Dying in the night edition.
Moldy bread: >>188041984
For all newcomers, Armored Core and all JP mecha discussion here. You are welcome to shill western stuff with JP influence.
We can talk about Ace combat as well and puchi posting is fine too.
BEFORE YOU PROCEED LISTEN TO OUR THEME SONG!!!
AC pastebin: http://pastebin.com/z1bJS9gF
Read that if you have any questions. If the pastebin doesn't answer whatever question you may have feel free to ask us in the thread.
/acg/'s partially complete recommendation pastebin:
SUNDAY NIGHT FOR ANSWER
SATURDAY AFTERNOON VERDICT DAY
Official Strategy guide PDFs for 2, 3, and Nexus :
AC related cover music: ripped from niconico by risto
Understanding Last Raven technical stuff.
AC Webm and Music collection download.
Ideal AC is a laser sniper with stealth or ECM. Works good in LR.
Pic not related. I should actually build a good laser sniper in LR:P, since it actually has the AC2AA laser sniper rifle.
Railguns are pretty fucking good aside from the ammo capacity
Here's a bump for ya
Last one from me, good night.
I will never not love the Sunshine and its bell bottom legs
I made a cool looking motherfucker back in Last Raven, worked well enough against AI in the arena. It's been a while but it had the Python Railgun, a blade, Micromissiles and a laser cannon on the other shoulder.
I miss the days of Overboost cancelling the cannon. RIP.
It's relatively reliable on a decent rig. Though, for the games that have PSP ports, the PSP versions, understandable, run more smoothly. Also, there are some known problems with water textures in the games, when emulated, that make for some bizarre looking scenery in some missions.
Yes! They emulate very well too.
If you have a decent PC (i5 or i7) you should be able to emulate most of the PS2 games through PCSX2.
If you can't run them on PS2, you can emulate some of them (AC3, ACSL, ACLR) through PPSSPP, which has lower graphics requirements.
this reminds me: >>188225990
can we get the CWcheats for the PSP ports in the pastebin (or just update a pastebin that isn't 100 years old?) there's the hang workaround and now the blur removal for LR that I don't think people have a way of easily finding outside of the PPSSPP forum
You can try, it might work especially if you have good integrated graphics.
For an i3, you probably want the PSP port though, it runs better. I'd start with armored core 3.
go to paradise for the ISO
and you'll need to install the following CWCheat in the Memstick > Cheats folder
Just create a text file containing:
_G Armored Core 3 Portable
_C1 Hang Workaround
_L 0xE0010003 0x002258E8
_L 0x202258E8 0x34070001
_C0 Hang Workaround [Disable]
_L 0x202258E8 0x28A70003
after that the PSP port will run perfect!
Thank you for the help anon.
Will gonna take a time to get used to controling movement.
Hot damn, we lived.
I liked it, my main complain is that the game is easy, but aside from that, I enjoy it a lot, nice story and deepest lore, arms forts designs are still cool on my eyes, I wouldnt mind another game with some fixes
Was it easy? I'm thinking of those one-on-one rank matches and some of them are insane to keep track of. That said I was more close/mid-range, so maybe it was my build that emphasized higher reflex for mobility.
ACFA is a good game, bad AC game.
It's biggest problem is that customization is no longer part of the game. It's an extra add-on but all missions can be beaten using the default starting equipment and just spending FRS points. It's antithetical to the main appeal of AC, a game where there are no direct "upgrades", and you have to actually learn what the stats do and customize to adapt to beat it. Also, the gameplay changes make it impossible to have interesting levels or bosses, since the player is so powerful and can fly everywhere that being indoors or using cover feels like an extremely frustrating experience. The indoor missions of ACFA are particularly fucked since they removed a lot of basic movement mechanics from the previous games to simplify/streamline gameplay in ACFA.
But the briefings are sexy, the voice acting is pretty good (cube nonwithstanding) the graphics are alright (AC4 is fucking gorgeous) the story is very good, the UI is clean, the music is unique, etc.
