Armored Core

This is her social media, by the way. You can see for yourself.

https://twitter.com/sharanicolelynn
Guess I have to use Japanese audio from now on
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Yep, was happier not knowing. I never gave much of a thought of where From gets their talent, I just assumed they went around dumpsters looking for hobos with monocles that speak very slowly but eloquently. But of course the industry would be ... this. I'll definitely say though, she did good work with Carla, hell, I never would have suspected a Sheboon was behind the mask. From games are basically the only Japanese game I play with English voices (ok, also played Nier Automata in English, but it was hard to pay attention mid combat and read subs) since it seems like that was the "original voice lines" for most of them by Miyazaki, might need to reevaluate that and do the final playthrough in Japanese.

Ayre does get bonus points for not having her pronouns on her profile though https://twitter.com/erin_yvette and looking a bit in her timeline, I haven't seen anything particularly strange (though who knows, twitter is ass to get a proper timeline now). The Carla Ayre showdown intensifies!
>just another souls game
I have heard from respectable journalists that there are a couple of other soulslikes worth checking out, Cuphead and Crash Bandicoot I believe they were called!

But yes, can't avoid scoffing at "souls game" at this point. Only 3 souls games have come out in the last 2 years, Elden Ring, Lies of P and Lords of the Fallen. What people seem to confuse since it's so linked to them is From Software trappings to the genre.

AC6 is very much not a souls game. But it definitely has some of the trappings that From has really focused on in the last decade. I think it's a banger for sure, though like others have said, I'd like more pieces and it always feels like if I want to just fill an area with bullets only the chainguns are an option. I'm all for dynamic bosses, but that's one of the From Soft trappings that I enjoy the most.

Everything else is modernization, I dropped AC3 which I was playing before AC6, why? because I had one of those shoot down a bomber plane missions, the control is such a piece of shit I failed it twice because I was unable to even fucking see the thing in time and since it was an extra mission after another mission, I just couldn't be assed, if I ever go back to AC3, I'll just fail that mission. Also, all AC duels felt like DPS tests for the most part for me or how could I go into the parking lot to keep the enemy AC from being able to zoom all over the fucking place, call me a noob, but AC6 controls like a dream and lets me keep up with shit.

The only thing I'm a lot less keen on is the posture system. I think the game is too conditioned by it. Having it be something that is nice to trigger for some extra damage would be fine, but as the game is set up, you MUST deplete the bar to do any damage worth a damn to anything with a semblance of resilience. I would rather AC7 go back to a more standard "you shoot the thing and it eventually stops moving" sort of deal and have crippling cost be a thing again where if you want the gun that shoots a lot of bullets and kills shit dead, well, you will barely get any money from the mission since ammo costs will balloon.
Honestly when I first heard about repair kits before AC6 releases I have no idea why it's even there when you can just simply add the total AP from 3 repair kits into your main AP and do away with it. Even after the game released and I played through the story 4 times now, I still don't get why repair kit is even a thing. If you're close to death and take damage, a repair kit is automatically used but if you take fatal damage BEFORE it triggers then it is fucking useless. I feel it made the game arbitrarily harder than it actually is.
I think they are there to generate a false sensation of tension, if you are sleeping at the wheel or get stunlocked for a bit too long, you will die before using your kit (and to a degree it works), it also gives a lower threshold to frail ACs to get through shit, I remember my first time vs the furnace thing that it basically oneshot my lightframe AC with the double smash, though I don't think the lighter frames needed the extra hard mode since I think mid or heavy ACs perform better. It also works the same way with enemy ACs, if you stagger your damage properly, you can nuke an AC before it has time to use it's own repair kit, that's how I took down Vesper 1 in like 10 seconds. I don't particularly mind them but I could also do without them and free up that input for something else, like using your pulse shield.
 
I never gave much of a thought of where From gets their talent, I just assumed they went around dumpsters looking for hobos with monocles that speak very slowly but eloquently.
From seemed to go for a mixed bag between big names (at least in the video game/anime line of work) and up-and-coming talents for AC6, at least that's what it's seemed like to me.
 
