A huge part ofArmored Core 6is giving the players the freedom toexperiment with their own armored cores (ACs). This includes mixing and matching various frame parts and weapons that best fit their respective playstyles. PreviousArmored Coregames also gave players the ability to buy and sell parts at full price to ensure they have all the parts they need for their ideal builds.

But for players who are strapped for cash but want to get some liquidity and continue their AC customization, selling some parts is essential. Here are some parts inArmored Core 6that are safe to sell for some extra in-game cash.

AC with Tread Leg Parts

8Leg Parts

One of thekey frame partsplayers will come to realize when building their ACs inArmored Core 6is the Leg Parts. The game is strict when it comes to load management, and an AC’s Leg Parts are the foundation where most builds start from. This is because Leg Parts dictate how an AC’s movement will be:

Bipedal Legs tend to be conventional and balanced as far as weight management, Meanwhile, the Reverse Joint Legs are designed for quick jumps and evasion, but compensate for being encumbered the most. Treads can bear the most weight and are mostly used for ground-based, heavy weapons combat. The Tetrapod legs are more for aerial assault, since they can hover above ground and bombard enemies.

AC with a Melander C3 Core

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Almost all Leg Parts are expensive, and in the earlier stages, players are confined to making the most of the available Legs for their ACs. But once the shop offers other mobility options like the Treads and Tetrapod Legs, selling the other Leg parts can be a good option. This way, they can test drive the new Leg Parts to determine if its handling suits what their AC in terms of their weapon loadouts.

A Player comparing Arm Parts stats

7Core Parts

The Core Parts in the game tend to be on the pricey side compared to other items that players canpurchase in the store. This is mostly due to the stats they provide for ACs: Core Parts effectively act as the body of players’ mechs, and as such, these frame parts are needed to attach the legs, arms, shoulder weapons, and head parts.

Majority of the Core parts cost at least 200,000 COAM, and just like other frame parts, each Core has their own stats that make them better or worse at particular playstyles and weapon loadouts. For players who are keen on testing out one specific loadout but do not have the necessary COAM, selling Core parts that they are not using is a good option. Players just need to ensure that the Core parts they retain are the ones they intend to use for their AC build.

A player comparing AC Head Parts

6Arm Parts

Arm Parts are essential for ACs, since these appendages allow players to wield and use their weaponry. As players progress through the game, they are met with an assortment of Arm Parts, each with their own stats and specializations on top of varying weight loads.

Related:The Wildest Armored Core 6 Fan Mechs Built So Far

As far as prices are concerned, Arm Parts usually cost at least 150,000 COAM. Each Arm Part has stats that will give players an idea of what kind of weapons they can use. Some Arm Parts haveexcellent Firearm Specialization stats, while others lean towards Melee Specialization. It is up to the player to pick which Arm Parts they want to use for their ACs, but they also need to remember that Arm Parts also differ in AP and other defensive stats.

Picking aHead Part inArmored Core 6is mostly by aesthetic preference. Most Head Parts prices start at 100,000 COAM, with a few exceptions, and provide a player’s AC with more presence. The Head Parts come in a variety of designs and their stats are either geared towardsPVP or PVE builds. Some Head Parts have better defensive stats and give better AP than others, while others boost a player’s AC performance in EN Load, Scanning, and Attitude Stability.

A player comparing FCS options

For players who are gunning to replay missions and get that coveted S Rank, it is best to invest in Head Parts that give more base stats boosts since some boss fights resort to battles of attrition. Meanwhile, for PVP players, having Head Parts that improve their AC’s handling and performance is the way to go.

4FCS

Also known as Fire Control Systems, these processors are essential in helping players’ ACs maximize their weapons during combat. FCS are designed to support specific weapons and have them land their attacks on their targets. These specializations come in close range, mid-range, and long range weapons, as well as missile lock-on correction.

Most FCS do not cost above 200,000 COAM, so players can freely buy and sell these Parts. However, just like any other AC Parts, players need to ensure they keep an FCS Part that caters to their AC’s preferred mode of combat.

A player checking which Generator is best for their AC

3Generators

Generators are in charge of regulating how efficiently a player’s AC energy load is managed. An AC’s EN Load is key to mobility and is extremely important, since players and enemies are constantly on the move, avoiding each other’s attacks. For ACs that use energy weapons, having the correct Generator is paramount to keep their offense firing on all cylinders.

Related:Armored Core 6: How Does EN Load Work?

When picking which Generators to keep or sell, players need to be mindful of what kind of Leg Part their ACs are running with. Some Generators are heavier than others, and choosing to run with a heavier Generator usually means foregoing a weapon or two that might cause weight encumbrance. ACs focused on mobility also need to consider picking a Generator that regulates Thrust and Booster efficiently, to ensure they can zoom around the battlefield more consistently.

2Boosters

For mobility concerns,choosing the best Boostersfor an AC build relies on what players want in their mechs in terms of Thrust, Quick Boost, and how often they want their ACs in the air. Not counting ACs that use Treads, how well a Booster complements an AC build revolves around how heavy the mech is.

AC builds that are melee-focused should look for Boosters that have excellent Melee Attack Thrust. Boosters that allow ACs to Quick Boost multiple times can usually be equipped on lightweight builds. For heavier ACs, it’s up to players whether to invest on Boosters that have better EN consumption to keep them moving at a steady pace more reliably.

A player comparing Booster options for their Tetrapod AC

1Weapons

When it comes to weapons, they can all be sold without much penalty since players can get a full refund. That said, when building an AC, picking the best weapon loadout to complement a player’s preferred method of piloting their AC is essential. This notion goes for weapons that need to be wielded with their AC’s Arms, as well asshoulder-mounted ones.

For example, if a player has built an AC that relies on close-quarters combat, it is best that this player invests on weapons that are exceptional when attacking targets up close such as melee weapons, shotguns, and grenade launchers. Conversely, for players who are keen on striking the enemy from a distance, investing in mid to long-range weapons is the way to go in maximizing their COAM.

A player checking the stats of a Grenade Launcher for their AC