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One of the gameplay mechanics introduced in ARMORED CORE VI FIRES OF RUBICON. It is likened to an Over Boost specialized for assault.[1]

Assault Boost overcharges an AC's boosters to deliver vastly increased speed, at the cost of higher energy drain than standard boost. The amount of speed gained and energy drained while assault boosting is determined by the type of boosters equipped under "AB Thrust" and "AB EN Consumption".

While assault boosting, the AC's movement is largely locked into a straight line, turning while boosting is slow and heavily restricted, allowing only for minor course corrections until the boost is disabled. This burst in speed allows an AC to do everything from crossing vast distances quickly, close into enemies more rapidly, or better evade attacks directed against them. Most weapons, can still be fired while assault boosting, barring weapons that require the AC to brace for the recoil.

The process itself is very taxing on the core and generator, requiring the AC to release their heat sinks while boosting to cope with the greater amount of heat generated by assault boosting, although in the game itself, this is an entirely cosmetic detail.

Description[]

Masaru Yamamura: Assault Boost is an offensive action that helps close the gap between enemies and lets you quickly go from long distance to close range... Say you activate Assault Boost to make your approach while using machine gun fire and a missile salvo to stagger the enemy, then use your pulse blade to score a direct melee hit once you’re up close.[2]


挙動イメージとしては過去作の“オーバードブースト”に近い高速移動ですが、アサルトブーストはさらに敵への強襲に特化した性能にしています。戦闘を仕掛ける初手はもちろん、遠距離の撃ち合いで敵のスタッガーを引き起こしたときに、直撃ダメージを確実に当てるための高速接近手段となるアクションです。[1]


Boost Kick[]

With the proper OS chip investment, the AC can be allowed to perform a boost kick, which puts the AC's momentum while assault boosting into a single devastating kick (or "charge" in the case of tank treads) that deals damage, significantly disrupts a machine's ACS, and can potentially knock back lighter enemies. After the upgrade, it can be performed by pressing the assault boost key mid-AB.

Unlike melee weapons, the damage of boost kick is affected by two stats: Overall weight and AB Thrust. The heavier the AC's total weight, and the higher the equipped boosters' AB Thrust stat is, the higher the damage, knockback, and ACS stress. Finally, the effectiveness of boost kicking is also influenced by the type of legs equipped on the AC. Reverse joint legs have the distinction of being able to deal the most boost kick damage of all the leg types, followed secondly by tank treads, and lastly by tetrapod and humanoid legs.

References[]

ARMORED CORE VI FIRES OF RUBICON
Characters AyreC4-621 "Raven"Handler Walter
Branch: ChartreuseKingRavenRaven's Operator
RaD: "Chatty" Stick"Cinder" Carla"Honest" Brute"Invincible" Rummy
Redguns: G1 MichiganG2 NileG3 Wu HuahaiG4 VoltaG5 IguazuG6 RedG7 Hakra
Rubicon Liberation Front: ArshileIndex DunhamLittle ZiyiMiddle FlatwellRing FreddieRokumonsenThumb Dolmayan
Vespers: V.I FreudV.II SnailV.III O'KeeffeV.IV RustyV.V HawkinsV.VI MaeterlinckV.VII SwinburneV.VIII Pater
Others: ALLMIND (liaison)ColdcallDafeng Student PilotEnforcement SystemKate MarksonMonkey GordoNosaacSullaThomas Kirk
Game mechanics and systems AC Data presetsArenaAssault ArmorAssault BoostAttitude Control SystemData LogsEmblemsEndingsLOGHUNTMissionsNestNew Game PlusOS TuningPartsPulse ArmorPulse ProtectionQuick BoostStaggerSupply SherpaTerminal ArmorTips
Glossary CoralCoral CollapseCoral ReleaseCore TheoryC-WeaponDoserFires of Ibis
Enemies GhostsMuscle Tracers
Armored Cores: ASTER CROWNASTGHIKBARREN FLOWERBITTER PROMISEBURN PICKAXECANDLE RINGCANNON HEADCIRCUSDEADSLEDDEEP DOWNDUAL NATUREECHOENTANGLEFULL COURSEGUIDANCEHEAD BRINGERHERMITIA-C01: EPHEMERAIB-C03: HAL 826INFECTIONLIGER TAILLI LONGLOCKSMITHMAD STOMPMILK TOOTHMIND GAMMANIGHTFALLOPEN FAITHRECONFIGSHINOBISTEEL HAZESTEEL HAZE ORTUSTESTER ACTSUBASAUMBER OXYUE YU
Bosses: AAP03: ENFORCERAAP07: BALTEUSAAP07A: ARQUEBUS BALTEUSAAS02: CATAPHRACTAB08: NEPENTHESAH12: HC HELICOPTERAS07: HEAVY WARSHIPEB-0309 STRIDEREC-0804 SMART CLEANERHA-T-102 JUGGERNAUTIA-02: ICE WORMIA-13: SEA SPIDERIB-01: CEL 240IB-07: SOL 644
Locations Rubicon 3
Alean Ocean: Xylem, the Floating City
Belius: BAWS Arsenal No. 2Bona Dea DunesContaminated CityGallia Dam ComplexGrid 086Grid 135Upper Grid 086, Outer ShellThe WallWatchpoint Delta
Central Ice Field: Engebret TunnelHarlov Communications BaseHjalmar MineInstitute CityJorgen Refueling BaseOld Bertram Spaceport (Old Bertram Spaceport Environs) • Unobservable AreaWatchpoint Alpha
Contaminated Zone: Grid 012
Exosphere: LOC Station 31Vascular Plant
Organizations ALLMINDArquebus Corporation (Arquebus Advanced Development Division [Arquebus ADD], Vespers) • Balam Industries (Redguns) • Belius Applied Weapon Systems (BAWS)BranchDafeng Core IndustryElcano FoundryFurlong DynamicsJunker CoyotesMeliniteOverseerPlanetary Closure Administration (PCA)Reuse and Development (RaD)Rubicon Liberation Front (RLF)Rubicon Research Institute (RRI)SchneiderTakigawa HarmonicsVice and Cohen Plasma Laboratory
Others ARMORED CORE VI FIRES OF RUBICON OFFICIAL ART WORKSCreditsPatch NotesSoundtrack30 Minutes Mission
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