Armored Core

Got the waifu ending, god damn it I need to replay the entire game again twice for all content. The final boss was just bad, fucking laser sword with tracking that span the entire fucking arena, I just kept getting hit in that fucking 6 hit combo and if you don't take him fast enough he does it again.

In general I liked the ordinary missions and fighting ACs, but the bosses are just bad. It's like that Super Smash Bros. "Final Destination only" meme. It's just blank arenas and enemies that don't obey what 99% of the game enforces you. I think the only one I liked was Ibis because at least it was a spectacle and she actually felt "balanced" by having tiny health pool.
 
If I don't forget, I'll try making this on PS5 and sharing it with you fucks.
I used the smallest sized square 8 x 8 and treated it as a pixel for sake of conversion. I enabled 1x1 grid in GIMP to make it easier to see how it's sized up, so if a row is 13 pixels long, you'll do 13 x 8 = 104, that's the ingame length of the square piece you want. Color picker makes it easy to get the RGB color code.

You might want to split it a bit more even, I almost spent all pieces on the right side whilst trying to be as efficient as possible. Good luck.

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PC. I'm playing on a pirated version so don't think I can get a code for it? It's probably attached to my save, didn't see separate data for emblems.
Maybe you could upload your save and someone could share it through that if they really wanted? I don't know how it works and I wish emblem sharing was a lot better
 
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are there reverse joint legs that are lighter than the first ones you unlock or is that as good as it gets if you want to both big jump and be quick
 
If I don't forget, I'll try making this on PS5 and sharing it with you fucks.
1h30 later, I'm done ~25% of the right most 32px. What asshole decided that X:0, Y:0 was the middle of the graph, this is making it so fucking annoying throwing all of the pixels together.

Edit: I have fucked up somewhere, I'm going to be about 10 slots short of this working. FUCK.
 
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1h30 later, I'm done ~25% of the right most 32px. What asshole decided that X:0, Y:0 was the middle of the graph, this is making it so fucking annoying throwing all of the pixels together.

Edit: I have fucked up somewhere, I'm going to be about 10 slots short of this working. FUCK.
You gotta play smart with the layers and make larger ones beneath to avoid having a bunch of tiny ones. Also I recommend splitting it where the left eye ends, not like I did (my right one is 126/128, my left one is 79/128 ).
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Got the waifu ending, god damn it I need to replay the entire game again twice for all content. The final boss was just bad, fucking laser sword with tracking that span the entire fucking arena, I just kept getting hit in that fucking 6 hit combo and if you don't take him fast enough he does it again.

In general I liked the ordinary missions and fighting ACs, but the bosses are just bad. It's like that Super Smash Bros. "Final Destination only" meme. It's just blank arenas and enemies that don't obey what 99% of the game enforces you. I think the only one I liked was Ibis because at least it was a spectacle and she actually felt "balanced" by having tiny health pool.
Not crazy about a lot of the boss fights so far myself, I'm on chapter 3 and the ice worm was just revealed so still have some more to see obviously.
They haven't all been bad, funny enough the ones people have been bitching about being too hard and getting filtered by have been fine so far. My issue with a lot of these fights comes down to the stagger system. I just really hate it.
I hated it in Sekiro, I hated it in Elden Ring and I hate it here too. A lot of fights feel like you are doing no damage until you get that stagger bar filled and then you are allowed to play catch up with the damage you should have been doing.
Best case it makes the fight feel slower than it should and gives them a very start/stop feeling. Worst case so far is that dozer mech with the grinder arms, which was just a frustrating slog with somewhat random feeling damage and exactly one correct way to approach the fight.
Also there are a lot of attacks that you just would not reasonably be able to react to if the game didn't give you a beeping sound a second before they came out.
Rushing them down always seems to be the correct strategy and if you build around that you can trivialize most fights but I don't exactly find that this fixes the fights, it just makes me have to do them for not as long.
Generally I'm very critical of Fromsoft's boss fights as a person that does like most of their games because I think the fights have always been the weakest part of their games but have become actively bad in their last 4 or 5 games.

Unrelated to the bosses but the OS Tuning is a totally worthless addition and just kind of feels like padding for really minimal rewards.
Most of these upgrades coudl have either been available through the shop, like the assault shield and other similar abilities, or just a native part of your moveset that they tell you about in one of the tutorials.
The statistical upgrades are the worst of course. Just no reason for those to exist and should have just been your normal damage output .
 
