In Armored Core 6: Realm Skyfire, if you want to obtain strong combat power, you can only obtain it by studying the game content. Here today, the editor of Sourcecode.com brings you a solution to the problem of not knowing how to analyze the basic attributes of mechas in "Armored Core 6" in the game. If you want to solve this problem and quickly improve your combat effectiveness, then Don’t miss this guide brought to you by the editor of Source Code Network.
In fact, his translation is problematic and will cause misunderstandings to everyone. The English corresponding to this part is generator, which is a generator, or a energy production device, not a power device. When he translated it as "engine", I was confused at first. How could this mecha have both a propeller and an engine? In fact, the propeller is the real "engine".
Generally speaking, the generator determines the total amount of EN and recovery-related attributes. It can be said that all attributes related to EN are related to generators. That is, the total amount of stamina, recovery speed, recovery delay, and the total EN load of the body. In addition, it affects the performance of EN weapons (charge time and damage).
The resources used by physical strength gauges, dodges, and raising these physical strength-consuming actions. This physical strength gauge is only related to EN capacity.
It affects the stamina gauge recovery delay. The corresponding AC performance is EN replenishment delay, which is how long it takes to start to recover stamina after completing an action that consumes the stamina gauge.
The supply recovery performance is similar to the EN replenishment performance, but unlike the EN replenishment performance, which is the recovery delay when the stamina tank is not exhausted, this supply recovery performance refers to the longer time after you use up the stamina tank, but There is no specific time given in the AC performance, but it is definitely longer than the replenishment delay without depleting the energy. Why it is called supply recovery is because the energy is exhausted and the supply system returns to normal working performance after being interrupted.
Many people don’t understand this. This refers to how much energy you have recovered during the period when the supply is restored. That is, after your physical strength gauge is empty and can be used again, you will be given an initial energy. The function of this energy is to allow you to use your physical strength to perform dodge actions immediately after the supply is restored. Some high recovery times will supplement the power generation of EN. The machine allows you to dodge multiple times in a row immediately after the supply is restored without waiting for the stamina gauge to replenish.
Most of the above are related to the delay in recovering energy. What does the recovery speed of energy, that is, the stamina gauge, have to do with. The most important thing is the EN output below.
It determines two properties: the first is the EN load upper limit, which allows you to use more high EN load equipment. I can't attack because I'm overloaded. The second one is what we want to talk about: the recovery speed of the stamina gauge. The higher the EN output, the faster the stamina gauge is restored. Recovery is slow in the air and fast on the ground.
Another indicator that affects the recovery speed of the physical strength gauge is the EN load. The lower the EN load, the faster the recovery of the same physical strength gauge. These two indicators that affect physical recovery can be combined into EN margin, or EN margin, which is EN output minus EN load.
The attributes that affect the performance of EN attribute weapons include charge time and damage, but please note that only shooting weapons are included, and pulse knives and plasma cannons are not included.
Everyone should probably know the generator part. The following is an explanation of the parameters of the thruster.
The thruster is the power device of the mecha, so all attributes related to mobility performance are determined by the parameters of the thruster.
It is easy to understand. They are the thrust of the armor when pressing tab and holding space. When the body weight is constant, the greater the thrust, the faster the speed, which can be reflected in the AC performance on the right.
The consumption rate of EN per unit time, together with the total amount of your physical tank, determines the duration for which you can maintain the ascending state.
Quick thrust is QB, which is quick boost. QB propulsion determines the burst speed in the initial stage of dodge, because dodge is not a uniform movement.
The duration of the entire dodge action depends on the QB propulsion force. The larger the value, the further the dodge.
In the same way as the rising consumption of EN, the energy consumed for each dodge, together with the total energy (stamina), determines the number of consecutive dodges you can do.
It can be understood as the cooldown time of dodge.
This means that after the body weight exceeds this value, the QB cooling time will be extended.
AB propulsion is assault propulsion, and the propulsion and consumption are the same, so I won’t go into details here.
Melee attack push refers to the push that uses melee weapons to automatically track the enemy. The same goes for propulsion and consumption.
The third one we talk about is the core, which affects three aspects: defense capabilities, thrusters and generators.
The defensive ability is obvious AP blood volume, which can deal with the damage reduction of three types of damage. Limb stability performance is the length of the yellow bar (posture bar).
We can understand that this core makes the thruster more energy-saving. The same dodge action is released, and the stamina gauge consumption is reduced. However, the description here only mentions the reduction of QB consumption, and does not mention whether AB and ascending are also reduced, because I have this The correction between the two cores is very small, and the difference is basically invisible. If you are interested, you can test whether it only affects the QB.
It simply and crudely amplifies our EN output value, which in disguise increases the EN load and stamina tank recovery speed.
It is a bonus to the EN replenishment performance, that is, shortening the delay time for starting to recover physical strength after stamina is consumed. There is no mention here of supply recovery performance, that is, the delay in starting to recover after exhaustion. The same is also because the value difference between cores is too small, and there is no test to see whether it is consistent with the description.
The overall configuration idea is to focus on heavy firepower and low mobility and light firepower and high mobility. Most parts have no advantages or disadvantages, but each has its own emphasis, except for the initial parts and some other ones that really stretch the crotch.
But there are two types of mobility here. One is the ability to quickly and continuously dodge, but it consumes high energy and has a small number of total consecutive dodges. For example, with an interval of 0.3s, three consecutive dodges at high speed can be quickly pulled away. The other is that the dodge interval is longer, but the dodge consumption is low. For example, it can dodge 6 times at an interval of 0.8 seconds to deal with 6 consecutive waves of attacks. Both have high mobility, but they are different.
Although the problem of analyzing the basic attributes of mechas in "Armored Core 6" is difficult, the editor has also provided you with a solution in a timely manner. I believe that everyone can pass this solution to solve the problem of analyzing the basic attributes of mechas in "Armored Core 6". .