机战佣兵™VI 境界天火™

机战佣兵™VI 境界天火™

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Melee Weapon Guide
由 Zeke & Sil 制作
Armored Core 6 is cool in that there's a bunch of melee options to work with. Whether you're going all in on melee or just want a punchy back-up weapon, there's something here for you.

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Foreword
Before anything else: Do you understand what AC stats are important for melee?

If not, check out Citrine's Guide first. They also cover Melee Canceling which is huge for making the most of these weapons.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3029122879

Some extra notes before we begin:
  • Most Melee weapon attacks start with a short dash towards the target. Exceptions will be mentioned when encountered.
  • Assault Boost or Quick Boost can be used to help close the distance, or with melee attacks that have no dash.
Energy Weapons/Attacks
[HI-32: BU-TT/A]
Designation: Pulse Blade
Acquisition: Starter Weapon
Damage: ~960/~1600- Average/High
Impact: 710/1200- Average/High
Direct Hit bonus: 230- Very High
Consecutive Hits: 2
Weight: 1800- Below Average
EN Load: ~210- Below Average

It has good-to-fair stats in every category, and a flexible move-set. If you're not sure what to bring, you really can't go wrong with using the Pulse Blade.


[Assault Armor]
Designation: Core Expansion- AC-Centered Explosion
Acquisition: OS Tuning
Damage: 1500-High
Impact: 2000-High
Direct Hit bonus: 230- Very High
Range: 200
Charges: 1-3
Other: Damage increases ~50% when using Coral Generators

While Pulse Armor and Terminal Armor are both great choices, this one is my favorite. It's great for both playing with and punishing aggressive playstyles. The fact it strips Pulse Armor is a nice bonus.


[VVC-770LB]
Designation: Laser Blade
Acquisition: Store- (req. Campaign progress)
Damage: ~1600/1200 x2- High/High
Impact: 1100/750 x 2- High/High
Direct Hit bonus: 195- High
Consecutive Hits: 1 (2 on charge attack)
Weight: ~2700- Above Average
EN Load: ~370- High

It's a little slower in action than the Pulse Blade, and it only gets 2 swings on the charged attack. That said, it does hurt a bunch while hitting a wide area, which is great for fighting groups of enemies or those that prefer to dodge to the side.


[VP-67LD]
Designation: Laser Dagger
Acquisition: Store (req. Campaign Progress)
Damage: ~750/~1700- Below Average/High
Impact: 310/1100- Low/High
Direct Hit Bonus: 175- Above Average
Consecutive Hits: 3
Weight: 1350- Low
EN Load- 150- Low
Other: Short Cooldown

The basic attacks have a fairly narrow and short reach, the charge attack is a wider swing. It's a fair choice if you've got room for 1 more small weapon in your load-out, or you plan on bullying several smaller MTs in close proximity. Laser Dagger (and Stun Baton) is one of the few melee weapons I don't pair up with a second to use during the cooldown because it's that fast.


[VP-67EB]
Designation: Stun Baton
Acquisition: Store (req. Campaign Progress)
Damage: ~230/~1200- Low/High
Impact: 215/380- Low/Low
Direct Hit bons: 215- High
Consecutive Hits: 3
Weight: ~1700- Below Average
EN Load: ~200- Below Average
Other: Applies Shock, Short Cooldown, Prolongs Stagger x2 on Charge Attack

It's basically the Laser Dagger but the Charged swipe is replaced with a jab and it relies on causing the Shock effect to deal damage. Can serve as part of a Shock build or a low-reqs back-up.


[VE-67LLA]
Designation: Laser Lance
Acquisition: Store (req. Campaign Progress)
Damage: ~1150/~2400- Above-Average/High
Impact: 800/1800- Average/High
Direct Hit bonus: 195- High
Weight: ~4500- High
EN Load: 460- High
Other: Extra Melee Dash reach on Charge attack, Narrow attack area

Even if you don't find the damage or impact compelling, it's a great gap-closer. It can serve as a work-around for less-impressive Melee Dash stats. It can also push enemies around which is both fun and practical. Just be warned, it can slide off certain immobile targets like warships.


[44-143 HMMR]
Designation: Plasma Thrower
Acquisition: Hunter Rank
Damage: ~1400/265 x 6 -High/High
Impact: 810/33 x 6- Average/Low
Direct Hit bonus: 165- Low
Consecutive Hits: 2
Weight: ~2400- Average
EN Load: ~310- Above Average
Other: No Melee Dash, Instead jabs forward a short distance (<80), dealing Kinetic damage
Other Cont: Charged Attack drops Plasma Explosives upon release, dealing continuous damage while held and reduces incoming damage.

A very awkward weapon I don't personally enjoy.

Thankfully some commenters have offered a few tips. There's just enough crunch that it is reportedly easy to land both hits on a staggered enemy, and to be fair, it's a better choice than the Pile Bunker if you want a source of Kinetic you can just whip out with minimal time to react. They say that it deflects projectiles while spinning, but losing access to things like Assault Boost doesn't feel worth it to me.


