Best early releases in Armored Core 6: Fires of Rubicon

When it comes to building your own machine, Armored Basic 6: Rubicon Fire Provides ample space for experimentation. The collection system allows you to choose not only the weapons you use, but also the generator your mech has. Each piece has its own set of attributes, and combining them correctly is key to best designing your playstyle.

When you start the game, there will be many options that you would like to create your dream vehicle. To do this requires a lot of money, and to make money, you must thrive as a mercenary.

To speed up the process for you, we’ve made a selection Best early build Basic armor 6 To be able to run and complete the initial missions without much trouble while you can’t buy better parts or weapons. In the meantime, you should consider taking the time to farm the money.

Best mid-range build

a Mid-range build It is a solid choice to run in the first missions of the Armored Core 6. Using it is a win-win situation. You can deal damage continuously from a safe distance, which is a good strategy that can be used in most encounters. The downside is that defeating certain enemies, such as the first major boss you encounter, may take longer than in other versions.

The mid-range mechanical build stands against a gray background in the Armored Core 6.

Photo: FromSoftware/Bandai Namco via Polygon

When you play this version, you want to tap enemies to give you slots to use your pulse blade. Do your best to stay a good distance from enemies, since this version does not focus on powering up attacks quickly.

at the start of the game, Quadruple units They are the most challenging enemies you will end up facing. This design works well against them because you can keep a good distance to avoid their attacks while still hitting them hard with the line rifle and rocket launchers. depend on the situation, It is possible to replace the pulse blade with a bazookasuch as DF-BA-06 Xuan-GE.


  • R-ARM module: LR-036 Curtiss
  • L-ARM module: HI-32: BU-TT/A


  • head: HD-012 Melander C3
  • essence: CC-2000 Orbiter
  • Shields: Nashtrier/46E
  • legs: 2C-2000 Crawler


  • Supporter: BST-G2/P04
  • FCS: FCS-G1/P01
  • Electrical generator: DF-GN-02 Ling-Tai

Best close range build

As you progress through the campaign and earn more money as well as new pieces, this other build becomes a good option. The idea behind this build is to keep enemies under pressure by constantly attacking them at close range.

A blue close-range building mechanism stands on a gray background in Armored Core 6.

Photo: FromSoftware/Bandai Namco via Polygon

This version is referenced after you get to know more about controlling your mechanics. The positive side of this build is its capacity To dodge most attacks with ease and Aerial maneuvering becomes more stable Because this construction will not require a lot of energy. In addition, you too Faster energy recovery After you spend a short time on Earth.

On the other hand, there are some aspects of this build that you should keep in mind. This is very squishy buildWhich means you can’t take much damage. Which isn’t necessarily great, because you need to get close to enemies to hit them with your dual MG-014.

This build is actually Great benefit in a few boss fights and against normal enemies. Enemies like tetrapod units are not impossible to defeat with this design. However, staying close to them makes you an easy target for their melee attacks.


  • R-ARM module: MG-014 Ludlow
  • L-ARM module: MG-014 Ludlow


  • head: HD-012 Melander C3
  • essence: CC-2000 Tropical
  • arms: Nashtrier/46E
  • legs: Nashtrier/42E


  • Supporter: Alola/21E
  • FCS: FC-006 Abbott
  • Electrical generator: VP-20S

Best tank builder

This build requires a bit more investment than previous versions since some of the parts are quite pricey. However, he has an advantage Take a lot of damage And it takes longer before reeling. Due to its sturdy build, this design also allows you to use it heavier weapons.

The best designed blue tank at the start of the game stands against a gray background in Armored Core 6.

Photo: FromSoftware/Bandai Namco via Polygon

The structures of tetrapods are heavier than others but this particular type of leg has an advantage allowing you to hover around Less energy expenditure than other architectures. Hovering gives you a strategic advantage against most normal enemies since only a few can fly. Plus, they make your life easier when you’re trying to hit enemies’ weak spots. Use this build in missions where you need to fight your way through multiple enemies and with stationary targets, such as cannons that protect the targets.

The legs of tetrapods work great for heavy artillery because they eliminate their recoil. It also enables you to fire loaded line rifles as you move. But all these advantages are not enough depending on the enemy you are fighting. A fast enemy’s armored base units can reinforce all around you, making it difficult to hit them with heavy weapons. Boss battles that require quick responses are also difficult to handle with this build.


  • R-ARM module: MA-J-200 Ransetsu-RF
  • L-ARM module: DR-BA-06 Xuan-Ji


  • head: Nashtrier/44E
  • essence: VP-40S
  • arms: VP-46S
  • legs: VB-424


  • Supporter: Alola/21E
  • FCS: FCS-G2/P05
  • Electrical generator: DF-GN-06 Ming Tang

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