Unlike other From Software games, in Armored Core 6: Fires of Rubicon we can give you a series of builds that will make you practically unstoppable.
Armored Core 6: Fires of Rubicon is a game in which knowing how to choose the best parts is essential. A bad combination will leave you sold at the slightest opportunity, and that's not what you want while completing some of the more complicated missions. Luckily, unlike other games, there are a series of specific builds that will allow even a novice to devastate the battlefield.
The basis of these builds focuses on a maxim of the saga: whoever can unleash the most damage in an instant wins the battle. It's always been that way, and it's always been tied to using Tank-type legs ... at least at first. Later you can create unstoppable bipedal builds, which do not sacrifice mobility for firepower.
Major Lazer
You will be able to assemble this model after completing Operation Wallcrawler, which will be when you are given the first tank-type part. This build is based on stunning the enemy with the shoulder cannons and then approaching them and tearing them apart with machine guns.
- Arm D Unit: MG-014 LUDLOW or SG-026 HALDEMAN.
- Arm I Unit: MG-014 LUDLOW or SG-026 HALDEMAN.
- Shoulder D Unit: VP-60LCS.
- Shoulder Unit I: VP-60LCS.
- Head: VP-44S.
- Core: VP-40S or DF-BD-08 TIAN-QIANG.
- Arms: 04-101 ALPHA MIND or DF-AR-08 TIAN-QIANG.
- Legs: LG-022T BORNEMISSZA.
- Impeller: not supported.
- SCD: SCD-G2/P05.
- Generator: DF-GN-06 MING-TANG or VP-20D.
This build is entirely useful for the first two Chapters. The only thing you have to do is upgrade the pieces to better versions (for example, any Tank leg with more AP, higher performance generators, etc.), but maintain the constant maximum damage with your weapons in your hands and neutralize the enemy with the VP-60LCS. When possible, install Gatlings in your hands and you will tear any enemy to pieces. It is possible to swap the VP-60LCS for grenade launchers once you have unlocked them but keep in mind that you must fire them from above the target for maximum effect.
Thunder Road
This model can be finished more or less by the end of Chapter 1. It has certain similarities to Major Lazer, but much more mobility. You keep the shoulder rail guns, but you must keep in mind that you stop when using them and that leaves you at a clear disadvantage. Also, you won't be able to upgrade it as easily as the Lazer, but it allows you to stun powerful enemies while using basic weapons on common enemies. It is useful when you learn to move around a scenario or you already know the mission well and you need a medium AC with decent endurance, good maneuverability, and the ability to launch very powerful attacks.
- Arm D Unit: RF-024 TURNER.
- Arm I Unit: HI-32: BU-TT/A or DF-GR-07 GOU-CHEN.
- Shoulder D Unit: VP-60LCS.
- Shoulder unit I: VP-60LCS or BML-G1/P01VTC-04.
- Head: HC-2000 SEARCHER.
- Core: VP-40S.
- Arms: 04-101 ALPHA MIND:
- Legs: VP-422.
- Impeller: BST-G1/P10.
- SCD: SCD-G2/P05.
- Generator: VP-20S.
To use the build effectively, the idea is to use the TURNER with common TMs (or vertical missiles for large groups, if you want to finish in one fell swoop) and the shoulder rail gun, from the air, against ACs and other bosses. A direct double hit from above the target is easier to hit than from solid ground, and if hit, stunning is almost guaranteed. Follow up with a sword slash and, if you haven't blown up the enemy, he should be close.
An interesting thing about the build is that it allows you to easily change weapons to seek more power in specific situations. For example, if you remove one of the railguns and put the BML-G1/P01VTC-04 on the left shoulder, you can put a grenade launcher like the DF-G407 GOU-CHEN on the left hand.
Sister Ray
Sister Ray is an updated version of Major Lazer, which you can ride starting in Chapter 2. Here we leave aside the lasers to use explosives and gatlings. Players of the previous installments of the saga know perfectly well what shoulder-mounted grenade launchers do, and here we are going to exploit this type of weapon to leave the target exposed.
- Arm D Unit: DF-GA-08 HU-BEN.
- Arm I Unit: DF-GA-08 HU-BEN.
- Shoulder Unit D: NIGHTINGALES.
- Shoulder Unit I: NIGHTINGALES.
- Head: HD-011 MELANDER.
- Core: DF-BD-08 TIAN-QIANG.
- Arms: DF-AR-09 TIAN-LAO.
- Legs: LG-022T BORNEMISSZA.
- Impeller: not supported.
- SCD: FC-006 TALBOT.
- Generator: VP-20D.
When using this AC, the idea is to get very close (hence an SCD focused on medium-short range balance). To maximize their efficiency, what you should do is fire the grenade launchers from above the target. This is usually enough to knock them out of combat, but if you don't succeed, when you fall you can sweep the enemy with the Gatling guns. Make sure you stand back while they cool and repeat. There will be virtually nothing standing in your way for quite some time.
Helloween
This AC is somewhat less powerful than Sister Ray but has as a counterpart much more mobility, speed, and the possibility of using the sword to crush enemies. It can also be assembled from Chapter 2.
- Arm D Unit: RF-024 TURNER.
- Arm I Unit: HI-32: BU-TT/A.
