Armored Core VI - A bit of reflection

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Well seeing hitless runs (TAS'ed or not), even that from older games like Last Raven does change how we view ACs should battle.
Vertical One Man Tank for Rapid Offensives we call.
But anyways, I said 621 likely operates out of a helicopter, so there's that. Garage space is likely actually limited.

AC FRAME
Frames parts we said are valuable and relatively rare, since they are heavy and we can only have one "AC" as a result.

CORE - The main part, which can be heavily armored since they consider all the other attached parts to be repairable. It is a black market model based off a civilian labor AC core. Armored like a heavy tank in comparison to all the other parts.
HEAD - Old BAWS ACs are produced locally and can be found wrecked all over. It's only logical that with some mods, they will be installed on top of a existing black market core we acquired.
LEGS - Old BAWS AC legs as their energy footprint is considerably lower than using the civilian labor AC's modified legs. Produced locally for a long time and therefore relatively easy to find repair scrap.
ARM - Arms based on labor arms for operating heavy vibrating equipment. The recoil control is good, but everything is pretty lousy, but at least it is simple and sturdy. Disposable mount for some weapons sitting around of sorts.
REPAIR KITS - Likely some kind of self filling material that can temporaily keep a AC together when damaged and also dislodge jams and any disabling bits if a part is seriously damaged.

GENERATORS and BOOSTERS
We only own one balanced FCS as it does not appear to make as much of a impact as the other parts.
GEN = A Balam generator for fast recharging ground combat. A Arquebus standard current generator for more flying capability and a heavier weapon load.
BOOSTERS = A faster booster for quick advances in general, and the MULE labor AC boosters, retuned for quick boost for moving on dangerous attacking targets.

WEAPONS
Bazooka = While it has trouble hitting anything and causes a stagger to fire, it does have low energy footprint and the explosive damage do not richochet, potentially making it somewhat useful for anti fortification sniping and attacks on unaware mooks. However it has since been replaced by Missile Launcher.
Missile Launcher = Handheld low impact missile launcher for ranged explosive damage, has decent endurance, therefore the AC does not often use a assault rifle for endurance. The missiles fly pretty far and can potentially knock out faraway stationary targets.
NAPALM BAZOOKA = Extremely effective indoors where large areas can be set on fire for cheap. The LING-TAI does not have a high loading capacity.
MACHINE GUN = A sidearm mostly for harassment, it doesn't really do that much damage at all, but sometimes we just can't fit anything else.
SHOTGUN = Has a bit of a high energy footprint, but can be used indoors along with the Napalm or as just a weapons bay second fire weapon at close range.
PLASMA MISSILES = Causes lingering fields that might be effective against aircraft and mooks.
GRENADE CANNONS = A lighter dual barrel model sure, but it's symbolic of the pragmatism of VOTROS philosophy where explosive firepower is cheap to acquire and can destroy anything without the need to source any fancy parts.




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