ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

View Stats:
LS95 Aug 31, 2023 @ 4:26pm
Boost Kick mechanics?
So, weight obviously influences your kick damage. Tanks in general seem to do stupid numbers with it because they're naturally heavy and also can hold far more weight without being overburdened.

But I was wondering, does your leg type influence the damage as well? Reverse legs seem to send everything flying halfway across Rubicon, and it seems like enemies take a lot of damage being smashed into walls, but Quads do a little spinny kick that feels kind of underperforming as far as numbers go but might have a longer active hitbox as useless as that is.

And does being over your weight limit affect the damage, and does it take your AB Thrust speed into account for the damage calculations, or is it only based off of total weight?
< >
Showing 1-11 of 11 comments
HypetheKomodo Aug 31, 2023 @ 4:28pm 
I believe leg type matters. Tanks, as you mentioned, do the most damage with a kick by a large margin. Tetras have an AoE with their kick spin.

I am not sure if going overweight will enhance your kick damage, but it also sounds like a really bad idea.
DirtyMick Aug 31, 2023 @ 4:29pm 
As far as I've heard, it's only weight. And of course it has the highest stagger damage multiplier of anything in the game. Does like three times more damage to staggered enemies.
ImHelping Aug 31, 2023 @ 4:37pm 
It FEELS like Reverse joint gets a bit more lunch distance. So far as muscle memory goes. I am usually a biped boy so far between "and sometimes tank" even though I cleared my first NG final boss with heavy RJ.

I am just using way too energy hog life builds even with a good generator to get sane use out of quads usually right now.
Last edited by ImHelping; Aug 31, 2023 @ 4:38pm
Midas Aug 31, 2023 @ 4:38pm 
Leg types don't matter, according to some testing I've seen, but not tested myself. The ANIMATION changes, but that seems to purely be cosmetic.

Weight is the only factor I'm aware of.
shiggy Sep 1, 2023 @ 9:07pm 
Did some testing and weight/boosters do not seem to change animation speed for the same leg type. Damage is definitely affected by weight, but at least vs a tetrapod it looks like the ACS stagger is the same between weight and leg types.
It does seem like the 4 leg types have different startups though.
SCamp Sep 1, 2023 @ 9:17pm 
First two sections of this video cover kicks:

https://youtu.be/-IMWQTryQLQ
Caramel_Clown Sep 1, 2023 @ 9:18pm 
Only weight seems to affect it.
Pizzaman Sep 1, 2023 @ 9:35pm 
Interesting. The theory crafting within the Japanese community suggests reverse joints get a hidden bonus modifier for boost kicks.
https://twitter.com/r02v04r02a05s03/status/1696177307910599118
hoimingmissile Sep 1, 2023 @ 9:40pm 
Since you can see damage numbers in this game all of this should be easily testable.

EDIT: ok so I just did some science. I kept the same weight as much as possible and only altered the leg type. That's called only changing one variable. Obviously a heavy tank will do more kick damage but is that because of the tank legs or just the weight? Check it out:

Type - total weight - kick damage
Tank - 66240 - 439
Quad - 66230 - 438
Reverse - 66230 - 526
Bipedal - 66230 438

So the Japanese people were right, all things being equal reverse legs do more kick damage. Treads DO NOT have an inherent damage bonus. Also Assault Boosting a long distance aka taking a running start does not do more damage than a point blank jump kick. Also also different legs in the same class do not do different amounts of damage. The speedy wheelchair legs do the same kick damage as regular treads.

A bipedal and tank kick will travel and hit from a range of 100m.
The quads will hit within 110m, seemingly because the legs happen to fan out a little further as you twirl.
The reverse joints do a little hop and twist kick which reaches just under 120m.
All of this is fairly negligible against anything that's not stationary so...
Last edited by hoimingmissile; Sep 1, 2023 @ 11:23pm
thorin.hannahs Sep 1, 2023 @ 9:50pm 
Originally posted by Pizzaman:
Interesting. The theory crafting within the Japanese community suggests reverse joints get a hidden bonus modifier for boost kicks.
https://twitter.com/r02v04r02a05s03/status/1696177307910599118
From what I have seen RJs get a bit more range but I am just comparing that to my standard bipeds.
shiggy Sep 1, 2023 @ 10:38pm 
Did some quick testing and calculations.

Reverse joint- Spring chicken legs:
Leg wt 25890/Total wt 59790 = 364 damage vs tetrapod
0.0061 damage/total wt

Biped- Tian-qiang legs:
Leg wt 23600/Total wt 57500 = 297 damage vs tetrapod
0.0051 damage/total wt

Full tian-qiang set and heavy loadout:
Leg wt 23600/Total wt 92730 = 471 damage vs tetrapod
0.0051 damage/total wt

Biped- 2c-2000 legs:
Leg wt 16300/Total wt 50200 = 277 damage vs tetrapod
0.0055 damage/total wt

I suspect the different legs have different multipliers to boost kick damage, but total AC weight itself still looks to have the biggest impact.
What was surprising to me is that AC weight does not affect startup or recovery frames, at least for the same leg type. The reverse joint kick does seem to start up slower than the biped kick however.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Aug 31, 2023 @ 4:26pm
Posts: 11