#Armored Core General!
37173 messages · Page 38 of 38 (latest)
it's such a good fight. I think it took me more tries than the final bosses lol
I died about 4-5 times. Mostly cuz i was trying to kill with the sword for cool points
Unfortunately had to quit during the subsequent mission, which I’m just gonna assume has no checkpoint. Which means i’mma probably have to do all that all over again
Nah you’re good, the subsequent mission is in fact a standalone mission
Haha.
Ah. Good to know
Part of me is a lil disappointed. Cuz I wanna fight that thing again
You haven’t tried replay mission yet?
Nah. Didn’t finish the mission after the fight yet. Still gotta do that
What I mean is that any mission you’ve completed, you can play again whenever you want
Oh. I know about that. I just sorta meant i wanted to boot the game up and have that be the last checkpoint loaded. Don’t even wanna deal with the Arqebus guys. Just gimme the Cel 240 all over again
No joke, I beat the CEL 240 the very first time I ever encountered it and I’m amazed I did so. I love testing builds against it
Loved the Malenia vibes.
Thank you pre-nerf Zimmermans
what the fuhhhh
The warrior.
(spoiler: the game in question is AC6)
i like some of the side to side comparison but there's something really funny about going with "it's like Elden Ring!" as your hook
like gee, i wonder why
Kinda reminds me of how Elden Ring's DLC I feel has some parallels with AC6's NG++ ending
say more about this
Mainly with the steps to godhood
I think it's something like you need "a lord, a vessel" and something else
My brain is kinda mush, so idk how to articulate it
GOT A JOB FOR YOU 621
Man, I’ve been sleeping on the Explosive Thrower
I love that thing so much. So cinematic
I put it on my heavy RJ and it actually made it competent in PvP
This build. I swapped most of the weapons to make it work better in PvP. Now it has the Attaché HMG, the Explosive Thrower, the Earshot, and the 12-cell vert missiles
And also I swapped the generator for the Joso
Mostly for weight reasons
i dont think AC has ever been stomp personally
if it ever was, it was a strikingly long time ago
explosive thrower is an awesome cqc defensive weapon for sure
The really early ones were noticeably slower iirc.
But my knowledge is limited and of poor quality.
I think 3 and back were more stomp then zoom and 4 onwards it started going towards zoom
Bhopping was an integral part of first gen from my experience, and even walking is pretty quick, faster than AC6's walk by quite some margin
Definitely feels more zoom than stomp, and it only got faster in gens 2/3 afaik
The clunk factor comes from turn rate and aiming which I found to be pretty cool, though I could personally stand to see the player camera decoupled from mech aim because arena fights against lightweights could get very annoying
Is 5/VD stomp?
No, they can be quite fast. They're just perceived as being slow because 4/4A was in recent memory
Tanks were on the slower side but that's what you expect when you're playing a fuckin tank
V/VD actually have very nice movement, but it's highly terrain-dependent rather than free-flying. You're parkouring more than anything
the big thing is you have dramatically less native vertical movement - you need to walljump and climb to gain height
Your boosters really only give you a jump about one body-height off the ground on flat ground
They're more for gliding
tbh i'd say that makes ACV/VD more stomp than zoom
going off the image, all the zoom mechs can fly and the stomp ones can't
there's levels to it rather than just speed being the key factor
it's more of a freedom of movement thing
older armored cores were slower and flying wasn't so much a thing sk they were stomp
AC4/FA goes insane on speed and flight so it's overwhelmingly zoom
ACV/VD is faster than old gens, massively slower than AC4/FA, and can't fly so it's stomp, while AC6 picks up the speed andflight again and makes it zoom
Okay then stomp is a bad descriptor, because when you say that I’m thinking mechwarrior
i mean i feel it's more of a sliding scale
ACV/VD isn't massively stomp but it's also not zoom
There is not a dramatic difference in feel between verdict day and ac6 except for ease of gaining elevation with no terrain around
i mean i think that is a pretty big difference but maybe that's just me
3d spatial maneuvering is pretty significant
it's not like Mechwarrior doesn't have the Highlander burial
flying is a whole nother thing though
Yeah, and that’s defined by the weight of it
Like, you’re not a plane but you can fuckin move in vd
i suppose so
it’s significantly boostier than oldgen
Just less so than 4A where your legs are essentially aesthetic
i played an Ultra heavyweight and even i had basically indefinite flight in ACFA
i do feel like that is a bit of the difference but maybe that's just me
Meanwhile in oldgen if you fell off a bridge it’s like fuck, how do i get back up
(You can gain height in oldgen with similar ease to ac6 in theory, but in practice it burns your generator out really fast)
mhm
(The shitbucket you pilot in the ac6 escape sequence is actually a pretty good approximation of earlygame AC1 lmao)
luv muh shitbucket
Sorry VOTOMS is ABSOLUTELY zoom, everyone's just depressed
Chirico drifts his mech like a sports car countless times
Tbh I think mecha is just really hard to put strict categories on.