Basically it excels at everything except the actual core gameplay of AC, which it really fails at.
I personally think that AC4 is a better game because it's a little tougher, has better visuals, and actually requires some effort to make a permaflight AC. If you avoid grenades and machineguns in AC4, it's actually quite balanced and challenging, and they were very creative about the missions (A Long Night's March, Break the White Lance, Silent Avalance, etc.) with creative ideas and required customization instead of just throwing a fuckload of enemies at you in an open area.
Both were HUGE disappointments after ACLR though, and From lost a lot of fans as a result. The AC community in the west really fell apart after it came out, because AC4 was marketed at the 360 shooter crowd. Old fans left, new fans didn't stick around past 1 game. Combine that with ACV being delayed by 2 years to make Dark Souls, and the franchise was thoroughly fucked from 2006 to 2012.
ACFA is by far the easiest game in the franchise.
I think the best example is that in ACFA you can beat most ACs with just quickboost and machine guns or a grenade launcher, no matter what you do. You have to work hard to build an AC that is "bad". But in the other games you have to work hard to make an AC that can even beat most of the NPCs. The skill caps within the game are much higher.
The previous games, especially LR and Nexus, had just as much close range speed and enemy tracking, but with a worse radar, no quickboost, and no permaflight, and an overall more stats-heavy emphasis.
What ACFA has that those do not is -scale-. Huge mechs, huge area, huge speed, huge ranges. Everything in the game is designed to make it feel like you're a jet fighter, and it's good at that but the gameplay is just way too easy.
Great aesthetics, good visuals, mediocre gameplay.
AC4 and FA both feel like half parts of a whole game.
it's really a case of 2 steps forward, 1 step back.
While I do find 4/4A to be fun to play, they are, hands down, my least favorite games in the series. I will, admit, though, that some of it does come down to personal gripes. For example, I very much dislike the 'stiffness' in the animations of the ACs, or rather, the overall lack of animation that they have. I also despise half of the sound effects used, especially the ones used for quickboosting and overboosting. A lot of the guns, especially energy guns, just look, feel, and sound weak as well. Also not a big fan of the UI, personally.
And on the topic of customization, it's just rather weak in the games. It's never really incentivized, more than the fact that it is an option, and most players will inevitably at least try it out. But, for the most part, you can clear everything with the starters without too much trouble. And then, when you do decide to customize, very few of the frame parts actually fit together in a way that looks good. Everything was designed as part of a set, and mix-matching just doesn't have the same appeal. And then there's FRS. I don't mind the idea of FRS, but that shit should have never, ever carried over into multiplayer, essentially forcing a player to grind the shit out of the story mode, or download someone else's save file, just to stand on even footing with everyone else.
And the actual gameplay is pretty shallow as well. For all the 'speed' the games boast, AC vs AC matches, especially online, are horribly slow-paced, and usually devolve to trigger-holding circle-strafing, or jousting, where AP is being chipped away little by little, with very little chance for a turn-around or a comeback. The gameplay just isn't anywhere near as dynamic as it could be. ACV/D, by comparison, is considerably more dynamic, and better paced in combat.
But, opinions are opinions. People are free to disagree. All things considered, I do find the games to be fun to play, but not fun enough for me to ever take seriously. (Dat OST tho.)
>And on the topic of customization, it's just rather weak in the games. It's never really incentivized, more than the fact that it is an option, and most players will inevitably at least try it out. But, for the most part, you can clear everything with the starters without too much trouble. And then, when you do decide to customize, very few of the frame parts actually fit together in a way that looks good. Everything was designed as part of a set, and mix-matching just doesn't have the same appeal. And then there's FRS. I don't mind the idea of FRS, but that shit should have never, ever carried over into multiplayer, essentially forcing a player to grind the shit out of the story mode, or download someone else's save file, just to stand on even footing with everyone else.