[IA-CO1W2: MOONLIGHT]
Designation: Light Wave Blade
Acquisition: In-Mission crate, Unknown Territory Survey (Look down from the edge of the ruined bridge)
Damage: 615/2010- Below Average/High
Impact: 495/910- Low/Average
Direct Hit bonus: 175- Average
Consecutive Hits: 2
Weight: 2200- Average
EN Load: ~550- Very High
Other- No Melee Dash, Fires waves a short distance away (<300), Charged attack fires wide wave
Now benefits from Energy Weapon spec on generators

EDIT- UPDATE 1.06

Holy &@#$ this thing slaps now. You do need to pick both Basho arms AND a generator that's good for energy weapons to get the most out of it now, but when you do? It hurts. It hurts so much.

(Archived entry)
I'm glad they didn't make it a "better than everything" laser blade. The Moonlight behaves differently from most other melee weapons, but as such it's more approachable for players that don't like melee weapons or build for melee stats. The basic slash combo comes out quick and can catch enemy ACs between Quick Boosts. The Charged Slash has a short-ish range but high damage and can delete multiple MTs in one go.




[Vvc-774LS]
Designation: Laser Slicer
Acquisition: Ch. 3 final mission on NG+ (TY fullmb22st!)
Damage: ~1600/~2600- High/Very High
Impact: 900/1500- Above Average/High
Direct Hit Bonus: 185- High
Weight: ~3330- High
EN Load: ~330- Above-Average
Other: Reduces incoming damage during attack animations

A very showy weapon that deals a lot of smaller hits. I'm guessing this would be better against enemies with low defense. I'm being told it's also a good gap closer, if not on par with the Laser Lance. I'll admit I'm biased against its flowery animations and higher usage reqs, so give it a try for yourself. Depending on how strong the damage reduction is during its little spinny attacks, it might be a good choice for a light-weight melee build (which would certainly explain why Rusty is such a fan).


[IA-CO1W7: ML-REDSHIFT]
Designation: Coral Oscillator
Acquisition: NG++ Arena
Damage: ~730/~1600- Average/High
Impact: 530/820- Below Average/Average
Direct Hit Bonus: 190- High
Weight: 2200- Below Average
EN Load: ~550 High
Other- No Melee Dash, Fires waves a short distance away (<300), Charged attack fires wide wave

EDIT- Update 1.06
Consider this an alternative to the Moonlight. Coral damage doesn't seem to care for the rock-paper-scissors damage triangle the rest of the weapons are mired in; handy when you want a weapon that will hurt regardless of enemy type. Since a Moonlight will hit harder if you build for it (especially on the charge slash!), consider this a melee weapon you don't need to tweak your entire set-up to build around.


[IB-Co3W2: WLT 101]
Designation: Coral Oscillator
Acquisition: Hunter Rank 15
Damage: 1350/1950- High/Very High
Impact: 960/1450- High/Very High
Direct Hit Bonus: 210- Very High
Weight: ~2000- Below Average
EN Load: ~642 Very High
Other: Basic attack is overhead swing, charge is longer-range sweep.

Not content with just being a recolor like the REDSHIFT, this weapon has its own move-set. The basic attack is understandably less effective against groups, but it does help with one of the most common problems when going for melee attacks: Being too high above or below your intended target. Remember that the charge attack includes a short jump forward, you don't wanna miss a big swing and look like a dummy.

Kinetic Weapons/Attacks
[Assault Boost Kick]
Designation: Melee Attack
Acquisition: OS Tuning
Damage: ~500, varies by AC Mass, Reverse-Joint deals more.
Impact: Average

Yes, it counts, hush.

In fact, it's one of the easiest ways to add melee to your build, and it works in so many situations! Use it to initiate fights or finish fights without spending ammo. Spam it in mid-air to stall your descent or make the most of a low EN cap. Use it to top out the stagger bar. Use it to follow-up on staggered enemies. Weave it between your weapon reloads and cooldowns. You have options.

Check out this guide by hoimingmissile for more info on the Kick stuff.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3029550072


[Unarmed Punch]
Designation: Melee Attack
Acquisition: Empty hand slot
Damage: ~200
Impact: Low
Consecutive Hits: 3 before overheating

It's a panic option. I much prefer the kick, but the combo potential at least lets you go fairly hard on a single enemy.


[WB-0010 DOUBLE TROUBLE]
Designation: Chainsaw
Acquisition: In-Mission Crate- Eliminate "Honest" Brute
Damage: ~1000/~2500- Above Average/Very High
Impact: 750/~1000- Average
Direct Hit Bonus: 270- Very High
Weight: ~5000- Very High
EN Load: ~100- Low
Other: Can hold Charge Attack, which deals continuous damage & reduces incoming damage

A powerful weapon hindered by short reach and slow animations. Also, it has a hard time connecting with bosses like Balteus and Enforcer (try different angles), massively limiting its use cases. If you can set up a chance for it to shine, it will shred.


