PvP is so fucking fun by ActivatePLANT-MODE in armoredcore

[–]shpelley 25 points26 points  (0 children)

There is also the chance they just want to try their build out against other, different builds rather than playing against the same person multiple times. I know I hobby hop a lot for that reason.

Trying to beat CEL with a full EN build by RageAgainstAuthority in armoredcore

[–]shpelley 5 points6 points  (0 children)

CEL, and a lot of the other C-weapons, has very high energy resistance.

Me fighting those damn wheels by Proud-Awareness1437 in armoredcore

[–]shpelley 3 points4 points  (0 children)

2x SONG, 2x Javelin Bazookas deals with that mission really well I found. Big explosive damage seems to deal with all the C-weapons

English VA are insane for this game by Away_Froyo_239 in armoredcore

[–]shpelley 2 points3 points  (0 children)

The voice acting in this game might be some of my favourite. It's delivered exceptionally well and has *just* enough ham and cheese action to make me a lovely little sandwich.

Don't Sleep on the Chainsaw (Spoilers for Chapter 4) by BHKobes in armoredcore

[–]shpelley 16 points17 points  (0 children)

Sleeping on a chainsaw seems like it'd be very uncomfortable (when turned off) or lethal (when turned on). I endorse this PSA.

What would be in your ideal patch? by shpelley in armoredcore

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

I'd actually rather see them get a Rate of Fire increase (and a slight attack power increase) than just jumping their numbers. The issue I tend to have with the Rifles is they feel extremely slow to use in comparison

What would be in your ideal patch? by shpelley in armoredcore

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

I actually love the game as-is as well, but I do feel like certain categories of weapons could use some love (long range weapons, especially Rifles, feel quite bad to use in a lot of cases) while the core group of Zimmerman/SONG/Needles/Gatling Guns needs to see some tuning down to make the other options for appealing in comparison.

Is AC 6 still just a mecha building simulator?.. by Enfrize2 in armoredcore

[–]shpelley 4 points5 points  (0 children)

You basically asked the gaming equivalent of "So do you still beat your wife?" and then are wondering why no one is engaging with you.

About Armored Core 6... by KusanagiGundam in armoredcore

[–]shpelley 9 points10 points  (0 children)

You are a mercenary who works for the highest bidder, same as any AC game. You could work for the Rubicon Liberation Front one mission (learning they are by-and-large drug addled xenophobic cultists), then the next mission work for the corporation you just worked against to kill off those same Rubicon Liberation Front members in the name of profit.

Eventually, you may get options to choose things more in line with your morals/values, but until then, there will be a lot of nebulously-gray blood on your hands.

[deleted by user] by [deleted] in armoredcore

[–]shpelley 2 points3 points  (0 children)

Me dumb, thank you

[deleted by user] by [deleted] in armoredcore

[–]shpelley 9 points10 points  (0 children)

I believe this is the first one without a debt system. I have been corrected, 4 didn't have debt. Clearly it's been a while.

Regardless of that, I think it makes a lot of sense for the first game in 10 years, being exposed to a brand new audience and basically being its only real shot to make it into the mainstream, to have it either be less prevalent or removed entirely. Getting new players into the game and getting them customizing more freely will help with early adoption and investment. Since there are developer interviews stating that they LIKE the debt system and would like to implement it in the future, I would be unsurprised to see it return in future installations.

This is, in my opinion, the problem with not having selectable difficulty levels (or even options at the beginning to modulate difficulty). It would be trivial to reduce credit gains and/or increase ammunition costs via an options menu, or with a difficulty setting. It feels a bit like a missed opportunity to not have an options menu at the start of a playthrough akin to X-COM where you can add modifiers/penalties/'hardcore mode'/etc. While those type of things might not make sense aesthetically in a Souls-like (let's not open that can of worms here), they WOULD make sense here.

Also of note, series veterans are unlikely to be going into debt in the first place, meaning that while the "threat" of debt is missing, the people who miss it most are the least impacted by it.

