Armored Core

I think my only really problems with bosses is beam spam and AOE. It’s similar to Ace Combat where a boss plane just has the advantage of accelerating far beyond what is capable of players so that missile lock barely works.

Like when the boss passively shits out damage is fucking annoying. It leaves you hoping that RNG smiles upon you and the boss gets retarded and doesn’t get a mortar/ grenade/ beam spam combo going correctly.
 
After finishing the game I’d say it’s an 8/10 overall. It’s good, but I still prefer fromsofts other games like souls. The game suffers from a forced stealth mission, because that definitely works in an action mech game, and the defense missions. It’s what I expected so I’m not disappointed.
 
Loads of fun...just found the plasma yo-yo weapon and its very fun to use lol
 
After finishing the game I’d say it’s an 8/10 overall. It’s good, but I still prefer fromsofts other games like souls. The game suffers from a forced stealth mission, because that definitely works in an action mech game, and the defense missions. It’s what I expected so I’m not disappointed.
Stealth mission was fine for me, I just stuck to the left of the area, hugging the barrier wall, using high explosives to instakill the enemies in the way. Its the stupid defense missions that are pissing me off.
 
Loads of fun...just found the plasma yo-yo weapon and its very fun to use lol
I tried it out and couldn't really make it work for me. I've been told since then that it works really well on tank legs since it doesn't have to stop moving to launch its charge attack, but I haven't actually put melee of any kind on a tank build yet lmao.
 
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This is fucking stupid and I kind of love it.
 
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Finished it, didn't find Ibis bad but the last two bosses on the Rubiconian route were annoying. Arena wide beam spam attacks that tracked and dealt 40k damage felt more luck based to avoid than anything else. Good game and entry to the franchise but some very questionable design decisions.
 
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I just finished my 3rd/NG++ run and have S ranked everything up to Chapter 3. I've gotta say I've enjoyed how they drip feed you bits of information about the characters and events. It kinda reminds me of Nier in the sense that the whole story doesn't get told the first time through. The alternative missions weren't that difficult, with the exception of some of the RLF missions. I was expecting the repeat playthroughs to get old, but new dialogue and characters having insight to events as a whole was actually enjoyable. Lore in these games have ranged from non-existent to insane shit, and this one does alright.

I think the mission I struggled the most on was choosing to fight the Redguns and their 50 MTs instead of the Vespers. I kept running out of ammo trying and ended up falling back on plinking shit with charged linear rifle shots. I didn't like them at first, but they're some of the most effecient weapons in terms of damage/ammo consumed.

The Souls bosses toward the end really overstayed their welcome. I was pretty adamant about being one of those "this isn't a Souls game" when it was leading up to launch, but after dealing with bullshit like Ibis, I've had to rethink my position. I wish there was more of a focus on fights between "normal" ACs and less making the stagger mechanic the deciding factor in how you choose to play.

As far as loadouts go, I've replaced the Zimmerman/needle cannon combo with laser shotgun/needle missile. Honestly, the laser shotgun feels cheaper than the Zimmerman because the effective range is about the same and it has like double the rate of fire. I've also taken quite a liking to laser turrets for PvP. Having 6 turrets on the field is absolutely brutal for putting people in positions where they're getting pelted from all directions, especially when you're using the handheld siege missile launchers.
 
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Ibis was another 30+ try CBT experience, eventually just cheesed it with dual gattlings+dual songbirds on a tank chassis. I'm surprised I had less trouble with Balty mk2:Snail Rising than the first one. Perhaps I am improving? Either way the final boss on liberator ending was easier than expected, onto NG+.
 
I think the mission I struggled the most on was choosing to fight the Redguns and their 50 MTs instead of the Vespers. I kept running out of ammo trying and ended up falling back on plinking shit with charged linear rifle shots. I didn't like them at first, but they're some of the most effecient weapons in terms of damage/ammo consumed.
Yeah, I think the linear and laser rifles would have a lot more love if they had either more missions like that or made the checkpoints more sparse. I did manage to get that mission done with the classic dual zimmerman cheese build, though. Those shotguns have so much damage that they end up being rather ammo efficient for ripping through MTs, unlike the gatlings and other similar high DPS options.
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I managed to get through the sea spider boss fight recently and chapter 3 has been like a breath of fresh air. No back to back bosses, no goofy stun mechanics, some pretty fun 2v1 AC fights and even a shitty arms fort in the shape of a ship.
Really wish the game was more of this and less of the Sekiro style boss fights, it feels like it hits that gap between AC3 and AC:FA really well. I've mostly been running around in ultralight builds and having a blast. I feel like most of the people that get stuck and frustrated really should take a break and just rerun the missions they liked, that first tester AC fights has been my stress ball through a lot of this game. The long running missions that are basically a boss fight glued at the end of a mission really annoy the completionist in me, having to rerun a boss because I didn't get a combat log or item box first run through is grating.

