In Armored Core 6, Mech parts refer to all the components required to assemble your build. These include Head, Core, Arms, Arms Units, Legs, Back Units, Generator, Booster, FCS, and Expansions.
Key Takeaways
- Armored Core 6 has ten different components for your Mech.
- These components are the Head, Core, Arms, Arms Units, Legs, Back Units, Generator, Booster, FCS, and Expansions.
- Components can be bought, found in chests, or automatically given to you.
Armored Core 6 offers numerous customizable parts for your Mech. All of them can be obtained through the in-game shop, chests, or automatically given to you. A wide variety of these parts is available, so finding them can be a tall task.
Each part has its different stats and is helpful in different situations. We have managed to collect and compile all the Mech parts divided into each of its categories in the list below.
Head Parts
The head unit is the main screen for pilots to watch the Armor Core and see the onboard camera. There are different types of head units, some with antennas to improve radar Armored Core 6; there are a variety of Heads to choose from for your Mech. Every head part has unique effects and abilities that affect your AC’s performance in combat.
Additionally, some Heads can improve tracking capabilities, making it easier to keep a lock on fast-moving targets. Other heads can enhance your scanning ability to find enemies and make your Armored Core more challenging against enemy attacks. Alternatively, it can improve your weapon accuracy, helping you land precise shots on your enemies.
They can also influence your movement speed, changing how easily you can move through the terrain and outplay opponents. A Head’s weight affects agility and stability, but its System Recovery capabilities impact repair time. Choosing the right Head is crucial for quick repairs.
You will need to compare the strengths and weaknesses of each Head type and then choose what is best for your playstyle. This choice will be necessary for your gameplay experience. All of the available Head parts are as follows;
Head Part | Armor Points | Attitude Stability | System Recovery | Weight | EN Load |
---|---|---|---|---|---|
AH-J-124 BASHO | 1250 | 370 | 68 | 4600 | 95 |
AH-J-124/RC | 1000 | 302 | 60 | 4250 | 95 |
HD-011 MELANDER | 910 | 400 | 110 | 3160 | 135 |
HD-033M VERRILL | 1080 | 469 | 107 | 3830 | 240 |
HD-012 MELANDER C3 | 970 | 416 | 95 | 3300 | 165 |
DF-HD-08 TIAN-QIANG | 320 | 97 | 50 | 1230 | 88 |
VP-44S | 850 | 378 | 112 | 3080 | 148 |
VP-44D | 880 | 521 | 100 | 3260 | 177 |
NACHTREIHER/44E | 590 | 422 | 92 | 2320 | 210 |
KASUAR/44Z | 400 | 498 | 108 | 2590 | 254 |
VE-44A | 1060 | 393 | 104 | 3640 | 182 |
VE-44B | 1040 | 435 | 154 | 4320 | 265 |
HC-2000 FINDER EYE | 660 | 346 | 98 | 2670 | 125 |
HC-2000/BC SHADE EYE | 770 | 448 | 115 | 3090 | 163 |
HC-3000 WRECKER | 1130 | 322 | 55 | 3800 | 102 |
HS-5000 APPETIZER | 760 | 326 | 78 | 3000 | 103 |
EL-TH-10 FIRMEZA | 480 | 398 | 88 | 2570 | 134 |
EL-PH-00 ALBA | 600 | 414 | 105 | 2800 | 205 |
20-081 MIND ALPHA | 820 | 365 | 103 | 3350 | 142 |
20-082 MIND BETA | 520 | 536 | 116 | 3460 | 128 |
IA-C01H: EPHEMERA | 990 | 480 | 132 | 4330 | 233 |
IB-C03H: HAL 826 | 930 | 436 | 125 | 3760 | 215 |
Core
Every part of an Armored Core is essential, but the Core is the most important part that connects everything. The Core heavily decides the Armor Points and Health Points and plays a big part in deciding how well the AC can defend itself.
