ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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I got the Karasawa...
My disappointment is immeasurable and my day is ruined. What was the point in grinding all those combat logs?

Horrible ammo efficiency compared to the Nebula and standard plasma rifle. Takes a while to build up to full charge which would not be an issue until you realize it costs TEN shots of your initial 80 for really lackluster damage output. Uncharged it is a joke against the Trainer AC, as useful as a peashooter. First stage charge is 4 shots and does about as much damage as a regular plasma gun maybe.

There is literally no reason to not just use an energy shotgun or the nebula over this thing. It is incredibly disappointing for a weapon you have to grind to get half way into your NG+ play through. Hell just a single shot from a zimmerman point blank hits harder.

One of the most iconic weapons in the whole series is kind of a joke compared to two shotguns and a couple grenade launchers that you get in your first play through. ♥♥♥♥♥ broken.
Originally posted by thorin.hannahs:
KRSV is pretty average. After some usage in sorties they could either lower the ridiculous weight or give it 20 more rounds. But I do love spamming plasma shots.
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Showing 31-45 of 49 comments
Oro Sep 2, 2023 @ 4:06pm 
Originally posted by Mountain Cat Mechwarrior:
Originally posted by Jotun:

And yet, here I am, ♥♥♥♥♥♥♥♥ on all the bosses with dual laser pistols. I swear, these are great and so much more spamable than dual shotty.
I might have to try those then. It would absolutely blow my mind if they where better than the karasawa. At that point the krsv is literally just a meme so they can say they had it in the game for the sake of having it in the game.

Just one laser pistol is pretty ♥♥♥♥♥♥♥ good. I use one on my lightweight build a lot of the time.
Tustle Sep 2, 2023 @ 4:43pm 
Originally posted by Mountain Cat Mechwarrior:
This is probably the worst thing about energy weapons. Why do I have to pay for the energy my generator produces? Its not like they run on unleaded or diesel.
I've once assumed first that what we're paying for are some kind of super capacitors that function as 'ammunition' every time an energy weapon is fired, basically replacing them with fully-charged fresh caps.

Now I'm going to assume the 'ammunition costs' of an energy weapon in this case are going to repairs and maintenance of the internals, as firing these puppies can't be doing the insides of these guns too good. In this definition therefore, the 'ammo counts' of our energy weapons instead stands for a numerical counter of how many times we can fire them before catastrophic damage to their internals occur, basically an imposed limiter so that the weapon can be easily repaired after the sortie.

Which is why charging them takes chunks of our 'ammo count' when discharged, it deals more internal damage than normal firing and why different energy weapons cost more to fire than others.

Which if this is all true, also means the Karasawa of this game must use the most expensive and fragile components on Rubicon because geezes I think my post sortie ammo costs went up two digits when I included a -sawa on my build.
Fire Cougar Sep 2, 2023 @ 5:02pm 
Originally posted by Tustle:
Originally posted by Mountain Cat Mechwarrior:
This is probably the worst thing about energy weapons. Why do I have to pay for the energy my generator produces? Its not like they run on unleaded or diesel.
I've once assumed first that what we're paying for are some kind of super capacitors that function as 'ammunition' every time an energy weapon is fired, basically replacing them with fully-charged fresh caps.

Now I'm going to assume the 'ammunition costs' of an energy weapon in this case are going to repairs and maintenance of the internals, as firing these puppies can't be doing the insides of these guns too good. In this definition therefore, the 'ammo counts' of our energy weapons instead stands for a numerical counter of how many times we can fire them before catastrophic damage to their internals occur, basically an imposed limiter so that the weapon can be easily repaired after the sortie.

Which is why charging them takes chunks of our 'ammo count' when discharged, it deals more internal damage than normal firing and why different energy weapons cost more to fire than others.

