if you want to fly for infinite ammount of time you need to make your en production higher than your thrusters vertical thrust en consumtion and boost consumption combined and you core has to have near 1 second recharge cooldown so your AC starts to recharge exaclty when you will loose your vertical momentum and you will start to fall. its really hard and you will be left with a build that can support a really small amount of light weapons and probably flight is going to be its only strong side.
Edit: I know you explained it after, but the initial explanation is too misleading. You got Output wrong. Output is your capacity to support the Energy Load of your assembly. Exceeding this value will generate EN Shortfall. It is the amount of EN Output left over after factoring EN Capacity that determines your recharge rate. This means that a high output generator can have slower EN Recovery than a low output generator depending on your assembly.
Post-energy supply recovery is also an important stat on a generator, as it determines how much starting energy is refilled after recovery starts when you have none (which is what the coral gens are specialized in capitalising on, for example), since even ic recovery start takes six years, if it gives almost the entire bar back it when doing so it can be useful despite that
I was just about to say that lol. Oddly enough it's one of the main stats I sort generators by when designing a build. The question is then: does having a high post recovery supply make up for having a slightly slower recharge time and/or rate. I haven't tested any yet though. Being on PS5 it's a little harder to capture this data outside of just using my phone's stopwatch.
@@ericalbers4867well, whatever feels better. if you can't tell the difference and you need a stopwatch, it probably doesn't matter. but if you can really feel the lack of something... just do a bunch of pvp with one, see how it feels, then swap, see how that one feels, if you can't tell, pick based on the color you like more, lmao (or on energy firearm spec.)
The coral generators are the best in this stat, but in my experience it takes so long to come on that it doesn't even matter. Honestly, other than their good weight/EN Output ratio and the fact that they make Assault Armor change from energy damage (which has a damage mitigation defensive stat) to coral damage (which has no such defensive stat) they're kind of useless. While there can be builds that take advantage of some of the other positive factors I mentioned (and the fact that they have a greater than 100% energy weapon damage modifier) but I find I only really use them when they're the only generator I can fit on for weight and EN Output when I know what I want my other parts to do. Most of the time though, that kills the build and it winds up not being worth it and I wind up having to go a bit slower and heavier so I can use a better generator. For being powered by the main plot device of the story, the coral generators are surprisingly disappointing.
@@ericalbers4867 Basic skill for most generator management is to time the recovery to the AC falling animation. I believe someone already checked it but you actually gain speed falling down so freefalling your AC is not that big of a detriment as most people believe.
@@CreativityNullI think of the Coral generators as the niche choice or side grade, something that you can consider on an existing build you have. My main build has a choice between the en generator with 150 fire spec, and the NGI 000, and despite the former having that 150, the generator leaves much to desire because I constantly run out of energy as I always go in the air boosting and my loadout is very energy hungry. The NGI 000's red line nature actually benefits more for this build as even when I run out, I'm still in the air moving about and after a couple of seconds I'm back to full. Bottom line i see it as generators that are not thr be all end all, but something you can consider every so often for your existing builds.
Energy also recharges much slower while your feet are in the air. If you are not too high from the ground, it is worth to touching down for a sec to take advantage of faster recharge rate.
This is the best guide on AC Energy usage and Generators/Cores in UA-cam. You show the information you convey directly to the viewer without any frills or hassles. Short, sweet and efficient. Epic.
This has honestly been the most helpful video ever for helping me learn how to build. I had a feeling infinite flight could be pulled off, I just couldn’t figure it out without the coral generators.
infinite flight is a "fun mathematical result" in a build (and to face certain bosses like the spider and the boiler). But I don't recommend it in PvP because you become an easy target to hit who will have difficulty using flash propulsion at the best moments. Better to have a shorter flight time and a good reserve of flash propulsion (while maintaining honorable regeneration). Especially since moving on the ground has certain advantages (better flash propulsion distance, better average speed, etc.).
A key factor to the coral generators. Is they are effectively “red line” engines. You WANT to purge all of your energy, because of their post en spec. While also, dumping their entire reserve reduces recharge by 75% being combustion generators. Making them HIGHLY effective for tetrapods, Ac’s with a heavy reliance on flight, and Boost capabilities.
This has opened my eyes to SO MUCH that has been wrong or wonky with my builds. I knew about most of these stats from having (I thought) carefully gone over all of them with the contextual description tool, but I'd never truly grasped how they worked together. I really just used the energy output stuff to determine how much weaponry/parts I could stack on one AC. Thank you so, so much!