Each Core brings remarkable abilities, making them unique and suitable for various playstyles or specific needs. This diversity provides players with a wide range of options to personalize their AC according to their preferred way of playing and specific requirements. All of the Core in the game are as follows;
CORE | Armor Points | Attitude Stability | Gen Output Adj. | Weight | EN Load |
---|---|---|---|---|---|
AC-J-120 BASHO | 3580 | 476 | 83 | 16100 | 300 |
AC-J-120/RC JAILBREAK | 2400 | 403 | 83 | 12350 | 300 |
BD-011 MELANDER | 3230 | 458 | 105 | 15800 | 304 |
BD-012 MELANDER C3 | 2830 | 433 | 102 | 14050 | 322 |
DF-D8-08 TIAN-QIANG | 4100 | 629 | 114 | 20650 | 388 |
VP-40S | 3160 | 446 | 106 | 15030 | 337 |
NACHTREIHER/40E | 2630 | 349 | 84 | 9820 | 330 |
VE-40A | 4320 | 521 | 122 | 21100 | 432 |
CC-2000 ORBITER | 2780 | 407 | 103 | 12650 | 267 |
CC-3000 WRECKER | 3940 | 532 | 96 | 19000 | 310 |
CS-5000 MAIN DISH | 3890 | 641 | 97 | 23600 | 413 |
EL-TC-10 FIRMEZA | 2500 | 410 | 104 | 10890 | 351 |
EL-PC-00 ALBA | 2850 | 368 | 101 | 12000 | 315 |
07-061 MIND ALPHA | 3520 | 455 | 112 | 16510 | 364 |
IA-CO1C: EPHEMERA | 3110 | 363 | 126 | 13200 | 412 |
IB-C03C: HAL 826 | 3670 | 385 | 120 | 18520 | 366 |
Arms
The Arms parts in Armored Core 6 are used for holding weapons. You can either equip four weapons or use one slot for the utility part. You have many Arm types to choose from. Each Arm has different effects, abilities, and a load limit.
The load limit refers to the maximum load your arms can bear. An arm unit with a high load might not work with Arms with a low load limit. You should choose your Arm after deciding what Arm Unit you will go for.
You will also have to consider the weight of the Arms. Players can pick a light Arm to increase their movement speed but give up on Armor Points, making you fast but easy to damage.
Arms | Armor Points | Arms Load Limit | Firearm Specialization | Weight | EN Load |
---|---|---|---|---|---|
AA-J-12 BASHO | 2430 | 10520 | 53 | 10480 | 210 |
AA-J-123/RC JAILBREAK | 1000 | 10520 | 45 | 8480 | 210 |
AR-011 MELANDER | 2260 | 15100 | 100 | 13650 | 265 |
AR-012 MELANDER C3 | 2010 | 12000 | 128 | 12300 | 232 |
DR-AF-08 TIAN-QIANG | 2480 | 19500 | 92 | 20020 | 295 |
DR-AF-09 TIAN-LAO | 3070 | 17200 | 95 | 26740 | 266 |
VP-46S | 2240 | 14520 | 102 | 14020 | 278 |
VP-46D | 1620 | 11800 | 133 | 10990 | 248 |
NACHTREIHER/46E | 1860 | 12730 | 160 | 11420 | 302 |
VE-46A | 2660 | 21300 | 80 | 22210 | 380 |
AC-2000 TOOL ARM | 1990 | 13300 | 96 | 11300 | 216 |
AC-3000 WRECKER | 2030 | 15800 | 26 | 14650 | 220 |
AS-5000 SALAD | 2600 | 18700 | 88 | 20940 | 356 |
EL-TA-10 FIRMEZA | 1900 | 13540 | 122 | 11220 | 270 |
EL-PA-00 ALBA | 1750 | 11350 | 136 | 9810 | 315 |
04-101 MIND ALPHA | 2300 | 15550 | 103 | 16960 | 358 |
IA-C01A: EPHEMERA | 2380 | 12680 | 104 | 12700 | 312 |
IB-C03A: HAL 826 | 2210 | 14000 | 123 | 14180 | 300 |
Arms Units
In Armored Core 6, you can equip Arm Units for your Mech. Arm units are mainly the offensive part of the Mech. These Arm Units are classified into kinetic, energy, and explosive. Additionally, you can choose to equip defensive parts instead of offensive to increase your Mech’s defense.
It is important to note that some units can be equipped on both arms, while others can only be on the Left or Right. Right-arm weapons serve as range weapons used to damage enemies far away. The L-Arm units are generally equipped with melee weapons. You can equip two ranged weapons for long to mid-range combat or one melee weapon for close-range combat.
