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It's official. January 14 2010.

Mod edit - Updated with Information Provided by Niji of Armored Core Universe.

This is a direct copy/paste from the ACV summary topic here on ACU. This is all of the confirmed information that I know of in regards to ACV. The ACV write-up, speculated information, and online resources have been removed to keep this post from being erroneously enormous and to prevent misleading people. I have also spaced the major sections out so that it is easier to read the confirmed information here in this post.

Everyone should read this over once or twice to get a solid of grasp of what we currently know of ACV.

If I am missing anything, feel free to tell me.

Enjoy and incredible thanks to Griffon of ACG for helping provide at least half of this information.

Quote:Armored Core V Confirmed Information

- The name has been officially changed from Armored Core 5 to Armored Core V.

- ACV will be for the Playstation 3 and XBox 360 consoles.
- ACV will be released in Japan sometime in October of 2011 with a price of 7,800 Yen ($95), tax included.
- ACV will be released in North America sometime in January of 2012. (Tentative)
- ACV will be published by Namco Bandai outside of Japan.
- ACV will have a special release edition that comes with a free headset in Japan.
- ACV will have a closed beta sometime before it is released in Japan.

- DLC based on player feedback is expected to help extend the lifecycle of the game.
- Some special DLC material will be for player vanity but will not alter the balance of the game.
- People who pre-ordered a JP release copy of LRp will receive a special DLC code two weeks before ACV is released in Japan.

- ACs are now, on average, five meters tall. This is compared to their previous average height of ten meters.
- ACs appear far more aggressive and fantastic than in previous installments.

- ACV's controls have been simplified as much as possible.
- ACV's mechanics have been made more detailed and difficult.
- The lockbox from previous AC games has returned in a new reincarnation: Lockcan
- The HUD in ACV has been renovated. Much of the HUD has been removed to allow for a simpler, more centered UI. It is completely focused around the lockcan.
- The left side of the lockcan now displays remaining AP. The right side of the lockcan displays remaining EN capacity. The top left and right of the lockcan display remaining ammo, respective of the arm units currently in use.

- A form of story mode and vs mode still exist.
- New story arc. ACV's storyline is not related to any previous AC games.
- Missions will be more detailed in objectives, story, cinematics, and in visual appearances.
- Missions are, on average, about five to ten times greater in duration.
- There are also about 70 special "Order" missions in ACV, which are significantly shorter than standard missions.

- A new MMO-style persistant world multiplayer mode has been incorporated as the focus of the game.
- ACV will be using dedicated host servers for its online features.
- Control of territory is the main focus of the MMO portion of ACV. Players can gain and lose territory by fighting over it in a persistant world.
- Player controlled territory in ACV can have defensive weaponry and units installed on it to help defend it against other players, even when the players who own the territory are offline.

- Players may form teams in ACV consisting of up to 20 people.
- Only five players can participate in a battle at once. This team can consist of up to four AC pilots and one operator. It may also consist of a single pilot and no operator.
- Players can be hired as mercenaries, much like Ravens in older AC games, for territorial combat.
- The strongest team that occupies any specific region of the ACV world will be displayed as the ruling party of that region on the world map. This should help promote competitivity among teams, so they may be recognized as a regions most powerful team.
- All AC classes, AC roles, and parts are balanced with the team based multiplayer in mind, though solo play is still quite viable for the high calibur players.

- The operator role is a special non-combat role which allows one player to view a large amount of information and act as a central point of team organization during combat.
- Teams may have a single operator, though it is not required.
- The operator has the ability to debrief a team before a territorial war begins and set markers on the map to help players set up efficient routes of attack.
- During territorial war, operators have the ability to change the marker placement on the map, have access to a third person view of both their team's pilots and the enemy team's pilots that are in scan range, and they have the ability to scan any part of the map at any time with a large radius scan.
- Operator scan abilities have a short cooldown.
- Operators receive highly detailed information on enemies after a scan. Since operators are not in the midst of combat, they can accurately gauge opponents and relay any weaknesses they find to the team in a short period of time.

- 500+ brand new AC parts are available to experiment with and use to build an ultimate AC, with more being made.
- There are 11 major part categories: Head, Core, Arms, Legs, FCS, Booster, Recon Unit, Generator, Arm Unit, Shoulder Unit, Hangar Unit
- There are four major leg types: Bipedal, Reverse Joint, Quadruped, Tank
- There is a new class of weapon known as the Overed Weapon.
- Overed Weapons are incredibly powerful weapons that can potentially one-hit kill an opponent. OWs are very hard to use and will require teamwork to function properly.
- There are additional new part types that remain unannounced.
- Damage has been changed from the old shell/energy system to three different new types. KE (Kinetic Damage), TE (Thermic Damage), and CE (Chemical Damage).
- Cannons will require ACs to kneel and get into a highly stabilized position before they can be fired. This position will also place the AC pilot into first-person mode. Tanks are not subject to the kneeling requirement.
- Missiles and Rockets can only be mounted on an AC's Shoulder slot.
- Shoulder Units come in two varieties, single and dual shoulder. You may not equip two single shoulder units.
- Hangar Shift is a new feature that allows an AC to swap its current weapon with a weapon in its hangar slot without purging the original weapon.
- You can still purge/jettison weapons.

- Boosting is now a toggleable command.
- Jumping has its own dedicated button in the control scheme.
- Speciality booster movements (Glide, Charge, High, Jump, Drive, and Drift) have been introduced in ACV.
- Glide Boost can only be used when you are near the ground and is very similar to the PS2-style Overed Boost.
- When in Glide Boost mode you can perform a Boost Charge, which is a form of special attack such as the Jumping Knee technique featured in the ACV live demo.
- High Boost is a short distance acceleration boost feature, much like the Quick Boost ability of AC4/fA ACs.
- Boost Drive is the ability ACV ACs have to jump off of walls using their boosters. This can be used repeatedly as a tool to both gain flight height rapidly and to fool enemy FCSs. You may perform a forward leap off any wall at any time to gain further angle/flanking abuse.
- Drift Boost allows a player to glide and drift when they land, as seen in many AC game intro movies. The AC will land and continue to move in the direction it landed in while retaining the ability to turn around without ever changing boosting direction.

- ACV ACs no longer possess a radar function like ACs from previous games.
- ACs now have a special scan mode, which replaces the old radar system. It allows a pilot to receive highly detailed information on nearby enemies after scanning them.
- Players may switch between battle mode and scan mode at any time during combat.
- While an AC is in scan mode is does not have the ability to fight, though it may still move freely.
- ACs can drop Scan Pods, which enable the AC to see enemies that are behind walls out to a specific range for a limited amount of time. Enemies are highlighted with a special outline when they enter the Scan Pod range.
- All AC vision and AC Scan Pod vision from the team is shared with the operator at all times, granting them limited map vision without the need to use their speciality scanning ability.

- The AC garage view is now customizable as well to allow for unique backgrounds for your ACs as you edit them.
- The AC garage now allows for the ACs to be put into special positions and even allow walking or boosting in place. This should allow for very high quality screenshots.


seriously, if this has QB, I'll say fuck it and won't buy it.....

.....till it becomes a ps3 da best copy or something.

Get it right this time From!!!!







we hafta wait till thursday for this. keeping fingers crossed. one sight of a booster flash that propels the mech quickly to the side front or back......Jason
May trailer na ata. wWala akong internet. Paki check nga
full transform suparobot yata shet. Dadaigin na nila ang zoe Sad Pero di naman mukang GA yung mech
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