The best way to do it while minimizing exposure is to ignore the target on the crane and clear everything else out. Take the right into the gully and as you engage anything thats putting up a fight retreat backwards to keep from attracting more units. Stick to the high ground as much as you can. A group of drop ships appear and there is like a single tougher unit. Im pretty sure you can just leave and not fight it if you want.
Then before you hit the crane go to the edge of the pit and clear out any hovering enemies with lock missiles or machine guns. Then descend along the cliff edge and go through the sort of āshelvesā there clearing out one after another until youāve gotten everything, then go for the crane absolutely last.
To fight the carrier, get up on the cliff, jet out the the carrier and blow up the bridge ASAP and ignore the drones. the mission ends before they become a proper threat.
My boyfriend made a tank build thatās max AP, twin flamethrowers, twin laser drones, and everyone he plays against rage quits after the first match. Itās just a braindead damage uber alles build.
Made it to the last mission on the āFires of Ravenā route for playthrough 2 last night.
[spoiler]
Anyway, Iām pretty sure Ayre just straight up branded my ass and put a collar on me soā¦ Iāll be attempting that again when Iām a bit more awake, lol.
Anyway, this is spoilery, but itās the current Any% speedrun world record for AC6, so I figure Iād share it. Done in Patch/Regulation 1.03. I am nowhere near this good.
I half expected to dislike this based on prerelease screenshots and videos, the environments are so desaturated and monotonous, thereās no sense of scale or weight, it looks like nothing until you interact with it. good thing that doesnāt fucking matter! I built for speed, everything floats, information is surfaced the second you need it, you can forget scale because youāre not the mech but the pilot, itās a flow state simulator. I love this game, I love to go fast, they made a hell for me and I pilot a robot in it.
with rare equipment swaps for arena fights, CRITICAL DARLING has seen me through what I gather is most of ng. it doesnāt come through well in this screenshot but a lot of the burgundyish areas have a really lovely tortoiseshell pattern that I spent maybe too much time fine tuning, it looks great, Iām sure youād agree.
The tank flamethrower/laser drone build ended up not being that good but Iāve had a lot of luck with my current one. I havenāt finished NG++ yet and donāt have all the parts. If youād like to play a match together I usually play nighttime PST.
Yāknow, for a game with actual pilot/avatar customization, it really did kinda just drop the ball on that.
ā¦weāre talking about DaemonXMachina, right?
Current-I believe 16th-iteration of Polaris in AC6.
I dunno that Iād rank the look as all that creative (the name never has been) but I kinda think this is the closest, visually speaking, to how I feel when I think of the machineās namesake. [Insert Sandia National Laboratories nuclear waste warning plaque here]
Anyway, this thing is also just about 18 warcrimes in a trenchcoat at this point. Youāve got what amounts to a cluster bomb catapult on the left arm, the left shoulder fires swarms of plasma missiles that rain down indiscriminately, and the right launches a missile that creates massive explosions fueled by the consumption of sentient life. The right hand is pretty tame 4-round launcher overall.
Made it to Chapter 3 on New Game+ and itās shocking me how quickly Iām tearing through everything. For instance, I beat the cleaner without moving from the starting position.
I am trying to pass this section again, because this game is so good and I want to be able to proceed.
Can you guys suggest me what weapons I should try to make it more viable?
I beat all but a couple bosses with dual zimmerman/songbirds and a tetrapod. Equip the best booster and generator and just travel everywhere by assault boost. Being mindful of cover and to use lockon and scanning tactically.
I got to the end of NG++, beat the last boss with exactly 1ap left thanks to terminal armor. I feel like attack the dam complex (alt) and defend the dam complex were the only serious difficulty spikes, like both of those took a half dozen tries to find the right loadout. Iām a little sad itās over! I might go back for all the combat logs, I still have a few of those left.
Uh, twin RANSETSU-RF and a couple back-mounted grenade launchers on a quad should handle it, I think. Iām not 100% on what weapons are available at that point, off the top of my head.
Itās a bit of a difficulty spike for sure, when you get to the last combat area skip the initial wave of enemies and head up top on the right side of the area where the jump pad is. Then, wait for the ship to spawn. Kill the spawning LCās first (a sniper should land in front of you, and another on a cliff opposite you). Then try to stay up there to fight the shield-carrying LC. Leave the small fry on the ground for later (or grenade them if that option is there).
If you do have the grenade launchers (SONGBIRD or EARSHOT, I favor the latter for this), try and put them into the aft-compartment of the ship as it flies over on its initial pass just before the enemies start to deploy. Should kill or wound a whole bunch of them. Bonus points if you can fit all this shit on a quad, again, not 100% on what parts you have available to you right this moment.
Also, sell shit and buy shit and play around with it and sell it again for other parts. You donāt take a loss on sales, after all.
Got the new updates since when ever I last posted I guess.
Got new guns and parts in the update. This new rifle they included is my favorite. Itās hit and damage numbers are balanced to its fire rate to be useful just like the machine guns and gatling gun are. But since there is more damage per round Its easier to economize spraying multiple small targets. It loses out on shooting beyond max range to antagonize or take out small helis because there just arenāt as many pellets in the air so you miss % hurts more. It feels really good though. Chunky and repeating.
The update included a light weight core that makes the existing light weight core completely superfluous by not having the energy cost hit. I was glad for it however as it allowed me to put energy weapons on a high jumping / flying AC to complete a certain NG++ only mission involving a lot of mandatory targets. I am sad I had to get out of my Mr Freedom machine to beat the stage but its weight and dedication to burning non-renewable coral energy made it a bad fit. Which was not to say it wasnāt fun. It served as a great learning experience in terms of economy of movement and planning. But after about 10+ losses I was ready to get it over with.
The other big update news is the inclusion of shoulder gatling guns. When paired with gatling guns you can melt the absolute fuck out of anything as long as you make it to the end of the mission with any ammunition left. Nothing like going full quad trigger on a montherfucker.
I also got a genuinely absurd coral weapon that hits like a normal rifle but with a charged knock down of 4000pts and over 2000 in damage with a 190% adjustment for direct hit. That wasnāt from the update though (I think) it comes from beating a certain NG++ arena fight. It comes out like red laser worm of death. Its the Comet Azure of AC. The downside is you get locking in place until its done blasting.