A Guide on FCS, Firearm Specialization, Missile Correction, and Target Tracking - Armored Core 6

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  • Опубліковано 29 вер 2024

КОМЕНТАРІ • 388

  • @Chrightt
    @Chrightt  Рік тому +159

    For those of you who don't understand why using more EN load = bad even if you have output to spare, you might want to check out my generator video: ua-cam.com/video/qE4wTrKPDqw/v-deo.html
    For those of you who have seen the generator video and know already, 🤫let them find out.
    P.S. Recoil is controlled within the tests which is why I am single firing.

    • @BaBaNaNaBa
      @BaBaNaNaBa Рік тому +9

      you have to keep in nind though, the closer you are to a target the bigger its hitbox becomes relatively on your screen.
      For a lot of weapons you are forced to sacrifice that firearm specialization anyways, in order to keep that so called recoil (actually cone of fire) in check.
      Lastly latency is likely the most relevant factor for dodging shots at any give distance. For good latency the range doesn't matter too much... but on bad latency dodging shots becomes much harder especially up close because the projectile travel speed is much shorter.
      I really felt that today against explosive spamming lag lord. Hitting shots on me late, while I was miles away from the explosion.

    • @daggan1394
      @daggan1394 Рік тому +8

      I think I watched the generator video about 15 times. And I’ll probably watch it another 50 to jam all that math into my memory

    • @ryughvilgefortz7538
      @ryughvilgefortz7538 Рік тому +1

      @@BaBaNaNaBa does kicks also work that way? enemy kick doesnt reach me yet i get kicked and staggered

    • @HiroyaFujimiya
      @HiroyaFujimiya Рік тому

      ​@@ryughvilgefortz7538it maybe ping related shenanigans. Experience that a lot if the match with western player( im in asia region)

    • @martinkamenov4664
      @martinkamenov4664 Рік тому +4

      bro your videos are so good

  • @thundertwonk1090
    @thundertwonk1090 Рік тому +152

    I literally picked up AC6 because of the Generator video. I'm absolutely in love with the game, and these stat videos are indispensable for anyone.

    • @Chrightt
      @Chrightt  Рік тому +71

      :o You picked up the game because I made a breakdown video on generators? I hope it's cause the game looks fun to build different ACs!

    • @theTahnoktrapper
      @theTahnoktrapper Рік тому +16

      Huh I never thought about it that way, but I also pretty much bought the game the day after the Generator video! It was a great showcase of the build depth in AC6, i guess :)

    • @colecarmichael5724
      @colecarmichael5724 11 місяців тому

      Welcome brother! This is my first ac game as well god im hooked

  • @ParasiteOmega
    @ParasiteOmega Рік тому +276

    Literally all of your deep dive vids have been essential for helping me internalize info about the game. Good on you, man, and thank you.

    • @aSSGoblin1488
      @aSSGoblin1488 11 місяців тому +1

      he has helped me double my pvp win loss ratio
      from 1% to %2

  • @TheRazgrizSnake
    @TheRazgrizSnake Рік тому +9

    Thank you so much for the explanation on how this works, FCS is one of the most confusing parts for me and your video made it so clear, i hope you make more videos like this!

  • @darkwhispersstories47
    @darkwhispersstories47 Рік тому

    Ngl i did come here for the missile accuracy video, i platinumed the game and had no idea that the 4 yellow marks were for the rockets lock on this will certainly help my "rockets only* Playtrough so much appreciated 👍 you earned a sub

  • @davidwright8094
    @davidwright8094 Рік тому +1

    You've got some of the best vids on the different stats in the game. Not only in explaining what is going on, but on how you came to that conclusion. Love to see more!

  • @nocturnenoble2468
    @nocturnenoble2468 Рік тому +1

    I really appreciate your in-depth analysis. Thank you for all your theories and research.

  • @WhittleDragon
    @WhittleDragon Рік тому

    I’m glad you asked the recoil question. Cause that does get affected by types of weapons with their rate of fire.

  • @xianfa1708
    @xianfa1708 Рік тому +1

    regarding missile tracking, it's funny that the fat missile has very low tracking capability, but due to its slow propulsion, it seems to perform better on some missiles that has higher tracking stas

  • @Turboprime14
    @Turboprime14 Рік тому

    Thank you for making this. You have no idea how much pain I have been in scratching my brain trying to understand this stuff.

  • @LordEverlost
    @LordEverlost Рік тому

    Holy moly this is an eye opener. Thank you!

  • @mooman1080
    @mooman1080 Рік тому +1

    Impressive... Very nice... Lets see how ricochets work.

  • @jesusftw
    @jesusftw Рік тому

    incredible work, would LOVE a booster breakdown next!!

