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WaltherFeng
May 15, 2013

50 thousand people used to live here. Now, it's the Mushroom Kingdom.
Yea hard lock doesnt work like it does in most games. It's on/off toggle and once you turn it on, it stays on for the whole mission.

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WaltherFeng
May 15, 2013

50 thousand people used to live here. Now, it's the Mushroom Kingdom.
Did anyone mention yet that you should put assault boost on circle instead of whatever the default input is.

You can cancel assault boost by pulling down the left stick.

Those 2 tips were game changing for me.

WaltherFeng
May 15, 2013

50 thousand people used to live here. Now, it's the Mushroom Kingdom.

MechaCrash posted:

You're using the "bazooka + missiles to stagger, then SLASHY SLASHY" thing very well.

For the FCS stats, the ranges do not impact internally guided weapons. For your shoulder missiles, the Missile Lock Correction and Multi-Lock Correction are all that matter. However, those lock and fire very quickly, so you don't really need to give a poo poo. You only really need to worry about those stats when you start using the heavier launchers with slower lock times.

Given the way you fight, it may be worth considering using an FCS that gives up some of that Close capacity for Medium. Close is inside 120 meters, and Medium is 120-260. You aren't really doing much at Long, so don't sweat that. But if you want to stick with the Close-specializing one you currently have, well hey, that works too.

Optimal ranges are kinda weird in AC6 because the scale of ACs screws with your perception of distance. It took me a while to stop plinking stuff way too far away.

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