I'm a vet myself (last raven on the psp was what I used to play alot) and I never dove this deep into understanding - now elden ring got me into understanding builds and I'm playing ACVI and now I watch these type of videos religiously - I love how you break this stuff down with the visuals of what you're talking about. Great content bro and I'm so glad armored core is back😭
Half of the fun is figuring out by yourself, read the contextual help, or try it on ac tests. thats why i dont like build videos, like people recommended tetrapod to fight the cleaner, but for me its easier to use the nachtreiher legs or reserved joint legs
This may help some of the math heads out there, but there is a simple equation you can use to find out the duration or number of boosts you have on one charge. For energy output and consumption rating, it's in Units Per Second. Well say G is generator capacity. C is the energy consumption of boosting action, Vertical, AB, or QB. D is the duration you can boost in seconds, or number of quick boosts you have (same equation). A note for QB, be sure to use the AC spec not the booster itself. D= G ÷ C Using my AC as an example, my generator VP-20C has a capacity (G) of 2720 My ALULA Booster has an EN consumption of 760 Vertical 435 AB QB is Based at 690, but core adjusted it to 510, so we'll use that. VB 2720 ÷ 760 = 3.5 seconds AB 2720 ÷ 435 = 6.2 seconds QB 2720 ÷ 510 = 5 boosts with some energy remaining. 6 with fully drain. I can't say I discovered this, I adopted and reversed an existing equation from earlier games. If you got this far, I hope it helps.
1:59 Output is the amount of gear you can equip to your AC. What you're talking about here is supply efficiency which is based on the difference between Energy Output, and the actual energy load of your AC.
It's all the same thing. I think his explanation is easier to understand for newer players. The extra stat is nice, but for newer players more numbers can be confusing and it doesn't tell the whole story, the way he explained pretty much told you everything you need to know without overburdening you. I think he explained the best way to *build* around it. The supply efficiency is good at the end of the building phase for comparing to other already built ACs IMO. I've literally seen some of these tournament organizer streamers get tripped up by the supply efficiency stat and putting too much or too little stock in that number.
@@GriFFonRec4it's not even remotely the same. A new player might build a high output AC and use up almost all the load then find their recharge to be slow AF then claim the info on this video is wrong.
To both of u, royal bro was not wrong in his explanation of how supply efficiency works. However, he was incorrect in calling the speed at which you recharge energy (after the initial delay) as output. Output is basically voltage on a battery. The core output stat only effects your ac’s final output value (or max voltage). In game, you can use up to max output, but doing so destroys ur supply efficiency. Supply efficiency is a vital number to understand when optimizing ur ac, if u don’t wanna be miserable when piloting it.
Double check the thumbnail "INIFINITE" 👍 Nice demos of what each stat means. For S-ranking and pure speed I use the full Nachtreiher frame with Shade Eye head (for style) with Alula booster and NGI 000 generator. Allows for 9 quickboosts with 0.35s cooldown. Weapons are dual Haldeman and dual GU-Q1 Pulse guns giving me: Supply Efficiency 5483, EN Output 3949 so I can happily red line my generator, wait a few seconds and the bar is near instantly full again. An important aspect I think you missed for energy management is having the right booster and FCS too, especially if you're wanting to be in the air a lot. Gridwalker booster has massive upward thrust but QB cooldown is 0.70s which maybe too slow for some people. If I changed from my current FCS to the WLT001 - that's an EN Load increase of 254 points which translates to losing over 1000 in EN Supply Efficiency overall (slower EN refill if I don't deplete all energy. Definitely worth checking all aspects of your AC when tweaking for optimal energy use and testing 1 component at a time rather than making lots of changes at once.
Great overview. I can see you put a lot of work into demonstrating all the differences. I started figuring this stuff out the other day and I love how the mechanics encourage different play styles
It's so funny finding your page AGAIN. I was watching some of your armored core content and I was like "Why does this guy sound so damn familiar?" He's the guy who showed me the best FBX export settings for Blender lol!
I'm a bit surprised this video didn't go into detail about specific gennies and their quirks. I just wanna say, Y'ALL. DON'T SLEEP ON THE YABA. Since it got buffed, it now allows you to Du some really funny stuff with light builds, and is amazing for infinite flight. Don't sleep on it. Look at the Yaba
That was the most comprehensive video I have ever seen and not to mention I'm just getting through the first part of the missions before you even get to all that when you get your ID and all that
Your NineBall build is just ❤️🎱9 gorgeous. Besides that I really liked how you explained everything and please continue with this type of lessons, with every AC important parts.
You forgot to cover post supply recovery, which is the amount you initially recover after your supply recovery cooldown. It’s also worth noting that your supply recovery starts your recharge automatically. So if your supply recovery is faster than your EN recharge, you’ll actually start recovering energy faster and more efficiently by gen busting
@@lupvirga He explained it well for newer players. The supply efficiency is a new stat added to this game, but it doesn't really correlate that well. Anyone who played older games understands it as Output vs your EN load, and it's easier to understand that way when actually *building* your AC. It's nice to have a stat, but sorta meaningless. I think it's best use is when comparing already built ACs.
I used the core, booster and generator you had in the end of the video and I beat the true final boss of the game 2nd try, I was having trouble with him since he's always teleporting high up. Had no clue what I was missing out on.
You forgot to mention Post Supply Recovery, but for simplicity's sake. It's the initial amount of recovered energy once supply recovery starts kicking in after getting COMPLETELY DRAINED. This is one of the reasons why Coral Generator can sustain your flight despite having ungodly amounts of weight load, because the amount of post supply it gives is throught the roof. The trade off for it though is that supply recovery takes a while to kick in. It is also best paired with Alba Core because it speeds up the post supply recovery.
this is wild i was just playing with these mechanics this week, but of course you've gone and inspired me to go back to the drawing board with some new ideas. never actually knew what the en recharge stat did!