Everything else is modernization, I dropped AC3 which I was playing before AC6, why? because I had one of those shoot down a bomber plane missions, the control is such a piece of shit I failed it twice because I was unable to even fucking see the thing in time and since it was an extra mission after another mission, I just couldn't be assed, if I ever go back to AC3, I'll just fail that mission. Also, all AC duels felt like DPS tests for the most part for me or how could I go into the parking lot to keep the enemy AC from being able to zoom all over the fucking place, call me a noob, but AC6 controls like a dream and lets me keep up with shit.
If you ever want to go back to play AC3, Silent Line or older game, VanLaser made a working on patching analog controls into older games. Admittedly the archaic controls that we were stuck with up until Silent Line is charming in its own way, although it's understandable that most people who want to try older games might feel discouraged by it.
 
Futurepress may have accidentally published some big changes coming in patch 1.05, including some new parts. Forum doesn't seem to want to take a local copy of the pdf, so here's a catbox link with the details. There are some discrepancies in that some of the weapon changes are already live as of 1.04.1, and the Kasuar legs have the wrong icon. For those that don't know, futurepress did the official game guide for AC6 and several previous fromsoft games.

The most notable claim of the leak is that we are getting new parts, which include an entire new frame (lammergeier, which together creates a light-medium weight tetrapod) as well as new weapons; which are a heavy machine gun and pulse missile launcher for the arms and shoulder mounted miniguns (!) and a new, bigger laser cannon with some kind of trailing DoT effect when charged. Notable balance changes include another buff for rifles (more accumulative impact, less recoil, more range), a nerf to the VE-66LRA (fucking why?), a big nerf to the coral shield (much less effective IG), and a nerf to the Buerzel booster (less AB thrust, higher QB energy cost).
 
Just completed the game (no, I'm not going to get all S ranks and no, I'm not farming money to buy every part). Some of the NG++ missions really threw me for a loop. One of the main offenders was the destroy the coral cargo ships one. Jesus fuck it was a goddamn fleet and I had to dump my usual setup and go with a hyper light one to be able to keep up and hunt them down. Part of me wishes more missions forced me out of my comfort zone. And well, the "true ending" is one of those ambiguous "I'm not really sure unleashing energy ghosts that can control mechs and do whatever is the best of ideas" but well, it is what it is. It was pretty hype when Ayre came in on her mech and everything being laser beams and explosions everywhere, specially since I was using the coral saber and gun and going full charge with them was a fun time.

Awesome game, but kind of like Nier Automata, that need to go through very similar NG+ cycle to keep going through the content can be a bit daunting. I mean, from the first time I finished the game to now must have been a couple of months at least. Looking forward to the obligatory sequel not sequel if AC6 behaves like the rest and intrigued on possible new shit on patch 1.05, though new weapons without new missions is kind of pointless to me unless the online is really booming.
 
One of the main offenders was the destroy the coral cargo ships one. Jesus fuck it was a goddamn fleet and I had to dump my usual setup and go with a hyper light one to be able to keep up and hunt them down.
That's one of the easiest NG++ missions, man. You don't even need a light build. Literally just strap some homing rockets on your weapon slots.
 
lammergeier, which together creates a light-medium weight tetrapod
Fucking finally. Now tetras can get their own version of the wheelchair bullshit.

Speaking of the wheelchair, anyone had any luck and/or fun doing a Wheelchair Sam melee build with it?
 
That's one of the easiest NG++ missions, man. You don't even need a light build. Literally just strap some homing rockets on your weapon slots.
Call me a retard, but I had to do it 3 times till I succeeded, first time I was just unprepared with short mid range weaponary. Then I got clever with a quad to float and shoot them down, but setup was bad and slow and then I went with quick and fast with the chainguns and missile pods and that did the trick after a couple of tries.
 
Call me a retard, but I had to do it 3 times till I succeeded, first time I was just unprepared with short mid range weaponary. Then I got clever with a quad to float and shoot them down, but setup was bad and slow and then I went with quick and fast with the chainguns and missile pods and that did the trick after a couple of tries.
It caught me out the first time I ran it too, but my second run I just put the big laser rifle on a lightweight build with the VE-20B and zipped around one-shotting all the transports.
 
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Fucking finally. Now tetras can get their own version of the wheelchair bullshit.

