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Plus cool red effect.
The WLT Coral Rifle is mainly defined by its fully charged 'Noodle' attack. Which relies on a little tech to really get the most out of. If you cancel it by quickboosting out of the noodle, the gun will not overheat. Even with this little trick, manually tracking an enemy with the noodle still requires practice.
It's a gimmick gun but the gimmick can be very strong in the right hands.
The Redshift Rifle is one of the most effective weapons in the game. It's absurdly strong given that it ignores defenses. However, it also relies on the charged shot. It's much more accurate than the slow moving regular tap fire projectile. Tap fire is probably only useful if the enemy is point blank (making it difficult to miss the shot) or the enemy staggers and you don't have a charged shot ready to go.
If you do any 3v3 pvp, you're very likely to run into a particular Lamm build which uses dual Redshift Rifles. It's so powerful that it's one of the go-to weapon setups in ranked.
The Coral Missile requires (you guessed it, a pattern has emerged) fully charging the missile for it to reach its true potential. It's like night and day. This is a weapon that requires patience, however, as you need both a missile lock AND a full charge.
The missile tracks like grim death and inflicts good chip damage with smaller proxy missiles even if the main missile doesn't connect. Which, if it does, deals massive damage.
The Redshift Blade can't avoid weapon stancing even on a tank or tetra leg, so that's definitely a weakness but it deals very high damage with decent uptime. The weapon works great regardless of whether you charge it or not which is unusual for a Coral weapon.
The Coral Oscillator might have the highest skill ceiling of any weapon in the game, but the payoff is pretty darn big. Its regular attack, which can be weapon cancelled for fast movement on boosters like Kikaku, has a very vertical hitbox. Making it ideal for hitting things above you. Unique among melee weapons.
Its true power is in the charged attack though. The giant sweeping beam. Now, you can just lock on to an enemy and let the beam sweep to them... but that gives the enemy time to react. Either with a shield or by boosting ahead of the beam to avoid it.
If you're a master of the weapon you can deliberately unlock and maneuver your AC to the same vertical plane as the enemy. Having done so, you turn your AC just so and activate the charged beam so that it *begins* almost on top of the enemy. No sweep required. This is often referred to as the "Demon Blade" technique. If it's landed on a staggered opponent, that's usually half of someones entire AP bar gone in a single hit. Their defenses do nothing.
The fact that you think these weapons are bad suggests to me that you never really tried to use them at all.
It has a massive, massive "actually deals damage instead of deflect" range with the normal shots. Normally this is worthless as even an MT can sidestep a laser past 200m tops. But it makes the NG++ specific mission to shoot down coral transports soooooo much easier.
Player AC parts buffs made the coral guns worse because now mission I used to use the coral gun just as a normal gun such as NG+ version of fighting night fall, or even the first phase of the true final boss, went from "Oh this is a very nice ACTUALLY long range rifle!" to "Yeah even I can evade this just by strafing without dodging now ,so the enemy AC sure as ♥♥♥♥ can too!"
♥♥♥♥♥ slaps with the coral blade standard attack can be fun, but it is too EN drainy to make up for use as a non meme weapon compared to me just using old reliable standard blade if I can't fit the pile bunker. That said I am addicted to builds having high surplus to make meter charge faster whenever I can get away with it.
under 2k+ surplus I start to freak out because 4-5k surplus is something i got used to with MG lights that had the monster truck engine shoehorned into them while still breaking 370.
Out of curiosity:
How do you use the coral generators to get the most out of them?
I've heard of infinite flight builds that I think use Coral Generators, but don't remember the best uses discussed on youtube offhand.
Most generators can infinite fly, the main thing with coral generators is they're the single best generator for both rushdown builds and ratting builds, things that are generally in the air and assault boosting a lot get huge benefits here since you get big chunks of energy back without the need to fall to the ground or ever back off. You just rush in a direction, empty your whole tank, pound out a QB at the end to really over redline it, and then you get your energy back in about 3 seconds to do it all over again.
They're not particularly good on kiting builds that generally focus on neutral movement and occasional quickboosts, as those types just drain small bits of energy here and there intermittently.
Coral missile is incredibly dangerous and those sweet sweet screams. It is the ACT missile on steroids.
Noodle gun is cool because noodle gun. The red shift stuff I don't see as great but Coral tech isn't all that bad.
Lamm has the speed to avoid missiles without quickboosting, just strafing. So it stays on the ceiling as long as it can, playing the longrange game and letting the Coral Gen slowly run out till it redlines mid-air. Certain stance weapons can help stall the Lamm's eventual fall (such as a charged Nebula) and maintain some air while the Coral redline runs its course.
If you check the leaderboards you'll see some S rank boats. Boat does the opposite of Lamm. It deliberately assault boosts at the opponent until it redlines, unleashes whatever its payload is (the usual setup is two Majestics and two Fasans), then assault boosts away to let its weapons cooldown/reload. Rinse and repeat.
Permaflight (true permaflight, not just running out of EN, falling a little, then recovering) is only possible using Hokushi/Gridwalker and very specific AC parts which focus on EN Supply Efficiency. With about 11000+ EN Supply Efficiency you can stay in the skybox indefinitely. Hokushi allows your EN to recover mid-air, but at a slower rate. As long as your EN Supply Efficiency is massive, you'll always have a net gain by releasing the ascend button for short bursts.
Granted, you won't see many people using this setup as it leaves both speed and armor to be desired. Most kites just accept that, at some point, they are going to have to dip towards the ground a little. Even if they don't go all the way down.
They also boost assault armor damage IIRC.
I use only coral generators 99% of the time.
For back-weapons C-missile is like heavely buffed cruise missiles with extreme En-consuming and weight. The only competitive-capable coral things in AC6 are prolly both generators and shield, maybe missile. Well, thats at least what is the situation in modern Matchmaking.
Yes, somehow, Coral is unplayble in MM but kinda good in custom matches. Prolly cuz in custom matches ppl don't care bout gettin emselves to the S-rank with their Ultra-Shotgun-Ass-Build, but anyway, each coral weapons is lacking something from what i mentioned, what makes em ghost in the shadows of other armament.