DerkDonk is a really great commentator. He belongs as your #1 best co-commentator, Striker. He is an expert on the game and makes very meaningful comments throughout. Please keep him involved
1.05 has highlighted many existing shortcomings of AC6 as well as introducing several new issues. However, this tournament (and tournaments like it) help to alleviate some of the tension. Very fun event. The effort required to produce it is much appreciated. Looking forward to more.
It revealed several problems. Heavy tank legs are still bugged and nebtanks are still too strong, LWs will continue to be in a bad spot until the turn speed stat is reinstated in at least ranked PVP, most rifles and machine guns are still underwhelming compared to weapons that specialize in a role, the list goes on.
Don't forget about the lack of a penalty for alt-f4 in ranked. Personally, I think that oversight is doing more damage to the community than any part imbalance.
As an appetizer (like the stuff you eat before dinner remember Carla's mech is "full course") fan I can tell you the value of the head. It's got very well-rounded defenses for its weight and one of the lowest EN loads of any head. On top of all this it has exceptional scan range and cool down probably second only to the hammer head.
Is kinda amazing how much work light weights fighting up close have to do, so much dodging needed when you can die in a couple big hits, especially hard against ocellus paired with lasers. It's just so unforgiving compared to some more durable options.
The thing is that in every AC game before this one, there used to be a stat called “turn speed” that did as advertised; the more armor you added, the slower it was. So if you decided to run a heavy build, an experienced lightweight player could run circles around you even in close quarters, forcing a heavy player to either tune their boosters for better horizontal movement to cut off strafing on LW player’s end or use weaponry that could deal with this disadvantage (either heavy pursuit missiles or AOE attacks commonly, depending on the game). That fight between RamenRook and Aphrodite is a big example of what heavies used to deal with in the past, and you didn’t even need a bridge, you just had to be quick enough to stay out of the tank’s view so they couldn’t lock on and you were able to harass them constantly, the obvious tradeoff being that if the heavy did manage to lock on once more the LW was going to take a beating. The removal of turn speed essentially nerfed LW builds to the ground; it’s little more than lvl 1 deprived gameplay as a self-challenge currently until From Software steps up. All they have to do is make the stat appear again in ranked PVP and LW builds would be in a much better spot.
@@JC-eo2qe I really don't think turn speed alone would really do the trick. Even in older games with turn speed heavies tended to be very dominant in the PvP. I feel like in AC6 a lot of the issues with lights comes from latency being a big issue due to a lot of game deciding attacks not being defender sided. You can get hit by a kick 100m away after quickboosting past someone but it still hits you, mini staggers you, then combos you into getting hit by some shotguns or cannons and you're basically just all dead off of a single interaction whereas a heavy has higher stability, health, and defenses to just absorb that without it being a big deal and even counter attack against it. Aside from kicks there's also cannons, and the new LCB charge attack really showcases it how it just takes over half the health off a light in one double charge shot, staggers them, and generally results in their death if they get hit even once, all the while a light would have to go through a cycle of staggering and punishing 3 times in a row to win. I'd say the biggest thing from prior games that would need to come back is actually the health to damage ratios. Give all the ACs 12k health baseline to make up for not having repair kits, heavies would still have more AP and the defenses to back it, mediums would now have a meaningfully higher health pool given their defenses multiplying it, and lights would be able to survive more than a single engagement without outright dying. To account for the higher health pools we should also buff some weapons. Which is the other thing, the weapon imbalance is pretty bad, high burst damage weapons should not be doing more DPS than the low burst damage weapons but in this game basically every burst damage weapon also just has more overall dps and impact output than the non burst options. We could really just go ahead and double the damage output on machine guns and rifles and they'd finally have some utility, especially considering they can't fire while quickboosting in this iteration of AC. Could also go ahead and double velocity on rifles, probably 50% increase on velocity on machine guns, and we'd have some potential to have a viable mid range.
@@dakota0000001 Interesting, I agree with the idea of increasing AP for PVP in particular, that would be a major help to LWs in this game. What are your thoughts on the idea of including shoulder radar parts that increase the capabilities of scanning and possibly adding a mini radar that further increases tracking opponents? I always thought it’d interesting if you could have an additional mini radar that can track not only the direction of where an opponent is, but also do things like tracking incoming missiles as well as whether or not the opponent is charging an attack, depending on the part used. This would come at the cost of a shoulder weapon, which I feel would be balanced.
