armored core 6

No, the store inventory remains the same. If I remember correctly the store also unlocks some new items as you progress through ng+.

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I did It I killed the voice in my head and blew up the planet! I wanted to support the liberation front next loop (NG+) and got an opportunity right away leading to the hardest fight Ive had in the game so far.

That redgun tank man is impossible. I think my explosion and kinetic based strats are being bested. I can barely get him below 25% before I get completely rocked. So I need to figure out a strat or a build that will allow me to kill the quick little guy and his beef brother in one go. I even tried kiting my adversary around the map and he one shotted the quad legged AC I had so much trouble with in the first loop. Even laming him out using terrain tricks isnt working.

Fun times.

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if you squint, using petroleum as a drug to put voices in your head is just the internet

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This fight is significantly harder now that they’ve nerfed zimmermans and songbirds. I struggled with it for a bit in my ng++ run I recently started.

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Okay so a couple things:

  1. Energy weapons are generally the bane of Balam machines as their parts tend to have a pretty strong vulnerability in that respect. There are a few back mounted energy weapons, namely the Hovering Orbits, Deployable Turrets, and Homing Orbits (that, btw, are chargeable), along with Plasma Missiles, that are not influenced by your generator for damage output. IDK if you have the homing lasers, but they’re quite strong now, however, they really need a somewhat esoteric build to leverage as their reload and damage are both influenced by your generator and they have a very slow lock on.

Volta will eat missiles all day, and if you can sneak one in, the Dual Active Homing Missile launcher will work pretty well against him if you launch in the air and make sure to get some space horizontally when you fire.

Will blur more specific strats below.

2. Try to stay close and above him. He’s using the Dizzy in his right hand IIRC, so it’s going to explode at 285 meters regardless of hit or miss and has a 90m blast radius, but it relatively easy to avoid

3. The Earshot will go a long ways towards stunning him and can make a single homing orbit launcher make very short work of him, just make sure to fire from above. Likewise, a keep away strategy with a missile boat will work well, too as he kinda just eats them all day long.

  1. Off to the right at the frozen lake where Iguazu and Volta take split paths there is a raised lock and dam with another frozen lake at the top. Up there is a-after taking the betrayal option-friendly heavy tetrapod that can help tremendously with taking heat off you while you mop up Iguazu. Keep in mind that Volta will generally kill the tetrapod long before it kills him because his machine belts out tons of stuns).

I’ve gotta get ready for work, so if you’ve any questions feel free to ask 'em and I’ll answer them when I get home.

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I ain’t afraid of no ship.

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Laser queen. Killer of redguns.

I was getting close up and it turns out

You can see inside the robot sometimes and its modeled!

Heres the shoulder

Shoulder from the other side

Turns turn out there is a ball pivot inside the cone

Down the arm

You gotta make it real wide to clip in sometimes. If you cant tell this is inside the hand

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I beat the iceworm. Still pretty much sticking with dual songbirds/zimmermans, only thing that’s changed is I need to boost kick and evade a lot more to keep pressure up and avoid getting stun locked. Is it just me or are Arena duals insanely inconsistent in difficulty?

I dunno about insanely difficult, I found them to be pretty consistently from easier-to-harder within the normal arena climb. That said, balance patches have undoubtedly move the needle on several opponents (in particular anyone with the EARSHOT or any bazooka or rifle of just about any type is dramatically more effective than at launch).

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With songbird zimmermans there are only two categories of arena opponent: dead in 30 seconds and AAAAAAAAAAAAHH. And the latter are randomly distributed.

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Post patch 1.03 I’d say dual ransetsu rifles are the new zimmermans, at least for me. They carried me through ng++ with relative ease. They do nice cumulative stagger and also good direct hit damage, so you really don’t need another weapon like songbirds to punish with. I usually used active homing missiles and a songbird on the shoulders. Missiles give some nice bonus damage while you hammer away with the ransetsus and the songbird is still occasionally useful.

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yes, i also landed on these after the patch. s-ranking missions is proving easy on a heavy reverse legged design with dual ransetsu-rfs in the hands, earshots on the shoulders, and assault armor in the expansion slot. swap out the earshots for plasma missiles and you can fit them onto a sub-60k high speed lightweight build

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I made it to the deepest park of the big pit and got destroyed repeatedly by the big thing with a sword

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I am at chapter 1. I did a level full of lasers and then got to beat Sulla (it was really tiring) and as a result a new boss appears, Balteus. How do I beat him?