  • @Faruq-xn4gj
    @Faruq-xn4gj Рік тому +2

    The nerf from Hardlock can be found in Vaatividya video. TLDR from Long Range Hardlock OFF about 50% miss and Hardlock ON about 75% miss.

    • @Chrightt
      @Chrightt  Рік тому +4

      The issue with this is it isn't concrete numbers. Depending on how many quickboosts, jumps, assault boosts, etc. and the timing for doing them all matters because hardlock most definitely affects target tracking mathematically (likely a % form) but in actual testing depending on the test itself you will observe different results simply because the nerf might favor missing quick boosts instead of jumps etc. It also depends on the enemy AC's spec. I can say I missed only 50% of my shots in a long range test with the worst firearm spec + crappy FCS cause the guy was driving a tank but if the guy was on bipeds I might be missing 90% of my shots. It also depends on the bullet's velocity, so it is dependent in relation to his speed too.

  • @kevo300
    @kevo300 Рік тому +3

    Now I can finally put a optimized one on. Before it was the coral one because the big numbers.

    • @stuartmccleary
      @stuartmccleary Рік тому

      😂😂 which is like the entire game population

  • @IsraTheBlack
    @IsraTheBlack Рік тому +2

    The WLT 001 are basically 3 DDR5 Corsair memory slots lol

    • @Chrightt
      @Chrightt  Рік тому +3

      😂 You're right, 3x more the cost smh

  • @yoredrag-onight4204
    @yoredrag-onight4204 Рік тому +1

    I have been trying to figure out if there is any interesting builds that can be made with the jammer launcher but so far i have not found anything of note.
    What i did find though is it is interesting how it can mess with missle locks and can be used as a way to free your own movement intentionally while disorienting the enemy potentially but its hard to test that on ai when testing range is so bare bones basic

    • @fortidogi8620
      @fortidogi8620 Рік тому

      Itd have to be something with good spread, right? Any thoughts on potential candidates?

  • @TanegiHoneydew
    @TanegiHoneydew Рік тому

    Amazing breakdown as always, I spent a lot of time trying to figure out the FCS & arms in the testing room and could only understand the Recoil Control so this vid helps me a lot 👍
    Also, the Close-Range assist doesn't affect melee tracking, right?

    • @Chrightt
      @Chrightt  Рік тому +4

      Yeah, tracking doesn't affect melee. I will do a video on recoil control or do it in the arms video. Also made sure recoil wasn't a factor in this one.

  • @MeowMeowRanger
    @MeowMeowRanger Рік тому

    Christy have you tested on back weapons? I believe it's independent of from arm firearm specialization status but not totally sure.❤

  • @QuestionableObject
    @QuestionableObject Рік тому

    Would it be incorrect for me to summarize that FCS dictates your weapon tracking (the red reticle) at each range while your firearm specialization dictates your base spread (how wide your shots can go around the reticle)? (And then recoil control dictates how much that spread increases with sustained fire?)

    • @Chrightt
      @Chrightt  Рік тому

      This would be incorrect. Spread is completely dictated by recoil. Firearm spec has to do with your tracking too and also your predictive capabilities of your targeting system. FCS dictated tracking and how far away the reticle bounces (so long before you can start tracking again as well).

  • @LordlyWeeb
    @LordlyWeeb Рік тому

    I may have missed this in the vid but I want clarification: Does hard lock *actually* debuff accuracy? Or is that just people misunderstanding FCS's, recoil, and specialization?

    • @Chrightt
      @Chrightt  Рік тому +1

      Yes, hard lock actually debuffs accuracy. The tracking speed of your reticle is reduced when you hard lock. This is more easily seen when your FCS values are high with high firearm specialization too since it's easier to notice the debuff.

    • @LordlyWeeb
      @LordlyWeeb Рік тому

      @Chrightt Awesome, thank you. That's one less thing to wonder about

  • @slingingdave
    @slingingdave Рік тому +1

    Oh man I love my WLT001 though 🥲. 10/10 info

  • @madwaluigi2860
    @madwaluigi2860 Рік тому +171

    for a game in its infancy on its accurate mechanics and how everything works since we haven't data-mined how things are calculated, youtubers like you are a gold mine of content. things like what FCS or generator to choose while keeping in mind what parts and how affected each are, is hard without a guide. i would personally love a guide on arms. like a build for melee finisher on weapon bay and twin needle launchers, what type of arms needs

    • @biggierocc1935
      @biggierocc1935 Рік тому

      Well until that happens, high melee spec. stat on arms makes your melee weapons do more damage.
      In assumption with the other relations in this video I assume it's on the same scale of "100=base value" and every point above/below is 1% increase/decrease

  • @JustSnowglow
    @JustSnowglow Рік тому +191

    Wrecker arms recoil control makes them amazing for dual gatling guns. I was experimenting and found that the firearm control at close range was way less important than spread management. I love how [almost] everything has at lease a niche use in this game.