@@JC-eo2qe I'm unsure those abilities would make a shoulder radar a viable choice compared to other options. Given currently we have a clear give away that an opponent is charging a weapon due to them having big glowing effects or other animations on them the radar warning this may not be that useful. Tracking and then being able to shoot missiles may be useful, especially at long ranges closing in on enemies, but a shield also does something similar in that it reduces the damage of incoming missiles and everything else too though can't be used while assault boosting. Increased scanning capabilities would be nice for the heads with weaker scans, but if someone wanted such capabilities there's not much stopping them from just using a head with already high scanning capability while keeping their shoulder slot available for other options. The tracking part you mentioned could be useful though if that included boosting the FCS system so it's more accurate and harder to dodge and dropped missile lock times more, especially if paired up with some higher velocity options.
Pillager's fun to fight, I remember fighting him a few times even before ranked came out, always been in one of those heavy quads when I see him, always hard to beat, absolutely scary on xylem. Also always doing some stuff I don't see people doing so often. Noticed he really is someone doing some thinking when I noticed he was using the scanning head to keep constant sight and sending auroras over ledges to get non line of sight damage on targets.
Bazooka and explosive thrower on a quad is criminally underrated. Maybe cause the movement is weird and the thrower has tons of quirks to get used to. But once you get them down you annihilate almost every build. Thrower, little gem, trueno and shao wei on lam legs with 10k AP and 2k stability?? It feels like cheating
You know, as someone who hasn't really dabbled in PvP, I've seen a lot of doom and gloom about the state of it. But seeing you guys absolutely lose it over these hype ass matches, along with these players going at breakneck speed... I think it'll turn out fine for you guys. Keep doing cool shit.
Good job on these videos, tourneys and effort striker. Let's hope this grows even bigger and we get another patch before February ladder reset..and some parts too :3
Listen the game seems amazing at top level, I respect aphrodite, I respect Kyne. These high level laser tanks know what they're doing and frankly they deserve their victories. They weren't trivial. LCBs need to be taken out back and shot for the sake of lower level play though. Or at least be made defender side and maybe a few adjustments to skew things away from casual heavy tanks because there are too many people that only know bumper trigger bumper trigger who will *never* learn the game because stat check ans internet connection lets them compete at such a higher level than they should ever be at and it is not healthy for new comers. The best itll do to new comers is teach you what other weapons can teach already.
heavy builds, lasers and cannons are fine. the problem was removing turn speed. heavy builds, lasers and cannons were supposed to be slow, both in movement and aiming. but when FromSoft removed turn speed, tanks with heavy weapons can pretty much just flick aim.
The fight between RamenRook and Aphrodite is a huge highlight of all the issues that AC6 has in regards to lightweights. Notice how RamenRook was able to keep circling around the bridge and screwing with a huge tank in terms of speed? In pretty much every AC before this one, that was a regular occurrence even without the bridge because turn speed used to exist. That was one of the big reasons you picked a lightweight and one of the major cons of strapping as much armor as you could to your robot. Don’t get me wrong, I like AC6, but they dumbed down too many long standing mechanics and the result is this, lightweights constantly being lvl 1 deprived gameplay in PVP.
I don't think it's turn speed. Simply due to the game being more of a flat stat check than anything else. LW is at a huge AP disadvantage and LCBs are currently broken. Not only that, there is also a huge balance issue with ACS overload. Not only do you have lower AP as a lightweight but it takes a breeze to stagger you as well. Meanwhile, tanks can carelessly hold W and not even enter the stagger stance (as well as the tank bug existing). So, there is no actual advantage to being a lightweight and not even your speed counts (because anyone with any modicum of skill can reliably keep up with you no matter how fast you are).
@@jessemacaspac443 what? did you play the old games long enough to understand the mechanics or even play them at all? decreased turn and move speed were the main weaknesses of heavies.
@@NotBer I’m only talking about ac6 in this comment. There’s no advantage being a lightweight in ac6. Turn speed isn’t the only balance option anyway. Reintroducing turn speed in ac6 will just drive people away. There are still other balance options that striker and other veterans of the franchise have mentioned. Nobody wants to see turn speed come back.