- Shoulder Unit D: NIGHTINGALES.
- Shoulder Unit I: NIGHTINGALES.
- Head: HD-011 MELANDER.
- Core: DF-BD-08 TIAN-QIANG.
- Arms: DF-AR-08 TIAN-QIANG.
- Legs: DF-LG-08 TIAN-QIANG.
- Impeller: ALULA/21E.
- SCD: FC-008 TALBOT.
- Generator: VP-20D.
This build focused on the TIAN-QIANG parts from Dafeng Core Industries allows you to take the NIGHTINGALE to take down AC in the same way as with Sister Ray: fly over the target, fire the grenade launchers and you should stun it. The difference is that now you can use the sword when falling, retreat at full speed, and repeat. The TURNER is used for smaller MTs. Think of Halloween as an off-road version of Sister Ray, for when you want to keep most of your power, but gain mobility.
heartbreaker
Heartbreaker is our all-purpose bipedal AC for all of Chapter 3. It's fast, it's durable, it hits hard, and, above all, it's very versatile. Be careful with the configuration.
- Arm D Unit: RF-025 SCUDDER.
- Arm I Unit: Vvc-770LB.
- Shoulder Unit D: NIGHTINGALES/Vvc-703PM.
- Shoulder Unit I: NIGHTINGALES/Vvc-703PM.
- Head: HC-2000 SEARCHER.
- Core: VP-40S.
- Arms: NACHTREIHER/46E.
- Legs: RC-2000 LAD.
- Impeller: ALULA/21E.
- SCD: SCD-G2/P05.
- Generator: VP-20C
- Expansion: Terminal Shielding.
The Heartbreaker is designed with medium-range combat and fast movements in mind using the NIGHTINGALE or the Vvc-703PM (depending on the type of target, you can even carry one of each) and always from above the target. As soon as he's exhausted and has a full hit bar, sprints at him and launches a charged sword swing. The machine also has an updated version of the assault rifle, which allows you to take out minor MTs without spending too much ammunition and at a considerable distance.
Another advantage is that it allows it to adapt to many situations: even though it is a biped, it can carry a good variety of weapons. Without going any further, he can use Sister Ray's weapons without problems.
Artema
You can ride the Artema starting in Chapter 4. It is, logically, an AC for the endgame and is capable of dismantling almost anything that comes your way.
- Arm D Unit: DF-GA-08 HU BEN.
- Arm I Unit: DF-GA-08 HU-BEN or SG-027 ZIMMERMAN.
- Shoulder D Unit: VE-60SNA.
- Shoulder Unit I: VE-60SNA or NIGHTINGALES.
- Head: HD-033 VERRILL (later HC-2000/BC SHADOW EYE).
- Core: 07-061 ALPHA MIND.
- Arms: NACHTREIHER/46E.
- Legs: RC-2000 LAD.
- Impeller: BST-G2/P06SPD.
- SCD: SCD-G2/P05 (later IB-C03F: WLT 001).
- Generator: VP-20D.
- Expansion: Terminal Shield or Assault Shield.
This AC model offers very high power and maintains movement speed. The way to use it efficiently is to use Gatling as a weapon for everything. With the SCD you can aim perfectly at medium distance without problems. If you wear the ZIMMERMAN, focus on the middle distance, you don't need to get as close as it may seem. The most relevant point of this model is the VE-60SNA. It should be enough for you to have one and carry NIGHTINGALEES on the other shoulder, but carrying both also offers a certain advantage. These are energy weapons that stun almost instantly. If the enemy is too big or doesn't dodge well, he launches a barrage, gets close, and unloads the Gatling gun into his face. If it moves a lot you can have problems, the same as using the NIGHTINGALES: fly over the target or corner it to guarantee the impact.
We have two versions of arm weaponry, which you can focus on the Gatlings or the ZIMMERMAN, which bursts the enemies' stun bar at a decent distance, destroys MTs with a single shot, and almost always hits.
Omega
A heavier version of Artema and slightly modified to overwhelm the enemy with maximum power at the cost of losing some mobility. If something is resisting you at the end of the game, use this model. It should be noted that it loses usefulness in NG++, the modified version of Artema is far above it.
- Arm D Unit: DF-GA-08 HU-BEN.
- Arm I Unit: DF-GA-08 HU-BEN.
- Shoulder D Unit: VE-60SNA.
- Shoulder Unit I: VE-60SNA or NIGHTINGALES.
- Head: HD-033 VERRILL.
- Core: 07-061 ALPHA MIND.
- Arms: 04-101 ALPHA MIND.
- Legs: LG-033M VERRILL.
- Impeller: BST-G2/P06SPD.
- SCD: SCD-G2/P05.
- Generator: VP-20D.
- Expansion: Terminal Shield or Assault Shield.
Although the modification is minimal, you will be able to notice a lot of difference in the durability of the model. It is essentially a tank, somewhat more mobile than if it had proper tank legs, and with more resistance and attitude than the Artema. The correct way to use it is to fly statically over the target (double pressing the jump button with a tetrapod glider) and unbalance the target with the VE-60SNA. Gatlings also do little damage to the attitude bar, so if something insists on getting between you and your target, Omega will eliminate it.
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