    • @arcturus960
      @arcturus960 Рік тому +13

      Meanwhile the joso generator:

    • @tristanm2090
      @tristanm2090 Рік тому +7

      Never would've known that had you not said it. I took one look at that firearm+melee specialization and decided they were a useless meme part and didn't even buy them 😂

    • @arcturus960
      @arcturus960 Рік тому +1

      @@tristanm2090 the possibilities feel endless when you have everything and have done everything

    • @IceIfrit666
      @IceIfrit666 Рік тому +2

      I like to do that but with small bursts. It keeps it almost 100% accurate.

    • @HiroyaFujimiya
      @HiroyaFujimiya Рік тому +8

      @@arcturus960 NG++ ending is only a true beginning to the true final bosses: PvP xD

  • @Corsair114
    @Corsair114 Рік тому +66

    One addition, and apologies if you mention this later in the video or already did and I missed it: Recoil control directly affects (or at least appears to directly correlate to) cone of fire/dispersion of direct-fire handheld weapons, both for first-shot accuracy and continuous fire, excepting weapons that innately spread out like shotguns or are guided such as missiles. Sorry, putting the Wrecker arms on with your Zimmermans doesn't turn them into rifles, at least not in any testing I've done. It does however mean a weapon like the Scudder or Linear Rifles or Pistols will basically drill the core of a target on every shot. Machine guns, too, but with the exception of doubling up on gattling guns (at least in my observations, further testing required).

    • @IsraTheBlack
      @IsraTheBlack Рік тому +13

      I tested all the handguns and rifles with low and high recoil arms and I noticed that only some weapons get really bad recoil with continuous fire and that you don't really need a lot of recoil control on your arms. The laser pistols for example are very accurate even with very low recoil but the final couple of shots will spread out a lot, getting only a little recoil control to around 130 is more than enough to completely eliminate the recoil. The stunguns have a lot of recoil from the getgo, but even these only need around 130 recoil arms and only the last shot will deviate a little. In most cases getting arms with balanced recoil and firearm specialization is more than enough to manage recoil on weapons that really need it. The nachtreiher arms for example have 160 firearm specialization but atrocious recoil to the point where you just can't use it on rapid fire weapons. The Hal arms are pretty good and balanced, but iirc there was another one with even better balance but less defense.

    • @LazyMaybe
      @LazyMaybe Рік тому +14

      You don't need Wrecker arms to totally mitigate the recoil from dual Scudders. Any arms with recoil control over 130 will reset the bloom fast enough that it's effectively zero, since your reticule will only be expanded between shots.
      As a result you can equip arms with MUCH better firearms specialization than wrecker arms while still having effectively 0 recoil. Don't use wrecker arms for setups like dual scudders, it's not good.

    • @Loe7
      @Loe7 Рік тому +3

      @@IsraTheBlackwould rapid fire also account for repeated laser pistol firing? I have a dual las pistol build, that I’m slowly improving bit by bit, and I’m wondering if I need to swap these nacht arms.

    • @IsraTheBlack
      @IsraTheBlack Рік тому +5

      @@Loe7 Yes, those were my first weapons that I tested. You can easily try it yourself by going to the practice testing place and spam the guns from a distance to the wall and then use arms with better recoil. If I remember correctly the laser weapons have low recoil to begin with and only the last couple of shots before overheating suffer from recoil issues.

    • @Corsair114
      @Corsair114 Рік тому

      @@LazyMaybe Never said it was necessary, you should go back re-read what I was saying.
      Recoil Control directly correlates to cone of fire on non-rapid fire weapons and will affect the the size of it.
      Wrecker arms simply represent the highest possible recoil and completely, or as nearly as possible, eliminate that cone of fire.

  • @LunaTycho
    @LunaTycho Рік тому +43

    You should cover shields next. People are starting to discover that shields are actually pretty good.

    • @Chrightt
      @Chrightt  Рік тому +21

      Definitely covering shields, but next few vids planned already :\

    • @ghoulbuster1
      @ghoulbuster1 Рік тому +9

      coral shield is insane and hard counters stagger builds

    • @warriorfire8103
      @warriorfire8103 Рік тому +4

      I suspected shields were good, just that they had a high skill requirement.

    • @thalanoth
      @thalanoth Рік тому +2

      ​@warriorfire8103 I feel like the IG duration and bonus is similar to powershielding in smash bros

    • @williamhanna9718
      @williamhanna9718 Рік тому +1

      Most players will just opt for a fourth weapon for max offensive capability.