You can get different arm units by completing missions and earning rewards. Once you have them, you can find them in the parts shop and garage menu, where you can choose the ones that work best for your missions. Here are the arm units that can be used on both arms:
Arm Unit | Type |
---|---|
MA-J-201 Ransetsu-AR | Burst Rifle |
MA-J-200 Ransetsu-RF | Burst Assault Rifle |
MG-014 Ludlow | Machine Gun |
DF-MG-02 Chang-Chen | Machine Gun |
MA-E-210 Etsujin | Burst Machine Gun |
LR-037 Harris | Linear Rifle |
RF-024 Turner | Assault Rifle |
RF-025 Scudder | Assault Rifle |
DF-GA-08 HU-BEN | Gatling Gun |
SG-026 Haldeman | Shotgun |
SG-027 Zimmerman | Shotgun |
WR-0777 Sweet Sixteen | Shotgun |
VP-66LR | Laser Rifle |
VE-66LRA | Laser Rifle |
VE-66LRB | Laser Rifle |
Wuerger/66E | Laser Shotgun |
VP-66LS | Laser Shotgun |
VP-66LH | Laser Handgun |
VVC-760PR | Plasma Rifle |
HI-18 GU-A2 | Pulse Gun |
MAJESTIC | Bazooka |
DF-BA-06 Xuan-Ge | Bazooka |
LITTLE GEM | Bazooka |
44-141 JVLN ALPHA | Detonating Bazooka |
DF-GR-07 GOU-CHEN | Grenade Launcher |
DIZZY | Grenade Launcher |
IRIDIUM | Grenade Launcher |
HG-003 COQUILLETT | Handgun |
HG-004 DUCKETT | Handgun |
MA-E-211 SAMPU | Burst Handgun |
EL-PW-00 VIENTO | Needle Gun |
WB-0000 BAD COOK | Flamethrower |
HI-16: GU-Q1 | Pulse Gun |
LR-036 CURTIS | Linear Rifle |
MA-T-222 KYORAI | Napalm Bomb Launcher |
MA-T-223 KYORIKU | Jamming Bomb Launcher |
WS-1200 Therapist | Stun Bomb Launcher |
HML-G2/P19MLT-04 | Missile Launcher |
HML-G3/P08SPL-06 | Split Missile Launcher |
WS-5000 Aperitif | Siege Missile Launcher |
VP-66EG | Stun Gun |
IB-C03W1: WLT 011 | Coral Rifle |
IA-C01W6: NB-REDSHIFT | Coral Rifle |
Arm units that can only be equipped on the Left arm are as follows:
Left Arm Units | Type |
---|---|
44-143 HMMR | Plasma Thrower |
Vvc-770LB | Laser Blade |
HI-32: BU- TT/A | Pulse Blade |
PB-033M Ashmead | Pile Bunker |
VP-67EB | Stun Baton |
VP-67LD | Laser Dagger |
VE-67LA | Laser Lance |
DF-ET-09 Tai-Yang-Shou | Explosive Thrower |
MA-E-211 Sampu | Burst Handgun |
IA-C01W7: ML-REDSHIFT | Coral Oscillator |
Legs
Legs play a crucial role in your Armored Core’s defense and its ability to withstand damage. The most common leg type allows for land, water, and air movement, making it highly versatile. Different leg types, such as Tetrapod, Tank, or Reversed, offer unique qualities and functions. You can select the one that best fits your playstyle or specific requirements.
Tank legs come with heavy armor, making it challenging for enemies to damage your Mech, but they have high weight, resulting in slower movement. On the other hand, Tetrapod legs feature four legs for increased stability but add more weight to your Mech.
These leg types influence your Mech’s movement, capabilities, and approach to combat. They also have different weight limits, forcing you to choose between speed and defense. There are four leg types to choose from when customizing your Armored Core.
Reverse Joints
There are only three Reverse Joints in the game. Their weight is low, making it easier and faster for players to move. It provides a boost when launching off surfaces, making it smooth for players to transition from ground to air combat.
The reverse joint type has a low weight load limit, defense, and impact resistance compared to the Bipedal type. Therefore, these limit players from equipping heavy gear and lower the Armor core defense points. Every reverse joint Leg that you can equip in an Armored Core 6 Mech is given below;
Armor Points | Attitude Stability | Load Limit | Weight | EN Load | |
---|---|---|---|---|---|
KASUAR/42Z | 3400 | 530 | 47820 | 19060 | 388 |
06-042 MIND BETA | 3920 | 375 | 61600 | 22000 | 426 |
RC-2000 SPRING CHICKEN | 4080 | 586 | 68360 | 25890 | 402 |
Bipedal
The default set of legs in the game is Bipedal. Unlike other leg types, these legs are equally balanced in all aspects and not specialized in one thing, such as Tank, which is specialized in defense. Bipedal has equal stats for each aspect.