Which if this is all true, also means the Karasawa of this game must use the most expensive and fragile components on Rubicon because geezes I think my post sortie ammo costs went up two digits when I included a -sawa on my build.
Its still silly and never mentioned in the game. If anything that should be in repair cost, you dont use ammunition in a conventional sense. It used to be the big brain strat to save money. Given how poor most of the energy weapons are in the game in terms of doing physical damage they could at least throw us a bone in the expenses department. Ammo Cost is just another reason not to use the KRSV.
The author of this thread has indicated that this post answers the original topic.
thorin.hannahs Sep 2, 2023 @ 5:05pm 
KRSV is pretty average. After some usage in sorties they could either lower the ridiculous weight or give it 20 more rounds. But I do love spamming plasma shots.
devil make rye Sep 2, 2023 @ 5:24pm 
the karasawa has been worse than average ever since AC:Nexus, this will not change.
Fire Cougar Sep 2, 2023 @ 5:30pm 
Originally posted by thorin.hannahs:
KRSV is pretty average. After some usage in sorties they could either lower the ridiculous weight or give it 20 more rounds. But I do love spamming plasma shots.


Originally posted by devil make rye:
the karasawa has been worse than average ever since AC:Nexus, this will not change.
honestly think it should do more, at least above average. Im not asuggesting it should be a weapon that can kill a space colony in one shot, but it should be potent against other ACs. Its a shame such a weapon is so mid. At least the Moonlight Blade slaps. Havent gotten redshift yet.
the normal shot of the karasawa is actually pretty decent killing most normal enemies in 1 hit. the problem is everything else, 80 ammo is terrible and the weight...... why 10k?! that makes no ♥♥♥♥♥♥♥ sense. so many weapons in this game need buffs and maybe shotguns should get nerfed because the zimmermanns are ♥♥♥♥♥♥♥ nutty compared to anything else.
thorin.hannahs Sep 2, 2023 @ 5:37pm 
Originally posted by Hex: Rauschepauli:
the normal shot of the karasawa is actually pretty decent killing most normal enemies in 1 hit. the problem is everything else, 80 ammo is terrible and the weight...... why 10k?! that makes no ♥♥♥♥♥♥♥ sense. so many weapons in this game need buffs and maybe shotguns should get nerfed because the zimmermanns are ♥♥♥♥♥♥♥ nutty compared to anything else.
I was with you until you started talking about zimms. Even if you nerf shotguns now melee reigns supreme. I think they could adjust ricochet damage reduction percentages and safely move all non-melee and shotguns to better performance.
Aldain Sep 2, 2023 @ 5:39pm 
Originally posted by thorin.hannahs:
Originally posted by Hex: Rauschepauli:
the normal shot of the karasawa is actually pretty decent killing most normal enemies in 1 hit. the problem is everything else, 80 ammo is terrible and the weight...... why 10k?! that makes no ♥♥♥♥♥♥♥ sense. so many weapons in this game need buffs and maybe shotguns should get nerfed because the zimmermanns are ♥♥♥♥♥♥♥ nutty compared to anything else.
I was with you until you started talking about zimms. Even if you nerf shotguns now melee reigns supreme. I think they could adjust ricochet damage reduction percentages and safely move all non-melee and shotguns to better performance.
The only thing the Zims might need is a minor reduction in their base stagger (not the accumulated stagger stat, the initial stagger stat), because holy crap those things are pretty much the single best stagger weapon in the game.

Everything else is fine, I just think they might cause too much stagger buildup with a single shot personally which is what makes using 2 of them so much more devastating.
Last edited by Aldain; Sep 2, 2023 @ 5:40pm
Syllabus Sep 2, 2023 @ 5:48pm 
I think ppl are constantly confusing a "token item" with "game-breaker cheat item." Like, there's always the option of not 'grinding heavily' to get it. Or, just treat it as a completionist keepsake.

This "if I have to somewhat work for it, then it must be super-good" is basically a conditioning of a sort. Like Pavlov's dogs.
Fire Cougar Sep 2, 2023 @ 7:58pm 
Originally posted by Syllabus:
I think ppl are constantly confusing a "token item" with "game-breaker cheat item." Like, there's always the option of not 'grinding heavily' to get it. Or, just treat it as a completionist keepsake.

