Armored Core

c-no

Gluttonous Bed Shitter
True & Honest Fan
kiwifarms.net
Joined
Feb 3, 2013
Armored Core is one of my favorite videogame series. Developed by From Software, the maker's of Demon's Souls and Dark Souls, the Armored Core series is now for letting players customize a mech (the titular armored core and using it in missions, fighting against smaller mechs and even against other Armored Core's. Now I'm posting this topic for other Armored Core fans, aside from myself, to discuss about. So to get to the point, discuss Armored Core in all of it's giant robot glory.
 
I remember back when we first had our Playstation and all we had was Final Fantasy 7 and Castlevania: SotN, this was on the demo disc and I played the shit out of it.
 
Surtur said:
I remember back when we first had our Playstation and all we had was Final Fantasy 7 and Castlevania: SotN, this was on the demo disc and I played the shit out of it.
Did you get any fun out of it? The first game is fun and with emulation, anyone with a pc and a controller can play it now.
 
Smokedaddy said:
Giant robots can be fun.
Indeed, especially when you get to blow stuff up with enough missles that qualify for a Macross Missle Massacre.
 
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c-no said:
Smokedaddy said:
Giant robots can be fun.
Indeed, especially when you get to blow stuff up with enough missles that qualify for a Macross Missle Massacre.
I agree!
Code:
/*
		MECHWPNS.C
		MW2 weapons & explosion / sfx tables
		ep 9/12
*/

#include <stdlib.h>
#include "mw2.h"
#include "3dstruct.h"
#include "mechdefs.h"
#include "viewdefs.h"
#include "audiopan.h"
#include "audio_id.h"

// Constants - added on an ad-hoc basis

#define HEAT			32768L	// scale factor for one heat unit
								// (heat is <16.16>)
#define MHEAT		   0x20000L	// scale for missile heat

#define LLASER_SPEED	280		// LLaser initial velocity, cm/tick
#define MLASER_SPEED	280		// MLaser initial velocity, cm/tick
#define SLASER_SPEED	280		// SLaser initial velocity, cm/tick

#define LRM_DMG			  2		// damage per missile for LRMs
#define SRM_DMG			  3		// for SRMs

#define AC_BUMP			1.5		// multiplier for AC damage

#define LRM_TIME		5.5 * ASECOND // flight time for LRMs
#define SRM_TIME		3.9 * ASECOND // flight time for SRMS

//  This is the weapon class table.  A weapon instance (an individual
//  example of a weapon) will reference a member of this array.

//  Ranges in this table are for decision making only & don't do
//  anything to the behavior of the shot, which is entirely determined
//  by the simulation.

//  Data are:
//    weapon basic type     missile / bullet / laser / ppc / flamer / whatever
//    xplosion type         same as above, or -1 for no explosion
//    automatic / oneshot   nonzero for automatic
//    modeled / faked       nonzero if there's a geometry model
//    smart / dumb          nonzero if it's guided
//    salvo                 number of projectiles in one shot
//    firing audio id       project file cache id of firing audio
//    ddy                   how much gravity accelerates the model, 16.16
//    velocity              initial velocity, in cm/tick
//    damage                basic damage done by 1 shot
//    heat                  heat buildup from firing this weapon
//    min range             in cm (for display & selection only)
//    max range             in cm (ditto)
//    recycle time          time for weapon to recharge/reload
//    shot time             time for salvo to finish
//    air time              time until projectile times out
//    text[ 8 ]             in-cockpit text, for user's instance only

MECH_WEAPON mech_weapons[] = {

//  --- LRM20 ----

{
	SMISSILE_TYPE,	// Weapon type
	MISSILE_TYPE,	// Explosion type
	MISSILE_FLASH1,	// Muzzle flash type 1
	MISSILE_FLASH2,	// Muzzle flash type 2
	0,				// 0 = one-shot, 1 = auto
	1,				// 0 = fake, 1 = geometry
	1,				// 0 = dumb, 1 = guided
	20,				// Shots per salvo
	6,				// Default number of salvos
    MECBBAAT,       // Audio ID
	0,				// ddy (effect of gravity)
	100,			// Vo (initial velocity)
	LRM_DMG,		// Damage per shot
	0.3 * MHEAT,	// Heat from firing
	0,				// Heat from impacting
	7500,			// Minimum range
	100100,			// Maximum range
	14 * ASECOND,	// Recycle time
	TEENTHSECOND,	// Duration of salvo firing
	LRM_TIME,    	// Life of shot
	"LRM20"
},