>And the actual gameplay is pretty shallow as well. For all the 'speed' the games boast, AC vs AC matches, especially online, are horribly slow-paced, and usually devolve to trigger-holding circle-strafing, or jousting, where AP is being chipped away little by little, with very little chance for a turn-around or a comeback. The gameplay just isn't anywhere near as dynamic as it could be. ACV/D, by comparison, is considerably more dynamic, and better paced in combat.
I just got deja-vu about my complaints about dark souls 3
>and they were very creative about the missions (A Long Night's March, Break the White Lance, Silent Avalance, etc.)
Personally, I feel that AC4's missions don't get enough credit. They had a lot of really cool ideas, all of which are overshadowed by the fact that a lot of the game's missions can be finished in under a minute.
every time I play AC4 I have to limit myself to using only shitty weapons, because I want to spend as much time in the missions as possible. It's such a shame that the weapon balance was so bad that most players beat most missions in 60 seconds or less.
>and they were very creative about the missions (A Long Night's March, Break the White Lance, Silent Avalance, etc.)
> Silent Avalance
Something I fucking love about Silent Avalance is that manage to take a common enemy that the player has slaughtered by dozens, but with a clever quirck and a map to exploit that quirck, you probably have one of the hardest mission that doesnt include a NEXT and that actually force you somehow play tactical on a game that for the most part is just "drop here and killl everthing on sight", I remember dying my handful of times on 4 and a couple on FA against them.
are you saying there is a fanfic worth reading?
You prayed for me on my time of need Penny, now I pray for you.
I think VD's maneuverability was more enjoyable. Wall bouncing is satisfying and feels like you're really pushing off of something instead of moving at a new angle. Everything was pretty fast, but not overwhelming. It felt much more realistic and grounded than 4.
Also turning while landing with forward momentum to get that slick spin slide is one of my favorite things in the game.
But then again, I
haven't beaten any AC game I have. I really suck at the ones I have.
>But then again, I haven't beaten any AC game I have. I really suck at the ones I have.
ACVD is a nightmare to complete, for the record, so you're fine. I don't know of a single person who has beaten all the hardcore modes, and only a few that have actually beaten the online bosses.
I'm at the final boss. The guy with what is essentially a NEXT. He likes rushing you in the first phase and blowing up and in the second phase your AP is constantly depleting.
I've heard that going heavy was the best idea, but I had gone through the game as a lightweight focused on melee and I was determined to beat him with that build.
I haven't played in at least a year.
I haven't, but sparklingmeteor on youtube has a lot of good speedruns.
TMRave and Galuade also used to speedrun but I haven't seen them in years.
ironically ACFA makes for really good speedrun material since it's so fast and you aren't allowed to fail missions. ACLR is probably the hardest speedrun though.
which games does sniper rifles best
I nominate ACV/VD
If you mean actual sniping, then yes, 5th gen does it best, via the scoped sniper cannons. But for sniper rifles, I don't really notice much of a difference in the weapon class between games. Except that Nexus' Wyrm is probably the strongest one in the series.
You want a lightweight reverse joint. Build for KE Defense. Highest output generator. CIWS. Power-focused laser blades first, then purge them and switch to high ammo count rifles for second phase. First phase, stay in scan mode and just dodge dodge dodge to conserve CIWS ammo. Let him blow his armor, then rush in and hit him with both blades at once. This does more damage than physical because you can't combine physical blade attacks. You should take off about 30000 AP. Pepper him with rifle shots when he runs away before he gets his armor back. Repeat 3 times and you should be finished with first phase at 90% AP. now you won't be in scan mode as much. STAY AIRBORNE and unload into him. Dodge missiles as best you can, but your CIWS will help you here. Don't use it at all for first phase. Do your best to keep the sun behind you. Good luck.
Gimme a PSN and I'll mail it to you next time I turn on my PS3. Probably.
I make no guarantees that there are less than 20 people enlisted.
Eventually you force yourself to get used to it.
Start packing now and head west ASAP.
[Death Note intensifies.]
What platforms are you playing on?