  • @LFOtobot
    @LFOtobot Рік тому +20

    8:15 "It's like shooting at a ghost from 3 seconds ago."
    Chrightt, you're a poet.

  • @masterofcorgis4975
    @masterofcorgis4975 Рік тому +44

    Loving all the work you put into these videos! Keep up the good work Chrightt!

  • @jeffgault7865
    @jeffgault7865 Рік тому +4

    I feel like recoil control should have been part of this video

  • @ghoulbuster1
    @ghoulbuster1 Рік тому +16

    I did almost the same testing but instead of long range, I tested in close range only.
    I discovered two very interesting and useful things.
    1. FCS affects hard lock way more than in soft lock, it's more likely to miss with hard lock if you use an FCS with a low Stat for the range you're fighting.
    2. The tracking of your mech also affects your accuracy when you're dodging aswell, this is huge on single shot weapons because the tracking lowers the delay between a boost dodge and shooting.
    Most weapons have very slow velocity and getting close is required of you want to hit anything.

  • @AutistiCat2406
    @AutistiCat2406 Рік тому +15

    Huge, fcs are always a bit tricky for me

  • @Enterblathnir
    @Enterblathnir Рік тому +5

    The Talbot seems so good. High close and mid range with over 100 missile correction. Poor long range, sure, but there aren't very many pve long range encounters and in pvp if you are playing long range you are probably a missile boat build that tries to fly out of reach and missile correction is a more important stat anyway, in which case you will probably use one of the furlong FCS with high missile correction.

  • @stevenluoma1268
    @stevenluoma1268 Рік тому +8

    I prefer the abbot as well. Because your reticle STARTS closer from the almost triple midrange assist. So unless you are permanently in 130m range (you won't be), the abbot outperforms the ocelus, even on an only-close build.

  • @seoulmandan
    @seoulmandan Рік тому +12

    Most accurate and useful information. Clear and concise presentation. The deep research you do to share with all of us is extremely appreciated. Excellent work, as always! On behalf of all Ravens, old and new: Thank you.

  • @Genmakentensho
    @Genmakentensho Рік тому +10

    Thank you for this! Firearm spec has definitely been one of the most difficult stats for the playerbase to agree on, and despite we having no 100% confirmed way to tell the true hard data of how it affects your accuracy, your video provides ample evidence of a tangible difference between each combination. You've helped me decide to use the Melander C3 arms as someone who runs a mixed build that doesn't like sacrificing durability, when previously I wasn't sure how much I truly valued firearm spec.
    Cheers!

  • @crestfallenhussar895
    @crestfallenhussar895 Рік тому +2

    Sorta curious how you are gonna tackle things like legs and thrusters cuz I've found those almost entirely come down to feeling and what kinda combat flow suits you best.
    Like I've found myself running Mind Beta legs and 12345s for a coral generator which sounds awful, but it felt just right for not lingering in the air too long after quick boosts and it had sustain to dodge multiple missile volleys when approaching from above an enemy AC and fairly easily dodged CEL's laser volleys on the ground.

  • @solarupdraft
    @solarupdraft Рік тому +8

    absolutely unreal degree of thoroughness, and well explained

  • @AmbientXVII
    @AmbientXVII Рік тому +3

    great video but I feel like its a missed opportunity not including recoil control into the mix.

    • @Chrightt
      @Chrightt  Рік тому +4

      I am going to do recoil control with the arms video as I think it is more relevant. Furthermore, in most optimized setups, recoil should not be a problem.

  • @Majber
    @Majber Рік тому +4

    Your channel it's true a gem. It should be subsidised by fromsoftware for explaining things to players.

  • @CreativityNull
    @CreativityNull Рік тому +3

    I eventually figured out the multi missile lock thing after awhile. Every other AC game I had played before required me to get my reticle over a target for multilock so I was working off of muscle memory lol.
    Oh yeah, easy way of stating the difference between firearm specialization the target tracking (per distance): Target tracking assist controls how quickly you will gain a lock on a moving target at a steady speed at each distance and Firearm Specialization controls how likely you are to hit that locked on target.

  • @jakedewey3686
    @jakedewey3686 Рік тому +2

    Does your own movement affect accuracy at all? Is relative movement what's significant, or is it your targets absolute movement?

    • @Chrightt
      @Chrightt  Рік тому +2

      Your movement does not affect the accuracy because the bullets always "fly off" from a set point right in front of you that doesn't get affected by your velocity.

  • @internetstranger_
    @internetstranger_ Рік тому +1

    Super informative as usual!
    Quick queation though: does firearm specialization affect shoulder weapon tracking?

