Are there many people playing Armored Core 6: Realm Skyfire? Armored Core 6: Realm Skyfire is a very popular game recently. This game is very popular with players for its unique gameplay, and the configuration requirements are not too high. Many friends don’t know how to solve the three-dimensional problem of Armored Core 6. For this reason, the source code The editor of the website has compiled some solutions to everyone’s concerns about Armored Core 6’s three-dimensional telescope. I hope it will be helpful to everyone.
The first week's industry fire line - the second week's liberation line - the third week's dice line
Configuration: left hand light knife, right hand pulse pistol, left shoulder pulse shield, right shoulder energy gun
Idea: How to avoid the barrage: Get close to the BOSS and circle around to prepare for shift. The use of shift depends on your reaction speed.
Pulse shield breaking: It takes about two charged light knives + one pulse bullet (the pistol is probably a little bit worse, but it is basically stable when combined with the right shoulder)
At the beginning, I rushed forward 200m and started to charge up my light knife. After hitting it, I immediately shifted to avoid the barrage.
There are two situations when the BOSS is far away from you
a. Run far away with your back turned, and prepare for two barrages.
b. Pull directly over you and prepare grenades
Strategy: No matter what the BOSS does, we just press ctrl and rush up. If the BOSS runs far away, then charge the light saber at 200m-300m, and then use the right hand and right shoulder pulse gun to prepare to break the shield and leave a little shield value. The purpose The next step is to prepare to dodge the barrage first, and then shoot to break the shield;
When the BOSS is preparing to emit grenades, if we have enough EN, we can press the left/right arrow keys + shift during the sprint to hide. If not, we can press q to use the shield to resist one shot. After dodging, we can directly charge the light knife and shoot to reduce the shield value.
The shield value is reduced to a trace, and the shot after reloading is used to freeze and then perform direct hit output:
Charge the light saber (because the new light saber cannot hit in a row, consider maximizing the damage), throw all the shots at once (the damage output varies from person to person);
There are two ways for the BOSS to recover from the staggering blow:
a. Single-point light knife. At this time, the CD of the light knife is almost ready. You can use automatic tracking to make another shot with a high probability, and then fly up to observe the situation.
b. Fly up directly and be ready to catch up and continue output when the boss leaves.
Note: The output method of the first stage of the BOSS will basically be effective after a certain distance from the player. Therefore, in close combat, in addition to paying attention to avoiding the previously released barrages and not being hit, you can completely output boldly.
When chasing and escaping from the BOSS, you need to pay attention to:
a. Make good use of shift during sprinting to avoid
b. Remember to use a shield when EN is insufficient.
c. The charging light knife has strong vertical tracking. When the height is lower than the opposite side, the distance is enough (200m-300m) and the BOSS does not move forward, it can directly charge the force. After cutting out, the second knife can just go around the BOSS's back. hide a lot of things
Second stage:
In the second stage, the BOSS has more threatening attack methods. It uses the flame knife and sprays fire from high altitude to the ground. When sprinting and tracking, you need to use shift to adjust your body according to the situation to avoid being avoided by the BOSS. The charged light knife
Although the offensive power has been strengthened, the fact that the BOSS is weak in close combat has not changed (the charged light knife around the back can easily make the BOSS hit the air);
Compared with the first stage, the second stage requires players to float in the air: use the space bar to avoid the BOSS's flat-cutting flame knife and the fire breathing on the ground.
Personally, it is recommended to stay close to the boss and avoid it. In addition to the range damage during the boss transformation stage, do not let the boss run far away. In most cases, if the light knife is too late, you can choose to press ctrl and rush directly behind the boss to avoid it.
Other BOSS such as Sea Spider are actually intensive training on the use of floating in the air to avoid melee combat and tracking and pulling in close, so for me, inversion is a must. Secondly, I can also float around to bomb the ground enemies more often, and the rest My favorite equipment: shoulder grenade (armor breaking + output + medium and close range clearing of troops), sprayer (armor breaking + direct hit and high damage), light knife (catching people + armor breaking + clearing of soldiers)
Configuration: left and right light knives, right hand sprayer and shoulder grenades
Others: This is the only level I beat that I ran out of ammunition and food.
Idea: At the beginning, each of the left and right buses sprays a soldier, then Ctrl-directly rushes to the sniper facing you on the high platform. After the sword is finished, pull to the platform on the right, go around counterclockwise to the platform on the left, and kill the soldier with two swords on the left and right. Use grenades to kill the two enemies outside the platform, one near and one far away; then jump down and kill the miscellaneous soldiers under the platform with a knife.
There is no problem in the first wave to the second wave; remember to use grenades first to deal with the helicopters transporting miscellaneous soldiers. For enemies within 100m, just tap the left button and use tracking to slash with the light knife; when the ground is almost dealt with, remember to fly up and destroy them. Drones are also convenient for observing where the next wave of helicopters are.