Garrison Archangel is fun but is still beta, and only has ~12 body parts and guns right now. There's a lot of potential for them to add huge AC style customization sheets though in the finished game.
You could play some of the older mechwarrior games.
Front Mission Evolved also has a small amount of AC-style customization, but it's mostly cosmetic or direct upgrades without the sort of "real stats" approach of AC.
Chromehounds is another From game, but the online is shut down. It's 360 exclusive though.
Gundam Breaker is PS-exclusive and they've added more and more customization (Gundam Breaker 3 especially seems like a direct ripoff of AC, thanks Bandai).
Hawken has some customization, but a lot of it is blocked behind pay to win F2P garbage, unfortunately. It's really depressing how much potential it had.
the problem is that most mech games treat customization as a purely cosmetic thing or switching different guns/loadouts, not like AC where every part affects almost every stat and changes the way the game actually plays.
>Hawken has some customization, but a lot of it is blocked behind pay to win F2P garbage, unfortunately. It's really depressing how much potential it had.
And the game is dying, or at least on PS4, when I play, no matter the day, I almost always find the same 6 persons playing, and sometimes I dont find games at all.
there are /m/ threads sometimes but they tend to be extremely favorable toward gundam and anime-style robots and have little/no interest in AC style mechs beyond the model kits.
AC seems anime compared to mechwarrior, but on the spectrum it's closer to an old-school 80s tactical mech (like VOTOMs) than any post-90s mecha. AC really fits better in a video game thread than a mecha thread, especially since Souls is so relevant here but AC has no anime.
fort tower song when
God bless you, you low-skilled player.
guys please, have some class.
Miyazaki already confirmed they were working on a new one, and even if it gets cancelled, Toshifumi Nabeshima is working on the new front mission and there's a few fan projects out there. We'll always have the current games too, and with how many of them there are, you could play a few hours a day and it would still take you over a year to complete them, far longer if you try to 100%.
Nine Breaker nine ball vs Original Nine Ball
which design is better?
are you suggesting that the next AC game will be in 2023? ACVD isn't that old, if they are announcing a new game this year like they rumored, then we will have about the same delay between AC For Answer and ACV as ACV and AC6.
Also, ACV had been officially announced 2 years before release, and then pushed back for Dark Souls, which let people know that there was definitely work being done on the game. As opposed to right now, where all we have is a bunch of rumors.
I would go with Nine Breaker Nine Ball.
Devfag here, I need some hot opinions.
Recently I added life-leech mechanics to my shitty game. Basically, a portion of the kinetic damage dealt to the enemy gets converted to leechable life. Once a certain amount of life is accumulated it'll separate from the enemy body and move towards the player(black stuff in the webm). The healing factor is determined by range. The idea is to encourage aggressive behavior and close range combat.
Is this too magic-y? When I added it I really liked it but now I am starting to get doubts.
Also, my "poster mech" is really heavily inspired by AC, to the point it's Raven/Crow themed and has an Aaliyah like head. Is this a shit thing to do? I thought it was pretty clever but it just hit me that people might see it differently.
Looking great so far, holy shit.
Suggestion: make it energy leech for more dodges or ammo, not life-leach. You could actually use this as a level design mechanic, by making energy regeneration slow enough that players are encouraged to kill rapidly / efficiently in order to leech enough energy to keep up momentum, kind of like how Demon's Souls uses Grasses and Spices, or how most hack and slash games have enemies drop ammo for special attacks.
I'm also really liking the movement here, it reminds me of a more grounded/realistic ZoE, especially with the missile spam and dashing.
A great mechanic to center your combat around would be keeping your energy (perhaps a joint "energy+ammo" bar) up through close-range kills of enemies.
>If you play too passively by staying at a distance, you lose energy so you can't dodge as much despite being further away/safer
>If you use too much ammo at range, you can use melee kills to restore your energy/ammo
>if you use lots of melee you have surplus energy, maybe for an ultimate / special attack
that would be a nice mix of AC-like combat but with hack-and-slash rewards for playing fast and flashy
>Is this a shit thing to do?