  • @SephirothsBIade
    @SephirothsBIade Рік тому +1

    So shoulder weapons do care about arms, but not because of firearm specialization but target tracking. Maybe this is why my melee missile basho couldnt hit the shoulder cannons on a stunned Cel-240 to save its life

  • @Dredguno
    @Dredguno Рік тому +1

    occelus is good for guns with ideal range at or below 130, because you dont want to shoot when out of ideal range anyways

  • @lone4896
    @lone4896 Рік тому +1

    after experimenting with a lot of build theory crafting, i came to a realization
    Long Range Assist is totally useless, for long range just use missile
    kinetic long range sniping doesnt exist in this game
    while for laser long range sniping you can only hit stationary trash mobs, that can be done with shitty long rang assist anyway

  • @512playa
    @512playa Рік тому +1

    Thanks you so much for this man forreal like and subscribe from me sadly no one I know plays or I would recommend you, very good work man keep it up

  • @BaBaNaNaBa
    @BaBaNaNaBa Рік тому +2

    FCS-G2 vs WLT 001
    There has to be more to it... I feel much more consistent with 50 in close range over 45 in close range.

  • @Aequilix
    @Aequilix Рік тому +1

    FCS are tricky for me. I have a pistol/trueno build and I don’t know what FCS/Arms combo to run on it.

    • @christophergarborg1863
      @christophergarborg1863 Рік тому

      Same here, been using laser pistol with trueno and struggled with fcs since I wasn't sure how much each stat mattered. Definitely gonna try out the balanced fcs he mentioned

  • @rocketbronson6943
    @rocketbronson6943 Рік тому +2

    That Longe-Range Assist should really say between 260 and 390 meters because the Long-Range Assist is no longer in effect beyond 390 meters. The ranges could be broken down to just 130 meter chunks.

    • @Dredguno
      @Dredguno Рік тому

      I thought the FCS limit was 450? I couldn't lock onto anything beyond 450 when I tried

    • @ghoulbuster1
      @ghoulbuster1 Рік тому

      max lock on range is 460m and nothing increases that

    • @rocketbronson6943
      @rocketbronson6943 Рік тому

      You can stay locked on beyond 390 meters, yes. But notice how the reticle beyond 390 meters no longer is red, nor is it accurate.

  • @alucarddracula7
    @alucarddracula7 Рік тому +10

    I’m an old school AC fan, but I’m still finding your breakdowns informative. Great work. You earned that like.

  • @xSpocKx
    @xSpocKx Рік тому +1

    And subscribed!
    Thank-you for the data!

  • @KageRyuu6
    @KageRyuu6 Рік тому +1

    Now do Recoil Control! I'll give you a hint, it's collective. lol

  • @syclopss
    @syclopss Рік тому +1

    I usually use a fast build with about 10000 AP and double Zimmermans and double stun needle launchers so I just use the one with max close range assist because even with stun needles I stay really close to enemies. Or I'll use a max AP build with double gatling guns and double Carla rockets (Idk the actual name) with max medium range assist. Or I use a max boost speed build with double Zimmermans, a PILE BUNKER, and that one plasma launcher with max close range.

  • @scragglie
    @scragglie Рік тому +1

    i really fucking wish fromsoft would have done a better job explaining these stats. this shit is absolutely ridiculous, AIMING and ACCURACY, the most important stats in ANY shooting game are deliberately hidden behind MULTIPLE fluff stats, that are not only poorly explained, but often misleading in their terminology. for a game so focused on having a hard lockon and making sure you are able to track your targets consistently, they sure make it difficult to effectively build a mech that can accurately track opponents. my problem is not with the stats themselves, i think the hard lock makes other shooting mechanics a necessity, otherwise the game would immediately just devolve into a dps race(even tho it essentially already is) but with how convoluted and HORRENDOUSLY explained these mechanics and stats are, it feels like fromsoft deliberately doesnt want us to know what these stats actually do and thats bullshit imo. just a smidgen more detail and consistent terminology would have gone a long way towards making target tracking and "aiming assistance" much more easy and understandable. but i guess making something easy to understand or comprehend goes against everything modern fromsoft stands for nowadays.. i miss the sekiro days man

    • @HiroyaFujimiya
      @HiroyaFujimiya Рік тому

      Well.....even AC6 is more stream lined vs old AC game, in old Raven era (AC3 to Last raven) you need paper and pencil to calculate efficient generator output. And we not even talk about part tuning that not (yet) exist in AC6. In previous game this was the most brainstorm moment of this series. But yeah AC is still AC in AC6.

  • @fjordojustice
    @fjordojustice 8 місяців тому +1

    Love your videos. Obviously they've helped me improve my builds a ton, but more importantly they've made the building process so much more fun to engage with. When you know what the different stats do you can meaningful decisions about what's important to your build and what feels right to you, rather than just guessing based on what has the biggest number.
    Like, I've made a fair few builds using the Nachtrieher arms, simply because they had the highest firearm specialization and I didn't want to worry about it. Now that I know how tracking works, I'm realizing that it isn't as important as I thought for some weapons, and I'm excited that I now get to upgrade those builds' arms to better fit what they actually need.