Unrelated to the bosses but the OS Tuning is a totally worthless addition and just kind of feels like padding for really minimal rewards.
Most of these upgrades coudl have either been available through the shop, like the assault shield and other similar abilities, or just a native part of your moveset that they tell you about in one of the tutorials.
The statistical upgrades are the worst of course. Just no reason for those to exist and should have just been your normal damage output .

I wish they had kept the tuning system from AC4 and AC4A. By the time you hit your 3rd playthrough you have enough points to max everything and most of the upgrades are just damage % increases. I wish I had the ability to fine-tune my boosters and energy output, especially those moments where I'm like at like a 10 energy deficit with a build I'd really like to use. Fortunately the HAL parts are generally pretty versatile, but I can't make heads or tails of the ALBA set. Which is a shame, because Rusty makes it seem so badass.
 
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You gotta play smart with the layers and make larger ones beneath to avoid having a bunch of tiny ones. Also I recommend splitting it where the left eye ends, not like I did (my right one is 126/128, my left one is 79/128 ).
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I feel like my issue was in how I established my black, brown and dark brown layers. I probably fucked myself with how much of other colors I had to cover up. I kind of wish the was a web app version I could use instead, editing on a PS5 is hell.
 
I wish they had kept the tuning system from AC4 and AC4A. By the time you hit your 3rd playthrough you have enough points to max everything and most of the upgrades are just damage % increases. I wish I had the ability to fine-tune my boosters and energy output, especially those moments where I'm like at like a 10 energy deficit with a build I'd really like to use. Fortunately the HAL parts are generally pretty versatile, but I can't make heads or tails of the ALBA set. Which is a shame, because Rusty makes it seem so badass.
I'm a newcomer to AC besides some game I played like 18 years ago so I'm not familiar with the other systems but that does sound better.
The fact that with this current system you can refund your upgrades and reassign them at will kind of invalidates it's existence and makes it even more annoying.
If you really wanted to you could refund and reassign your chips to fit whatever weapons you were actually using before every mission.
If the upgrades were larger and/or if there were tradeoffs then it'd make more sense.
As it stands the whole OS tuning menu doesn't really let you play the game in more interesting way slike with your examples, but instead just makes number go up.
 
The emblem editor is really fun to play around with, I'd share it but don't think I can on a pirated version. Plasma and laser weapons are the best, Laser Lance + Laser Sword swapping is crazy vs enemy ACs, can practically faceroll S rank arena.

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You've probably already tried it out, but laser lance + pile bunker juggling is retarded damage
(this is against the rank 1 dude in the arena)

 
I'm still on the first playthrough and just beat chapter 3. The HC in the small room kicked my ass a few times until I said fuck it and equipped dual gatling guns and dual split missile. The ice worm was boring. Took it down with detonating bazooka, iridium grenade, and split missile. I'm liking the story so far, and look forward to the subsequent playthroughs. I'm aiming to get all the endings and missions unlocked in 3 playthroughs, before going for 100%.
 
I've now pretty much done everything except S-Rank half the missions. That includes acquiring all fifty archive logs. Great game, and definitely the best Armored Core game. Really fun to play and complete with an engaging story and cast of characters. Someone else here got it right to compare to Nier in that you only see part of the picture if you just play up to one ending and then call the quits.

While still at the start of Chapter 5, I've been going back to replay many previous missions for collectibles and S-Ranks. Before I figured that a tank with gatlings and spread bazookas would be my boss-smasher, but it seemed like ammo cost was impeding on my S-Ranks. My economical solution was simple: shotgun + pile bunker. Throw in laser orbits once acquired for free extra damage.

And boy is it fun. Staggered enemy ACs are obliterated by a charged pile bunker. Turned out that the original announcement trailer got that right. Props to whoever at Fromsoft came up with the idea to slow-mo killshots on significant enemies as they explode fantastically.
By the end of New Game, I recognized that my left arm spent a lot of time idle without having a staggered enemy to pile bunker, so I put a second shotgun in my left back slot so I can build up impact with dual shotguns and then just pile bunker upon stagger, especially since weapon-swapping is incredibly fast. I continued to use this for the rest of the game since it's so reliable and fun, but I did become a little embarrassed once I realized the online chatter than dual shotguns are apparently the OP/meta loadout of the game. I do agree that there are weapon balance issues that would be nice if they were adjusted, but I wonder how much Fromsoft will actually do so outside of PvP. They might just reason that weapon imbalance is simply the game's difficulty selection with dual shotguns being Easy Mode.