Im grateful that Chrigght encouraged me to use math in AC6, his explanation however involves intricate details and computations Your explanation however excells with the help of Visual Aid, makes it easier for me to understand how each specs function
Your total energy outtake for your parts also really applys to your maximum output. Say you have the same generator with 4000 compacity, but you have a bunch of really heavy and EN consuming parts overall youll have less EN to work with despite having a huge compacity. Thats where you see some people make the mistake of having something with low capacity, and they then load it full of parts that take alot on EN and then wonder why they can't stay in the air longer then 6 seconds and are constently out of EN
Been just playing and tryna figure it out as I go. 3/4 of the way thru the game and I've only bought one Generator because I was overwhelmed with the info. Makes sense now.
This series of videos has helped me immensely. While I have been improving in other areas, my energy management has been terrible, and I didn't know why. This video has answered all of those questions. Thanks a heap!
You did a really good job with this, your videos have been very helpful and informative. I’ve been playing since AC2 and inherently understand some of these mechanics but you do a great job of breaking down why they work.
The low ceiling makes it hard to show your point at the end, but yes if you AB as straight up as you can with that setup you can gain 2 or three times the height than you lose when you run out of EN and are waiting for the supply recovery to kick in again allowing you to tap jump a few times before having to AB again to stay in the air, also tapping jump at the last second of an AB before you run out of EN will maintain your momentum so you will keep ascending for a little while you wait on supply recovery
After finishing AC6, I went back to the old games - beginning with AC2. After stumbling through the controls and wildly different playstyle of the older mechs (Not being able to roller-skate around took some getting used to, bunny hopping is fun though), it helped a lot with refining my abilities in the newest game. I didn't transfer much of the AC design stuff over in my mind though, so this has been an extremely helpful video.
Nice video Hustler One :P informative However, there were a couple of things you missed that could be helpful. The core's Generator Output Adjust effects how much your "EN output" is (your total possible EN load.) It doesn't specifically affect how fast your energy recovers after the supply comes in (which is nitpicking, because the difference between your EN Output and Total EN Load will determine this and increasing your EN output could determine it if you dont just use the extta EN output to slap on more energy hungry parts, which is why this distinction is important) Next thing, there is actually a stat you can look at in your AC specs to determine what your recharge speed will look like. It's called "EN Supply Efficiency" (which is kind of confusing because your core has a stat called "EN Supply Adjust" that does not influence this stat whatsoever, it instead affects "EN Recharge Delay") However, you kind of have to play with it in testing because while higher is obviously better, there's not an obvious correlation between the number and perfirmance (like you can see with some stats just being a percentage modifier) The nice thing is that all of these are accurately described in the tool tips if you look at contextual help and at least on the surface looking at the stats it appears to work the way the tool tips say it does. So far the effects work as expected in game too.
I believe the 3 stats of the core is in percentage. Default 100% will mean the actual stated performance from the generator. >100% will improve the generator's performance accordingly, and likewise
For some reason you left out of the picture the fact that "EN output" is directly responsible for your"EN load", and how many hefty parts you generally can equip on your mech before you reach the energy shortfall threshold.
Thanks for making this. Energy management is key, now of course the weapons and maneuvers are important, but as Ravens I like to think we "perch" (I'll fight for the pun) We go for high ground and stay airborne. It's the freedom to maneuver that I go for. I want surplus air time. I want surplus energy in my combat style. Blinking red is for if I literally HAVE to redline, if I hear that doopdoopdoop I know I just pushed my AC TO THE MAX. i don't want to hear it if i'm just dodging stray fire. That means I'm bad
As an old raven who never really goes to flight in old AC game and just bunny hops in AC1-LR and chaining quick boost in 4-4A (haven't play 5th gen) the Nachtreiher is the ideal core part for me. You got massive boost speed, make dodging way easier, and because I'm mainly close to the ground (never goes beyond jump height except against some bosses) the energy recovery isn't that bad. I'm also mainly using kinetic weapon with low energy drain to help even more with recovery).
Yo, me too! I tried some other similar cores such as the Firmeza, but I keep going back to the Nacht. It's just the perfect blend of attitude recovery and jump height for me.
They are designed to be used completely up they refill 3/4 of the energy after a few secs much less than 7 secs if you don’t drain it all the way. Pair it with a shoulder weapon and makes you take a stance and any ac can stay airborne
Probably should also mention that Recovery Supply determines how much energy you get back on recover from empty, aka the entire selling point of coral generators that isn’t just flat capacity
It's important to note that the timer which recharges your energy only starts when all actions that cause interruptions cease. NOT when it is done using energy. So got a quick boost lasting half a second? That half second counts. Melee while redlined? Have fun with that........
on one hand i felt like you didn't tell me anything that i didn't know already, but on the other hand did this excellent video sum up and illustrate how these values on the parts affect flight and the AC overall
You missed one stat: Post recovery supply is how much EN you get back after draining it all. This is what makes the coral gens good, since they give you 90% back after full depletion. at the drawback of a slowass recovery time.