The bipedal Leg type generally has a lower weight and load limit than the Tank or Tetrapod. Thus, this makes it impossible for players to equip heavy equipment that requires a high load limit. Additionally, they also have low armor points. All Bipedal Legs;
Armor Points | Attitude Stability | Load Limit | Weight | EN Load | |
---|---|---|---|---|---|
AL-J-121 BASHO | 4160 | 774 | 62600 | 20520 | 300 |
AL-J-121/RC JAILBREAK | 2000 | 608 | 62600 | 18560 | 300 |
LG-011 MELANDER | 4160 | 743 | 60520 | 18700 | 365 |
LG-012 MELANDER C3 | 3880 | 735 | 55440 | 17210 | 355 |
DG-LF-08 TIAN-QIANG | 4200 | 825 | 82600 | 23600 | 400 |
VP-422 | 3960 | 730 | 58620 | 17900 | 387 |
NACHTREIHER/42E | 3500 | 711 | 48650 | 14030 | 462 |
VE-24A | 5200 | 877 | 85700 | 28950 | 465 |
2C-2000 CRAWLER | 3650 | 749 | 51200 | 16300 | 280 |
2C-3000 WRECKER | 4220 | 943 | 68900 | 21680 | 680 |
2S-5000 DESSERT | 4410 | 897 | 77100 | 25880 | 420 |
EL-TL-10 FIRMEZA | 3600 | 737 | 52100 | 11200 | 378 |
EL-PL-00 ALBA | 3650 | 724 | 50100 | 13150 | 360 |
06-041 MIND ALPHA | 4360 | 794 | 63610 | 22110 | 432 |
IA-CO1L: EPHEMERA | 3800 | 755 | 55050 | 15200 | 398 |
IB-C03L: HAL 826 | 4000 | 806 | 64900 | 20890 | 385 |
Tank
The Tank leg type, as you can tell from the name, is a leg type that has high armor points and can take severe damage, but higher armor increases the tank leg type’s weight, which makes the Mech’s movement extremely slow.
The Tank also has a high load limit and more stability, reducing the recoil of heavy weapons. In addition, tank Legs are generally significant in size, making them an easier target for your enemies, similar to Tetrapod Legs. All Tank-type legs;
Armor Points | Attitude Stability | Load Limit | Weight | EN Load | |
---|---|---|---|---|---|
LG-022T BORNEMISSZA | 10040 | 1630 | 100300 | 49800 | 455 |
VE-42B | 8600 | 924 | 91000 | 46600 | 824 |
EL-TL-11 FORTALEZA | 5860 | 872 | 69300 | 24650 | 620 |
Tetrapod
The tetrapod leg type is a good choice for players who enjoy aerial combat. It can hover in place, using energy slowly, which means you can stay in the air for a longer time, and it also helps absorb weapon recoil.
The tetrapod leg type also has a high load capacity, thus allowing you to equip heavier equipment. In addition, these Leg types have a higher defense. However, the tetrapod type is slower in the air and more easily hit due to its large structure. All Tetrapod-type legs are as follows;
Armor Points | Attitude Stability | Load Limit | Weight | EN Load | |
---|---|---|---|---|---|
LG-033M VERRILL | 6850 | 1413 | 76200 | 36200 | 675 |
VP-424 | 5600 | 1366 | 69800 | 31600 | 760 |
Back Units
In Armored Core 6 Mech, back units are equipped on your AC’s shoulders. They give you extra firepower and help protect you from enemies. Back units can be equipped on both sides, while the R-Back Unites are typically used for offense. These include grenade launchers, laser cannons, and missile launchers.
L-Back units can also be equipped with weapons generally used for shields. You can equip both sides with weapons for an offensive playstyle, one with weapons and the other with a shield for a safer approach.