The third wave of heavy machine soldiers can cut through the defense with double grenades and light sabers. If there is not enough, they can replenish the scattered bullets. It can be solved in about two times.
The captain of the fourth wave of red spears must remember to stay away from the circle to deal with the miscellaneous soldiers (remember, don’t shoot from the beginning here, just rush up and slash). After using the same method to deal with the fifth wave, find a way to pull the heavy armored soldiers and captain away. Then deal with the heavy armor soldiers.
How to deal with Captain Red Spear in the end, you should have practiced enough in the arena.
If it's not enough to provide some personal experience, rush up to charge the light knife, assault shield (Crtl+R) to counter melee combat, fly up and hit with grenades, shift to avoid barrages, and space to avoid melee combat.
Configuration 1: Wheelchair (foot of light chariot). Double Gatling shoulders. Depending on the weight and EN, you can add output at will.
Idea 1: Just remember to circle around and output. After all, they are all called wheelchairs and there is nothing to share.
Configuration 2: Left-hand thunder gun (I forgot if I had it in week 1. I skipped class with idea 1 when I was tired of my eyesight in week 1. If my level is high enough, double spray should be fine), left shoulder pile driver, right hand spray, and right shoulder pulse missile The shield can be cut casually to adapt to taller hands for melee combat (press F in the assembly interface to view details, there is a hand with 150 adaptive damage explosion for melee combat)
Idea 2: At the beginning, click on the timing and wait for a shift to avoid the red drone. Then wait for the boss to come down and fight in close combat. Then rush up and give Aibis a charged thunder gun. If it is not enough, add the spray gun to break the armor and directly switch to the pile driver to ensure the distance. Once within 30m, charge up and attack, and the BOSS will be almost disabled;
In the first stage, Aibis is quite timid. All the players have to do is to sprint as far as possible to close the distance to prevent the distance from being too far to catch the BOSS and swing back;
In the second phase, Aibis's desire to attack is much stronger. Players don't need to be as proactive as in the first phase. They can just stay 200m-300m away from Aibis. They can patiently observe and wait for Aibis to give him nothing, and then grab the back-swinging thunder gun pile driver. .
This idea only requires three additional exploits except for the opening BOSS, which is free. In a sense, it can be said to be skipping classes by taking damage. The difficulty is actually the same as idea 1.
The only thing you need to pay attention to is that the effective distance of the pile driver is about 30m. Secondly, because Aibis will freeze for a long time after breaking the defense. Sometimes when the height is not parallel, you can calm down and press space or turn the perspective before preparing to charge up a blow. Being anxious will make you lose more than you gain.
In actual combat, I once used the space to float in the air to avoid the ultimate move of God's Wings. I observed many videos of using the space to avoid the flame knife, so it was actually a final test to check the basic ability of the space.
Taking into account other circumstances such as the first encounter, the overall difficulty of this BOSS should be the highest in the entire game.
Configuration: left hand light knife, right hand bubble gun, left shoulder to choose a supplementary direct hit output, right shoulder super output electric nail (ice and snow worm special attack weapon)
Idea: Rush to 300m at the beginning and prepare to charge up the light knife. Remember to shift in reverse and pull it farther away. After finishing the slash, it will be fine if you get slashed back.
In the first stage, you can dodge the barrage by circling the BOSS's ray, wait for it to lock onto you, fly towards you, and then shift to dodge.
Use the space to hide with the melee sword, and usually use the bubble gun to slowly break the shield.
As long as the basic skills have reached the basic level, you can pass the first stage without any pressure.
In the first stage, try to get stuck at about 60% health before preparing for the next shield break to reduce the difficulty of the second stage. In this way, after switching stages, the BOSS will only have about 30-40% health left before preparing for the next shield break to reduce the difficulty of the second stage. Difficulty, so that after switching stages, the BOSS will only have 30-40% HP left.
The mobility of the second-stage BOSS is very outrageous. He especially likes to go around the blind corners of the player's field of vision, which gave me a headache (maybe it also has something to do with the slow mouse speed that I used to use for the original FPS for the whole game).
Because I didn’t figure out the BOSS’s attack method clearly during the week, I’ll give you a personal idea for skipping class: shield, use the shield that can be used up to 3 times to forcefully counter the BOSS’s melee combat, as long as you catch the timing output twice You can pass the level.
I'll update the second and third rounds as appropriate. Mainly for the second and third rounds, I mainly play an electric nail musou. The output of the double shoulder electric nails is high enough. In many cases, I just skip class and may not have a good experience of the difficulties set by fs for players, so I don't have any impression. Yes.
This is the explanation that everyone cares about in Armored Core 63. The editor also solved this problem for everyone in great detail. I believe everyone will suddenly understand it after reading this guide.