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This is an essential strategy for using the Boost Kick Strategy Guide in the game.
Basics
You’ll have to spend 1 Credit on the OS Tuning menu to unlock this ability.
Be careful, as you could accidentally double-click on the Assault Boost. You’ll instead boost away from whatever you’re locked to, but you’ll get a flying kick.
The base damage you kick depends on two factors:
- The AC Total Weight. By the by, this means that if your use the Weapon Control feature and purge an item mid-mission then your kick damage will be slightly reduced until reaching a Supply Sherpa.
- The type of leg you’ve equipped, specifically: Does it have a reverse joint?
All legs within the same class behave the same way. All else equal, the fast wheelchair tank legs cause the same kick-damage as the big slab tanks legs. The spindly Nachtreiher does not do less damage to the kicks than a chunky Tian Qiang Boot if both ACs are the same weight.
Assaulting Boosting up to full speed before anything else, i.e. Running starts are not more damaging than a straight-up jump kick. Double-pressing and launching the kick is all you need to do if your enemy is in front of you.
The kick is handy to save ammunition when attempting S rank. One dynamic entry will instantly kill many MTs. If not, then it will stun or even kill them if you hit them while they are unaware. It will, at the very minimum, make them stumble.
Even without filling up the stagger bar, you can interrupt some large enemy animations with a kick. This is very useful against tetrapod MTs who are charging the main weapon. Kicking an opponent with ACS Failure does 3x kick damages AND often extends the staggered window.
Beware – there is a short post-kick period where you become sluggish, and your camera moves stiffen. Obviously, it would be best if you did not miss it.
Damage: Some quickly gathered figures
The new AC Test Mode is far superior to what I used on the PS1! You can change parts without leaving the game! Amazing.
Tank treads and tetrapod (aka Quads) as well as bipedal legs all share the same modifier. Yes, that’s right. Tank kicks do NOT do more damage inherently. They “usually” are because ACs on tanks are heavier. (If not, why are you using the tank legs?)
Reverse joint legs do a good bit more damage.
Types | Total Weight | Damage | |
---|---|---|---|
Tank | 66240 | 439 |
|
Quad | 66230 | 438 |
|
Reverse | 66230 | 526 |
|
Bipedal | 66230 | 438 |
|
Click on the image to expand. It’s a pretty good 100 extra, especially after considering the x3 boost you get by kicking an staggered opponent.
Range or Distance
All leg classes are capable of hitting multiple enemies if grouped. It’s easiest to do with a tetrapod. The AC will spin like a helicopter, increasing the hurtbox size even more than the large slab tank treads. I don’t know if hitting an enemy twice in one kick action is possible, even when they are in a corner.
Since this is a boost, you cannot avoid having to boost before.
- Bipedal or Tankkicks will boost the kick and hit at 100m.
- Quads will reach within 110m. It seems to be due to how the legs spread as you twirl. It’s not a big difference.
- Reverse joints is able to reach just over 120m (!). This is also a slight difference but it can make an impact, I suppose.
It is a wash for anything that doesn’t stay stationary.
Notably, the quad kicks and tank kicks keep the AC moving forward after the 100m strike point without consuming more energy. This can ‘be abused’ by using Boost Kick to cross large chasms, voids and voids instead of attempting a standard Assault Boost.
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