  • @noirhftam2824
    @noirhftam2824 Рік тому +1

    I think recoils maybe take a part of bullet landing... especially you are testing it with machine gun?

    • @Chrightt
      @Chrightt  Рік тому +1

      I made sure recoil is not an issue in the testing, which is why you see me single-fire the gun.

  • @QuackerHead-j
    @QuackerHead-j Рік тому +1

    Ocellus is perfect because it's an aimbot that tells you when you've exited the minigun's ideal range

  • @rz3264
    @rz3264 Рік тому +3

    Great video, looks like i'm on the right track by using Melander C3 arm part in most of my build because it gives good average on every stat.

  • @kwisatzhaderach9591
    @kwisatzhaderach9591 Рік тому +3

    These vids have been amazing thank you!
    I never cared too much about stats in games as long everything goes how I want.
    Playing AC 6 the customization is fun to get into, and thanks for the help in finding best ways to utilize builds!

  • @alexanderoakland2607
    @alexanderoakland2607 7 місяців тому +1

    At 3:00, why do a couple of the missiles miss even though there was ample time to lock on and the enemies were out in the open and not moving?

    • @Chrightt
      @Chrightt  7 місяців тому +1

      because the target is already "selected" but dead. The little drones die in 1 hit but 2 missiles are allocated for it.

  • @KiIIerQueenboom
    @KiIIerQueenboom Рік тому +1

    new patch dropped, lots of changes

  • @Szyszz
    @Szyszz Рік тому +1

    Does FCS have any influence over not-missile back weapons? For example do gatling obits, laser drones or laser turrets gain anything from FCS?

    • @Chrightt
      @Chrightt  Рік тому +2

      Laser drones are homing weapons = missile lock on makes it quicker. As far as I know, orbits and the laser turret don't benefit at all.

    • @Szyszz
      @Szyszz Рік тому +1

      I see, that seems like a shame if there's no benefit for them at all. I thought that the orbits at least would be somewhat affected by FCS short/mid/long range assist. Thank you for your work on explaining everything about optimizing our builds.

  • @pixel7761
    @pixel7761 4 дні тому

    Yo thanks for making these videos man you don't know how much these have helped me out. I came into this game blur as hell. Glad people like you are making guides for the different parts like this. I found your generator and booster videos to be quite helpful. Those two were the ones I got confused about the most.

  • @cake2806
    @cake2806 Рік тому +1

    thank god for your youtube channel. I was about to get a friend and test this shit for hours.

  • @nox_luna
    @nox_luna Рік тому +1

    ah finally, i needed this.
    are you making a booster stats video soon?

    • @Chrightt
      @Chrightt  Рік тому +1

      Not yet, but I definitely will!

  • @chino794
    @chino794 Рік тому +3

    Great video! This is what the AC community wants to see!

  • @HIIMPIEZ
    @HIIMPIEZ Рік тому +2

    I'm early! Great vids my man, you're making me build my ACs way more efficiently.
    Any new viewers, give this guy a sub if you really care about maximizing your ACs potential.

  • @NeightrixPrime
    @NeightrixPrime Рік тому

    The Zimmermans existing is the big reason I think the overall accuracy is not good enough at mid and long range. Everything works at close range, but if you're required to be that close you might as well have a shotgun.

  • @samuelju2
    @samuelju2 Рік тому +1

    The descriptions in this game are so misleading that it almost feels intentional.

  • @greenspace3279
    @greenspace3279 Рік тому +2

    I found your channel through your video breaking down generators. Your presentation style has been such a big help while trying to better understand mechanics that are pretty esoteric to a new AC player. Thank you for the work to put this together! :)

  • @dsagent
    @dsagent Рік тому +1

    They REALLY need to boost the projectile speed and range of a lot of weapons.

    • @TheSeth256
      @TheSeth256 Рік тому

      I disagree, it's better that the game encourages a more risky playstyle instead of kiting from max range. I played some PvP and there are players who use rifles and missiles to chip away at your health from afar and it's really difficult to close the gap already.

  • @azurespectrum1985
    @azurespectrum1985 Рік тому +2

    Another banger from the main man! Thanks for the video!!

  • @robocraftman4982
    @robocraftman4982 Рік тому

    Yesterday when I did some testing, I found that some weapon with multiple damage step has their stats wrong.
    The VE-60SNA (needle) is written 1088, but the actual damage is 1088 BU + 160 * 2 EN.
    The VP-67EB (baton charged) is written 1221, but the actual damage is 1221 BU + 240 EN.
    but for some like the VP-66EG (stun gun), the damage number is correct, 104 = 74 BU + 15 * 2 EN
    This caused great confusion and misleading in comparison and DPS predicting, wtf FS.