Back Units | Type |
---|---|
BML-G2/P03MLT-06 | Missile Launcher |
BML-G2/P05MLT-10 | Missile Launcher |
BML-G1/P20MLT-04 | Missile Launcher |
BML-G2/P17SPL-16 | Split Missile Launcher |
BML-G2/P19SPL-12 | Split Missile Launcher |
BML-G2/P16SPL-08 | Split Missile Launcher |
BML-G1/P31DUO-02 | Dual Missile Launcher |
BML-G1/P32DUO-02 | Dual Missile Launcher |
BML-G2/P08DUO-03 | Dual Missile Launcher |
BML-G1/P01VTC-04 | Vertical Missile Launcher |
BML-G1/P07VTC-12 | Vertical Missile Launcher |
BML-G3/P04ACT-01 | Active HomingMissile Launcher |
BML-G3/P05ACT-02 | Active HomingMissile Launcher |
BML-G1/P29CNT | Container Missile Launcher |
VVC-703PM | Plasma Missile Launcher |
VVC-706PM | Plasma Missile Launcher |
VVC-70PM | Plasma Missile Launcher |
IB-C03W3: NGI 006 | Coral Missile Launcher |
EL-PW-01 Trueno | Needle Missile Launcher |
WR-0999 Delivery Boy | Cluster Missile Launcher |
WS-5001 Soup | Scatter Missile Launcher |
45-091 JVLN BETA | Detonating Missile Launcher |
VVC-700LD | Laser Drone |
VP-60LCS | Laser Cannon |
VE-60LCA | Laser Cannon |
VP-60LT | Laser Turret |
45-091 ORBT | Laser Orbit |
B0-044 Huxley | Bullet Orbit |
VP-60LCD | Diffuse Laser Cannon |
VE-60SNA | Stun Needle Launcher |
EULE/60D | Pulse Shield Launcher |
SB-033M Morley | Spread Bazooka |
FASAN/60E | Plasma Cannon |
Earshot | Grenade Cannon |
Songbirds | Grenade Cannon |
Left Back Units only;
L-Back Units | Type |
---|---|
VP-61PS | Pulse Shield |
SI-24: SU-Q5 | Pulse Shield |
S1-27: SU-R8 | Pulse Shield |
VP-61PB | Pulse Buckler |
SI-29: SUTT/C | Pulse Buckler |
VE-61PSA | Pulse Scutum |
IB-C03W4: NGI 028 | Coral Shield |
Generator
In Armored Core 6, the Radiators from previous games have been replaced with Generators. These provide power to the Armored Cores and cool themselves without using a Radiator. Generators determine the duration of the Energy Gauge, thus determining how long the AC can use its boost and remain airborne.
Selecting the right generator is essential for a successful build. Generators have different EN Capacity and EN Output values, which determine how much energy your Mech has and whether it can handle all the parts you’ve attached.
You should consider both the weight and size of the generators. A more powerful generator may weigh more, impacting your Mech’s movement speed. However, a balanced power and weight generator is important to ensure you don’t lose your speed for energy. All of the Generators in the game are as follows;
Generators | EN Capacity | EN Recharge | Supply Recovery | Weight | EN Output |
---|---|---|---|---|---|
AG-J-098 JOSO | 2200 | 769 | 400 | 3420 | 2600 |
AG-E-013 YABA | 2550 | 1000 | 500 | 5080 | 3000 |
AG-T-005 Hokushi | 2710 | 952 | 370 | 7080 | 3810 |
DF-GN-02 Ling-Tai | 2000 | 2000 | 833 | 3860 | 2340 |
DF-GN-06 Ming-Tang | 2900 | 1250 | 666 | 6320 | 3160 |
DF-GN-08 San-Tai | 4420 | 1176 | 625 | 10060 | 3210 |
VP-20S | 2500 | 833 | 434 | 3800 | 3200 |
VP-20C | 2720 | 909 | 454 | 5320 | 3670 |
VP-20D | 3250 | 714 | 384 | 11030 | 4430 |
VE-20A | 2460 | 740 | 416 | 3590 | 3120 |
VE-20B | 3300 | 763 | 392 | 5860 | 2890 |
VE-20C | 3690 | 555 | 377 | 10130 | 4090 |
IA-C01G: AORTA | 3000 | 238 | 333 | 4330 | 3500 |
IB-C03G:NGI 000 | 4400 | 250 | 312 | 8950 | 4340 |
Booster
In Armored Core 6, Boosters are your main way of getting around. They let you move on land, in the sea, and the air, allowing you to travel through different environments. When it comes to surviving battles, how well you do often depends on how good your AC’s Boosters are.
Boosters are used for both getting around and being effective in combat. There are various types of Boosters, each with its strengths and weaknesses. This means you can choose the one that suits your style of play best. Some Boosters focus on speed and acceleration, which is great if you charge quickly for close-range combat.