Speaking of the wheelchair, anyone had any luck and/or fun doing a Wheelchair Sam melee build with it?
Wheelchair pairs well with melee weapons that stops you in place while using like the plasma whip, cluster bomb launcher and MOONLIGHT/REDSHIFT. Cluster bomb launcher is particularly nasty in 3v3 due to how much range it now has and it doesn't rely on Melee Specialization stat, allowing you to use Natchreiher or Melander arms for other ranged weapons.
Futurepress may have accidentally published some big changes coming in patch 1.05, including some new parts. Forum doesn't seem to want to take a local copy of the pdf, so here's a catbox link with the details. There are some discrepancies in that some of the weapon changes are already live as of 1.04.1, and the Kasuar legs have the wrong icon. For those that don't know, futurepress did the official game guide for AC6 and several previous fromsoft games.

The most notable claim of the leak is that we are getting new parts, which include an entire new frame (lammergeier, which together creates a light-medium weight tetrapod) as well as new weapons; which are a heavy machine gun and pulse missile launcher for the arms and shoulder mounted miniguns (!) and a new, bigger laser cannon with some kind of trailing DoT effect when charged. Notable balance changes include another buff for rifles (more accumulative impact, less recoil, more range), a nerf to the VE-66LRA (fucking why?), a big nerf to the coral shield (much less effective IG), and a nerf to the Buerzel booster (less AB thrust, higher QB energy cost).
Looking forward to those Lammergeier parts, particularly the core and legs. Also the head since I miss the pan heads in older games. I'm hoping more parts coming in the future too.
 
S-ranking reddit.JPG
Apparently redditors are having trouble with these missions? I thought they were all pretty easy to S-Rank.
 
Patch dropping presumably later today, comes with a ranked matchmaking update and new pvp maps. The new frame and weapons teased in the leaks are also present starting at 0:15 in the trailer.
 
Ranked matchmaking is a weird choice, but new parts are welcome. Can't wait to make more light builds.
 
Patch notes are up, there's some details about how the new ranking system works and it looks like bazookas are getting nerfed alongside the wheelchair.
Ranked matchmaking is a weird choice, but new parts are welcome. Can't wait to make more light builds.
It'll be interesting to have a light/medium weight tetrapod that isn't using the horribly unoptimized VP-424 legs.
 
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View attachment 5569448
Apparently redditors are having trouble with these missions? I thought they were all pretty easy to S-Rank.
I'll admit I had a problem S-Ranking those missions; the difference being, I did so immediately upon clearing them the first time. Could I have advanced the story and gone back with improved gear, yes, absolutely, but I didn't want to, and thus grinded it out the hard way. And the only mission out of those three I'll say is a real problem, is the BAWS Arsenal one; Infiltrate the Grid is easy once you know Carla's weak point, and the Refueling Base is just two LCs that you can burst down.
 
Patch notes are up, there's some details about how the new ranking system works and it looks like bazookas are getting nerfed alongside the wheelchair.
But I love the wheelchair. Why is From so fucked when it comes to post-patch balancing? Do they even play their own games to test shit out?
 
Patch notes are up, there's some details about how the new ranking system works and it looks like bazookas are getting nerfed alongside the wheelchair.

It'll be interesting to have a light/medium weight tetrapod that isn't using the horribly unoptimized VP-424 legs.
Patch note is 404'd.
On that note, if they're adding new parts as updates then hopefully they add a few physical micro-missile launchers. Pulse missiles kinda scratch that itch but not enough imo since they scale with generator's energy specialization, forcing you to optimize your build around how much energy damage bonus you can get out of it. 10 to 20 micro-missile launcher with wide initial launch spread and I'm a happy boy.
 
Patch note is 404'd.
That's what I get for not archiving lmao. I found them elsewhere so I'll post it in text here.
Additional Features
  • “Ranked Match” and “Name Plate” features added to “NEST” menu
  • Added HUD elements for switching weapons with the Weapon Bay
  • New HEAD, CORE, ARMS and LEGS frame parts, as well as 4 new weapons *Note: new parts unlock at the SHOP according to MISSION progress
Ranked Match
  • In Ranked Match, automatic matchmaking is used to allow players of similar ability to compete against one another.
Ranking System
  • Ranks are divided into UNRANKED, D, C, B, A and S. Players can aim for promotion to the next rank by earning RP (Rank Points).
  • Once players reach S-Rank, they receive a rating based on their ability. The top 100 rated S-Rank players will have this distinction displayed on their rank icon.
Rules
  • Ranked Matches employ Single (1v1) and Team (3v3) rulesets.
  • RP is earned through victories in Single matches, while in Team matches RP is earned through both victories and individual contribution.</li>
  • The time limit is 2 minutes for Single matches and 3 minutes for Team matches. Maps are selected at random for each match.
Promotion
  • Once a player has earned the required RP for their current rank, they will enter a “Promotion Phase”.
  • During Promotion Phase, players will have a set number of matches to achieve good results and become eligible for promotion to the next rank.
Leaderboards
  • The top 100 rated Rank-S players will be posted to the leaderboards.
  • Information about each player such as their rating, name plate and AC configuration can be confirmed from the leaderboards.
Rank and Leaderboard Reset
  • Player ranks and leaderboards will be reset periodically.
  • Upon rank reset, players half-way up B-Rank and above will be relegated one rank according to their current rank and RP. *Note: the next reset is scheduled for 29th February (Wed) 2024.
Name Plates and NP (Nest Points)
  • Some Name Plates are acquired by achieving good results in Ranked Matches, while others can be bought rom the Plate Shop.
  • Name Plates at the Plate Shop are purchased using NP (Nest Points) earned from Ranked Matches.
Balance Adjustments
ASSAULT RIFLE “RF-024 TURNER