@@jessemacaspac443 you have no idea what you're talking about. Decreased move and turn speed was the trade off for using heavy parts. No tihs tanks/heavies have always been meta in AC6. They can basically do flick shots. EDIT: Stiker is NOT a veteran. He's a smash player (not even a real fighting game), AC6 was his first AC game just like all the clowns that cry about heavies, cannons and lasers, while also saying that the franchise does not need the main thing that kept those build archetype in check, turn speed.
@@NotBer striker is not a vet but he has introduced many veterans of the series to talk about the game. At a certain skill point turn speed is just a non-issue furthering my point that turn speed is really just a gatekeep for new players and not actually intrinsic to balance.
That be cool mix div tourny and weight class tourny , they should do weight restricted 3v3 aswell the teams have to spend the weight between them , not sure if that last one is viable in this game works for mwo 30 k weight an example
The LCB tank is probably the best build in the game but it's funny that there was like a lone top meta build fighting the worst mechs I have ever seen. The amount of fodder builds here was staggering.
you do a mini bink and then quick boost out of it toward the opponent and charge heavy bunk. the timing is a little tricky at first but it's not too hard with practice.
To explain in more depth, it's a melee cancel into a melee. You start a melee thrust, cancel it with a QB, but immediately cancel the QB with another melee. Because momentum carries over into the startup of melee attacks and how quickly you chained the actions, you should retain some of the speed from your Kikaku melee thrust. Because melee thrust has no turn cap (you can instantly 180), you can also leverage this momentum to perform a "slingshot" maneuver.
@@somechinesedude5466 ua-cam.com/video/FXcGLNvFuh0/v-deo.htmlsi=UHW-Wmhd2RuZqjwR&t=193 shows it. Basically, you: 1. Press the melee attack that has a built in boost 2. Quick boost FORWARD before the attack finishes to cancel out of the charge, but retain your momentum 3. Hit the strong melee attack you want to go off while sliding forward Every weapon varies with the timing on this. Alternately, you can skip step 1 and just quick boost forward and then hit the big melee attack while you're boosting, for a lower distance but less complicated slide.
@@nullwardthe distance difference between melee cancelling vs just qb cancelling is quite huge though. doing the full maneuver would let you bunk someone from 200m away, while just quickboost cancelling doesn't even reach half of that.
Honestly AB->kick tech to make tanks/heavies fly should be removed. If you're a tank, you should not be able to fly like that. Yeah it's cool tech, but its anathema to balance.
@@johnnymccormick1524 no. heavy builds, lasers and cannons are fine. the problem was removing turn speed. heavy builds, lasers and cannons were supposed to be slow, both in movement and aiming. but when FromSoft removed turn speed, tanks with heavy weapons can pretty much just flick aim.
Just gonna ignore the two lightweights, two quads, and two heavy bipeds in top 8. Not to mention that the quad that got 4th was a strider, and the lightweight that got 3rd was literally one dropped input away from at least forcing a game 5.
@@johnnymccormick1524 Honestly I'm with you here The turn speed but also the LCBs The LCBs are so fucking overpowered, even more with From's well. You know Their networking That shit becomes a non avoidable lethal blast and it's really not fun. As much as I am a tank enjoyer myself, I hate how a majority of tank builds now are just Quad lasers lag abusers which just hurts, both in the soul and in my shitty AC build Anyways- Honestly I think the LCBs needs to be more EN costly So at Least you can't dual em and nerf the damage Either by alot or by a grain
Damn guys, your really play like a pro, for real, all of you in this video, all my respect, meta not meta, does not matter, you keep this game very competitive, that's the stuff! Im very disappointed about ranking, I just reach the S, but nothing changed, still full of meta slave or bussy quitter... I hope one day all people will play like this because guys, you really make me smile :), thank you, you and all people that keep this game real!
blame FromSoft for dumbing down the game to where every build archetype basically have the same tools, so the only thing that matters now is AP and weight.
Fromsoftware should nerf tank so at least the weight make the fcs a bit slow in tracking so at least they take time to shot that God d.a.m.n laser canon accurately at you...😂
Literally I don't like both the laser tanks and BVO players And every BVO player I've met are like dumb as rocks so that is accurate to your statement And I agree I'm confused on why not many complain about BVOs yet I kinda understand They (or a large majority from my own personal experience) are brain dead not that big of a deal unlike laser tanks.