The game is amazing, although I wish it was more friendly with save games: now if I quit I will have to beat Sulla again??

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you don’t have to beat sulla again, you can restart from the checkpoint in the pause menu. if you die, you can even respec before respawning at the checkpoint

balteus has a gigantic pulse shield. it’s weak against pulse weapons (starting sword and weird dish-guns) and impact damage (explosives, shotguns, the ransetsu-rf rifle). also his missiles probably won’t hit you if you get in close. he’s actually a lot like the giant helicopter in the first mission

oh and you probably can’t get it yet at this point in the game, but the assault armor expansion will also neutralize a pulse shield that’s caught in its blast radius

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If you completely exit the mission, yes, you will need to restart from the beginning, otherwise you can restart from the checkpoint.

Make sure you’ve cleared all the Training and Arena missions up to this point. The weapons and gear from the Training Missions can be sold for extra cash if you need it, and there are a few really nice picks in there (the VP-20S generator, ALLULA booster, and ABBOT FCS are all pretty useful picks).

Based on what can be unlocked, and after starting a new game to get to this point so I had a better idea of what equipment and weapons you have available, as well as OS Tuning, I settled on the setup in the screenshot.

Overall this gives us a solid offense that is not even slightly fiddly, and keeps us plenty fast, and provides plenty of juice for the ALLULA boosters.

OS Tuning is 1 Point for the Kick, 1 Point for Quick Turn, and the rest into the ASSAULT ARMOR expansion giving us two uses of it. It is short range, but really quite powerful. Aaaaand then I proceeded to run the mission without remembering to equip it.

With missiles remember you generally want to dodge them by moving inside of their turning arc, extending will often get you hit. Our FCS choice gives us excellent firearms handling in the 130m-to-260m range, and the super-fast lockon of the plasma missiles means we’re not really concerned all that much about missile lock speed. The RANSETSU rifles give use solid damage, and don’t generally require anything fancier than remembering to fire them to pull their weight, and in close range, their decent velocity will still rack up hits plenty effectively even if it isn’t our optimum range. The Plasma Missiles may as well be free damage and let us hit a defense type different from our rifles so things highly resistant to Kinetic damage still have themselves a capital-B Bad Time.

And here’s a video of the machine in action, though I should note I forgot to equip the Assault Armor for the mission.

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Im re-tuning before every mission I dont know how yall are surviving on inflexible builds.

I think If I had one it would be somethig like
The microwave dish looking hand weapon, the larger capacity machine pistol, the drone lasers and a bazooka or splash grenade.
Light weight body, chicken legs for initial jump distance and boosters focused for quick boost and a generator focused on regen or weight.

Even now Im like “but sometimes I want the double machine pistols”.

I have to really rep the napam weapons. The enemy AI does not avoid napalmed floors and it really wrecks grouped ground based enemies. You can chuck one into a group or a passage and ignore them while they melt and you fight a second group. There is nothing better than getting an enemy stuck and napalming their feet. Its a bit more think-y than a lot of weapons but its really satisfying.

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Thanks for all the advice, I managed to beat Balteus! It was an epic fight (like others in which I had lost). I wouldn’t have thought that I would have managed to do so quickly, I was expecting to drag it for a week at least now I am in chapter 2 and I have just destroyed the smart cleaner, this game is so satisfying

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i just s-ranked every mission. like alexander, i am weeping because there are no new worlds to conquer. shouts out to my beautiful mech children:

expand for many screenshots

the idiot oaf mech that saw me through the second half of new game

(i literally did not know how to quick boost when i beat the game with this, i only dodged via assault-boosting)

the firepower-oriented mech for blowing up ACs quickly

(has to stay low to the ground to be effective; incredibly satisfying as long as the earshots connect. this was the last in a series of “nasa goth” designs that i refined over NG+. the ephemera core and appetizer head struck me as looking sarcophagus-like so i plastered them with skull decals, gnomic barcodes, and the phrase “sic transit gloria”)

the fast mech that let me s-rank the end bosses

(a real sports car of a design, feels the best to move around in. never has to assume a firing stance. the 6-cell plasma launchers take it up to 62k weight units but the firepower is worth the speed tradeoff. also has the paint job i’m most proud of)

meme mech for dominating in 1v1 pvp

(circle strafe. double-fire arms, double-fire shoulders, repeat as needed. great at mid-range, best at close range)

meme mech what has nipples

(there are probably better ways to do melee builds, imo it’s hard to justify the fiddliness of lining up attacks except as a self-imposed challenge)

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