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WEIGHT(Armor Scoring)

Many say you cannot classify an Armored Core purely by it's design. I like to think otherwise. With many of the mechs we know and love,their visual designs can have many differences,but very much have the same armor score. There are a few mainstream weight classes to choose from;

7500 - 9500 "Ultralight"

Fast,adaptable mechs,with little to no combat durability outside of an opponent its own weight. When specially tuned these machines become the pinnacle of the display of skill over power,be it weapon synergy or simply evading volleys of attack.

9500 - 12000 "Commercial Weight"

Your 'Standard Issue' medium weight mech,usually balanced in the grey area of speed,durability,and firepower. This is the broadest of the weight classes and surrounds many skills from most other weights,and as to be expected,its likely to be the most unpredictable combat style.

12000 - 15000 "Heavyweight"

The generalized bullet sponge and attention catcher,Heavyweight classes make for highly durable,very terrifying mechs of durability and firepower,at a severe cost of speed and QB efficiency. As any specialized mech should be,Heavy Duty mechs must come to rely on their teams in large skirmishes,due to their opposite threatening to counter.

15500 - 16500+ "Superduty"

The Front Liner,the bullet sponge,the Cavalry incarnate,Superduty mechs are large,slow beasts with devastating volleys. A Superduty's only job is to be the center of attention,100% of the time. As their name suggests,Superduty mechs are highly versatile in their weapon selection,so they are able to cover up to Commercial class types of combat.

You must be thinking,"What kinda coral snorting,batshit insane tourist would take note of this?"

Well you're looking at him.

Weight Classing is important for a fair fight (even though 'fair' is basically nonexistent),especially since Armored Core 6 is a numbers game that depends on your math AND skills. It's important to take note of the mechs you fight and the roles they establish.

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