Nine Ball's AC was based on Char Aznabel's Zaku. Subtle references are appreciated most of the time.
Glad you liked it.
The game already got a lot a of ways to regen energy, every mech has 2 generator slots and there is a skill that grants unlimited energy for x seconds, so I am not sure if I want to mess more with it because it's already a nightmare to balance.
>A great mechanic to center your combat around would be keeping your energy (perhaps a joint "energy+ammo" bar) up through close-range kills of enemies.
That's a good idea, what the game is still missing is a fun game-loop, something that keeps player hooked.
>That's a good idea, what the game is still missing is a fun game-loop, something that keeps player hooked.
Look at hack and slash games. They're built around the idea of player momentum, where doing the right thing makes you stronger and makes thge game easier, doing the wrong thing slows you down and makes you have to back up and retry with new knowledge.
Another idea if you want to keep with life regen is to have some sort of player action involved in activating the regen. Metal Gear Rising has the spine crush mechanic where a perfect melee kill lets you do a QTE to restore all your health.
That would be a less "Magic" way of doing the life drain, essentially drawing power from an enemy directly.
Bloodborne also has an interesting health regain mechanic where after you take damage, there's a period of time where you could return a blow and regain some of your health back. In this game, you could have the health regain apply to when you are hit, sort of a "revenge" mechanic.
also, contrast to hack and slash games, AC's "game loop" is entirely in the garage and profit/loss screen. It's approaching the missions with new equipment that encourages players. This seems to differ from your game's more combat-focused approach, but you could consider out-of-combat ideas for getting a player to try new things.
Damn this looks nice. Life leech is tricky to handle, I agree with anon' s idea of a perfect kill health regen instead. Your choice whether you put any more into it or just have it be a gameplay mechanic.
I would advise against letting the player have any way to regen their health. One of the appeals of Armored Core was that you had a finite amount of health and had to work with what you got. Maybe have it leech energy for a shield, like in AC4?
I played the first Armored Core game for the PS1 and it was really fucking bad. Probably one of the worst video games I've ever played in my life. I assume the rest of the games are just as bad so therefore I think you're all faggots. Just thought you should know.
I will say that the leeching mechanic could work better for a shield or stuff like energy recovery, for example a ,light and close-ranged mecha use more energy than your regular frame, with higher consumption per part and the constant moving so they benefit more on the leeching than than a long-ranged one that doenst requiere much movement, on comparision.
regaining health can make some of the combat really unfair if one unit has more leeching than other or transform most of the fights on a slow attrition battle
Do you have a good pic of your poster mech?
LRJs don't have enough weight to heavily support more than one defense. Using the shield to supplement that is fine, but remember that shields only go so far and aren't infallible.
It's pretty clear that by the time FA happens, line ark has been radicalized as an independent military power behind white glint. Their main concern is to perpetuate their power, and the closed plan (which necessitates eliminating NEXTs as weapons and opening the path to space exploration so the earth can heal) runs counter to that.
Ironically not too dissimilar to North Korea using nukes to negotiate for its own survival. They would not like a plan that involved disarming all nukes and then moving their population to a new location.
>I didn't know what I was doing and died a lot, so I assume the game was bad
>judging 14 other games by the quality set by the first game, made by a studio that was only 3 years old
you should try AC3 or Last Raven sometime, most people agree the PS1 games were bad and have not aged well, but that's because the studio had like, 20 employees.
health restoration is a fine mechanic, but it changes gameplay focus from "big picture" (like a simulator or AC game) to "little picture" (like a hack and slash game) because instead of managing resources on a long time scale, you're managing them only over the course of however long it takes for you to heal.
The problem is trying to do one mechanic where it doesn't fit the rest of the gameplay. AC would be awful with health regeneration, because missions are built around a fixed amount of health and ammo so that you have efficiency benchmarks to meet.