This "if I have to somewhat work for it, then it must be super-good" is basically a conditioning of a sort. Like Pavlov's dogs.
I literally said it shouldnt be a game breaking cheat item, im just saying it should do a little more in terms of damage. Thanks for being condescending.
Fire Cougar Sep 2, 2023 @ 8:17pm 
Originally posted by thorin.hannahs:
KRSV is pretty average. After some usage in sorties they could either lower the ridiculous weight or give it 20 more rounds. But I do love spamming plasma shots.
Honestly after playing with it a little more this. I can live with it being average, but the weight is too much and the ammo count should be just 20 rounds higher so you can use it sparingly on your way to AC or Boss encounters.
Ferrsai Sep 2, 2023 @ 8:39pm 
Originally posted by Mountain Cat Mechwarrior:
My disappointment is immeasurable and my day is ruined. What was the point in grinding all those combat logs?

Horrible ammo efficiency compared to the Nebula and standard plasma rifle. Takes a while to build up to full charge which would not be an issue until you realize it costs TEN shots of your initial 80 for really lackluster damage output. Uncharged it is a joke against the Trainer AC, as useful as a peashooter. First stage charge is 4 shots and does about as much damage as a regular plasma gun maybe.

There is literally no reason to not just use an energy shotgun or the nebula over this thing. It is incredibly disappointing for a weapon you have to grind to get half way into your NG+ play through. Hell just a single shot from a zimmerman point blank hits harder.

One of the most iconic weapons in the whole series is kind of a joke compared to two shotguns and a couple grenade launchers that you get in your first play through. ♥♥♥♥♥ broken.

It's actually kind hilarious. Why would you take the classic energy rifle that's been every game and not make it at least competitive with every other weapon? It's main downside was always ammo management, so you would use your blade a bit more to conserve ammo and pick shoulder weapons with reasonable ammo allotment and it worked out. Now with how they nerfed melee volume by putting it on a cooldown instead of being managed by the player between heat and energy usage, you can't really rely on melee for ammo conservation. Sure, you can make sure you throw in as many as you can, but that's like one melee attack every 5 or 7 seconds or whatever it is.
Ferrsai Sep 2, 2023 @ 8:41pm 
Originally posted by Mountain Cat Mechwarrior:
Originally posted by Syllabus:
I think ppl are constantly confusing a "token item" with "game-breaker cheat item." Like, there's always the option of not 'grinding heavily' to get it. Or, just treat it as a completionist keepsake.

This "if I have to somewhat work for it, then it must be super-good" is basically a conditioning of a sort. Like Pavlov's dogs.
I literally said it shouldnt be a game breaking cheat item, im just saying it should do a little more in terms of damage. Thanks for being condescending.

Classically, it almost was a game breaking cheat item, it was balanced different in later games, but was still good enough if you were good enough at managing the ammo. The ammo management always was part of it on that one. So it was really strong, especially the first iterations which maybe were on the game breaking cheat item side, but had drawbacks. The moonblade was super strong too, not sure how that is in this one.
Tustle Sep 2, 2023 @ 8:46pm 
Originally posted by Mountain Cat Mechwarrior:
Its still silly and never mentioned in the game. If anything that should be in repair cost, you dont use ammunition in a conventional sense. It used to be the big brain strat to save money. Given how poor most of the energy weapons are in the game in terms of doing physical damage they could at least throw us a bone in the expenses department. Ammo Cost is just another reason not to use the KRSV.
Picture for a moment that someone succeeds in a no-damage run of a mission using a ranged energy weapon, just to get surprised when they see their repair costs.

That said it's not a perfect analogy since we have laser blades that cost no 'ammo or upkeep' whatsoever.

Anyway yeah agreed, at least most of the energy weapons are cheaper. The poor -sawa aside.
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Date Posted: Sep 2, 2023 @ 2:17pm
Posts: 49