  • Increased Accumulative Impact / Ideal Range / Effective Range, decreased Recoil. Reduced sway caused by accumulated Recoil
ASSAULT RIFLE “RF-025 SCUDDER
  • Increased Accumulative Impact / Ideal Range / Effective Range, decreased Recoil. Reduced sway caused by accumulated Recoil
BURST ASSAULT RIFLE “MA-J-201 RANSETSU-AR
  • Increased Accumulative Impact / Ideal Range / Effective Range. Reduced sway caused by accumulated Recoil
MACHINE GUN “MG-014 LUDLOW
  • Increased Ideal Range / Effective Range. Reduced sway caused by accumulated Recoil
MACHINE GUN “DF-MG-02 CHANG-CHEN
  • Increased Ideal Range / Effective Range. Reduced sway caused by accumulated Recoil
BURST MACHINE GUN “MA-E-210 ETSUJIN
  • Increased Ideal Range / Effective Range. Reduced sway caused by accumulated Recoil
BAZOOKA “DF-BA-06 XUAN-GE
  • Reduced explosion AOE
BAZOOKA “MAJESTIC
  • Reduced explosion AOE
BAZOOKA “LITTLE GEM”
  • Reduced explosion AOE
LASER RIFLE “VE-66LRA”
  • Decreased Attack Power / Cooling, increased ATK Heat Buildup / Charge Time
PLASMA RIFLE “Vvc-760PR”
  • Decreased ATK Heat Buildup, increased Projectile Speed
CORAL SHIELD “IB-C03W4: NGI 028”
  • Decreased Impact Dampening / IG Damage Mitigation / IG Impact Dampening
SPLIT MISSILE LAUNCHER “BML-G2/P19SPL-12”
  • Increased Guidance. Missile payloads now split closer to target
SPLIT MISSILE LAUNCHER “BML-G2/P16SPL-08”
  • Increased Guidance, decreased Homing Lock Time / Reload Time. Missile payloads now split closer to target
SPLIT MISSILE LAUNCHER “BML-G2/P17SPL-16”
  • Increased Guidance. Missile payloads now split closer to target
CLUSTER MISSILE LAUNCHER “WR-0999 DELIVERY BOY”
  • Improved tracking trajectory, making it less likely for missiles to collide with terrain
PLASMA MISSILE LAUNCHER “Vvc-70VPM”
  • Decreased Guidance. Adjusted firing interval so timing of each missile hit is less spread out
Frame Parts
ARMS “AR-011 MELANDER”

  • Increased Recoil Control
BIPEDAL “06-041 MIND ALPHA”
  • Decreased Weight
TETRAPOD “VP-424”
  • Increased speed limit while hovering. Decreased acceleration when using QB while hovering
TETRAPOD “LG-033M VERRILL”
  • decreased acceleration when using QB while hovering
TANK “EL-TL-11 FORTALEZA”
  • decreased AP / AB Thrust, increased AB EN Consumption. AC weight now has more impact on movement and boost speed
BOOSTER “BUERZEL/21D”
  • increased QB EN Consumption, decreased AB Thrust
  • ACs with Tank legs will now perform a “readying” action at the moment of firing bazookas or grenade launchers
  • ACs with Bipedal, Reverse Joint or Tetrapod legs now have a longer period after performing a Boost Kick before being able to cancel into another action
  • ACs with Tetrapod legs now have reduced movement due to recoil when firing a weapon with high recoil while in mid-air
Bug Fixes and Other Improvements
Player AC Related Fixes