That's why efficiency in most HnS games are based on "style" such as combos, speed, and hits taken /dealt rather than overall accuracy or total damage, which encourages players to TAKE damage in order to DEAL damage (See: DMC, Bloodborne, ZoE). Having a mechanic in those games where you were heavily punished for each hit you took, like AC does, is not a good idea either
each mechanic is not separate, they all have to work together to provide incentive (and remove barriers) for the player to enjoy the game.
> why dual rifle builds are so popular
literally only in ACFA (and ACVD if you count having 4 different types of "rifle" as "dual rifle") which basically did away with the entire ammo concern mechanic.
All the previous games favored laser blades and energy weapons for efficiency, and they were actually a lot harder to use. AC "moved on" from that and the result was generic dual rifle play, since it was nearly impossible to actually spend more than you earn in missions from ACFA onward
Depends on what you mean by neglect. A shield won't make up a ~300 TE defense, but it can cover gaps. Those gaps aren't defense though, they're Defense + Range based. Example, having ~1400 TE defense means you're basically immune to all of the deadly close range TE weapons. Throw on a CE shield, and now you're immune to ALL the close range weapons, since you can already block shotguns. Just only take the CE shield out against BR users.
Shields work best as hard counters to certain strategies. KE shields shut down any sniper build and force them into close range, or to switch to slower and more easily dodged weapons. TE shields shut down laser rifles and pulse guns, forcing them into close or longer ranges.
ACVD is a bit rock paper scissors, but not about damage types, but about Damage + Range.
Since players can equip 5 weapons but only effectively block 2 damage types, they can selectively eliminate certain weapons they expect the opponent to use by controlling the range. A long range AC doesn't have to worry about PMGs, CMGs, Shotguns, Pulse guns, or most BRs, so that eliminates a lot of weapons they would otherwise have to build defenses against. A KE shield to deal with snipers and a high TE defense to deal with lasers, and any 300m+ long range AC will never take "effective" damage, winning the battle before it starts, as long as you can stay out of range.
Heavy ACs can block more weapons, but also have less control over combat range. Lightweights are the opposite.
Laser rifles are kind of the final word in the meta (especially sawas) because they have the most versatile range and are effective against most builds. But they're also the most easily telegraphed and hardest to use.
Alrighty here is the Poster-Mech or rather the "Poster Series". Like cars, my mechs are usually part of a design series and share common features.
The Raven-Set is still in the design phase but it's supposed to look a lot edgier, bulkier but also less boxy. The crow-set's shoulder armor used to look more like Aaliyah's before I changed it. That change is(was?) reserved for the Raven Set because I want to make the jump from Jackdaw/Crow to Raven more substantial.
I know they don't look like 1:1 copies but whole Raven motif is ACs thing and I am not sure if I am moving into the territory of bad-taste.
Also maybe some clarification on the leech-mechanics:
In my game there are 2 damage types, kinetic and heat. Only pure kinetic weapons can leech life but they also deal far less damage than mixed or pure heat weapons. The idea is that the player will have to decide between damage and defense.
Anyway, thanks for all the advice/comments, it's really helpful.
I think that if you want to emulate AC aesthethics a little more, you should prolong the core a little more. I mostly say this, because the core looks like it tries to be a little longer but ends being flat.
Looking good btw.
Also, try removing the neck, just to see how it looks, most of the mechs I have seen usually dont have a visible neck, is just a big head.
>What did they do to Jack-O?
It's a mix of Jack-O, Evangel, and Zinaida, probably because either one is the "final boss" of ACLR
>Why is Berlioz missing his flares and using a wrong rifle?
No idea, maybe trying to reference Noblesse Oblige's rifle?
>he doesn't know that sawaquad meta
aside from having the best defense distribution (high enough CE to block BRs, high enough KE to block rifles, and high enough TE to block pulse guns) they also don't lose altitude while in the air as quickly as other leg types, letting you hover outside of lock on range and snipe downward. Sawaquads and sniper quads are probably the objectively best builds in the game for that reason, once they get in the air, they can just float overtop of your cover and DPS race you with X00 shots.
