Disc-OH! (AB Missile AC6)
@BreadOnTheInsid
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The vermin who learned only AB Missile and turned his back on hard lock. He commands an army of bugs in hopes of destroying his hated foe: Zimm Shield.
Joined October 2021
I hope one day fromsoft fixes the bugs with softlock. I want to use shields and hangars without spinning around.
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How is this guy still not banned lol It's been over a year
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Here's a trick with AB that only quads and bipeds can do: Start AB then immediately cancel it with 180QT You can use this to increase your fall speed and evade capture.
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Bug discovered ludlow, especially two at once, can cause opponent's with low FPS settings to disconnect
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When hit by any attack, you will perform all animations 40% slower for 1/6th of a second. This is most noticeable when a heavy tank tries kick repeatedly. Perhaps this is why Ludlow is so popular.
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After you take impact damage your stagger bar recovers. For the first 5 seconds this will be 10/s From seconds 5-7 this increases to 360/s then finally to 1440/s by the 17th second. These values are multiplied by your impact recovery, which is determined by your weight.
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Interesting discovery: the more impact you currently have, the less impact you receive. The exact formula is currently unknown. We have observed that changing the order of attacks can change whether or not stagger is achieved.
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It appears arms with low recoil control always have an accuracy penalty, even if the weapon has very low recoil. More research is being done on this. Perhaps Wrecker arms will have a home?
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I want a lightweight version of the hovertank. AB is so fun, but I don't need to carry much. Right now I'm forced to play light 4 if I want to play a defensive AB build.
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Boat Technique: Handheld Split Missiles will open 100m from you. For 0.5s after they open, they can not lose track of you. On boat, if you pause your AB during this period you can dodge them without spending any energy.
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New Boat Technique: "Castling" 🏯↔️👑 Input: End your AB with QB+QT to turn 180 degrees and glance at your opponent then kick away from them during the same action. Result: You gain an extra ~1s of missile lock on time without significantly extending your redline timer Observe:
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Some machines are old and frail from the day you design them. Others laugh and ask you to keep up.
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After studying recoil and fcs for several weeks I believe I have found a new path forward
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All charged shots have recoil, I will list them Ransetsu: 12 (Per Shot) Curtis & Harris: 80 66LR & LRA: 45 LRB: 60 66LS & Wueger: 50 66LH: 5 (Per Shot) 760PR & Nebula/Redshift: 50 WLT 1st Stage: 45 Wlt 2nd Stage: 3 (Per Shot) KRSW 1 & 2: 50 Consider using stronger arms. 2/2
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