I had run different generators for a while to try and see what worked, but everything except the coral generators had me forever in the bottom third of energy. I’ll have to try again with this in mind.
The coral cores are best if you completely empty them rather then keeping them low. It makes you vulnerable for a second to give you a full energy recharge
Great video! Since we are talking about air-stall, my question is: does the weight of AC affect its falling speed? and What can we do to control/alter falling speed (other than thrusting upwards, obviously)?
From what I've seen, no. I tried making the absolute heaviest monstrosity I could to fall to the bottom of depth 1 as fast as possible, and didn't notice any appreciable difference compared to other frames. Also despite swearing I felt a difference, when I put it to a test, being significantly over your leg's load limit didn't seem to increase fall speed either. Note: these are specific to purely falling. Boost hovering may be different.
Everything here is functional so it's great but, no output is what let's you use items. It's like load but for energy. The quickness to recharge that you are talking about that you can indeed observe in this video? Thats supply efficiency and you can see it when you open the expanded stats view. It's on the right side of the screen about in the middle of the stats chart. But like I said, the advice given here is totally functional. When you do what is proscribed in this video, that number shoots through the roof. Also, I'm not smart, I just watched cright. A youtuber who figured out all of the stats.
the sad part is this seems to just work best with lightweight aperitifs, since being directly above someone else and further away makes it harder for both to land shots (unless aoe) and they have extremely low EN load
Plus imo it's still the best. This guy just doesn't value the post-recharge enough. It's more potent than people think and can give you infinite flight with no difficult balancing act to keep up with. Plus you get to keep your AC's aesthetics in tact and use whatever weapons you want, instead of using the ugly Emphemera..
Vary your velocity to confuse the FCS. If you move around in a circle, you are forever varying your velocity. Bunny hopping is basically moving in half circles, it's why we all do it back in the day.
In practice, it appears there is a different recharge attribute not shown to us for the "Red Zone"; not empty. It appears they are different. I dont think the core adjustment is applied when in the red. It seems its always best to either stay out of red, or empty it entirely. At least, until we can figure out how to manipulate the red zone.
I thought supply rate wasn't tied to surplus energy output any more, and just designed my ACs with EN cost as close to the output line as possible. I'll have to leave some surplus.
Thank you for the informative video. However! Give us the deets man! the names !!! As I understood: 20D generator, ephemera core and low EN load (especially from weapons) ?
Hope this vid was helpful, good luck out there Ravens :)
if you want to fly for infinite ammount of time you need to make your en production higher than your thrusters vertical thrust en consumtion and boost consumption combined and you core has to have near 1 second recharge cooldown so your AC starts to recharge exaclty when you will loose your vertical momentum and you will start to fall. its really hard and you will be left with a build that can support a really small amount of light weapons and probably flight is going to be its only strong side.
Edit: I know you explained it after, but the initial explanation is too misleading.
You got Output wrong. Output is your capacity to support the Energy Load of your assembly. Exceeding this value will generate EN Shortfall.
It is the amount of EN Output left over after factoring EN Capacity that determines your recharge rate.
This means that a high output generator can have slower EN Recovery than a low output generator depending on your assembly.
😂 Oh, man, I just try to recreate mobile suits from Gundam😅
Energy firearm specialization also determines the time it take to charge a shot with a energy firearm
And reload (for the aurora for example) and cooldown time after maxing out heat iirc?
I just finished the game yesterday and watching this video make me realize that I had no clue what I was doing the whole time.
Post-energy supply recovery is also an important stat on a generator, as it determines how much starting energy is refilled after recovery starts when you have none (which is what the coral gens are specialized in capitalising on, for example), since even ic recovery start takes six years, if it gives almost the entire bar back it when doing so it can be useful despite that
I was just about to say that lol. Oddly enough it's one of the main stats I sort generators by when designing a build. The question is then: does having a high post recovery supply make up for having a slightly slower recharge time and/or rate. I haven't tested any yet though. Being on PS5 it's a little harder to capture this data outside of just using my phone's stopwatch.
@@ericalbers4867well, whatever feels better. if you can't tell the difference and you need a stopwatch, it probably doesn't matter. but if you can really feel the lack of something...
just do a bunch of pvp with one, see how it feels, then swap, see how that one feels, if you can't tell, pick based on the color you like more, lmao (or on energy firearm spec.)
The coral generators are the best in this stat, but in my experience it takes so long to come on that it doesn't even matter. Honestly, other than their good weight/EN Output ratio and the fact that they make Assault Armor change from energy damage (which has a damage mitigation defensive stat) to coral damage (which has no such defensive stat) they're kind of useless.
While there can be builds that take advantage of some of the other positive factors I mentioned (and the fact that they have a greater than 100% energy weapon damage modifier) but I find I only really use them when they're the only generator I can fit on for weight and EN Output when I know what I want my other parts to do. Most of the time though, that kills the build and it winds up not being worth it and I wind up having to go a bit slower and heavier so I can use a better generator.
