versus before so the weight also matters more both the VP 20c and the hushi are just great picks depending on your needs as for the joso a slightly less trash trash is still trash the expansion pieces also got a do over post protection is buff from 4,000 to 7,000 resilience much needed change because everyone just slotted the post armor over these right the pulse armor even resets your stability great for them to realize that in addition to longer duration these needed higher resilience for the longer duration to matter terminal armor was kind of weak too 2 seconds was just too short the 5 Seconds now can let you turn games around in 1 V one in 3v3 these are really good now even if you get bursted you can still live for 5 more seconds potentially wasting a bunch of your enemies time or even killing them as you charge them with Reckless abandon finally we have some additional notes to talk about attitude recovery now benefits like lighter AC's even more and they're a bit worse on heavier AC's you can check this stat in your AC specs a nice way to buff lighter AC's since lighter AC's are naturally going to have lower attitude stability on average I talked about booster speed in the booster section so next is assault speed Nerf for heavier AC's while you can't see your assault boost speed in your stat screen this was affected by your AC's weight just like the regular boost speed this is a great change as people can't just build a heavy AC and still travel super fast with assault boosts which essentially negated the downside of heavier AC's I talked about the kicks in the leg section assault boosts also got nerfed by having a reduction to its impact reducing effect while in assault boost another Nerf to assault boost which was certainly very commonly utilized in PvP while I think nerfing assault boost is the right call this does make chasing full missile players even more of a pain in the ass as one of the best ways to chase them is through assault boosting as for the bug fixes I'm glad the coral oscillator can now be used normally because it was definitely bugged with its tracking and the rest are less offensive bugs like And subscribe if you want to support my work please consider buying my fantasy novel or donating to my patreon down below with the book purchase you can also request a topic from me cite signing out
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Channel: Chrightt
Views: 54,424
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Length: 22min 5sec (1325 seconds)
Published: Mon Oct 09 2023
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