Many say you cannot classify an Armored Core purely by it's design. I like to think otherwise. With many of the mechs we know and love,their visual designs can have many differences,but very much have the same armor score. There are a few mainstream weight classes to choose from;
7500 - 9500 "Ultralight"
Fast,adaptable mechs,with little to no combat durability outside of an opponent its own weight. When specially tuned these machines become the pinnacle of the display of skill over power,be it weapon synergy or simply evading volleys of attack.
9500 - 12000 "Commercial Weight"
Your 'Standard Issue' medium weight mech,usually balanced in the grey area of speed,durability,and firepower. This is the broadest of the weight classes and surrounds many skills from most other weights,and as to be expected,its likely to be the most unpredictable combat style.
12000 - 15000 "Heavyweight"
The generalized bullet sponge and attention catcher,Heavyweight classes make for highly durable,very terrifying mechs of durability and firepower,at a severe cost of speed and QB efficiency. As any specialized mech should be,Heavy Duty mechs must come to rely on their teams in large skirmishes,due to their opposite threatening to counter.
15500 - 16500+ "Superduty"
The Front Liner,the bullet sponge,the Cavalry incarnate,Superduty mechs are large,slow beasts with devastating volleys. A Superduty's only job is to be the center of attention,100% of the time. As their name suggests,Superduty mechs are highly versatile in their weapon selection,so they are able to cover up to Commercial class types of combat.
You must be thinking,"What kinda coral snorting,batshit insane tourist would take note of this?"
Well you're looking at him.
Weight Classing is important for a fair fight (even though 'fair' is basically nonexistent),especially since Armored Core 6 is a numbers game that depends on your math AND skills. It's important to take note of the mechs you fight and the roles they establish.
All good pilots,even Tourists like me need to have the right tools for the right jobs;
Kinetic
Your run of the mill high velocity bullets used in wearing down opposing Mech's AP. Though heavy and bulky,Kinetic rounds are impressive damage pushers,often found on Commercial builds and better.
(Effective at short,medium range,modest combat capacity. Weak against shields and long range fighters. Automatic Kinetics bear the best chance of offesive capacity,allowing for extended high damage barrages with a brief reload delay. All builds have a fair chance of running kinetics as standard. Some Commercial to Superduty ACs rely on these weapons as the forefront of their damage pool.)
Explosive
Missiles,mines,grenades and even the venerable Explosives thrower,all effective Stun and damage pushers that can prove to be a formidable wall of damage found on anything compatible to use it. Useful for retaliating or keeping opponents hot.
(No matter the type,all Explosive weapons are well suited for setting up an effective Stun combo,Range highly dependant on weapon. However many Explosive weapons require a very brief delay to deploy,and often lead to untimely exposure,or require a specified angle. Explosives Throwers are highly effective in many regards,often used on Ultralight,Commercial,and Heavyweight ACs as a potent defenseive tactic.)
Energy
Raw lasers burn a hole in everything,and as to be expected these weapons when charged are devastating damage pushers and shield destroyers. Anything with a laser usually hits with effective potency,however the recharge time can sometimes be lengthy.
(Laser weapons are a useful basic of an armored Core,providing damage and sheild cutting capacity. Deployables such as the 60LT can be useful in providing huge,extended onslaughts with high damage. Timing is a key note in using lasers.)
Pulse
Pulse is purely a shield-offensive damage type,often used to scramble certain defenses on an Armored Core without sacrificing too much energy. Although limited in range,Pulse is extremely effective in circumventing Expansions such as Pulse Armor or Terminal armor.
(Weapons that emit Pulse energy[the 'Bubble Gun',the Pulse Blade] often boast high anti-defense capacities. Despite this,many pulse weapons require a unique play method as the upfront damage isnt quite effective in direct combat tactics.)
Coral
Originally a fuel now weaponized,Coral is often an end all to any fight. This radiant energy is a all-round damage feeder,and a crucial source of true,raw power.
(All coral weapons are EXTREMELY dangerous for their overall damage output and energy provisions. The Coral Oscillator,a charged beam weapon,is a pinnacled example of said power,however,since Coral is a 'sentient' fuel,with power comes a time to wait for your coral culture to completely regenerate.)
ความคิดเห็นย่อย
คุณลักษณะความคิดเห็นย่อหน้าอยู่ในขณะนี้บนเว็บ! เลื่อนเมาส์ไปที่ย่อหน้าใดก็ได้แล้วคลิกไอคอนเพื่อเพิ่มความคิดเห็นของคุณ
นอกจากนี้คุณสามารถปิด / เปิดได้ตลอดเวลาในการตั้งค่า
เข้าใจแล้ว