[PB-033M ASHMEAD]
Designation: Pile Bunker
Acquisition: Campaign Progress
Damage: ~1700/~4600- High/Very High
Impact: ~1200/1800- High/Very High
Direct Hit bonus: 150- Low
Weight: ~4200- High
EN Load: 225- Average
Other: No Melee Dash on Charge Attack

I have repeatedly died trying to set people up for Pile Bunker combos. I don't even care, this thing is fantastic. It will destroy the health bar of anything it connects with. The only thing I'd suggest is, don't try to force the Charge attack on staggered enemies if it isn't working. The Direct Hit bonus isn't that big, and it does so much damage on its own that it's fine without it.
Explosive Weapons
[DF-ET-09 TAI-YANG-SHOU]
Designation: Explosive Thrower
Acquisition: Hunter Rank?
Damage: ~1100- Above Average
Impact: 830- Above Average
Direct Hit bonus: 190- High
Total Ammo: 25
Weight: ~3800- High
EN Load: 160- Low
Other: No Melee Dash, Flings several bomblets on use (range 125), Not affected by Melee stat on arms
Other Cont: Basic attack for horizontal spread, Charged for vertical

Instead of smacking people, this weapon swings and throws multiple bomblets a short distance away. This is a solid option for 2 kinds of players: those trying to prepare for a melee follow-up, and those trying to ward off melee attackers (not needing melee stats helps here). It's also a good way to sneak in some Explosive damage on a build that is otherwise lacking it. Try it on the wheel enemies for a fun-but-risky fight.
Special Thanks
The community has been very nice and giving me some feedback, previously made guides covering related topics, and points I didn't originally cover, so I'm just gonna list the lot of em here!
  • fullmb22st
  • PrettyFeline
  • hoimingmissile
  • Citrine

8 条留言
PrettyFeline 2023 年 9 月 19 日 上午 7:50 
also idk if the important stats were mentioned in the other guide you linked but i bring them up because it means if you don't want to spec into melee the explosive thrower is a good choice due to it's lack of lunge and fixed damage that isn't changed with melee spec meaning it's a good melee weapon if you want to spec for like dodging or ranged weapons but still want a melee weapon for a quick get off me option
PrettyFeline 2023 年 9 月 19 日 上午 7:44 
(cont.)
-the plasma throwers charge attack is probably the worst charge attack in the game but if you hit it at point blank it pushes stunned enemies into the explosions forcing damage or a reaction and i think momentum affects the swing in some way

-the chainsaw and whip both do damage when held as on top of the minor shield effect

-the stun baton charge attack actually resets the stun timer twice so it can be great for quickly setting up a second stronger melee weapon if used right
PrettyFeline 2023 年 9 月 19 日 上午 7:44 
this was a nice guide but some important notes

-arms give a damage modifier to melee weapons except the explosive thrower (melee specialisation in the advanced stats)

-lunge range is based on your thrusters (except the weapons that don't lunge)

-the chainsaw and whip both reduce incoming damage by about 40% when held and so does the first half of the laser slicers charged attack

-you can hit a full chainsaw on balteus you just have to hit his back (it's a little finicky but you can get it to be consistent with practice)

-coral damage type is unaffected by damage resistance (except shields) and not buffed by coral generators
Zeke & Sil  [作者] 2023 年 9 月 15 日 下午 7:30 
Thanks for the notes! I'll add them in. I'll admit I need more practice with the laser slicer.
Zhnigo 2023 年 9 月 15 日 上午 7:03 
(cont.)

- The laser slicer is the second best weapon after laser lance for closing gaps (if you don't count dash canceling). The description says that the spinning animation wards off small arms fire - like the plasma throwerI assume - but I haven't really tested that.

- You didn't mention that the laser blade's regular attack doesn't combo, only the charge attack does - which makes it different in playstyle and not just a "slower pulse blade".

Cheers!
Zhnigo 2023 年 9 月 15 日 上午 6:57 
Things I'd like to add:

- The plasma thrower is actually very good for punishing staggered enemies - huge range, very respectable damage, 2 hit combo looks sluggish but in actuality the first hit gives a mini-stun so the second hit always connects. It's even better for tetrapod assemblies with medium/long rage weapons since you don't need to close the gap.
The only quirk is that if your target is against the wall and your first hit grazes that wall while striking the target, then YOU also get a mini-stun and you won't be able to swing it the second time for a combo.

- The plasma thrower's charge attack is pretty useless overall, but while you hold the button and keep it swinging, it acts as a makeshift shield against small arms. Still not worth it, but at least the gimmick is there.

- The laser dagger has such a quick cooldown, it's more or less always at the ready, allowing very aggressive play.
fullmb22st 2023 年 9 月 11 日 上午 9:31 
[Vvc-774LS] is obtained through passing Chapter 3's final mission in NG+
Comet Streak 2023 年 9 月 10 日 上午 1:43 
The most use i have found out of the plasma thrower is as an early version of a moonlight blade for the Quad legs in hover mode as they can target two different targets without recoiling or hit targets a fair bit below you.