On top of that, when in ready position, quads have reduced reload time. You can actually permanently stunlock most ACs by using rapid fire sniper cannons on high stability quad legs. Hit once, and they're stunned. If the stun doesn't push them away from your second hit, then you will continually stunlock them to death. It's actually the easiest way to cheese most AI enemies.
Their kicks also have the widest hitbox except for tank legs, but they can also wall jump, unlike tanks. This also applies to KE blades, so you will commonly see people using the lightest quad legs with a UW to make their hitbox really big, then KE blades or kicks to kill enemies in melee.
And the last thing is that they have the highest stability in the game, so they don't suffer from Armor break or stun either.
The only real downside to quad legs are their overall weight (though the lightweight quads are still pretty fast) and abysmal turning speed. The only real hard counter to them is to use sniper rifles (laser rifles to break KE shields also) from behind cover before they get too high in the air, or vertical missiles once they do. Or you can do very risky glide boost rush approaches with dual pulse guns. But the heaviest quads can have 1550/2200/1400 defenses, nullifying the viability of any counter except for sniper rifles.
And what's the best counter to sniper rifles? Faster locking, higher damage, longer range laser rifles. And thus the Sawa Quad was born. An AC with no obivous hard counter meta that requires far higher skill to avoid and damage than it does to play.
OH HO HOOO! It appears you're back online - all systems normal. I was a bit... disappointed. I went through all those hoops and loops to recruit some of the best pilots and you all decided to cowardly disband the entire general. But now that you're back we'll begin the operation once more.
B Shitter... I'll defeat you and the false face, ending all the suffering you've cause.
My masters where higher rank than most during their time when the game was at its peak. They'll put you in your place.
You can get the sniper cannon with the UCR/10L Agni model kit. But I don't think they ever made a quad leg ACV or VD model kit. The tank model from the opening is a kit though, Matsukaze Mdl.2 Base Defense Type.
I dropped by from /m/, they're doing a group build that will PROBABLY be ranged focused, so I wanted to do an Artillery platform and my mind instantly went to the guns in the desert from AC V's opening.
>estus chug in my ac
goddamnit Pen I had faith in you
Life leech and damage reflect is a bad mechanic. How about energy leech instead, that gives some counterplay of builds.
Kotobukiya sells the individual weapon packs too. You can buy individual or groups of weapons for customizing your AC.
You might be interested in this, it's the dual back weapon grenade launcher from ACFA, it folds out.
there's a few other similar back weapons like the rosenthal chaingun.
Chief's Giga Cannon is also available, but was limited edition only, not sure if you could find one anymore.
Here's a rundown of some of the cool ranged weapon kits:
Weapon Unit 003 has the LADON rail gun from ACLR
Weapon Unit 005 has the RS sniper rifle
Weapon Unit 011 has the FENRIR laser sniper rifle
Weapon Unit 012 has the CR-WBW98LX dual back laser cannon
Weapon Unit 015 contains the BFF Sniper Cannon from ACFA.
Weapon Unit 018 is the one with the OIGAMI dual grenade launcher, which I mentioned above
What would you say the best artillery platform is? I was thinking I'd like a Spider/quad with a spinal-mounted long gun, maybe a long-range MLRS for back-up/small fast moving targets and a short range missile pod or a few machineguns for self defense if anything gets in close.
While B Shitter is the main course, you, Xezberzs, is what I've been monitoring and desire the most. I wouldn't miss the chance to taste such a demidisu like you.
Dont have it, is more, I lack much of V and VD emblems
More likely it will just be a normal game but with a half-assed VR option/mode.
I doubt From would risk making a full-on VR game, it will just be a platform option port of a normal game.
King's Field won't happen, given that it's not really a valuable IP, how would any publisher sign off on a King's Field reboot but not a ____ Souls IP?
