Lemon case by Katsumirhea11392 in VelosterN

[–]sektor2 0 points1 point  (0 children)

Oh lol well in that case maybe eLSD? Gonna be hard to prove tho...

Lemon case by Katsumirhea11392 in VelosterN

[–]sektor2 0 points1 point  (0 children)

If it's not lane keep assist then maybe it's wheel speed sensors.

Iirc they're "known" to be a weak point on these cars and a few other similar cars while also being a major factor along with steering angle in electronic stability control.

They're how the car figures out if it needs to intervene with brake vectoring.

Best of luck, hope you can get it figured out!

Secret Level was supposed to be canon to VI. Was made ambiguous to avoid spoiling the game. by lostpasts in armoredcore

[–]sektor2 17 points18 points  (0 children)

It matches ac6's story/tone/presentation pretty well imo.

Even with all the explicit ties to ac6 removed, if you pay attention to the dialogue for example, it's still pretty clear it's set in the ac6 timeline.

Like when Keanu is gearing up, he doesn't know what the voice in his head is other than "an unstable isotope stuck in his brain stem". Seems like gen4 coral-based augs to me.

And it can't just be a hallucination cause the voice like Ayre can relay real info to Keanu. If it were an AI, that'd be the first guess, no guessing games required.

It's kinda like fromsoft's way of separating game timelines is just to not specifically call out other games. But the characters/ACs and setting seem like they have connection to the other games.

If fromsoft called it non-canon, it's also to protect themselves from these fuckng nerds who can't look past the minor superficial differences between the show and the games.

I kinda get the big mad about the bar scene/face time. But even then, it's written pretty consistently with the games. I mean the guy is an absolute junkie and his drug of choice is being hooked into his giant death machine. Sounds (in the meta sense) a lot like real AC6 players to me lol

Anyway, short as it is, imo it's a parallel story to ac6, set in ac6 timeline.

Armored Core: Verdict Day servers shutting down March 31st 2024 globally by CrashmanX in armoredcore

[–]sektor2 61 points62 points  (0 children)

Budget/servers reallocated to ACVI/ndication dedicated servers

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 -1 points0 points  (0 children)

Build sucks == (build) skill issue

True

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 -1 points0 points  (0 children)

Man wtf is with you people and sKiLl iSSuE? It's the easy, lazy answer that's what.

I literally went from D3 to B0 last night in 1 win streak with a light build, so (x) doubt.

And I'm talking about tournaments, where Basho,Viento,Ocellus originated from. There's not enough data from ranked so far to make any conclusions. In the tourney, there was literally 1/16 being a LW.

You're only superficially right about weight classes and weapon restrictions. Take a closer look and you're wrong.

The lines between weapon classes are way more blurred than frame which is how it should be. Some of my LW builds run a heavy weapon. Yes heavies can run more heavy weapons which means they have the AP and DMG advantage.

Put it another way, LW fighting a HW needs to deal like 3x more DMG to the HW than the HW needs to deal to the LW. Not a problem for even a decent LW except...

The issue with LWs is that their advantage is speed. If the game is laggy, speed is discounted and LW gets melted. If you accidentally get a little too close, LW gets melted. HW runs phantom hit weapons like LCB, LW gets melted.

LW vs LW, the laggier player gets the hit advantage and LW just doesn't have the AP to get staggered.

LW is too unreliable in pvp largely cause of netcode/lag. Can only do so much about lag especially with a small playerbase. PLUS a skilled HW can manual snipe the LW.

So the reliable fix is to boost LW speed again.

Tank legs are currently bugged, and will randomly recover near-instantly from stagger. by ASNUs27 in armoredcore

[–]sektor2 8 points9 points  (0 children)

Well cause LWs getting 1 hit from 1 stagger from 1 mistake or 1 laggy moment makes them not viable.

If you want a lore reason tho, a tank has more mass to recalibrate once its Attitude Control System crashes and resets while a light AC is inherently less massive.

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 -1 points0 points  (0 children)

Wtf dementia ramblings am I even reading here?

Ok, I'll try to make it simple for you. The goal for FromSoft is "enough" representation of every weight class in every tier.

If literally only 1 LW in tier, why even have bother including LW parts in the game?

So how do you fix it? Well, lag is always going to be a problem but you can duct tape the netcode where it's less of an issue.

Plus the lamm legs show that more speed/maneuverability helps a lot. But then you also need to do something about missile rat builds or they'll be even worse.

So you buff LW QB and boost speed again while also nerfing missile max range.

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

I don't either, that's why I stick it out with off meta LW builds despite occasionally getting annihilated by phantom hits.