For being powered by the main plot device of the story, the coral generators are surprisingly disappointing.
@@ericalbers4867 Basic skill for most generator management is to time the recovery to the AC falling animation. I believe someone already checked it but you actually gain speed falling down so freefalling your AC is not that big of a detriment as most people believe.
@@CreativityNullI think of the Coral generators as the niche choice or side grade, something that you can consider on an existing build you have.
My main build has a choice between the en generator with 150 fire spec, and the NGI 000, and despite the former having that 150, the generator leaves much to desire because I constantly run out of energy as I always go in the air boosting and my loadout is very energy hungry. The NGI 000's red line nature actually benefits more for this build as even when I run out, I'm still in the air moving about and after a couple of seconds I'm back to full.
Bottom line i see it as generators that are not thr be all end all, but something you can consider every so often for your existing builds.
Energy also recharges much slower while your feet are in the air. If you are not too high from the ground, it is worth to touching down for a sec to take advantage of faster recharge rate.
This is the best guide on AC Energy usage and Generators/Cores in UA-cam. You show the information you convey directly to the viewer without any frills or hassles. Short, sweet and efficient. Epic.
This has honestly been the most helpful video ever for helping me learn how to build. I had a feeling infinite flight could be pulled off, I just couldn’t figure it out without the coral generators.
infinite flight is a "fun mathematical result" in a build (and to face certain bosses like the spider and the boiler). But I don't recommend it in PvP because you become an easy target to hit who will have difficulty using flash propulsion at the best moments.
Better to have a shorter flight time and a good reserve of flash propulsion (while maintaining honorable regeneration).
Especially since moving on the ground has certain advantages (better flash propulsion distance, better average speed, etc.).
Infinite flight and missiles is an easy way to S rank the strider alt mission.
A key factor to the coral generators. Is they are effectively “red line” engines. You WANT to purge all of your energy, because of their post en spec. While also, dumping their entire reserve reduces recharge by 75% being combustion generators. Making them HIGHLY effective for tetrapods, Ac’s with a heavy reliance on flight, and Boost capabilities.
This has opened my eyes to SO MUCH that has been wrong or wonky with my builds. I knew about most of these stats from having (I thought) carefully gone over all of them with the contextual description tool, but I'd never truly grasped how they worked together. I really just used the energy output stuff to determine how much weaponry/parts I could stack on one AC. Thank you so, so much!
I'm a vet myself (last raven on the psp was what I used to play alot) and I never dove this deep into understanding - now elden ring got me into understanding builds and I'm playing ACVI and now I watch these type of videos religiously - I love how you break this stuff down with the visuals of what you're talking about. Great content bro and I'm so glad armored core is back😭
Half of the fun is figuring out by yourself, read the contextual help, or try it on ac tests. thats why i dont like build videos, like people recommended tetrapod to fight the cleaner, but for me its easier to use the nachtreiher legs or reserved joint legs
You and me BOTH XD @@KABLAMMATS
Tetrapods super COOL, but not for me...
This may help some of the math heads out there, but there is a simple equation you can use to find out the duration or number of boosts you have on one charge. For energy output and consumption rating, it's in Units Per Second. Well say G is generator capacity. C is the energy consumption of boosting action, Vertical, AB, or QB. D is the duration you can boost in seconds, or number of quick boosts you have (same equation). A note for QB, be sure to use the AC spec not the booster itself.
D= G ÷ C
Using my AC as an example, my generator VP-20C has a capacity (G) of 2720
My ALULA Booster has an EN consumption of
760 Vertical
435 AB
QB is Based at 690, but core adjusted it to 510, so we'll use that.
VB 2720 ÷ 760 = 3.5 seconds
AB 2720 ÷ 435 = 6.2 seconds
QB 2720 ÷ 510 = 5 boosts with some energy remaining. 6 with fully drain.
I can't say I discovered this, I adopted and reversed an existing equation from earlier games. If you got this far, I hope it helps.
1:59 Output is the amount of gear you can equip to your AC. What you're talking about here is supply efficiency which is based on the difference between Energy Output, and the actual energy load of your AC.
It's all the same thing. I think his explanation is easier to understand for newer players. The extra stat is nice, but for newer players more numbers can be confusing and it doesn't tell the whole story, the way he explained pretty much told you everything you need to know without overburdening you. I think he explained the best way to *build* around it. The supply efficiency is good at the end of the building phase for comparing to other already built ACs IMO. I've literally seen some of these tournament organizer streamers get tripped up by the supply efficiency stat and putting too much or too little stock in that number.
@@GriFFonRec4it's not even remotely the same. A new player might build a high output AC and use up almost all the load then find their recharge to be slow AF then claim the info on this video is wrong.
@@igtenoz 2:22
To both of u, royal bro was not wrong in his explanation of how supply efficiency works. However, he was incorrect in calling the speed at which you recharge energy (after the initial delay) as output. Output is basically voltage on a battery. The core output stat only effects your ac’s final output value (or max voltage). In game, you can use up to max output, but doing so destroys ur supply efficiency. Supply efficiency is a vital number to understand when optimizing ur ac, if u don’t wanna be miserable when piloting it.