I think BVO players who actually reach higher levels have to prove they aren't brain-dead. Meanwhile heavy builds can get pretty damn far remaining brain dead and just stat checking other builds. There's a LOT more skill going into a BVO set up, so that's probably why they don't get anywhere near as much hate. Not to mention the LCBs dunk on BVO.
I may have gotten my ass kicked, but I'm proud of making the commentator booth giggle like crazy lol
Cheers great work. I was very entertained 😂
Was u the dude tryna run em down on that light ? If so I felt that 1 😂
I still get chills watching that set against Pilliger
same here
1:55:23 You two exemplified why we love this game
DerkDonk is a really great commentator. He belongs as your #1 best co-commentator, Striker. He is an expert on the game and makes very meaningful comments throughout. Please keep him involved
1.05 has highlighted many existing shortcomings of AC6 as well as introducing several new issues.
However, this tournament (and tournaments like it) help to alleviate some of the tension.
Very fun event. The effort required to produce it is much appreciated. Looking forward to more.
It revealed several problems. Heavy tank legs are still bugged and nebtanks are still too strong, LWs will continue to be in a bad spot until the turn speed stat is reinstated in at least ranked PVP, most rifles and machine guns are still underwhelming compared to weapons that specialize in a role, the list goes on.
Don't forget about the lack of a penalty for alt-f4 in ranked. Personally, I think that oversight is doing more damage to the community than any part imbalance.
As an appetizer (like the stuff you eat before dinner remember Carla's mech is "full course") fan I can tell you the value of the head. It's got very well-rounded defenses for its weight and one of the lowest EN loads of any head. On top of all this it has exceptional scan range and cool down probably second only to the hammer head.
Agreed - very strong choice for a low-EN head with medium weight
Is kinda amazing how much work light weights fighting up close have to do, so much dodging needed when you can die in a couple big hits, especially hard against ocellus paired with lasers. It's just so unforgiving compared to some more durable options.
The thing is that in every AC game before this one, there used to be a stat called “turn speed” that did as advertised; the more armor you added, the slower it was. So if you decided to run a heavy build, an experienced lightweight player could run circles around you even in close quarters, forcing a heavy player to either tune their boosters for better horizontal movement to cut off strafing on LW player’s end or use weaponry that could deal with this disadvantage (either heavy pursuit missiles or AOE attacks commonly, depending on the game). That fight between RamenRook and Aphrodite is a big example of what heavies used to deal with in the past, and you didn’t even need a bridge, you just had to be quick enough to stay out of the tank’s view so they couldn’t lock on and you were able to harass them constantly, the obvious tradeoff being that if the heavy did manage to lock on once more the LW was going to take a beating.
The removal of turn speed essentially nerfed LW builds to the ground; it’s little more than lvl 1 deprived gameplay as a self-challenge currently until From Software steps up. All they have to do is make the stat appear again in ranked PVP and LW builds would be in a much better spot.
@@JC-eo2qe I really don't think turn speed alone would really do the trick. Even in older games with turn speed heavies tended to be very dominant in the PvP. I feel like in AC6 a lot of the issues with lights comes from latency being a big issue due to a lot of game deciding attacks not being defender sided. You can get hit by a kick 100m away after quickboosting past someone but it still hits you, mini staggers you, then combos you into getting hit by some shotguns or cannons and you're basically just all dead off of a single interaction whereas a heavy has higher stability, health, and defenses to just absorb that without it being a big deal and even counter attack against it. Aside from kicks there's also cannons, and the new LCB charge attack really showcases it how it just takes over half the health off a light in one double charge shot, staggers them, and generally results in their death if they get hit even once, all the while a light would have to go through a cycle of staggering and punishing 3 times in a row to win.
I'd say the biggest thing from prior games that would need to come back is actually the health to damage ratios. Give all the ACs 12k health baseline to make up for not having repair kits, heavies would still have more AP and the defenses to back it, mediums would now have a meaningfully higher health pool given their defenses multiplying it, and lights would be able to survive more than a single engagement without outright dying. To account for the higher health pools we should also buff some weapons. Which is the other thing, the weapon imbalance is pretty bad, high burst damage weapons should not be doing more DPS than the low burst damage weapons but in this game basically every burst damage weapon also just has more overall dps and impact output than the non burst options. We could really just go ahead and double the damage output on machine guns and rifles and they'd finally have some utility, especially considering they can't fire while quickboosting in this iteration of AC. Could also go ahead and double velocity on rifles, probably 50% increase on velocity on machine guns, and we'd have some potential to have a viable mid range.