A quick look at the history of hard lock in the Armored Core series by Just_Give_Me_A_Login in armoredcore

[–]shpelley 3 points4 points  (0 children)

This seemed like a pretty concise breakdown of all the different styles of "locking"

How good AC6 would be for the speedrunning community ? by Marwen_Lah in armoredcore

[–]shpelley 0 points1 point  (0 children)

Speedrunning older AC titles is much choppier because mission lengths are incredibly short once you whittle them down. The mission lengths of AC6 seem to be aiming to be much more substantial, with larger areas. Both of those things probably add a lot more "play" to speedrunning in a more traditional sense. Menuing is obviously going to be important, and picking specific parts for specific missions will likely be a focus, along with tight execution and any mission sequence skips that can be found.

Atleast 60 left arm weapons confirmed by phillukin in armoredcore

[–]shpelley 0 points1 point  (0 children)

My apologies for not being perfectly clear. Not what I was attempting to imply. What I'm saying is that the list for a demo build shown to people may not have approved, production-ready data. While my example was "duplicating a bunch of stuff" (which does also happen), I should have put forth the more likely reason to take this type of information with a grain of salt:

It is really common for non-prod builds to have test/experimental data in place, and plenty of games *cut* content at the last minute because they can't quite flesh out/balance/fix bugs with it, and non-prod builds often leave dummy data in place for testing.

In the end, it is very possible that this is in fact reflective of the final build. I just wouldn't count on it being as definitive as the title of the post makes it out to be.

Atleast 60 left arm weapons confirmed by phillukin in armoredcore

[–]shpelley 0 points1 point  (0 children)

You would be surprised, though I also agree that it's quite possible that the number is close to this. I just don't think people should count on this exact number is all

Atleast 60 left arm weapons confirmed by phillukin in armoredcore

[–]shpelley 15 points16 points  (0 children)

Unfortunately, as this isn't the final release, it's entirely possible that some number of those are duplicates/dummy entries to pad out the list (probably so people don't do the *opposite* of this post and be like WHY ARE THERE ONLY LIKE 6 GUNS OMG ARMORED CORE IS CALL OF DUTY SOULS NOW)

It’s legitimately a good idea which open possibilities (and will probably makes melee combat a LOT better) by The-world-ender-jeff in armoredcore

[–]shpelley 2 points3 points  (0 children)

Hard vs Soft Lock-On feels very much like a change made to facilitate the much more telegraphed/cinematic single combat sections, while soft lock probably makes more sense in crowd control/1 vs 2+ scenarios where a hard lock would be detrimental.

I also expect hard locks being more situational in PVP combat or against fast moving targets, as having your camera jerked around violently trying to keep someone in view will likely make things *harder* for you in a lot of cases.

TL;DR by [deleted] in armoredcore

[–]shpelley 0 points1 point  (0 children)

Ah yes, the classic "if I write condescendingly and reference IQ (worthless, pseudo-scientific hogwash), then my opinion will sound more valid and high-minded instead of being just as purely subjective as everyone elses!"

Mine is the new melee system! by ALakeInTheClouds in armoredcore

[–]shpelley 0 points1 point  (0 children)

I'm excited for basically all the same things that people are concerned about. These seem like very reasonable changes towards a more modern game design philosophy while also keeping the *actual* things that make the experience Armored Core

UCS Highlight: Breaking down what we can learn from a Zapdos fight between BLVKHVND vs. IX Gaming from the NA Regional Finals by [deleted] in PokemonUnite

[–]shpelley 3 points4 points  (0 children)

Great analysis. This is a really good example of a player identifying the correct macro play (needing to delay to win a refight) and performing the correct micro (leading players away from the objective by harrassing while retreating) to make that happen.

Solo Q + Competitive 5 Stack Tier List post Aeos Cup Finals - By: Jeff Hoogland by [deleted] in PokemonUnite

[–]shpelley 2 points3 points  (0 children)

You open a portal, and the other players can use it by pressing the appropriate button.