  • Added visual effect to LINEAR RIFLE “LR-036 CURTIS” and “LR-037 HARRIS” when overheating
  • Ascend input now accepted while using Quick Turn in mid-air
  • Queued input now accepted for melee weapon attacks while switching weapons with the Weapon Bay Note: excludes “44-143 HMMR” and “WB-0010 DOUBLE TROUBLE”
  • Scan visual effect radius now reflects the scan distance of that Head part
  • Mitigated attack performance disparity due to leg type with melee weapons, for enemy tracking angles, weapon trajectory, etc.
  • Fixed a bug that resulted in unintended enemy tracking when using a melee weapon while charging a back weapon
  • Mitigated a lingering tracking effect that would occur when performing a melee attack against certain large enemies, even after the initial approach
  • Fixed a bug that caused reduced accumulative recoil when firing two of the same weapon simultaneously from both hands
  • Fixed a bug that prevented shield deployment while firing a weapon on full-auto under certain conditions
  • Fixed a bug that caused reload-type weapons to have a slightly longer reload time when equipped to the left hand compared to the right
  • Mitigated the impact of frame rate fluctuation on rapid fire performance of certain weapons
  • Mitigated an issue that occurred when back weapons such as cannons were equipped to both back slots and fired simultaneously, where the right back weapon would fail to fire under certain conditions
  • Fixed a bug with certain back weapons, where firing the weapon during Assault Boost just after passing an enemy would cause the attack to veer away from the enemy
  • Fixed a bug that prevented display of the attack warning alert when firing missile lock weapons such as NEEDLE MISSILE LAUNCHER “EL-PW-01 TRUENO” while using Manual Aim
  • Fixed a bug with weapons that trigger a “readying” action when fired, where the action could be unintentionally cancelled with Assault Boost or Quick Boost
  • Mitigated an issue with LASER LANCE “VE-67LLA” where the camera would become unstable when firing
  • Fixed a bug when using PLASMA THROWER “44-143 HMMR” with Tank legs, where attacks made towards the rear side of the legs would fail to deflect even if they hit walls or terrain
  • Fixed a bug with PLASMA THROWER “44-143 HMMR” where attacks would be flagged as deflected if they made contact with walls or terrain immediately after hitting an enemy
  • Fixed a bug with PLASMA THROWER “44-143 HMMR” where performing a regular attack immediately after using Assault Boost would fire the weapon without stopping Assault Boost as normal
  • Fixed a bug with NAPALM BOMB LAUNCHER “MA-T-222 KYORAI”, JAMMING BOMB LAUNCHER ”MA-T-223 KYORIKU” and STUN BOMB LAUNCHER “WS-1200 THERAPIST” when the same weapon was equipped to both hands and charged to fire simultaneously, the right hand attack would fail
  • Fixed a bug with NAPALM BOMB LAUNCHER ”MA-T-222 KYORAI”, JAMMING BOMB LAUNCHER “MA-T-223 KYORIKU” and STUN BOMB LAUNCHER “WS-1200 THERAPIST” where the charge shot animation would not play correctly when performed after certain actions
  • Fixed a bug with STUN BOMB LAUNCHER “WS-1200 THERAPIST” where rounds would fail to explode after the time delay when fired directly beneath the player AC
  • Fixed a bug with CORAL RIFLE “IB-C03W1: WLT 011” that allowed Quick Turn to be used during a fully charged attack
  • Fixed a bug where regular attacks from MULTI ENERGY RIFLE “44-142 KRSV” would not collide with certain objects
  • Fixed a bug when using CORAL SHIELD “IB-C03W4: NGI 028” where a full-auto weapon equipped to the left hand would fail to fire after reloading even if the attack input was continually pressed
  • Fixed a bug with BULLET ORBIT “BO-044 HUXLEY” and LASER ORBIT “45-091 ORBT” where attacking with these weapons while the player AC has its back turned to the enemy would result in the initial shot to veer away from the enemy
  • Fixed a bug that prevented the core expansion “Pulse Protection” from reaching its full potential against charged attacks from CORAL OSCILLATOR “IB-C03W2: WLT 101” and fully charged attacks from CORAL RIFLE “IB-C03W1: WLT 011”
  • Fixed a bug that prevented cancellation of Boost Kick recovery by using Assault Boost
  • Fixed a bug with Tetrapod and Tank legs that reset the time required for EN recovery with jump/ascend input when EN is fully used up
  • Fixed a bug with Tetrapod and Tank legs when using Assault Boost or Quick Boost to cancel attack recovery from ranged weapons that trigger a “readying” action such as charged attacks, bazookas, grenade launchers, etc., where cancelling would cause the attack to veer off target