Double check the thumbnail "INIFINITE" 👍
Nice demos of what each stat means.
For S-ranking and pure speed I use the full Nachtreiher frame with Shade Eye head (for style) with Alula booster and NGI 000 generator. Allows for 9 quickboosts with 0.35s cooldown. Weapons are dual Haldeman and dual GU-Q1 Pulse guns giving me: Supply Efficiency 5483, EN Output 3949 so I can happily red line my generator, wait a few seconds and the bar is near instantly full again.
An important aspect I think you missed for energy management is having the right booster and FCS too, especially if you're wanting to be in the air a lot. Gridwalker booster has massive upward thrust but QB cooldown is 0.70s which maybe too slow for some people. If I changed from my current FCS to the WLT001 - that's an EN Load increase of 254 points which translates to losing over 1000 in EN Supply Efficiency overall (slower EN refill if I don't deplete all energy. Definitely worth checking all aspects of your AC when tweaking for optimal energy use and testing 1 component at a time rather than making lots of changes at once.
Great overview. I can see you put a lot of work into demonstrating all the differences. I started figuring this stuff out the other day and I love how the mechanics encourage different play styles
It's so funny finding your page AGAIN. I was watching some of your armored core content and I was like "Why does this guy sound so damn familiar?" He's the guy who showed me the best FBX export settings for Blender lol!
I'm a bit surprised this video didn't go into detail about specific gennies and their quirks. I just wanna say, Y'ALL. DON'T SLEEP ON THE YABA. Since it got buffed, it now allows you to Du some really funny stuff with light builds, and is amazing for infinite flight.
Don't sleep on it. Look at the Yaba
That was the most comprehensive video I have ever seen and not to mention I'm just getting through the first part of the missions before you even get to all that when you get your ID and all that
concise, easy to understand and straight to the point.
Your NineBall build is just ❤️🎱9 gorgeous. Besides that I really liked how you explained everything and please continue with this type of lessons, with every AC important parts.
Thanks so much for making this video. I'm a veteran, but never got energy management down.
Once again, great video I am new to AC. So all of this is awesome for me. I have just been Wanderin
through the game.
You forgot to cover post supply recovery, which is the amount you initially recover after your supply recovery cooldown. It’s also worth noting that your supply recovery starts your recharge automatically. So if your supply recovery is faster than your EN recharge, you’ll actually start recovering energy faster and more efficiently by gen busting
he also confused EN Output to Supply efficiency.
@@lupvirga He explained it well for newer players. The supply efficiency is a new stat added to this game, but it doesn't really correlate that well. Anyone who played older games understands it as Output vs your EN load, and it's easier to understand that way when actually *building* your AC. It's nice to have a stat, but sorta meaningless. I think it's best use is when comparing already built ACs.
Damn it bro… every video I gotta go revamp all my builds and make a new one or 2. Thank you. Thank you very much.
I used the core, booster and generator you had in the end of the video and I beat the true final boss of the game 2nd try, I was having trouble with him since he's always teleporting high up. Had no clue what I was missing out on.
You forgot to mention Post Supply Recovery, but for simplicity's sake. It's the initial amount of recovered energy once supply recovery starts kicking in after getting COMPLETELY DRAINED. This is one of the reasons why Coral Generator can sustain your flight despite having ungodly amounts of weight load, because the amount of post supply it gives is throught the roof. The trade off for it though is that supply recovery takes a while to kick in. It is also best paired with Alba Core because it speeds up the post supply recovery.
You won here, I subbed after seeing this and look forward to learning from you- thank you sensei.
this is wild i was just playing with these mechanics this week, but of course you've gone and inspired me to go back to the drawing board with some new ideas. never actually knew what the en recharge stat did!
Im grateful that Chrigght encouraged me to use math in AC6, his explanation however involves intricate details and computations
Your explanation however excells with the help of Visual Aid, makes it easier for me to understand how each specs function
You ravens sure knows how to give us new hounds knowledge
It's SO good to see AC1/2 rules of flight still applying.
Thanks I didn’t know energy weapons could have that effect.
Your total energy outtake for your parts also really applys to your maximum output. Say you have the same generator with 4000 compacity, but you have a bunch of really heavy and EN consuming parts overall youll have less EN to work with despite having a huge compacity.
Thats where you see some people make the mistake of having something with low capacity, and they then load it full of parts that take alot on EN and then wonder why they can't stay in the air longer then 6 seconds and are constently out of EN
Yours explanations and examples are really clear and well demonstrated. You are a really good teacher in my opinion. Thanks for those videos.
Been just playing and tryna figure it out as I go. 3/4 of the way thru the game and I've only bought one Generator because I was overwhelmed with the info. Makes sense now.
Love the nineball build. I was running a similar setup in PVP for a while and it was a blast.
This series of videos has helped me immensely. While I have been improving in other areas, my energy management has been terrible, and I didn't know why. This video has answered all of those questions. Thanks a heap!
Thank you so much for the quality of your videos, it's very helpful!
