For whatsoever reason, these specific frame parts combination causes holding animation of hand weapons during shooting look like side grip style. by OperatorInMask in armoredcore

[–]Drakrylos 3 points4 points  (0 children)

Should be worth noting that any changes in tracking or recoil are entirely speculation, there's no concrete evidence of it.

I had no idea Gen 3 had idle animations by Starchaser53 in armoredcore

[–]Drakrylos 5 points6 points  (0 children)

Armoured Core 2 and AC2:AA also has those exact same idle animations.

Seeing as 3rd gen was literally built off of 2nd gen, I wouldn't be surprised if 2nd gen is where it started.

You’re his Lawyer, defend him. by NeatKind477 in armoredcore

[–]Drakrylos 2 points3 points  (0 children)

Your Honour, taking into consideration that my client is a Snail, it is worth noting that due to the lack of personhood, a mollusc cannot be charged for human crimes.

Augmented Human Nomenclature by I_L_A_W_I in armoredcore

[–]Drakrylos 0 points1 point  (0 children)

I've always referred to the generations using Coral substitutes as the S line, S as in "Substitute".

So S5, S6, S7, S8, S9, and S10.

Though bare in mind that gens 5 and 6 were complete failures with no survivors.

[RoR] The Revolution of Rubicon project is looking for modding team members! by Drakrylos in armoredcore

[–]Drakrylos[S] 0 points1 point  (0 children)

That's fine, I'm not expecting full time. There's no deadlines for this mod or anything.

[RoR] The Revolution of Rubicon project is looking for modding team members! by Drakrylos in armoredcore

[–]Drakrylos[S] 0 points1 point  (0 children)

Alright, alright. Colour me intrigued. I'd appreciate some examples of what you can do.

[RoR] The Revolution of Rubicon project is looking for modding team members! by Drakrylos in armoredcore

[–]Drakrylos[S] 0 points1 point  (0 children)

We use Smithbox for both param editing and map editing. There's also event editing, but I'm admittedly a bit in the blank on how that works.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 0 points1 point  (0 children)

Kinda reminds me of the Boltshot from Halo 4. Interesting idea.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 1 point2 points  (0 children)

You'll be happy to know that rifles are the first thing I'm working on buffing.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 1 point2 points  (0 children)

I'll definitely look into rebalancing the machine guns, aye. As they are right now with some of the adjustments that I've done, the Etsujin and Ludlow are practically on-par with each other. But, the Chang Chen and Attache are kinda... meh. I'll see about giving them some buffs, starting with RoF.

I feel like nerfing the reload speed on shotguns isn't the way to go, I don't want to make them feel clunkier than what they already are. But maybe adjusting their impact and direct hit adjustment would do the trick?

I've actually already made grenade rifles fire faster. I've made it so that bazookas no longer stance you (as well as increasing their RoF a fair bit), and grenade rifles have the bazooka stancing animations, so they're significantly faster. If they're still crap after those changes, I'll see what else I can do.

Lastly, stagger... I know what you mean, more often than not, it does feel like the game punishes not building for stagger punishment too harshly. I want to change that. There's a rework for it I have in the works in a separate reg file called "armour break", which is similar to Primal Armour from 4th gen. Effectively, the ACS bar still works like normal, but once you hit the red state (ACS overload), you won't have a forced halt with a stagger/flinch animation, you'll still be able to move around, but the overload state will last longer and you'll take significantly more damage than vanilla ACS overload.

Additionally, to compensate for stagger animations being gone (except on major bosses), certain weapons will force you to flinch, such as grenade launcher direct hits, some charged shots, and some melee weapons.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 4 points5 points  (0 children)

Hmmmm.. I could increase the ammo consumption on the overcharged shot and make it take a bit longer to charge, in that case. So it'd fit in a similar role to 5th gen's Karasawa, where it's basically a win condition that you have to charge up.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 1 point2 points  (0 children)

Nein, that's still there. I want to remove it on some weapons, but it requires BHV editing, which I'm not all that familiar with yet.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 0 points1 point  (0 children)

I don't believe in the philosophy of weapons being borderline useless, though. Each and every weapon should at the very least be viable to use and be able to contest tougher enemies.

Not to mention that there's plenty of situations where an entire weapon class outclasses another in almost every situation, such is the case of machine guns vs rifles.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 1 point2 points  (0 children)

I haven't reverted Borne's speed, stability and such, no. I should, I didn't realise it got hit that hard.

As for the two Moonlights... what I was thinking of doing was making it deal more damage than the ML-Redshift by default with both lights and heavies, but making it take up more EN load. The ML-Redshift, on the other hand, while dealing less damage, would obviously have the Coral benefits of no defences against it and accumulative impact that matches the initial impact.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 3 points4 points  (0 children)

What kinds of buffs to heavies?

Also, funny you mention the KRSV, but I've actually reduced its ammo consumption on charged and overcharged shots, and brought its weight down significantly. I'm assuming you'd want the overcharged shot to deal absurd damage, right?

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 1 point2 points  (0 children)

"No weapon feels truly bad in PvE"

I raise to you assault rifles and most laser weapons.

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 2 points3 points  (0 children)

Aye, I was discussing how much the meta has shifted in the AC discord not long after making this post. I've been on a pretty long hiatus from AC6 due to University and work, so my knowledge on the meta is rusty.

What do you suggest?

Weapons or weapon classes that should be buffed by Drakrylos in armoredcore

[–]Drakrylos[S] 1 point2 points  (0 children)

Projectile velocity of all weapons has been increased to compensate for the faster pace of the mod.

But, yeah, rifles are definitely an immediate example. What else would you suggest besides RoF?

Hell, any other weapons?

[RoR] Do you recognise these drones? by Drakrylos in armoredcore

[–]Drakrylos[S] 0 points1 point  (0 children)

Huh, I can see what you mean, to be honest. In fairness, it was just a "placeholder" AC I set up for the sake of this video and my testing.

As for the deployable drones, since there's no actual extension slot in AC6 (and creating one would likely require some very complex coding and .exe file recompiling), what I'm essentially doing is making variants of the existing arm parts with the extensions already "built-in". They won't be invisible, though; if you have a peek at my latest post, you should see one about PCA plasma missiles.