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Made in us
Winged Kroot Vulture






 LunarSol wrote:
It's good. It's really good. Maybe not as modern feeling as people would like and the meat grinder bosses feel a little pointlessly gatekeepy to a franchise that has always been fairly niche, but it feels sooooo good to tune mechs and zip around blowing stuff up.

Controls are smoother than the PS2 era games, but not as floaty feeling as 4. It can still be tricky to manage the camera when things are zipping past you, but its also the primary advantage of speed and makes turning that against your opponents very rewarding. Missions are just the right length to feel like you get to put your mech through the paces and rewarding to replay after swapping loadouts.

The super hard bosses are kind of weird and definitely feel like they're more a result of the success of Souls than something built to reward a variety of playstyles. Putting one in the tutorial feels like its there to pull in the Souls community but feels like its more going to drive away everyone else. It's all manageable, particularly with solid checkpointing and the ability to access the garage before retrying, but I don't blame anyone who gives up before they even get the option to change parts due to the helicopter.

The story is still mostly static mission briefings and radio chatter. I'm not terribly far in, but I wouldn't call it a selling point. It's really all about the gameplay, which for the most part, totally lives up to what you'd want out of the franchise.


Long time AC fan and I too really like the game.
Bosses in the old AC games, first four, always felt like they were trying to be hard but just lacked something in achieving this.
I feel like the bosses are perfect and challenging. The bosses are extremely hard and push you to really think about how you are piloting and weapon loadouts. I found if I am having trouble with a boss then I am not piloting well enough, why?

Last AC game I played the quad and tank legs were ok, but not really viable. I feel like AC6 has really addressed this and made them viable options in a battle. I would even dare say I only recommend seasoned pilots to use the legs and are only useful in the hands of a good pilot.

My pilot name is Ricky Bobby.
I made my AC look like The Trooper Eddie (Iron Maiden)
*Will post a pic later*

Overall, it is an AC game. If you're new to the series, welcome, and have fun fine tuning your mech to meet your style.
Made in us
Winged Kroot Vulture






 Thargrim wrote:
I beat all the bosses up to chapter 3 by using the heavy tank type builds. Simply couldn't pull it off any other way. And then I switch back to the agile builds for the more normal and fun missions. I'm not really all that great at the game, but it is fun for the most part.


I would say you're a better pilot than you think.

The Trooper https://www.xbox.com/play/media/6MJMG7BTGM
That's the Union Jack on his left arm.
Made in us
Winged Kroot Vulture






Talking to a friend and he named his mech Tracy Chapman, because it's a fast core

I like explosion weapons because if you miss, you still might get them in the explosive wake. So I usually have a mix of energy/kinetic explosion weapons when I am in boss fights.

Agreed on the Nachtreiher arms, that multiplier is too good to pass up. I notice right away how much less of an impact I have in fights without them.

Currently playing around with the TIAN-QIANG core and legs. Seems to be a good pair.
 
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