  • @serene-illusion
    @serene-illusion Рік тому +3

    legitimately the best informative videos on AC out there

  • @Dragonrealms245
    @Dragonrealms245 Рік тому +2

    Your videos have been such a help in my new builds, keep up the amazing work

  • @jh9794
    @jh9794 2 місяці тому

    I'm not that good at keeping up with the frantic movment so lock on helps me keep them in sight. Kinda sucks it might be part of the reason accuracy feels off.
    Doesn't help a lot of semi auto weapons feel extremely slow(energy weapons not included. Dual laser pistols melt).

  • @MrMegaGamerMan
    @MrMegaGamerMan 7 місяців тому

    Great videos! Don't know if you mentioned it, but you can't lock on past about 450m, so even though some weapons say they'll go 1000m+ (and they technically will with manual aim), long range is really only from 260m-450m

  • @user-pn7wq9cl1g
    @user-pn7wq9cl1g 7 місяців тому

    8:30 what shooting at an AC would feel like as an infantryman 😂😂😂
    wonderful video as always, you're like bootcamp for ACVI PvP ❤

  • @ratking1330
    @ratking1330 Рік тому +2

    Optimizing a maxed out redshift nebula laser build and this helps. Was having trouble hitting faster guys at close range using the balanced coral fcs

    • @stockingsstuffer6302
      @stockingsstuffer6302 Рік тому

      That's funny, just got my coral build up ad running too. Are you using Walter's (coral) rifle? If so, from me to you that thing is dead accurate free aimed. Ive taken to just soft locking at anything closer than medium and it does superb, I feel like coral gear is really great at it
      Edit, sorry, you literally said redshift right there.

    • @ratking1330
      @ratking1330 Рік тому +1

      @stockingsstuffer6302 I like it free aimed but in up close engagements where people leave your field of view some tracking can be nice. Are you using the 1.5 energy weapon specialization generator? These things hit like a truck with that one. Combined with wheelchair legs it's scary fast and good, just no shoulder weapons

    • @stockingsstuffer6302
      @stockingsstuffer6302 Рік тому

      @@ratking1330 I use the oversized coral gen for my coral warrior, single shoulder missile, shield, WLT rifle and the redshift moonlight. The aorta gen is the 1.5x right? I need to make a downright lightweight coral to truly put it to the test already, from the sound of it the RS rifle is the way to go. And on lock, Ive been working to confidently swap between hard and soft if and when I need it, I think simply learning to click hard lock when you *know* theyre about to escape your vision has been the hardest part for myself, but I just... hard lock feels so inconsistent

    • @ratking1330
      @ratking1330 Рік тому

      @@stockingsstuffer6302 do not listen to me the coral version of the nebula does not use energy weapon specialization (I literally just learned this)

  • @CantComplain3k
    @CantComplain3k Рік тому +1

    Excellent video, my friend. I appreciate the time and effort you put into testing and analysis! I loved the generator video, and I look forward to your eventual deep dive into boosters.

  • @karellan1978
    @karellan1978 Рік тому +1

    This is great! I didn’t know about missile guidance in fcs, so this helps a lot.
    You should do a video on jumping. I recently discovered how the upward thrust and leg jump stat combine with total weight when my reverse joint AC flew halfway to the ceiling of the test area without boosting. Combined with what I know about generators, I now have an AC that kind of plays like a third generation AC game, bunny hopping and recharging in the air. It’s crazy how that works.

  • @russaindog
    @russaindog Рік тому

    Ok, so as a tldr FCS assist stats affect how aggressively your reticle sticks to an enemy during their movement (low being a lazy tracking, high being almost instant correction) and your Target Tracking affects the prediction of your enemy's position based off their velocity, but always assumes your enemy is where your reticle is. You can have good prediction but if your reticle is all over the place, you're basically shooting at ghosts. Arms' Firearm Specialization are the only stat that increase Target Tracking.
    Missile lock correction just shortens lock time. Missiles have an innate guidance stat

  • @RobotPanda15
    @RobotPanda15 Рік тому

    Whats wild is that when you correct people for not understanding a stat, it's literally just you pointing out exactly what the contextual help descriptor says. Almost as if people should read more instead of making assumptions lol

  • @davidburke4101
    @davidburke4101 Рік тому

    This video has amazing info that will help with my builds, but one thing is clear, the IA-C01F Ocellus and the IB-C03F WLT 001 need buffs. It doesn't seem to me that they even have a niche. The stats they offer are not enough of a gain over it's counterpart to make them useful, on top of the extra cost associated with using them. I suppose they didn't want them to be the best options out there, but as they are they are useless.