@@dakota0000001 Interesting, I agree with the idea of increasing AP for PVP in particular, that would be a major help to LWs in this game. What are your thoughts on the idea of including shoulder radar parts that increase the capabilities of scanning and possibly adding a mini radar that further increases tracking opponents? I always thought it’d interesting if you could have an additional mini radar that can track not only the direction of where an opponent is, but also do things like tracking incoming missiles as well as whether or not the opponent is charging an attack, depending on the part used. This would come at the cost of a shoulder weapon, which I feel would be balanced.
@@JC-eo2qe I'm unsure those abilities would make a shoulder radar a viable choice compared to other options. Given currently we have a clear give away that an opponent is charging a weapon due to them having big glowing effects or other animations on them the radar warning this may not be that useful. Tracking and then being able to shoot missiles may be useful, especially at long ranges closing in on enemies, but a shield also does something similar in that it reduces the damage of incoming missiles and everything else too though can't be used while assault boosting. Increased scanning capabilities would be nice for the heads with weaker scans, but if someone wanted such capabilities there's not much stopping them from just using a head with already high scanning capability while keeping their shoulder slot available for other options. The tracking part you mentioned could be useful though if that included boosting the FCS system so it's more accurate and harder to dodge and dropped missile lock times more, especially if paired up with some higher velocity options.
That Ramen vs Afro fight was so high skill, both players absolutely cracked. As a tank player, I loved watching that.
i may have won the battle but moon won the mental warfare against me with a raw bunk
Pillager's fun to fight, I remember fighting him a few times even before ranked came out, always been in one of those heavy quads when I see him, always hard to beat, absolutely scary on xylem. Also always doing some stuff I don't see people doing so often. Noticed he really is someone doing some thinking when I noticed he was using the scanning head to keep constant sight and sending auroras over ledges to get non line of sight damage on targets.
Bazooka and explosive thrower on a quad is criminally underrated. Maybe cause the movement is weird and the thrower has tons of quirks to get used to. But once you get them down you annihilate almost every build. Thrower, little gem, trueno and shao wei on lam legs with 10k AP and 2k stability?? It feels like cheating
Bazooka and explosive thrower on wheelchair is also very good, map depending.
I'm honestly surprised only 2 tanks entered. Although, it was nice to see a lot of unique builds than a bunch of copy/paste meta builds.
to be fair, the two tanks that entered were literally copypastes though
You know, as someone who hasn't really dabbled in PvP, I've seen a lot of doom and gloom about the state of it. But seeing you guys absolutely lose it over these hype ass matches, along with these players going at breakneck speed...
I think it'll turn out fine for you guys. Keep doing cool shit.
Good job on these videos, tourneys and effort striker. Let's hope this grows even bigger and we get another patch before February ladder reset..and some parts too :3
Proud of my 36th place, cant wait for the next rumble
Listen the game seems amazing at top level, I respect aphrodite, I respect Kyne. These high level laser tanks know what they're doing and frankly they deserve their victories. They weren't trivial.
LCBs need to be taken out back and shot for the sake of lower level play though. Or at least be made defender side and maybe a few adjustments to skew things away from casual heavy tanks because there are too many people that only know bumper trigger bumper trigger who will *never* learn the game because stat check ans internet connection lets them compete at such a higher level than they should ever be at and it is not healthy for new comers.
The best itll do to new comers is teach you what other weapons can teach already.
heavy builds, lasers and cannons are fine. the problem was removing turn speed.
heavy builds, lasers and cannons were supposed to be slow, both in movement and aiming. but when FromSoft removed turn speed, tanks with heavy weapons can pretty much just flick aim.
@@NotBerTurn speed was never the problem, tanks have always been dominant in AC. In most AC games, tanks are the meta.
The fight between RamenRook and Aphrodite is a huge highlight of all the issues that AC6 has in regards to lightweights. Notice how RamenRook was able to keep circling around the bridge and screwing with a huge tank in terms of speed? In pretty much every AC before this one, that was a regular occurrence even without the bridge because turn speed used to exist. That was one of the big reasons you picked a lightweight and one of the major cons of strapping as much armor as you could to your robot.