They're not a vehicle that exists in real life so every mech series has different ideas of what "feels" right for movement for different things. Even battletech has the LAMs.
In older ACs, you could maybe sorta fly if you put every effort into it, but most of the time boosters were for hopping around, just because you couldn't fly in AC1 didn't mean you had to stay on the ground a majority of the time.
i cant really take describing 5th gen AC as not being zoom very seriously, that game is oftentimes faster and especially faster paced than the 4th gen games were in capable hands
i think for any AC game to be stomp you need to deliberately play it that way
moving quickly and efficiently is a big part of more advanced play in Every AC game and there's not really any getting around that
and as for the oldgen games, the same largely applies to them. as mentioned by someone else here earlier, bhopping is a common technique deliberately designed to let you squeeze as much zoomy out of your machine as possible and anything lighter than heavies can walk around at a respectable running speed. I was once a comp player for a moderate time period of a couple of the 3rd gen titles, some of the shenanigans people got up to with OB usage was (and still is) insane
with all this said, in many AC games you totally Can play them more stompy if you want, especially in the oldgen games. I'm not sure if the criteria here is that you Can play zoom or stompy or it is generally optimal to do either. i do kind of think its a bit of a silly dichotomy personally, much like "real" or "super" robot is
yeahh the meme putting gundam into 'stomp' means absolutely jack considering the series runs the gamut of zippy as shit fairy mechs to slow(er) 08th ms team stuff
if that's zoom, all of AC definitely sits comfortably in zoom
I need an AC6 mod that just adds Walter or Ayre saying "ENERGY AT 30%" whenever you're low, every single time. I think that'd complete the experience.
lol
(Verdict Day is one of the best games in the series, but that got old pretty fast lol)
Id be surprised if either one ever finished the line with how Im playing. Good grief
I am once again imagining highly vertical multi layered levels with ACVD movement tech
Imagine the Xylem with that
You would need to redesign some things to have more terracing and walljumpable greebling scattered about but it’d be cool yeah
idk if i posted the first iteration here at all but i recently reworked my main pvp build a bit and figured i'd show off the drip
Hell yea
Whoa I’m playing ac3 on an emulator using a mod for dual stick controls for the first time and it’s amazing yall
Ough, great decal work
thank you!! i am Very proud of the decals
i mean, i wasn't the only one who thought about it, right?
Used BGM:
0.00 - Stonehenge Defensive
1.06 - Daredevil
Anyone still alive here?
hi
yahallo
Still around!
ac6 dlc any day now
I would sacrifice so many organs
it would be really cool to have an Armored Core 6 Answer
always 
Armored Core 666
Armored Core 6 And Violence
Who up armoring their cores?
Thinking about it
We will be this weekend!
#armoredcorevifiresofrubicon #AC6 #armoredcore6 #Mech #Mecha #bandainamco
tweaking some PVE builds today
still need to see how they do in missions proper, but they're pretty reliably wrecking my go-to arena punching bags (i.e. Freud and Volta)
Looks solid on paper. Cant really go wrong with any of these parts
The thing about player agency no one tells you about is that sometimes youre preparing a battlemap and a whole string of What Ifs for an ALLMIND mission that your players can and probably will.. just walk past lmao.
Mission Im talking about is Coral Export, their first proper ALLMIND mission.. if they want it.
After the PCA hit the Wall, all the corps are flailing and put the missions on hold for a while. Im thinking Ill offer them a choice between a downtime action and an ALLMIND mission.
Meaning I somehow get to prep both the esoteric payoff for taking my PCs neural sample, AND my ice worm equivalent. I love setting small and achievable goals for myself.
Yeah, that's always the thing with TTRPGs, you either gotta herd the players to the setpiece or be able to improvise a range of outcomes
And with crunchy high-prep tactical games, improvising is... difficult at best
Are you running this in Lancer?
Sure am!
I do have the occasional setpiece, but they usually get a series of missions to pick a selection from and I work with what they choose. Wallclimber was a setpiece ofc and the Iceworm equivalent will be too, but the hows and whys are up to them.
The compromise I found was that for the hypothetical encounters off the beaten path I either find a map or make one I can reuse if they dont see it. Cuts down on the amount of "useless" prep in an already overambitious campaign
Seems like a good approach!
I imagine with the way Lancer NPCs work it's not that hard to mix and match as needed to build out encounters?
