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THE UNOFFICIAL ARMORED CORE 6 GUIDE TO MECHS

A comprehensive(pretty incomplete) guide to Armored Core operations. Build plans included!

Studio_10XT · Video Games
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TOOLBAG

All good pilots,even Tourists like me need to have the right tools for the right jobs;

Kinetic

Your run of the mill high velocity bullets used in wearing down opposing Mech's AP. Though heavy and bulky,Kinetic rounds are impressive damage pushers,often found on Commercial builds and better.

(Effective at short,medium range,modest combat capacity. Weak against shields and long range fighters. Automatic Kinetics bear the best chance of offesive capacity,allowing for extended high damage barrages with a brief reload delay. All builds have a fair chance of running kinetics as standard. Some Commercial to Superduty ACs rely on these weapons as the forefront of their damage pool.)

Explosive

Missiles,mines,grenades and even the venerable Explosives thrower,all effective Stun and damage pushers that can prove to be a formidable wall of damage found on anything compatible to use it. Useful for retaliating or keeping opponents hot.

(No matter the type,all Explosive weapons are well suited for setting up an effective Stun combo,Range highly dependant on weapon. However many Explosive weapons require a very brief delay to deploy,and often lead to untimely exposure,or require a specified angle. Explosives Throwers are highly effective in many regards,often used on Ultralight,Commercial,and Heavyweight ACs as a potent defenseive tactic.)

Energy

Raw lasers burn a hole in everything,and as to be expected these weapons when charged are devastating damage pushers and shield destroyers. Anything with a laser usually hits with effective potency,however the recharge time can sometimes be lengthy.

(Laser weapons are a useful basic of an armored Core,providing damage and sheild cutting capacity. Deployables such as the 60LT can be useful in providing huge,extended onslaughts with high damage. Timing is a key note in using lasers.)

Pulse

Pulse is purely a shield-offensive damage type,often used to scramble certain defenses on an Armored Core without sacrificing too much energy. Although limited in range,Pulse is extremely effective in circumventing Expansions such as Pulse Armor or Terminal armor.

(Weapons that emit Pulse energy[the 'Bubble Gun',the Pulse Blase] often boast high anti-defense capacities. Despite this,many pulse weapons require a unique play method as the upfront damage isnt quite effective in direct combat tactics.)

Coral

Originally a fuel now weaponized,Coral is often an end all to any fight. This radiant energy is a all-round damage feeder,and a crucial source of true,raw power.

(All coral weapons are EXTREMELY dangerous for their overall damage output and energy provisions. The Coral Oscillator,a charged beam weapon,is a pinnacled example of said power,however,since Coral is a 'sentient' fuel,with power comes a time to wait for your coral culture to completely regenerate.)