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That always works.
Kickers are actually a very specific type of AC pvp builds - they basically turn themselves into a missile with a mini-stun while firing all their weapons at you.
Mathematically they now have 5 weapons ( 2 hand weapons + 2 shoulder weapons + AB kick spam)
You have to either hover/free fall to dodge their kicks or u can try to kick them before they kick you
I can deal with the type of guy the OP is describing, but am honestly lost on what I should be doing to counter kites/floaters. From my perspective some of these people are essentially able to hold down the spacebar for the entire engagement - what am I supposed to do about that? How are they even managing to do stuff like that, IE stay in the air for such a crazy amount of time?
Wait for it to get nerfed. Half of the top ten play the exact same infinite flight rat build for a reason: its busted.
It's so over for me dude. ( That ♥♥♥♥ is NOT getting nerfed any time soon )
Coral generators shouldn't exist, tbh.
It's basically "hey let's make a generator that doesn't punish you but instead rewards you for playing badly" and kinda illustrates how far away AC6 is from previous games just with how the EN supply interacts with consumption.
Ehh, I respectfully disagree.
Coral generators require you to go all-in, or not at all. In other words, the correct way to play them is to expend your EN, and you're punished for playing conservatively. That's not playing "bad," it's playing to the design of the part.
In contrast, regular generators encourage players to be conservative with EN use. It's best to produce the maximum effect with the minimum use. It is how us old guys are accustom to playing.
Coral generators are definitely unbalanced tho. They could probably be fixed by having their recharge time bumped by a second or two, and their base-restored EN value slashed.
i feel like when i assault boost into people it just gets me hit a lot and i can't catch up :(