These Armored Core games so far have given me thoughts on what I'd like to see from AC6.

First off, I hope there's a good sense of scale giving the impression that you are, in fact, piloting a giant robot. Visual clues to indicate how big your mech is have been lacking, especially in the abundance of tedious room-and-hallway missions that I want done away with altogether. It's so strange that they're are even times in which you're crawling through giant robot-sized vents. AC3 has the best impression of scale so far with more windowed buildings around, the panes even shattering upon damage. Despite the graphical detail of AC6, though, it has me a bit concerned with scale because of the environment appearing to consist primarily of fantastical metallic superstructures, thus making your mech appear small.

Second, this may upset some veterans of the series, but I'd really like for the story to step up from how barebones it has been. A couple of particular ideas come to my mind:
  • Assuming that AC6 has corporations as usual, have them be represented in mission contracts and mail by named characters. They can present more personality and also allow for multiple characters under the same corp. I'm having issue that aside from perhaps having one defining trait (e.g., Crest is sycophantic to the Controller), characterization of the corps have been poor such that I often feel I have no reason to distinguish who I'm fight for or against on any given mission.
  • I'd call this one a pipe dream, but give named characters human appearances. Even just a drawn portrait would suffice, like Metal Gear Solid codec characters. This would give characters a greater impression to stick to memory and also serve as a reminder that ACs are actually piloted by humans inside of them. Furthermore, human appearances can also provide reference to fan artists and other creators, especially since mecha drawing is a niche skill. I suppose one problem with this idea, though, is the frequency in which characters are secretly AI constructs...
  • Perhaps give AC parts lore descriptions in Souls fashion? Besides just being an avenue to provide more story, it gives another reason to seek out parts besides their value as equipment.
I didn't expect any of them to happen, but it turned out that all of my desires for story presentation actually came true:
  • Corporations are no longer monolith one-note characters, but now proper factions each with its own set of aligned characters. Even your main corp contacts are characters in their own right (Red for Balam and Pater for Arquebus) rather than nameless representatives. Strangely not the case for the RLF, though. While this game greatly lessens the traditional portrayal of AC pilots as independent mercenaries, I think it was a smart choice to shift most of them to exclusive corp payroll.
  • While the game mainly portrays characters as emblems by tradition, it also offers a vague hint of what the people actually look like via the "STV Sketch" archive logs. Being group pictures, it's not always clear who's who, but there's some fun to be had in speculating, and we might eventually get official specification in an artbook or something anyway.
  • While part descriptions are mostly just functional, there are a lot of collectible archive logs in missions that serve the function of presenting small bits of story as I desired.
Sense of giant robot scale in the game alternates between good and bad depending on the mission, though. Maps with layouts of normal-sized buildings are good. Maps with only fantastical megastructures and interior hallways/tunnels are bad by making your giant robot feel human sized. Occasionally recognizing a zig-zagging miniature stairwell up to a door against the wall just doesn't cut it.

I think a lot of people shoehorn in the "good" "bad" and "true" descriptions in for the ending because they're brainlets. I don't think any of the endings are that clear cut nor are they intended to be.
As soon as I beat the game, I saw many people labeling the endings as such in online discussion, and I absolutely hate it. At most, you can call one the "final" ending since it cannot be pursued right away, requiring setup over multiple runs. It reminds me "Childhood's Beginning" annoyingly often being referred to as Bloodborne's "true" ending.

My own short thoughts on AC6 finales/endings:
I did Fires first and then Liberator. They're both great with their own hype and emotional payoff. Liberator probably works better as the NG+ ending since more RLF missions are available then. The final ending is interesting when it comes to how it twists the game into an evil route, but I don't care for its outlandish, vague Evangelion-like ending or its place as the last thing you do in the game. It especially stumbles in making that loser Iguazu the final boss rather than just going with pure ALLMIND. The fight feels like a joke since you just can't take Iguazu seriously.

Amusingly, I think the first two endings have comparisons to For Answer endings that fly in the faces of those who label them as "good" or "bad". The Liberator ending is like 4A's League ending in that it gives victory to a status quo that might eventually lead to calamity as a dangerous resource continues to be exploited. The Fires ending is like 4A's ORCA ending it sacrifices many people in a bid to save humanity as a whole from said calamity. Yet I imagine those who call Fires the "bad" ending are also likely to call the ORCA ending "good" (or at least better than the League ending) because they're bought into the presentation of being on the side of rebels.
 
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