Still hoping for FS to release a new regulation or two soon to de-emphasize the whole short-range must-stagger meta a little bit and make mid to long range a bit more relevant if you don't want to main rockets and explosives. The game is good and it'll probably keep me hooked for a while, but I'd like more it if there were more "right" answers to combat that weren't just "lmao just use Zimmermans and Songbirds you no skill nigger".
 
Just got Liberator of Rubicon ending, Walter boss fight either is a total pushover here or I'm just getting better at this game. Second run through Ibis I nailed it down in one go with wheeler tank, dual gatling and dual stun needle launchers.
Collecting enough battle log and you get a straight upgrade FCS over all other if you have a diverse ranged loadouts.
Now to grind the true ending for all parts, including those sweet coral weapons.
I managed to get through the sea spider boss fight recently and chapter 3 has been like a breath of fresh air. No back to back bosses, no goofy stun mechanics, some pretty fun 2v1 AC fights and even a shitty arms fort in the shape of a ship.
Really wish the game was more of this and less of the Sekiro style boss fights, it feels like it hits that gap between AC3 and AC:FA really well. I've mostly been running around in ultralight builds and having a blast. I feel like most of the people that get stuck and frustrated really should take a break and just rerun the missions they liked, that first tester AC fights has been my stress ball through a lot of this game. The long running missions that are basically a boss fight glued at the end of a mission really annoy the completionist in me, having to rerun a boss because I didn't get a combat log or item box first run through is grating.

Still hoping for FS to release a new regulation or two soon to de-emphasize the whole short-range must-stagger meta a little bit and make mid to long range a bit more relevant if you don't want to main rockets and explosives. The game is good and it'll probably keep me hooked for a while, but I'd like more it if there were more "right" answers to combat that weren't just "lmao just use Zimmermans and Songbirds you no skill nigger".
Yeah, I found myself using Zimmerman way too much since it's just too good for the whole stagger meta. Battle rifles and MGs are my favorites with shotguns being 3rd in older games. With AC6 though, MG other than gatling gun are straight up dog shit for building stagger since you have to consistently hit the target. Battle rifles are just linear guns without the charge shots and without the immense stagger potential handguns has despite their reduced ammo load, which only leave you with burst rifles that can barely compete with them. FromSoft really need to either nerf Zimmerman's impact damage to about 2x or 1.8x of Haldeman (840 vs 360) since it supposedly have double the pellet count or bring other MG options impact damage up slightly so to make them more viable and as good alternatives to burst rifles.
 
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I found dual shotguns carried me through a lot of the game. With NG+ I'm going to mess around with different builds.
 
FromSoft really need to either nerf Zimmerman's impact damage to about 2x or 1.8x of Haldeman (840 vs 360) since it supposedly have double the pellet count or bring other MG options impact damage up slightly so to make them more viable and as good alternatives to burst rifles
If there was only one regulation I'd say Zimmermans could afford to be toned down a little if everything besides Songbirds/gattling were brought up a bit too. I think the current regulation is just about perfect for a challenging but fun playthrough once you average out the difficulty spikes and have more parts available to you.

If there was a comparison to AC:FA's regulations it feels like we're on 1.0 but I'm hoping they make something a bit closer to 1.4 but not quite as easygoing. Something similar to reg 1.15/1.2 could be really fun as a reward for getting to NG+/++/+++ or something as a sort of achievement to just let you fuck around with the mechanics of the game. At that point you basically have everything so a massive change up would make sense as an option.
 
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Welp finished the arena, two chain guns and two grenade launchers pretty much rape the AI to submission for virtually every match.

So far the plot is basically Eureka Seven and I don't really follow what's happening and if there's any differences between the corps. Hopefully something picks up in the following divergence point.
 
Eeeer was that it? I never deviated from my tank, songbirds, gat build simply because anything else left me raped by bullshit bosses. Didn't quite understand what was going on, but I guess that's my fault for skipping most of the briefings because they were so slow
 
Well finished all the Arena dudes the first time by using heavy tank, plasma and lazer weapons and just spamming. Easy.

The balance of this game is fucked up.
 
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