Don’t get me wrong, I like AC6, but they dumbed down too many long standing mechanics and the result is this, lightweights constantly being lvl 1 deprived gameplay in PVP.
I don't think it's turn speed. Simply due to the game being more of a flat stat check than anything else. LW is at a huge AP disadvantage and LCBs are currently broken. Not only that, there is also a huge balance issue with ACS overload. Not only do you have lower AP as a lightweight but it takes a breeze to stagger you as well. Meanwhile, tanks can carelessly hold W and not even enter the stagger stance (as well as the tank bug existing). So, there is no actual advantage to being a lightweight and not even your speed counts (because anyone with any modicum of skill can reliably keep up with you no matter how fast you are).
@@jessemacaspac443 what? did you play the old games long enough to understand the mechanics or even play them at all? decreased turn and move speed were the main weaknesses of heavies.
@@NotBer I’m only talking about ac6 in this comment. There’s no advantage being a lightweight in ac6. Turn speed isn’t the only balance option anyway. Reintroducing turn speed in ac6 will just drive people away. There are still other balance options that striker and other veterans of the franchise have mentioned. Nobody wants to see turn speed come back.
@@jessemacaspac443 you have no idea what you're talking about.
Decreased move and turn speed was the trade off for using heavy parts. No tihs tanks/heavies have always been meta in AC6. They can basically do flick shots.
EDIT: Stiker is NOT a veteran. He's a smash player (not even a real fighting game), AC6 was his first AC game just like all the clowns that cry about heavies, cannons and lasers, while also saying that the franchise does not need the main thing that kept those build archetype in check, turn speed.
@@NotBer striker is not a vet but he has introduced many veterans of the series to talk about the game. At a certain skill point turn speed is just a non-issue furthering my point that turn speed is really just a gatekeep for new players and not actually intrinsic to balance.
Excellent cast guys
What do you think about doing a weight class tournament?
That’s a rlly cool idea
did they ever did that company tournament where you only get to use Ballam or Arquebus part
That be cool mix div tourny and weight class tourny , they should do weight restricted 3v3 aswell the teams have to spend the weight between them , not sure if that last one is viable in this game works for mwo 30 k weight an example
Ramenrook is absolutely insane, I lost my mind when he was fighting aphrodite
Instead of make another laser canon they should make laser machine gun instead...
The LCB tank is probably the best build in the game but it's funny that there was like a lone top meta build fighting the worst mechs I have ever seen. The amount of fodder builds here was staggering.
Even it was just for the bit, happy that we got almost every other Fast on stage except the original
Also, thank you Striker for hosting and uploading these tournaments. Fascinating to watch
I am so sad the apocalypse quad leg didn´t win. Such a creative build and an absolute banger.
How do you Kikaku slide? Is it basically a melee cancel or is it different?
you do a mini bink and then quick boost out of it toward the opponent and charge heavy bunk. the timing is a little tricky at first but it's not too hard with practice.
To explain in more depth, it's a melee cancel into a melee. You start a melee thrust, cancel it with a QB, but immediately cancel the QB with another melee. Because momentum carries over into the startup of melee attacks and how quickly you chained the actions, you should retain some of the speed from your Kikaku melee thrust. Because melee thrust has no turn cap (you can instantly 180), you can also leverage this momentum to perform a "slingshot" maneuver.
anybody have a video link on how to kikaku slide?
@@somechinesedude5466 ua-cam.com/video/FXcGLNvFuh0/v-deo.htmlsi=UHW-Wmhd2RuZqjwR&t=193 shows it. Basically, you:
1. Press the melee attack that has a built in boost
2. Quick boost FORWARD before the attack finishes to cancel out of the charge, but retain your momentum
3. Hit the strong melee attack you want to go off while sliding forward
Every weapon varies with the timing on this. Alternately, you can skip step 1 and just quick boost forward and then hit the big melee attack while you're boosting, for a lower distance but less complicated slide.
@@nullwardthe distance difference between melee cancelling vs just qb cancelling is quite huge though.
doing the full maneuver would let you bunk someone from 200m away, while just quickboost cancelling doesn't even reach half of that.