However, others are better for players who want to be fast and dodge enemy attacks while planning their next moves. The Armored Core’s ability to jump higher and evade attacks offers you new tactical options and advantages. Here’s a list of all the available Boosters for your Armored Core 6 Mech:
Booster | Thrust | Upward Thrust | QB Thrust | Weight | EN Load |
---|---|---|---|---|---|
AB-J-137 Kikaku | 5667 | 4584 | 19150 | 1820 | 266 |
BST-G2/P04 | 6001 | 4900 | 20600 | 1710 | 250 |
BST-G1/P10 | 5734 | 4667 | 17600 | 1300 | 130 |
BST-G2/P06SPD | 6801 | 4800 | 18600 | 1420 | 390 |
ALULA/21E | 6668 | 4650 | 21650 | 1900 | 410 |
FLUEGEL/21Z | 6101 | 5134 | 20000 | 1980 | 282 |
BUERZEL/21D | 6167 | 4834 | 18050 | 2240 | 480 |
BC-0600 12345 | 5801 | 4700 | 18900 | 1360 | 160 |
BC-0400 MULE | 5417 | 4434 | 17500 | 970 | 200 |
BC-0200 GRIDWALKER | 6401 | 6334 | 19000 | 2010 | 244 |
IA-C01B: GILLS | 6317 | 5001 | 18850 | 1590 | 400 |
IB-C03B: NGI 001 | 6467 | 5501 | 22200 | 1930 | 342 |
Fire Control System(FCS)
In the Armored Core series, the Fire Control System (FCS) affects how quickly you can lock onto targets, which is a big deal in the game. If you have a basic FCS, it’s slow to target enemies. But upgrading to a top-notch FCS makes it much faster and lets you easily lock onto multiple enemies.
In battles, fast target locking is a must, especially when enemies are moving around unpredictably. You can also choose between different lock-on ranges, thus using different FCS options that determine how far away you can lock onto an enemy. Look into the FCS details for Close, Medium, and Long-Range Locking.
Armored Core 6 features various FCS types for your Mech, each with unique strengths and weaknesses. Some prioritize lock-on range and accurate targeting, while others enhance tracking speed.
FCS | Close-Range Assist | Medium-Range Assist | Long-Range Assist | Weight | EN Load |
---|---|---|---|---|---|
FCS-G1/P01 | 38 | 27 | 20 | 80 | 198 |
FCS-G2/P05 | 45 | 80 | 26 | 120 | 232 |
FCS-G2/P10SLT | 40 | 41 | 29 | 100 | 209 |
FCS-G2/P12SML | 28 | 52 | 30 | 130 | 278 |
FC-006 ABBOT | 83 | 32 | 5 | 90 | 266 |
FC-008 TALBOT | 67 | 54 | 11 | 140 | 312 |
VE-21A | 10 | 36 | 92 | 85 | 364 |
VE-21B | 15 | 50 | 80 | 160 | 388 |
IA-C01F: OCELLUS | 90 | 12 | 3 | 130 | 292 |
IB-C03F: WLT 001 | 50 | 72 | 48 | 150 | 486 |
Expansions
In Armored Core 6, Expansions are like power-ups, but they’re mainly for defense, except for Assault Armor. They don’t make your AC heavier or use up energy, so it’s a good idea always to use them when you can. Here are all four of the available Expansions:
Expansions | Resilience | Duration | Attack Power | Impact | Blast Radius |
---|---|---|---|---|---|
ASSAULT ARMOR | - | - | 1500 | 2000 | 60 |
PULSE ARMOR | 3300 | 10 | - | - | - |
PULSE PROTECTION | 4000 | 25 | - | - | - |
TERMINAL ARMOR | 20000 | 2 | - | - | - |
Armored Core 6 provides its player base with a wide variety of parts. The Parts’ weird names and different classifications may sound confusing at first. But as the game progresses, it becomes understandable, and soon, you are juggling between spells and creating combos.
The combination of parts in your Mech will affect your game experience. A combination might make your combat easier and other aspects difficult. Another combination might improve your experience by giving you utility and easier moving around the free world.
A collection of diverse parts intends to meet different needs in different scenarios. Some areas or battles may demand high-defense parts, or some may find exploration difficult without lightweight parts. Through experimentation with parts selection comes the opportunity to uncover ideal combinations. You can consult this guide to pick the parts that fit you best.
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Muzammil is a cinephile and an art enthusiast from a very young age. Currently enrolled as a student for a bachelor’s in Artificial Intelligence. Loves to explore the lore and the depth of video games such as Elden Ring and Dark Souls. Enjoys consuming comics and manga. Currently, he is Siphoning his love for games as a news writer at Gamesual. He has gained experience in guide and news writing for about a year. If you have any queries, feel free to reach out to him on Steam: MakChan