True, King's Field in name may not be likely, but, I wouldn't put it past them to basically make the same game, but call it something different, as in the style that they did with Shadow Tower and Eternal Ring.
threads are persistent so they have the same groups of posters over long periods of time, this means there's more potential for drama and also people feel more comfortable acting like complete weirdos because they know the trends of the other posters well.
They used first person in those games because it was easier, but it heavily limited the game design to basically slow swings at 2 or 3 enemies on screen.
The only way I can see them pulling it off would be to make it horror-focused with minimal combat, like Kuon or some parts of Shadow Tower, maybe with some first person puzzle platforming a la portal, and leave the combat aside as a secondary thing.
The people here are dedicated, if nothing else.
We're on page 10 right now actually, here's your bump.
You are given a time machine and can make 1 improvement to any of the previous AC games. What do you do?
Honestly this series is so fucking obscure and niche it fucking amazes me there are even 10 people in the entirety of North America who know about it. It might as well not even fucking exist for how tiny the audience is, no wonder it'll never get another game.
AC1 was genuinely innovative, AC2 was actually pretty successful overall for a PS2 game. By all means, From should have gone bankrupt around 2004 and the series should have died as an obscure gem with Last Raven. It was basically just them riding out the success of AC2 and a few other niche titles like Shadow Tower for about 5 years.
But instead of dying, they got reborn through other publishers like Ubisoft and Sega, and expanded to the 360 western market and started making other franchises (like souls) and that has really kept the series alive since.
The main reason AC won't die is because no one has made an acceptable replacement. Not a single game I have ever heard of (and I've played a lot) comes close to the same game design philosophy that AC has, it's just too unique in its approach to difficulty, customization, and controls. There's a lot of games with bits and pieces, but never all of it together. A proper replacement for AC would need:
>Third person combat
>No direct upgrades, customization-based gameplay that actually feels different
>A cost for every action taken (ammo and repair)
>post apocalyptic setting that justifies the customization in-universe
>a way for players to see other builds used by AI or other players aka Arena
>self-insertive characters with player-created motivation, due to grey morality and competing factions
A lot of games can have 2 or 3 of those, but very few have 4 (dark souls has 5) and no other mech game has more than 3. But EVERY AC game has all 7.
"mecha" is too vague. It's not a genre, it's a style.
What are the characteristics of a mech game? Name me one mechanic that is always found in mech games but rarely found outside of it.
Horror has a series of mechanics that work well and are mostly found in horror games (limited visibility, QTE scares, encounter time limits, switching between visibility and offense, etc.). So do RPGs, Action games, shooters, and more.
"Mecha" doesn't. "Mecha" is a style that's haphazardly applied to other game genres. You can't say mecha is unpopular because mecha doesn't -exist- as a traditional genre.
AC is simulator gameplay with a mecha visual style. Titanfall is a first person shooter with a mecha visual style. ZoE is a hack and slash game with a mecha visual style.
The sound effect while firing always turns me on.
Hey fellas. Not dead yet. I'll be a while before I can post again. Working through the eye of the storm. It reminds me of that mission in AC3/SL where you're going through bad weather in the transport and they try to open the door for you but it breaks and you can't do much about it.
Stay safe dude.
came to thread just to ask about you
good luck my man
This is a possibility, who's to say that the original Xez died a year ago and I'm the murderer that is posting in his stead.
all I want is ac4a gameplay with original ac 1 and 2, the missions and parts selection were so much better.
>ORGANIC BULLSHIT SPIDERS
>SHOOT DOWN ENEMY AIRCRAFT WHILE ON AIRCRAFT
>SPACE STATION DEFENSE
>DESTROY UNKNOWN MT
>WHO IS THIS NINE-BALL?
I am addicted to doing blade only runs of ac4a though
please no, ACFA was a gameplay mess.
Can you imagine trying to play ACFA in tight corridors? Every mission would be like attack on B7, a complete clusterfuck.
Sounds more like it would be better to have AC1-ACLR style gameplay, but with better blade tracking and damage.