Dez is so fun to watch
Honestly AB->kick tech to make tanks/heavies fly should be removed. If you're a tank, you should not be able to fly like that. Yeah it's cool tech, but its anathema to balance.
Latency tank wins tourney… shocker of shockers. This game’s PVP turned into such a joke.
LCBs need nerfed badly
@@johnnymccormick1524 no. heavy builds, lasers and cannons are fine. the problem was removing turn speed.
heavy builds, lasers and cannons were supposed to be slow, both in movement and aiming. but when FromSoft removed turn speed, tanks with heavy weapons can pretty much just flick aim.
Just gonna ignore the two lightweights, two quads, and two heavy bipeds in top 8. Not to mention that the quad that got 4th was a strider, and the lightweight that got 3rd was literally one dropped input away from at least forcing a game 5.
@@NotBer LCBs are definitely not fine in the current reg... I agree with the turn speed though definitely
@@johnnymccormick1524 Honestly
I'm with you here
The turn speed but also the LCBs
The LCBs are so fucking overpowered, even more with From's well. You know
Their networking
That shit becomes a non avoidable lethal blast and it's really not fun. As much as I am a tank enjoyer myself, I hate how a majority of tank builds now are just
Quad lasers lag abusers which just hurts, both in the soul and in my shitty AC build
Anyways-
Honestly I think the LCBs needs to be more EN costly
So at Least you can't dual em and nerf the damage
Either by alot or by a grain
Adez build should have been Walter's build in the boss fight
I mean dez
What about PC players?? I see Sony and x box discords
Check the Striker Hut discord! All of my tournaments are for PC players
Damn guys, your really play like a pro, for real, all of you in this video, all my respect, meta not meta, does not matter, you keep this game very competitive, that's the stuff! Im very disappointed about ranking, I just reach the S, but nothing changed, still full of meta slave or bussy quitter... I hope one day all people will play like this because guys, you really make me smile :), thank you, you and all people that keep this game real!
RamenRook’s movement is insane. I always love seeing what he cooks in these tournaments
that first clip, WHERE did he COME FROM?
pilliger inspiring me to play water strider
Are the internet requierments on the discord? I'd like to play in tournament but I dunno if my internet is decent enough
if you aren't sure then you need better internet.
This is super random but are tournaments on ps5 or pc?
PC
I feel for Ramen. LCB tank is op and the use should be shamed by the community
Overlords tanks ? yeah its easy when your ACS is just "better" isnt it and not totally bugged
Striker L Clown moment
I hope that pile bunker gets nerfed, it’s not fun to get staggered once and just die
Keep your distance or run a tankier build
>LCB exists
>SandleDance exists
>Rat exists
>Extremely hard to land punish exists
Mfw bunker is the problem:
@@austinwebster5813is there a timestamp for the bunk?
Tank track should be banned, it might be good to watch tank vs tank a few times, but fundamentally it's not fair for other non-tank players
wait until bugs are fixed , rats will be "the better play".
all of the top tank players will drop it as soon as a nerf or fix drop and hug next op build, they are just those try hard type@@GrayFolxy
totally and they are despicable because of that @@ed209mk3
blame FromSoft for dumbing down the game to where every build archetype basically have the same tools, so the only thing that matters now is AP and weight.
Ironically they are the absolute worst legs in the game if it weren't for the glitches and exploit that they come with.
Nha man nerf those tanks 🗣️🗣️🗣️🗣️
My God LCB's need a nerf
Fromsoftware should nerf tank so at least the weight make the fcs a bit slow in tracking so at least they take time to shot that God d.a.m.n laser canon accurately at you...😂
take the lcb out of the game.
Laser tanks get hate while people ignore every VBO player shooting walls and quick boosting into lasers because they're literally just button mashing
Literally I don't like both the laser tanks and BVO players
And every BVO player I've met are like dumb as rocks so that is accurate to your statement
And I agree
I'm confused on why not many complain about BVOs yet I kinda understand
They (or a large majority from my own personal experience) are brain dead not that big of a deal unlike laser tanks.
I think BVO players who actually reach higher levels have to prove they aren't brain-dead. Meanwhile heavy builds can get pretty damn far remaining brain dead and just stat checking other builds.
There's a LOT more skill going into a BVO set up, so that's probably why they don't get anywhere near as much hate. Not to mention the LCBs dunk on BVO.