One of the main gameplay aspects inArmored Core 6is giving players full control whenbuilding their ideal AC. But for players just starting out, the items on the Shop might seem expensive. Luckily, the game is generous when it comes to selling various frame parts and weapons to get some much-needed COAM.
However, as the game opens up, some parts tend to prove their value when utilized to their full potential during story and Arena missions. These AC units and frame parts should not be sold since they provide players options once more armaments and upgrades become available:

L/R Arm Units
As a general rule, players should haveat least one weapon typeespecially when starting out to make them more accustomed to how each of them would handle their current AC builds. But if given the choice to keep some weapons, here are some that should stay in a player’s Assembly:
SG-027 Zimmerman
As far as shotguns are concerned, the Zimmerman is the best option in the game. It has one of the strongestDirect Damage and stagger statsand is especially dangerous when dual-wielded and fired at enemies at close range. Its only downside is its firing rate: the Zimmerman only fires one shell at a time and has a slow reload compared to other weapons.
LR-037 Harris
The Harris is the Kinetic equivalent of a sniper rifle in the game. It does good damage and shines exponentially when players get around its charged attack. Range-wise, it’s a great starting weapon to have for players opting for long-ranged warfare. As for the firing rate, this weapon struggles since it’s rather on the slow side.
VE-66LRA
The VE-66LRA is one of the mid-range laser rifles that deal consistent damage at decent range. Its charge attack is also potent, though players need to get the timing correct to hit their target. As with most Energy weapons, the VE-66LRA takes up a goodchunk of the EN Load: players need to install a good generator when running with this weapon.
Vvc-760PR
The Vvc-760PR is one of the stronger early-game weapons players can purchase inArmored Core 6. As a plasma rifle, the Vvc-760PR deals excellent damage against enemies, thanks in large part to the subsequent explosions after its initial round reaches its target. Its charged attack is also great for taking out mobs, but players have to get its charge speed memorized for it to hit consistently.
L/R Back Units
Most of theBack Units availablefor players in the game revolve around missile launchers. And while they have their uses, their variety is mainly about how many missiles and types of missiles players can unload on their targets. Whether they’re vertical or direct missile launchers, it is up to the players to decide which missile type they are more comfortable running with. But of course, some Back Units are better left unsold:
Songbirds
As far as grenade launchers and cannons are concerned, the Songbirds are the most reliable when it comes to raw damage and ammunition costs. The Songbirds are excellent when dealing Direct and Impact Damage against targets: they are especially devastating against staggered bosses when fired upon in close range. Players just need to get accustomed to its slight delay before firing: against speedier ACs, they can avoid getting the brunt of the damage if players take their time firing the Songbirds.
VE-60SNA
Also known as the Stun Needle, this Back Unit is an exceptional weapon to add to any AC build. It deals excellent Direct and Impact Damage on top of filling up the target’s stagger meter. This is especially powerful against bosses, and once they are tagged, players are given ample opportunities to stagger the enemy and open them up for more punishment. Its downside would have to be its limited ammunition count and cost: players running these need to make each needle count.
Leg Parts
Among all Frame Parts, the Leg Parts are considered to be one of themore important piecesin Armored Core 6. This is due to the fact that Leg Parts determine how many weapons and other Frame Parts players can add to their ACs.
As far as which Leg Parts should stay in one’s Assembly, it is up to the player’s preference, but ideally, they should have at least one lightweight, one heavyweight, one tetrapod, and one Treads Leg Parts to have the various AC play styles covered. In most cases, players tend to choose which Leg Parts look the most aesthetically pleasing for their AC builds which is fine, but having more options is always good to keep their AC builds competitive.

Generators
Generators provide the players’ ACs their Energy which they spend when zooming around or firing their Energy Weapons during missions or skirmishes. This is whyhaving an assortment of Generatorsavailable in one’s Assembly is crucial for fine-tuning their builds once players gain access to more Parts.
DF-GN-06 Ming-Tang
The Ming-Tang is the go-to Generator for players who want their ACs to have constant Energy to spend. It is one of the earlier Generators available that has good EN Capacity and recharge times to keep ACs flying and zipping about the battlefield. That said, it is a heavy Generator and is not especially great when paired with Energy Weapons.
VP-20S
For players still undecided on the direction their AC builds are going to be, the VP-20S is a good early-game Generator to have. It posts decent overall Generator stats on top of being one of the lightest Generators in the game. This makes it a viable option for lightweight ACs and middleweight ones until players gain access to more powerful Generators.
IA-C01G Aorta
AC builds running Energy Weapons should use the IA-C01G Aorta Generator. This is one of the Coral Generators available that wants its Energy to be fully spent because it has an excellent Post-Recovery EN Supply. Maximizing this stat means always overclocking the AC’s Energy to red line, and waiting for the Post-Recovery EN Supply to continue dishing out the damage and zipping around the battlefield.