I'd really like to see a series on Maya and Marmoset Toolbag 4, thank you.
You did a really good job with this, your videos have been very helpful and informative. I’ve been playing since AC2 and inherently understand some of these mechanics but you do a great job of breaking down why they work.
Great videos man. I was oblivious to those mechanics and don't have time to spend and test/learn but I'm enjoying the game. Thank you :D
You are blowing my mind right now dude..... I think I love you
You get a like just for the best/worst comparisons! Saves me the load screens 😂
This was very enlightening, I'll propably return to this video for refreshers on AC building. Kudos (:
The low ceiling makes it hard to show your point at the end, but yes if you AB as straight up as you can with that setup you can gain 2 or three times the height than you lose when you run out of EN and are waiting for the supply recovery to kick in again allowing you to tap jump a few times before having to AB again to stay in the air, also tapping jump at the last second of an AB before you run out of EN will maintain your momentum so you will keep ascending for a little while you wait on supply recovery
My nigga THANK YOU for this video. I been playin armored core since ps1 and even i was confused at how the specs work in this game
After finishing AC6, I went back to the old games - beginning with AC2. After stumbling through the controls and wildly different playstyle of the older mechs (Not being able to roller-skate around took some getting used to, bunny hopping is fun though), it helped a lot with refining my abilities in the newest game. I didn't transfer much of the AC design stuff over in my mind though, so this has been an extremely helpful video.
Nice video Hustler One :P informative
However, there were a couple of things you missed that could be helpful.
The core's Generator Output Adjust effects how much your "EN output" is (your total possible EN load.) It doesn't specifically affect how fast your energy recovers after the supply comes in (which is nitpicking, because the difference between your EN Output and Total EN Load will determine this and increasing your EN output could determine it if you dont just use the extta EN output to slap on more energy hungry parts, which is why this distinction is important)
Next thing, there is actually a stat you can look at in your AC specs to determine what your recharge speed will look like. It's called "EN Supply Efficiency" (which is kind of confusing because your core has a stat called "EN Supply Adjust" that does not influence this stat whatsoever, it instead affects "EN Recharge Delay") However, you kind of have to play with it in testing because while higher is obviously better, there's not an obvious correlation between the number and perfirmance (like you can see with some stats just being a percentage modifier)
The nice thing is that all of these are accurately described in the tool tips if you look at contextual help and at least on the surface looking at the stats it appears to work the way the tool tips say it does. So far the effects work as expected in game too.
I believe the 3 stats of the core is in percentage. Default 100% will mean the actual stated performance from the generator. >100% will improve the generator's performance accordingly, and likewise
Love your nineball build
For some reason you left out of the picture the fact that "EN output" is directly responsible for your"EN load", and how many hefty parts you generally can equip on your mech before you reach the energy shortfall threshold.
I know it's an obvious thing that everyone knows already but still.
The amount of detail the put into combat is insane
Discovered this 7days ago or so, what a difference the knowledge make!
Switching generators and understanding it helped me substancialy!
Thanks for making this. Energy management is key, now of course the weapons and maneuvers are important, but as Ravens I like to think we "perch" (I'll fight for the pun) We go for high ground and stay airborne. It's the freedom to maneuver that I go for. I want surplus air time. I want surplus energy in my combat style. Blinking red is for if I literally HAVE to redline, if I hear that doopdoopdoop I know I just pushed my AC TO THE MAX. i don't want to hear it if i'm just dodging stray fire. That means I'm bad
As an old raven who never really goes to flight in old AC game and just bunny hops in AC1-LR and chaining quick boost in 4-4A (haven't play 5th gen) the Nachtreiher is the ideal core part for me. You got massive boost speed, make dodging way easier, and because I'm mainly close to the ground (never goes beyond jump height except against some bosses) the energy recovery isn't that bad. I'm also mainly using kinetic weapon with low energy drain to help even more with recovery).
Yo, me too! I tried some other similar cores such as the Firmeza, but I keep going back to the Nacht. It's just the perfect blend of attitude recovery and jump height for me.
Excellent video, thank you for explaining it in such an easy way to understand
This was fantastic
Coral generators might take 17 years to restart but you can do red lightning explosion with them, and that more than compensates all drawbacks.
They are designed to be used completely up they refill 3/4 of the energy after a few secs much less than 7 secs if you don’t drain it all the way. Pair it with a shoulder weapon and makes you take a stance and any ac can stay airborne
Probably should also mention that Recovery Supply determines how much energy you get back on recover from empty, aka the entire selling point of coral generators that isn’t just flat capacity
great content with AC6 as always! hopefully this teaches new players how to get past the Filter
It's important to note that the timer which recharges your energy only starts when all actions that cause interruptions cease. NOT when it is done using energy. So got a quick boost lasting half a second? That half second counts. Melee while redlined? Have fun with that........
Watch game mechanic explanations before playing ❌
Watch game mechanic explanations after 100% game ✅
Thanks for dunking in the Dosers
SIMPLY AMAZING
GREAT explanation!! Much appreciated.