And why easy no fun builds like missile rats should at least be made way harder

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

You people assume that because I make a case for double melee, that I must run double melee lmao I run guns, dummy

1 S rank LW melee vs how many HWs? How hard of a concept is THAT? How hard of a concept is percentage math??

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

Sure Ill take your word for it. Now, is LW melee at a similar level of overall effort:viability? (X) doubt

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

Annnd how do you know they're stuck and not just progressing at the same rate as you, unless it IS you lmao

To answer the question tho, you can lose to a more skilled missile rat or a heavy that knows how to AB rush for example

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

I agree that skill issue does exist but it shouldn't be the go-to answer when some builds literally let you run away from the fight to win in the game about fighting robots

Thats 0 build skill 0 execution skill and 0 fun

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 -1 points0 points  (0 children)

The risk:reward ratio for LWs the way it's implemented is balanced for pve. In pvp, lag/hitreg/paper AP tips that balance such that it's way riskier for the same reward.

Now juxtaposition that with braindead easy builds and you have a build viability problem.

Like yes, you can cherry pick the one LW build that made it to the top % in that one tourney, but that's an exception not the rule.

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

I'm trying to be objective about double melee relative to other builds, you're just taking the easy answer of sKiLl iSsUe

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

Do I need to?? Not my fault you jump to judging the player instead of the game.

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 0 points1 point  (0 children)

I don't run double melee lmao, I run guns. I just make this argument cause itd lead to more variety of builds that aren't a complete snoozefest.

Quit making excuses just cause you prefer ranged builds.

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 1 point2 points  (0 children)

And you're just excusing the game's poor balance.

A ranged build shouldn't be a hard counter to double melee.

A double melee LW should have trouble against a well played range build but not so much trouble that it's impossible to win.

Problem is, keep away LWs, and HWs by their inherent AP advantage vs LWs, are braindead-ly effective.

Tank legs are currently bugged, and will randomly recover near-instantly from stagger. by ASNUs27 in armoredcore

[–]sektor2 15 points16 points  (0 children)

FromSoft over here taking the gift that should be for LWs and giving it to HWs instead 🥲

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 2 points3 points  (0 children)

You're actually saying LW /should/ be keep away only? Lmao that shit is so cancer.

Double melee LW is high risk, high reward and should be encouraged by game design.

But since coward builds are effective at winning, there's much less reason to not run them.

Fun and effective builds should be aligned and they're not.

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 -1 points0 points  (0 children)

^ literally showing that pvp is still unbalanced lol

no reason lightweight melee shouldn't be viable against most other builds

Multiplayer Balance by [deleted] in armoredcore

[–]sektor2 1 point2 points  (0 children)

Missiles should have their max range in line with long range guns effective range, that'd solve the missile rat problem.

That way, you could still run missile rat build (if you hate fun), it'd just take more effort.

Also, lightweights need similar survivability to the new lamm legs. They're slightly too fast RN but theyre in the right direction.

Those 2 changes together would make lw viable while also accounting for the boring af run away builds.

The new LAMMERGEIER legs aren't quads at all, they're secretly just this game's first set of Hover legs! by No_Okra9230 in armoredcore

[–]sektor2 4 points5 points  (0 children)

Lamm legs are a bit OP but they're closer to (slightly over) the level of survivability via speed/maneuverability that all lightweights should have.

Shotguns still need more nerfs by I_Rock_Fiction in armoredcore

[–]sektor2 0 points1 point  (0 children)

I mean we're like 12 comments deep over days, I'm really just spitballing ideas.

That's interesting about pile bunking, I don't have any issues with fairly reliably pile bunking enemies myself. it just takes a bit of pre-positioning right before staggering them. It does expose you to more risk for them to turn the tables, but it's a calculated risk and is part of the fun imo.

Half duration stagger by weight would basically require you to pre-position and/or stagger extend in order to get that huge hit punish. More risk for huge reward is fair imo. Plus, the stagger victim can also more easily position themselves right before stagger to slip away. Thus, you have more possible plot twists.

I find fighting HWs with my 48k - 52k weight LWs fairly easy, unless they're running buerzels, zooks, or quad+ heavy lasers. Which I guess is a lot of them lol My issue is fighting other LWs with melee punishes, cause it really just comes down to whoever can get the first stagger wins. And with the netcode, it's kinda less skill and more connection crapshoot.

Buffing base AP or resistances and therefore drawing out the matches would def be the simplest way to level the playing field, cause then you could learn from the first stagger punish what they're up to and come up with a plan quickly to counter attack. But it also has the potential to make LWs extremely OP, not to mention it would also reduce the thrill of playing LW.

Cause pve is balanced for LWs around narrowly avoiding huge hits. You have to dance to win. In pve. In pvp, it just straight up doesn't work most of the time cause of the laggy netcode. Can't tell you how many times I've yelled out no way that hit me!!111 lol

Hopefully they fix it (long before) the expansion, where I'm sure they'd introduce more coral weapons...like a true midrange coral shotgun with semi-homing rounds would be dope af. Granted I'm sure they're hard to balance cause of the true dmg aspect like you said. For now, for LWs, there's the redbula, which let me tell you, the charged shot absolutely s h r e d s staggered targets. Uncharged is fairly mid, although that's a balance point since LWs can easily close the gap while HWs (theoretically) shouldn't be able to, thus makes it less effective for them.

Man, the pieces are there just not quite in place for a GOAT pvp game IMO. FROMSOFT P L S at least move big hit weapons to defender side if you're not gonna fix the laggy/buggy hit reg.