  • @adhdasdfroflxd123
    @adhdasdfroflxd123 Рік тому

    Could this be generalised in a way? It sounds like FCS performance is the first part to tracking in that if an enemy AC keeps changing directions, poor FCS performance will be constantly throwing off a lot. Firearm stability seems to affect how quickly your AC deals with readjusting its aim?

  • @Vaxsysl
    @Vaxsysl Рік тому

    I have to point out two things (and during writing I forgot what my second point was, ugh).
    One, nowhere in the video have you mentioned that all weapons have different maximum (and ideal) firing range. That greatly affects our FCS choices when making builds. You don't have to talk about each weapon individually because while it may have "maximum" range, it has ideal range and the most effective range - such matters don't need to be in the video other than the mention of checking the ideal range of your weapon loadout. Specifically, you were standing far away from the target to showcase lock-on, but you were not standing in neither the effective range nor the ideal range of the weapons you were using. As a result your video is slightly misleading and players new to the game might skip this line of thought because your guide made no mention and/or short showcase to stress the importance. A small "obvious" detail that is easily overlooked by new players.
    Otherwise, nice vid!

  • @Bottom_Hat
    @Bottom_Hat Рік тому +2

    I love your videos they’re so helpful to understand all the different stats in this game more thoroughly. Excited to your booster video

  • @jeremyparsons2944
    @jeremyparsons2944 Рік тому

    qwik 'n dirty (if I'm understanding it correctly)
    missile correction = lock time adjustment
    range = reticle stickiness
    tracking = how fast the reticle recovers
    firearm spec = how fast the arms can adjust trajectory, affected by weapon weight

  • @Raso719
    @Raso719 11 місяців тому

    I understand taking these tests with a raid fire weapon, but do the shorter range of the machine guns have an effect on tracking? Obviously distance and bullet velocity play a role....
    Also, what about the effect of recoil on weapons? Don't rapid fire weapons lose accuracy with sustained fire?

  • @leinadlink
    @leinadlink Рік тому

    FCS vs Arms seems to be akin to having a ballistic computer and an artillery gun. The better the computer (FCS) the quicker you'll know where to shoot to land a hit, but once you know where to shoot, the gun has to aim there, so if it's slow it will take a LONG time to line up a shot, even if you already know where to aim.
    It makes sense, since the arms with better fire specialization are light arms that are meant for close range light weapons while moving at high speeds. So the changes in direction and speed are constant and very severe. So where you would need them the most is at close to medium range.
    However, low firearm specialization arms are usually meant to use with the heavier weapons, where good tracking isn't as needed because of their large ammo pools or splash damage. It's more about pressure than dealing meaningful damage

  • @lillyclarity9699
    @lillyclarity9699 Рік тому

    I love when people talk about that RAD set of weapons and core parts. Soup, Main Dish, Aperitif, it's all pretty comical to me. I knew I was going to have a good time when people started making content about those parts when I first saw them lol

  • @kodaiyoung
    @kodaiyoung 8 місяців тому

    Do you know wich status affect the detection of targets and make the tracking system to kick in? I'm asking because some times it seems that some targets are not dettected by the tracking system even if you can see them clearly, but it soon kicks it on if you perform a scan.

  • @yanuarmustika5816
    @yanuarmustika5816 Рік тому

    I'm on my last playthrough and so far I only use 3 arms. Firmeza for melee, Mind alpha for gatling, and nachtreier for everything else.

  • @priow1239
    @priow1239 Рік тому

    How did I complate 3 playthroughs without knowing jack shit about this game's mechanics

  • @Bob1sgod
    @Bob1sgod Рік тому +2

    Doing the hard work so we don’t have to. I appreciate all your videos.

  • @hyperfixatedd
    @hyperfixatedd Рік тому +1

    Thanks man

  • @havoc1134
    @havoc1134 Рік тому

    I like FromSoft, but the ambiguity regarding stats at this stage is either malicious or not even their own designers understand it completely, so they just chuck it out and let players spend the time quantifying the values.

  • @dabzilla05
    @dabzilla05 Рік тому

    I can now effectively "um actually" another topic in AC6. Thank you Chrightt

  • @Amigo21189
    @Amigo21189 11 місяців тому

    So it seems like the close/medium/long range assist is a matter of how well the red target-lock reticle sticks to the enemy, and the firearm spec/tracking is how well your arms can put bullets on that red reticle. In order to put bullets on your enemy, you need both.

  • @funkymachine
    @funkymachine Рік тому

    This is good, but have you considered having a extremely annoying exaggerated yelling voice?