Holy thank u, ur vid on how lock on works helped a lot 2
on one hand i felt like you didn't tell me anything that i didn't know already,
but on the other hand did this excellent video sum up and illustrate how these values on the parts affect flight and the AC overall
You missed one stat:
Post recovery supply is how much EN you get back after draining it all. This is what makes the coral gens good, since they give you 90% back after full depletion. at the drawback of a slowass recovery time.
I didnt realise there were different stats for energy recovery speed from empty vs normal. The stats on my most used generators were about the same
Great video man, thanks for the info.
I had run different generators for a while to try and see what worked, but everything except the coral generators had me forever in the bottom third of energy.
I’ll have to try again with this in mind.
You should share some builds that can be considered “competitive”
I equipped the coral core and tried killing the bonewheel at the swamp wondering wtf RECOVER then got wheeled out of existence
The coral cores are best if you completely empty them rather then keeping them low. It makes you vulnerable for a second to give you a full energy recharge
Use your charged attacks or heavy recoil weapons during the down time and you'll be all good
Great video! Since we are talking about air-stall, my question is: does the weight of AC affect its falling speed? and What can we do to control/alter falling speed (other than thrusting upwards, obviously)?
From what I've seen, no.
I tried making the absolute heaviest monstrosity I could to fall to the bottom of depth 1 as fast as possible, and didn't notice any appreciable difference compared to other frames.
Also despite swearing I felt a difference, when I put it to a test, being significantly over your leg's load limit didn't seem to increase fall speed either.
Note: these are specific to purely falling. Boost hovering may be different.
Everything here is functional so it's great but, no output is what let's you use items. It's like load but for energy. The quickness to recharge that you are talking about that you can indeed observe in this video? Thats supply efficiency and you can see it when you open the expanded stats view. It's on the right side of the screen about in the middle of the stats chart. But like I said, the advice given here is totally functional. When you do what is proscribed in this video, that number shoots through the roof. Also, I'm not smart, I just watched cright. A youtuber who figured out all of the stats.
Yooooo holy fuckin shit.
Your videos are some of the best help tutorials for this game ive come across.
Thank you very much for your wisdom boss. 🙏
There is a reason that flight core was literally the only core to get nerfed in the game apparently.
the sad part is this seems to just work best with lightweight aperitifs, since being directly above someone else and further away makes it harder for both to land shots (unless aoe) and they have extremely low EN load
Nice AC.
This is a Fromsoft Game... I prioritize DRIP... that's why I use Coral Gen
0:57 lol.... even when it doesnt redline the whole bar still comes back in an instant
great video!
Me just slaping anything until it not overburdened or over en cap
That coral generator lets you fly forever like a gundam
You miss a thing. About charging weapons. With some setup you recharge really slowly or not attack if you are charging a weapon.
i just use the coral gen cause it has the coolest booster effect
Same brother
Plus imo it's still the best. This guy just doesn't value the post-recharge enough. It's more potent than people think and can give you infinite flight with no difficult balancing act to keep up with. Plus you get to keep your AC's aesthetics in tact and use whatever weapons you want, instead of using the ugly Emphemera..
Can you teach us how to avoid missiles perfectly?
Vary your velocity to confuse the FCS. If you move around in a circle, you are forever varying your velocity.
Bunny hopping is basically moving in half circles, it's why we all do it back in the day.
Meep Armored Core garage has a very comprehensive videos on how to properly use each type of missiles and how to avoid them.
Look em up.
can you do a break down on what the resistance values mean? what's the difference between 1000 anti-energy defense vs 1300 etc. awesome vid as usual
1300 defense is 30% damage resistance. Basically just do (your defense value - 1000)/10 to get the resistance percentage.
ty@@dakota0000001
What is the last build combo you use for infinite flight?
Santai Generator, Ephemera core, and Gridwalker boosters - Those are the 3 main parts :)
@@TheRoyalSkies Thanks!
In practice, it appears there is a different recharge attribute not shown to us for the "Red Zone"; not empty. It appears they are different. I dont think the core adjustment is applied when in the red. It seems its always best to either stay out of red, or empty it entirely.
At least, until we can figure out how to manipulate the red zone.
I probably learned all this before even play the game.. 😂
VE20B is a hell of a drug.
Yet another wonderful tutorial! Would you consider sharing your build code on description or on patreon?
Good old Spreadsheet Core...
Amazing video yet again! But i have a question- how can you telç what cores were or werent design for flight??
I thought supply rate wasn't tied to surplus energy output any more, and just designed my ACs with EN cost as close to the output line as possible. I'll have to leave some surplus.
I like your 9 ball build haha.
Does energy firearm spec also affect shoulder energy weapons?
I don't see why it wouldn't.
The Ling Tai would be the best generator in AC6 if it wasn't handicapped with a low capacity
Dawg how do you keep cranking these out so fast
How do you know which AC is designed for flight. ?
Look for the ones with the greatest generator output -
Thank you for the informative video. However! Give us the deets man! the names !!! As I understood: 20D generator, ephemera core and low EN load (especially from weapons) ?
Light shell weapons and missiles work well - Double Zap guns, vientos, handguns, etc -