Yeah, even though I spend a silly amount of time preparing encounters. I only have three players, but theyre all in strong builds, and theyre smart, so they consistently punch above their weightclass. Its fine, but given I name all of the NPC frames in case they turn into a campaign long rival turned friend turned quest giver turned fall guy they kill again.. it still takes a good amount of time out of my day
For jobs I send them a list of 6-7 of those, they give me their three to four favorites, and which they want to do first, and they pretty much leave the order from there in my hands. Means I do have a pretty good idea of roughly what theyll be facing. Months of preptime help naming C-weapons lmao
As you can tell quite a lot of these are stitched together from game missions too. Canon is a vague suggestion at this point
Getting to mess with the plot of the game sounds like a lot of fun 😁
Its been a long and very fun half year running this, yeah xD
How will we justify rebuilding the Vascular plant without PC interference? Who knows. Knowing them, theyll be the ones to propose ramming the ghing with the Xylem before its built. Kind of sounds like their problem to solve, not mine lmao
I learned earlier that Woolie of WoolieVS only ever did one ending of AC6
How,
Man's got a lot of video games to play
Tbf the game doesnt exactly advertise its got three endings. I could see someone getting Liberator and thinking that was it
@solar sinew I was thinking about how you could run bosses in AC6 that have an obvious weak point like the Ice Worm or the Cataphract. You could just beef up their armor (up to like 5 or 6 maybe) on the sides and they could maybe get a special reaction to turn their armored sides towards an attacker., requiring the players to keep moving around it.
Yeah, its really tough. The juggernaut got an innate reaction from me that essentially read "if unit moves in front of it, the juggernaut must charge it (knocking prone, not dealing damage), otherwise it activates its canons at the end of the round, designating three safe zones and blasting the rest the following turn". that was already annoying enough, even with mandatory first turns for the thing.
I like your idea of an armored reaction (heh) a lot better. Given I booted the Iceworm and replaced it with.. essentially a small answerer stacked on top of a small spirit of motherwill (The RRI called it an observatory. lol, sure.), the "weakness" is gonna be removing all the bloody ECM fog from PCA outposts, so its more of a "you can fight this now, or you can make the fight easier by doing X" than an actual boss mechanic.
The Cataphract and I have been staring each other down, because its such a fun fight in the game, but making it work in Lancer is so tough between tech attacks and gestures vaguely at my Hydra player
The way I would do a facing weakness in lancer is to give the boss a ton of armor, and the first time someone uses a ranged attack against it in a round, you draw a line through the boss perpendicular to that attack LoS, and take note of which side of the the attacker wasn’t on. For the rest of the round, attacks from the far side of the round ignore that armor.
How would this, to you, interact with Lancers various mechanics? Monarch and Envoy with their seeking weapons do ignore all kinds of nonsense. Do you just tell the player "woop, your weapon trait doesnt apply"?
If I was running this, seeking would work normally and not interact with this
seeking ignores cover right? Maybe I would replace armor with heavy cover
I think with the Cataphract, you could give it a reaction to fire upon anyone in its immediate line of site, making the weak point harder to get to like in game
Or! Give it a “blind spot”, basically a space or two in front of it where it’s weapons can’t overlap fire. If a unit remains in that spot at the end of their turn, the Cataphract charges. That way, players don’t linger in its blind spot.
Ohhh thats a fun idea. Maybe the Cataphract will find its way into their next mission. Iguazu hasnt eaten shit in way too long and hes long overdue
Great suggestions, thanks :D
Artist’s rendition
How would you rule the blindspot/reaction interaction? Does the blindspot overrule the reaction if the unit moves into the blindspot?
I think a player could move through the field of fire, triggering an attack reaction from the Cataphract. The player can continue to move through (potentially taking damage) to attack its weak spot, but must leave its threat range or the Cataphract will charge.
Basically make it a spicier Juggernaut
Hm, I could see the possibility for fun setups where the Hydra baits the charge or reaction with a drone to let the cata charge directly into the Lycan. Will it happen? No. Do I look forward fo finding out what does? Yeah. Consider it done!
Well the thing was,
He did the burn it all ending and fought Ayre
And recognized it was a decision point
Hm, wild decision. But yeah, probably a case of limited time and "God, dont make me fight CEL 240 again"
@solar sinew Operation Winter Scar has the MBT NPC template, which is a large battle tank that includes systems for a heavily armored facing. you might want to take a peep at that and see if it's something you could use/adapt for Cataphract
My players successfully voted to throw me for a loop and go explore the Xylem instead of dealing with the Iceworm. I absolutely sunk the Xylem underwater, time for an underwater session!
The EVA module actually gets some use lol