//  --- LRM15 ----
{
	SMISSILE_TYPE,	// Weapon type
	MISSILE_TYPE,	// Explosion type
	MISSILE_FLASH1,	// Muzzle flash type 1
	MISSILE_FLASH2,	// Muzzle flash type 2
	0,				// 0 = one-shot, 1 = auto
	1,				// 0 = fake, 1 = geometry
	1,				// 0 = dumb, 1 = guided
	15,				// Shots per salvo
	8,				// Default number of salvos
    MECBBAAT,       // Audio ID
	0,				// ddy (effect of gravity)
	100,			// Vo (initial velocity)
	LRM_DMG,		// Damage per shot
	0.3 * MHEAT,	// Heat from firing
	0,				// Heat from impacting
	7500,			// Minimum range
	100100,			// Maximum range
	12 * ASECOND,	// Recycle time
	TENTHSECOND,	// Duration of salvo firing
	LRM_TIME,     	// Life of shot
	"LRM15"
},

//  --- LRM10 ----

{
	SMISSILE_TYPE,	// Weapon type
	MISSILE_TYPE,	// Explosion type
	MISSILE_FLASH1,	// Muzzle flash type 1
	MISSILE_FLASH2,	// Muzzle flash type 2
	0,				// 0 = one-shot, 1 = auto
	1,				// 0 = fake, 1 = geometry
	1,				// 0 = dumb, 1 = guided
	10,				// Shots per salvo
	12,				// Default number of salvos
    MECBBAAT,       // Audio ID
	0,				// ddy (effect of gravity)
	100,			// Vo (initial velocity)
	LRM_DMG,		// Damage per shot
	0.4 * MHEAT,	// Heat from firing
	0,				// Heat from impacting
	7500,			// Minimum range
	100100,			// Maximum range
	10 * ASECOND,	// Recycle time
	QUARTERSECOND,	// Duration of salvo firing
	LRM_TIME,    	// Life of shot
	"LRM10"
},

//  --- LRM5  ----

{
	SMISSILE_TYPE,	// Weapon type
	MISSILE_TYPE,	// Explosion type
	MISSILE_FLASH1,	// Muzzle flash type 1
	MISSILE_FLASH2,	// Muzzle flash type 2
	0,				// 0 = one-shot, 1 = auto
	1,				// 0 = fake, 1 = geometry
	1,				// 0 = dumb, 1 = guided
	5,				// Shots per salvo
	12,				// Default number of salvos
    MECBBAAT,       // Audio ID
	0,				// ddy (effect of gravity)
	100,			// Vo (initial velocity)
	LRM_DMG,		// Damage per shot
	0.4 * MHEAT,	// Heat from firing
	0,				// Heat from impacting
	7500,			// Minimum range
	100100,			// Maximum range
	8 * ASECOND,	// Recycle time
	QUARTERSECOND,	// Duration of salvo firing
	LRM_TIME,    	// Life of shot
	"LRM5"
},

//  --- SRM6  ----

{
	MISSILE_TYPE,	// Weapon type
	MISSILE_TYPE,	// Explosion type
	MISSILE_FLASH1,	// Muzzle flash type 1
	MISSILE_FLASH2,	// Muzzle flash type 2
	0,				// 0 = one-shot, 1 = auto
	1,				// 0 = fake, 1 = geometry
	0,				// 0 = dumb, 1 = guided
	6,				// Shots per salvo
	15,				// Default number of salvos
    MLAUNCH1,       // Audio ID
	0,				// ddy (effect of gravity)
	70,				// Vo (initial velocity)
	SRM_DMG,		// Damage per shot
	0.67 * MHEAT ,	// Heat from firing
	0,				// Heat from impacting
	0,				// Minimum range
	49686,			// Maximum range
	8 * ASECOND,	// Recycle time
	THIRDSECOND,	// Duration of salvo firing
	SRM_TIME,    	// Life of shot
	"SRM6"
},

//  --- SRM4  ----

{
	MISSILE_TYPE,	// Weapon type
	MISSILE_TYPE,	// Explosion type
	MISSILE_FLASH1,	// Muzzle flash type 1
	MISSILE_FLASH2,	// Muzzle flash type 2
	0,				// 0 = one-shot, 1 = auto
	1,				// 0 = fake, 1 = geometry
	0,				// 0 = dumb, 1 = guided
	4,				// Shots per salvo
	25,				// Default number of salvos
    MLAUNCH1,       // Audio ID
	0,				// ddy (effect of gravity)
	70,				// Vo (initial velocity)
	SRM_DMG,		// Damage per shot
	0.75 * MHEAT,	// Heat from firing
	0,				// Heat from impacting
	0,				// Minimum range
	49686,			// Maximum range
	7 * ASECOND,	// Recycle time
	QUARTERSECOND,	// Duration of salvo firing
	SRM_TIME,		// Life of shot
	"SRM4"
},

