NG S Ranker VS NG+ And Fires Ending - Armored Core 6: Fires of Rubicon - Part 9

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The following 2 paragraphs are my afterthoughts and realizations.

A lot of this was pretty cool, but clicked a lot faster for me than Liberator ending's plasma version of Balteus and the Chatty/Carla fight. If it's an AC, I already know it's primary weakness is being attacked by Malenia, kick with Shotguns-yeah. I actually consider consider the Chatty/Carla much more difficult alternative to fighting Freud the balanced aggression build. Chatty/Carla combo is missile bullet hell from 2 consecutive fronts pinning you with open space for angles at you and your limits. Freud was always right were I was hoping he was and no different from and LC that could heal to me. With this unrealizingly meta play against Rusty, I absolutely speedrun him in comparison to fighting a Smart Cleaner and then a Balteus at this point in the other ending. People might say the other is just Balteus, but it's Balteus with an infinite range sword with longer combos and plasma trails, and a stronger pulse shield. 2nd Balteus is also airborne area denial as opposed to ground area denial. If you steam roll the first version of Balteus fine, but the 2nd still has a shot at you quite well, it's the stronger version. Then of course our last fights is perhaps the real difference. We have our Rusty equivalent in Liberator and a cross between Balteus 1 and Cel in Fires. Ayre would seem like the worse one if you struggle with a one health bar longer Cel, but I was already abusive build back my first playthrough with Haldemans and missed over half of Ayre's mechanics to my abusive playstyle.

The difference between these ending paths has been the G1 Michigan to two Vespers fights as a difference for me. Overall, I'm not fully disappointed, but I kind of made it work too fluidly for my liking. Nothing forced me to rethink get close and destroy them in this one. Liberator ending was about as straight forward as I was lead to belief, and for that I don't have anything I personally gained in story from it, but the endless energy mission was a good concept and took me back to the mission in ACFA where we attack the Cradles for Old king and get pit up against 4 ACs (5 on Hard Mode), but much fewer enemy count. Instead of fighting Roadie, Wynne, Lillium, and Odstarva, it's just Odstarva and then Serene Haze. A very Fromsoft touch. The other playthrough I wouldn't have imagined there was another Balteus, and even didn't believe it when someone spoiled it on Twitter. Overall, I knew this was the bad ending because genocide and igniting the stars. We even ignored the tiniest voice in the whole world. All the signs of foreshadowing were there. Carla even commented that we lost someone too early on. For me this ending was like the Shura path of Sekiro and the previous one was the Returning to the Dragon ending of Sekiro. Overall, this one didn't feel good.

Armored Core 6 is a high speed game that's weighty and responsive. Where every weapon has a proper fire rate, range, pace, and damage type. Brought in the flavors of the methods of Fromsoftware, there's only much to love in the gameplay expression and even more in this particular game with it's expression to customization. If you liked comparing weapons in Soulsborne, this process is going to feel like looking for your Claymore/Zweihander and sometimes go Dex or Sorcery for the sake of seeing results, only it has far fewer means to limit the player at this process, and encourages you to keep playing with it and tinkering around without a level system.




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complete os tuning
armored core
armored core 6
armored core vi
fires of rubicon
ayre
fires of raven
ending
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v vi
rusty
alba
ac
steel haze
destroy the fleet
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intercept the redguns
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ng+
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