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Made in us
Fixture of Dakka





Yeah, I definitely had the same thought early on. On one hand, I'd probably be fine with it being more of an unlockable system, but the light shop element is kind of important for the mercenary feel. I'd certainly not want to see them "fix" it by making the economy more impactful though. A lot of modern gaming's problems are about trying to make fake money matter rather than just be a way to engage players in some early decision making.
   
Made in us
Norn Queen






I dunno. Maybe like.... make a list of side missions or more test battles for the different manufacturers. Make it so when trying to unlock this Belam part you have to build a mech using only Belam parts and win a fight against a competitor build.

That would create a series of interesting side missions that are different from the current side missions by restricting your builds.

I feel like that would be more interesting and i would have a lot more fun hunting down all the parts then.... taking another run at wallclimber for another 450k space bucks.

Make you feel like a mercenary by taking corporate manufacturer gigs.

This message was edited 1 time. Last update was at 2023/09/14 19:15:47



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Secret Force Behind the Rise of the Tau




USA

Last game update fixed my issue.

I can finally play the game XD

   
Made in gb
Longtime Dakkanaut





 Lance845 wrote:
Yeah I realize I can sell the stuff I have and buy the stuff I want to switch out builds, but that goes against my completionist motivations. I want ALL the parts and whenever a new batch of parts shows up and that list gets bigger I feel like I am falling behind. I recognize this is my own bs, but it is what is happening.

Also, since parts sell for the same price that you buy them for it begs the question, design wise, why you need to buy them at all? It just forces players to go in and out of a few menus to access an item to go to another menu to equip it. No ACTUAL cost. No REAL choice. Just additional busy work to get to what you want for mission you are in.

Early on in the game, it's to commit you to (or give you limited options) for a mission run, as you can't access the shop during checkpoints if you want to change your build, you would have to factor in your 'reserve' parts in the budget, if you didn't spend it all on a singular build. Later in the game (and subsequent playthroughs) you have more resources and eventually you'll buy out the entire shop.

The 'full sellback' was a feature in the early games where money was much more limited (going into debt was a real possibility in those games and had a gameplay element around it in particular), so it throws you a bone to be able to change your build while money is short, or sell off spare parts you bought/found to stay out of debt.

hello 
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Italy

I finished the game last week and I'm currently going through New Game Plus. I'm enjoying the alternate missions, although the one with Raven was a bit difficult.

I've really been enjoying a laser build with dual laser handguns and the light VE Generator and the lightest missile pods I can afford on the shoulders.

At some point I need to do a reverse joint build with good aerial longevity so I can relish the AC2AA days.

What has everyone else been enjoying as far as weaponry loadout and leg configurations?
   
Made in us
Fixture of Dakka





The Songbirds are just ridiculous. They pretty much carried most of my builds. Beyond that I have a hard time getting away from the Moonlight GS and an energy rifle. There's better loadouts but that one is endlessly fun.

I mostly use the Mind Alpha legs, but I'll switch to tank treads for the really tough stuff. That Ibis monstrosity needs dual needle cannons or more skill than I can muster.
   
Made in gb
Longtime Dakkanaut





I've run quite a lot of things. Since the last patch, bazookas are quite good now, so no longer something that's eclipsed by shotguns.

My favourites are generally energy weapon based. Did a dual laser rifle kiting build on the VE generator, using small missiles as side weapons.

hello 
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Italy

Finished all endings on AC6, I enjoyed the game but it definitely makes me wish for the older titles that were longer. Hopefully we'll see an HD remake of those one day since my PS2 disc reader died a long time ago.

Glad to see Fromsoft still doing balance patches too. I haven't played the most recent one (but am looking forward to more ammo on the Karasawa) but the one before hand was very well received on my end.
   
Made in us
Fixture of Dakka





Were the old ones actually longer? I always remember the series being a pretty short playthrough.
   
Made in it
Growlin' Guntrukk Driver with Killacannon





Italy

AC6 has around 35 missions per run once you remove the decision missions, which is comparable to AC2 which had around the same but AC3 had about 50 missions.

For me the main difference is two fold. In the older titles aside from the early missions the maps were generally longer both in size and the time it took for you the player to complete them. Older titles rewarded you for not using too much ammo or getting hit which for me incentivized playing slow then going fast on the replay run. (Also no repair kits haha so you really didn't want to lose AP early because you never knew when you would be surprised by a rival AC ).

Couple that with AC6 being much faster than Gen 2 or Gen 3 and you complete missions faster in general. Some of the AC6 maps feel much larger than AC2 or AC3 but when you move quickly and boost recharges infinitely faster for most builds you get through them faster. It's a good thing IMO but it does make me nostalgic for plodding through underground corridors instead of overboosting everywhere.

I think someone mentioned earlier that AC6 has more of an arcade feel with fast missions that don't waste your time and I think that's a pretty accurate assessment.
   
 
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