
### 近战特化型AC驾驶员指南 本指南面向希望打造近战特化型机体却不知如何构建或充分发挥其潜力的AC驾驶员。内容已基本完成,仅需添加部分额外图示以分隔大段文字。 #### 为何选择近战特化? 因为用一根尖刺捅翻其他佣兵非常有趣!本指南中的信息既可用于构建近战特化型机体,也包含近战武器的通用使用技巧。 #### 致谢 - Snake Jazz:指出我关于发电机EN规格影响近战的错误。 - Fivs:提醒我应提及部分无法完全受益于【近战攻击突刺】的例外情况,并指出可通过突击推进来取消近战动作。打造近战Build 态度稳定性的重要性 【态度稳定性】是决定你的AC(机体)被击晕难易程度的属性。在大多数情况下,强烈建议至少将态度稳定性提升到中等水平,因为极低的稳定性很可能导致你在试图靠近敌人进行近战攻击时,机体被击晕。 具体需要多少态度稳定性取决于你希望机体的轻量化程度,但在选择躯干、手臂和腿部部件时,务必牢记这一点。不过和其他游戏一样,如果你不在意性能,也可以纯粹为了外观搭配部件。 手臂部件 对于实际的框架部件(躯干、手臂、腿部、头部),我们需要重点关注的只有手臂部件。

所有手臂部件都有一个名为【近战专精】的特定属性,你可以通过按下【显示切换】按钮来查看任意部件的完整属性面板。你能获得的早期高【近战专精】手臂之一是菲尔梅萨手臂。 对于混合流派build,你需要将手臂更换为平衡【枪械专精】和【近战专精】属性的部件。虽然【枪械专精】不像【近战专精】那样直接增加伤害,但它确实能提高远程武器的 accuracy,因此你应根据自己对近战和远程的使用需求来平衡这两项属性。 推进器方面,我们需要重点关注你使用的推进器类型。在我看来,近战的首选强化配件是KIKAKU,它拥有最高的【近战攻击突刺】属性,该属性决定了你使用近战武器攻击敌人时向前突进的距离。

⠀ This stat is EXTREMELY important for melee focused builds as the difference in distance traveled while trying to use melee weapons can affect whether you completely whiff an attack or land it. I will admit though that these are all just my own personal findings from playing nothing but melee and how to build it through all ending routes so it may not be the most accurate. Special Note:Some melee weapons DO NOT benefit from "Melee Attack Thrust" the same way others do, the following is an overview of these weapons: Charge attacks stops you in place/has fixed range, but benefits on normal attacks: LASER LANCE (Fixed distance) LASER DAGGER (Fixed distance) PILE BUNKER (Stops you in place) CORAL SWORD (Stops you in place) Doesn't benefit period: MOONLIGHT/ML-REDSHIFT PLASMA THROWER The difference between the highest melee thrust booster KIKAKU and the 2nd lowest MULE (~7001 stat difference) is about 75m or so (148m vs 72m), this difference in travel can make or break the build depending on what you prefer. This will also impact some Melee weapon specific tech that we will be discussing later. For those who wish to use 2 melee weapons, definitely don't skimp and use the KIKAKU, it's worth it, for hybrid, yet again it depends on how you use your melee weapon, KIKAKU overall is a very good booster but if your build needs a different stat spread just make sure that your "Melee Thrust" isn't abysmal if you're using weapons that are harder to hit such as the Pile Bunker. GeneratorFor the most part, generators are just up to preference, just choose whichever one you like. My personal preference are generators with quick EN Recharge as it lets you dodge around more often which can be useful while playing a melee build. Whether you want an engine with good "Energy Firearm Spec." will depend on if your ranged weapons are EN/Coral based or note, otherwise just prioritize EN Recharge. FCSThis one I'm not very sure about, I've always used TALBOT for a mix of close and medium tracking but I have no concrete evidence that FCS helps improve melee attack tracking, if anyone has any real concrete evidence of this do let me know and I'll change this but for now the recommendation I have is to use an FCS that suits your side weapons. For example, my personal melee build uses a shotgun and a shoulder grenade launcher. The specific shotgun I use is mostly close ranged so I'd use an FCS with really good close-range tracking, etc. Choosing a SidearmThis is entirely preference based, but from my personal testing, I personally prefer weapons that can continually put in pressure at close range, such as the WUERGER Laser Shotgun or weapons that have high Impact damage such as the ZIMMERMAN (yea, they're OP but they're just the easiest example). The reason you want to continuously put on pressure or just chunk their stagger is due to the fact that almost every melee will brutalize your opponent when they're staggered, some even boasting extremely high damage multipliers when an enemy is staggered. Overall, just test stuff out with your build, sometimes you may prefer being able to hip fire a weapon over and over to put on the pressure while others would prefer just being able to continuously stagger an enemy, it's up to preference in the end. Melee as a SidearmFor those that are just thinking of using Melee as an extension of your kit, rather than completely focusing on maximizing melee damage, the main thing you'd want to use your weapon for is to either quickly build stagger or to take out a ton of an enemy AC's HP due to the melee's naturally high damage and direct hit damage. This style of play is best used with the "Weapons Bay" upgrade, allowing you to put arm weapons in your back slots. Use your melee to nuke or stagger, then swap to your ranged weapons to capitalize on the stagger or to stagger and allow your melee to go in for a big hit. To Charge or Not to Charge? Short AnswerYes, charging weapons is very useful, but it highly depends on the weapon, situation and how safe you are. Long AnswerFor most weapons, the basic attacks will more often than not lead to more damage and stagger on the enemy, but this is not always the case for all weapons. The timing to use a charge attack obviously depends on the weapons you're using but the general rule of thumb is to look at the stats and how the weapon is used (there's a video playback button to show how). For example, on the basic Pulse Sword, the charged attack is good if you can't get in more than a single hit as it does only a bit less stagger and damage than if you hit both sword slashes while still lunging at your enemy, but in terms of damage it's better to get the full 2 slashes. This is the reverse of the Laser Sword, which boasts 2 hits on its charged attack, but in exchange, doesn't lunge you forward which makes it harder to hit your targets. For the laser sword, it's better to use the single basic slash to hit enemies you're not as confident in hitting while the charged hit is for massive damage, either to stagger or towards staggered enemies and should be saved for when you're confident it will hit. Melee Cancelling What is Melee Cancelling?Most melee weapons have a window where you can quick/assault boost to cancel the attack before it lands, cancelling the attack without putting the weapon into overheat. It's important to mention that using Assault Boost does kill your momentum as the startup makes your AC slow down before the assault boost starts but it's one other way to cancel an attack if you're about to whiff and want to conserve EN. I didn't find out the exact mechanics of this until Vaati's tips video so credit goes to him/whoever found it and published it first but this small tech can actually be chained together to create a sort of super dash that is faster and has more tracking than Assault Boost.

不过对我来说,这个机制的真正价值在于能够引诱敌人并进行战术混淆,尤其是在PVP场景中。尽管使用该机制移动会消耗大量EN,但实际上它比单纯的突击推进更快。
何时使用?总的来说,其主要用途是能够取消攻击并避免挥空。近战挥空往往会导致你受到惩罚、被击晕,甚至可能被击杀,因此防御性使用应作为首要优先级。 不过,由于它比突击推进稍快,当你的普通近战突刺刚好不足以命中敌人AC时,你也可以用它来拉近与敌人AC的距离。 补充说明 目前暂无其他内容。
2026-02-14 22:00:11 发布在
机战佣兵™VI境界天火™
说点好听的...
收藏
0
0