//  --- SRM2  ----

{
	MISSILE_TYPE,	// Weapon type
	MISSILE_TYPE,	// Explosion type
	MISSILE_FLASH1,	// Muzzle flash type 1
	MISSILE_FLASH2,	// Muzzle flash type 2
	0,				// 0 = one-shot, 1 = auto
	1,				// 0 = fake, 1 = geometry
	0,				// 0 = dumb, 1 = guided
	2,				// Shots per salvo
	50,				// Default number of salvos
    MLAUNCH1,       // Audio ID
	0,				// ddy (effect of gravity)
	100,			// Vo (initial velocity)
	SRM_DMG,		// Damage per shot
	MHEAT,			// Heat from firing
	0,				// Heat from impacting
	0,				// Minimum range
	49686,			// Maximum range
	6 * ASECOND,	// Recycle time
	QUARTERSECOND,	// Duration of salvo firing
	SRM_TIME,		// Life of shot
	"SRM2"
},
(it goes on for a thousand more lines or so, you get the idea)
 
homerbeoulve said:
Armored Core? Hell yeah, I love this game!
Which ones have you played?? I know there are five games in the main series with their own sequels along with some spin-offs, including Ninebreaker.
 
Crazy Pacer said:
Last Raven is the best game in the series.
Never played Last Raven, is it easy or hard and by that I mean is it easier than earlier/later entries or is it harder? Are any weapons like the Karasawa nerfed?
 
I don't remember how good the KARASAWA was, but it was there. I usually just use machine guns.
 
Crazy Pacer said:
I don't remember how good the KARASAWA was, but it was there. I usually just use machine guns.
The Karasawa was a deadly plasma rifle that was known for being something of a game breaker in some situations. Like you, I just use machine guns, at least in the Armored Core 1 & 4 series, Armored Core V replaced machine guns with gatling guns for kinetic and pulse machineguns for thermal.
 
In arena battles I like to use a light AC that can stay airborn and just lob missiles. Didn't do very well in Nine Breaker though.
 
Crazy Pacer said:
In arena battles I like to use a light AC that can stay airborn and just lob missiles. Didn't do very well in Nine Breaker though.
I remember doing arena battles in Project Phantasma, hated facing off the elite pilots who had Human PLUS upgrades, ended up quitting fighting the pilot who had a red dragon for an emblem. As for Nine Breaker, I heard that entry was the worst due to being nothing but arena battles and 200 training missions. Also Armored Core 4 For Answer had the easiest arena fights once you beaten Don Colonel of Wonderful Body and unlocked the spread bazooka's. Dual-wielding those two weapons can deliver some heavy damage to your opponents if you got a lock on them.
 
Nine Breaker was indeed pretty bad, but I like arena battles and I paid $50 for that shit so you know I beat it.

I was also in Iraq so I didn't have anything better to do.
 
Crazy Pacer said:
Nine Breaker was indeed pretty bad, but I like arena battles and I paid $50 for that shit so you know I beat it.

I was also in Iraq so I didn't have anything better to do.
Yeah, even if it was bad, I'd still like to try Nine Breaker, especially to hear the music. That is one of the things the series is known for aside from huge mecha and Nine Ball, it's also the music such as these nice piece's from some of the games.
[youtube]KfnrBfwP4hU[/youtube]
[youtube]XnvqcSKho5w[/youtube]
[youtube]DNOcqbXHZFw[/youtube]
[youtube]x-ykG6lle8w[/youtube]
And of course from Nine Breaker, it's intro music .
[youtube]DHxAIZLVrQQ[/youtube]
 
c-no said:
homerbeoulve said:
Armored Core? Hell yeah, I love this game!
Which ones have you played?? I know there are five games in the main series with their own sequels along with some spin-offs, including Ninebreaker.

I've played 4 games in the series.
 
homerbeoulve said:
c-no said:
homerbeoulve said:
Armored Core? Hell yeah, I love this game!
Which ones have you played?? I know there are five games in the main series with their own sequels along with some spin-offs, including Ninebreaker.

I've played 4 games in the series.
Which games were those? I played the first Armored Core games, minus Master of Arena, I played 4 and 4 For Answer, and Armored Core V. On that same note, for those interested, From Software is making a sequel to V called Verdict Day.
 
I haven't tried AC 5, but I didn't really like AC 4, so I'm a bit hesitant to go out and plop down a jackson on something I may not like.

That old PS1 demo disc is how I got into the series as well.
 
Crazy Pacer said:
I haven't tried AC 5, but I didn't really like AC 4, so I'm a bit hesitant to go out and plop down a jackson on something I may not like.

That old PS1 demo disc is how I got into the series as well.
The gameplay in 5 is less fast pace and a bit closer to the original games, some differences in 5 is the ability to do a boost kick, overed weapons, machineguns classified as energy weapons, and the Armored Cores being cut down in size. The story itself is similar to the previous games where you have two sides fighting though they are not corporations. There is a corporation that acts as a guild of mercenaries though you only fight for them in the very first story mission.
 
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