  • Fixed a bug with Tetrapod and Tank legs when using PLASMA THROWER “44-143 HMMR” where boost movement would be disabled when attacks from this weapon would hit the terrain and deflect
  • Fixed a bug with Tetrapod and Tank legs that nullified the guard state of CORAL SHIELD “IB-C03W4: NGI 028” if a ranged weapon that triggers a “readying” action such as charged attacks, bazookas, grenade launchers, etc. is used while the shield is deployed
  • Fixed a bug with Tank legs that prevented the use of weapons (excluding some charge attacks) while turning on the spot
  • Fixed a bug with Tank legs where the guard state of a shield would remain for a very short time after releasing the deploy input
  • Fixed a bug that caused charged attack inputs to fail, and attack animations to play incorrectly during landing recovery after falling from high altitude without boost movement
  • Fixed a bug that prevented boost movement from toggling on after using Assault Boost if it was previously in the off state
  • Fixed a bug that caused excessive visual effects for charging an attack with a hand-held weapon under certain conditions
  • Fixed a bug that removed the booster visual effect if a weapon switch was performed with Weapon Bay during Assault Boost
  • Improved usability of core expansion input during Assault Boost
Mission/Enemy Related Fixes
  • During certain missions with dialogue events, the appearance of an event branching choice will no longer cause charged attacks to fire prematurely
  • Fixed a bug during missions such as “Ocean Crossing” that feature the “AM06: WATCHER” enemy, where some of the enemy’s attacks fail to stagger the player AC even when the ACS Strain limit is reached
  • Fixed a bug during the mission “Attack the Refueling Base” that prevented mission progress beyond defeating the boss AC
  • Fixed a bug during the mission “Eliminate "Honest" Brute” that prevented acquisition of credit reward or combat logs if the Tetrapod MT is defeated due to a fall
  • Fixed a bug during the mission “Tunnel Sabotage” that prevented mission progress beyond destroying the objective under certain conditions
  • Fixed a bug during the mission “Prisoner Rescue” that prevented progress due to an event not triggering
  • Fixed a bug that prevented the game from loading completely at the start of certain missions
Online Match Related Fixes
  • Fixed a bug with Custom Matches that prevented keywords from functioning correctly when creating a room
  • In Single online matches, slow-motion effect upon defeating an opponent is now visible for all players including spectators
  • Mitigated sync issues between players for projectile impact timing with attacks from certain weapons, such as bazookas and plasma rifles
  • Fixed a bug with LIGHT WAVE CANNON “IA-C01W3: AURORA” where the energy balls released from an attack weren’t all being rendered
  • Attacks from LIGHT WAVE CANNON “IA-C01W3: AURORA” now trigger hit detection based on the player on the receiving end of the attack
  • Fixed a bug with CONTAINER MISSILE LAUNCHER “BML-G1/P29CNT” and LASER TURRET “VP-60LT” that caused attacks from these weapons to de-sync between players when manual aim mode was used
System Related Fixes
  • Added “SYSTEM” menu to the top of the “NEST” menu
  • Changed the default ordering of some parts in the Assemble menu
  • Motion Blur option restored in Photo Mode. Players can now switch between Camera Blur and Motion Blur
Other
  • Other bug fixes and improvements
Steam
  • Fixed an issue that prevented Tank leg ACs from ascending when the game is running at a high frame rate under the 120 FPS setting
Penalty for Altering Game Content
  • As of this update distribution, illegal violations of the terms of use, such as alterations, falsifications, etc. made to the game’s programming or character data, will be met with a warning/penalty. Please do not play the game under illegally altered conditions.
Once the update file has been applied, the version number of this update shown at the lower right corner of the Title Screen will be as follows:

App Ver. 50
Regulation Ver. 1.05

This update is required for online play.
 
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Lammergeier is fast as fuck. Build does 319 on ground and sits right at 400 in the air. I feel like this is probably going to be the new rat build.
 
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