When you enter the Assembly for the first time in Armored Core VI: Fires of Rubicon, it can be difficult to find out what internal parts work best with your customized mech build. Three core sections inside an Armored Core are responsible for how it targets enemies, manages Energy, and even its mobility. Although many mech designs are tied to your personal preferences, these pieces are essential for any machine.
Completing the first mission of the game allows you to fully alter your mech in the Assembly, a section of the Garage menu. Here, you have full access to the Shop, a place to spend your earned COAM from missions on unlocked parts. These pieces have a delicate relationship with your AC Specs, since unlike OS upgrades in Armored Core 6, each part can only be equipped based on its Weight and EN Load.
Parts that have Weight that surpasses your mech’s current Load or EN Load that goes beyond its Current EN Load will overwhelm the machine, and can’t be used. Legs and other external parts can increase the limits of your design.
The Best Generators to Get Early in Armored Core 6
The best way to unlock more Energy depends on what Generator you get early as an internal part for a build. Generators have two primary abilities named EN Capacity and EN Recharge that affect the “stamina” of your mech during battle. A greater EN Capacity on a Generator means you have a larger Energy meter, while a better EN Recharge makes that resource come back faster.
Best Early Generators |
|||||
---|---|---|---|---|---|
Generator |
EN Capacity |
EN Recharge |
Supply Recovery |
Weight |
EN Output |
DF-GN-02 Ling Tai |
2000 |
2000 |
833 |
3860 |
2340 |
DF-GN-06 Ming-Tang |
2900 |
1250 |
666 |
6320 |
3160 |
VP-20D |
3250 |
714 |
384 |
11030 |
4430 |
The DF-GN-02 Ling-Tai, VP-20D, and DF-GN-06 Ming-Tang are all excellent choices to pick from during the first collection of missions in Armored Core 6. While the AG-J-098 Joso is a perfectly acceptable starting Generator you have unlocked from the beginning, these parts allow you to branch out into specialized builds. The Ling-Tai can be unlocked after Mission 2 in the Shop, while the other two show up once you finish Mission 8.
While the VP-20D is very heavy when compared to the other Generators mentioned, it can work wonderfully with a Tank mech build by providing some of the most raw Energy Capacity. Meanwhile, the Ming-Tang has large amounts of Energy as well, but instead offers a much faster Recharge rate. The Ling Tai supports a pure balance between both options, with an even split to both categories in Armored Core 6.
The Best Boosters to Get Early in Armored Core 6
Boosters affect your mech’s movements in Armored Core 6, with the best ones to get early having a focus on their Thrust, Upward Thrust, and QB Thrust attributes. The QB Thrust stands for “Quick Boost” or the main dodging mechanic that consumes a portion of your Energy meter. Similarly, the Thrust ties to how fast you move when using Assault Boost to move forward, almost like a sprint for your machine.
Upward Thrust relates to your mech’s speed and acceleration when trying to fly upward, and how much Energy that action will inevitably drain. For this internal part, it may be best to purchase the BST-G2/P04 and BUERZEL/21D as additional Boosters for potential builds. The stats for these parts make them far lighter than Generators, but be mindful about which ones can fit with your individual designs.
Best Early Boosters |
|||||
---|---|---|---|---|---|
Booster |
Thrust |
Upward Thrust |
QB Thrust |
Weight |
EN Load |
BST-G2/P04 |
6001 |
4900 |
20600 |
1710 |
250 |
BUERZEL/21D |
6167 |
4834 |
18050 |
2240 |
480 |
The BST-G2/P04 Booster is unlocked in the Shop by completing the “Destroy Artillery Installations” mission, while the BUERZEL/21D appears when the “Operation Wallclimber” sortie is finished.
The reason why both of these Boosters could be strong during the first missions is how high their QB Thrust score happens to be. Having a high dodge speed is helpful as you learn the systems of Armored Core 6 while focusing on other aspects of the game. Despite the heavy Weight of these internal parts, having these equipped to your mech can be great when fighting early bosses such as Balteus.
The Best FCS to Get Early in Armored Core 6
FCS stands for Fire Control System, which regulates your mech’s lock-on time speed to target one or more enemies on the battlefields of Armored Core 6. The best range for your mech to fire their weapons depends on your FCS, making this a highly personal part to think about. For example, a build wielding a highly accurate Handgun or Linear Rifle might want an FCS that supports Long-Range Assist.
Different FCS take a bit longer to unlock in the Shop since there are far fewer selections of them compared to Boosters or Generators. The best ones to purchase first are the FCS-G2/P10SLT, the FCS-G2/P05, and the FC-008 TALBOT. Make sure to complete the eleventh mission in Chapter 1, “Attack the Watchpoint“, in order to have all these internal parts available for your mech in Armored Core 6.
Best Early FCS |
|||||
---|---|---|---|---|---|
FCS |
Close-Range Assist |
Medium-Range Assist |
Long-Range Assist |
Weight |
EN Load |
FCS-G2/P10SLT |
40 |
41 |
29 |
100 |
209 |
FCS-G2/P05 |
45 |
80 |
26 |
120 |
232 |
FC-008 TALBOT |
67 |
54 |
11 |
90 |
312 |
These pieces of machinery may not help your mech target enemies from Long-Range very well, but the focus on Close and Medium-Range targets works far better considering what opponents you’ll fight in early sorties. The FCS-G2/P05 in particular can be a fantastic tool for the Arena, a place where you fight enemy-controlled AC’s. These battles are all about keeping enemies in line-of-sight, which can be easier at mid-range.
When looking to equip the best internal parts, you should understand that even though builds are restricted at first, it is easy to find new paths in Armored Core VI: Fires of Rubicon that may only work for your specific build.