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Armored Core VI | AC DUAL NATURE gameplay | 16/C V.VIII Pater アーモッド・コー・ビーアイ・アーシー・ドユーアル・ネーチャー・ゲーンプレー All pulse, no rhythm. This gameplay showcase will give you an idea of how the preset AC DUAL NATURE plays in Armored Core VI, at least in PvE, through a mixture of missions and Arena battles. TIMESTAMPS: 00:00 - Eliminate V.VII 04:10 - Arena: 25/E V.VI Maeterlinck - INFECTION 05:35 - Defend the Old Spaceport 08:31 - Arena: 20/D V.V Hawkins - RECONFIG 10:17 - Unknown Territory Survey (alt.) 15:00 - Arena: 12/B V.III O'Keeffe - BARREN FLOWER 16:33 - Destroy the Drive Block DUAL NATURE is the AC of V.VIII Pater, commander of the Vespers eighth squadron, liaison to the independent mercenaries and adjutant to V.V Hawkins. Pater is a strange man; at first, he comes off as just another sneering elitist of Arquebus, as if he's one of Snail's understudies. But when his superiors die he is suddenly all tears, reminiscing about how they mentored him. However, if put under enough stress, all of a sudden Pater can't help but relish and bask in his inevitable promotions, as if he never had a shred of empathy for others in the first place. Perhaps DUAL NATURE doesn't just refer to his AC... The preset AC DUAL NATURE shown in the video is unlocked by defeating 16/C V.VIII Pater in the Arena. The unique all-Pulse damage DUAL NATURE can take some getting used to. Classic Schneider parts on reverse-joint legs give you that wonderful mobility at the cost of overall health and stability. The Pulse gun/cannon combo can shred most health bars but have a tough time dealing with high-stability enemies, as showcased by the Smart Cleaner fight in the video; you'll have to rely on the Pulse blade for ACS, and this mech doesn't want to stick too close for too long. Vertical acceleration can also be a problem for an AC that doesn't feel quite so comfortable in the air. The Pulse shield that relies on its good IG feels almost tacked on, considering you'll want to be avoiding damage by Quick Boosting in the first place, and requires a lot of finesse to use correctly. On top of this, the Pulse gun/cannon, although they do huge damage together, don't quite gel: the cannon overheats quicker, while the gun burns through ammo faster, meaning you'll have to learn how to time your pulse barrages... not to mention the lack of ammo you'll run into on longer missions. But despite all these little issues, I can't dislike the DUAL NATURE - this thing can tear apart most enemies it comes across with surprising speed and then create enough distance to plan its next attack. A hesitant recommendation, perhaps for the advanced player, who can make better use than I of the shield. | This is by no means a "guide" to show you how to play the AC; I'm sure there are far better players than me who can do more with these mechs. I just want to show off some of the cool mechs in the style of @bansheent-d Armored Core For Answer videos. | Recorded on PS5