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LR Jousters' Guide
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The Jousters' Guide for Armored Core: Last Raven
Compiled/Written by Brett Anthony Harrell a.k.a. "Mechadon" | 2006/2007

*NOTE*
The stuff in "()" are there to find a certain section easier. If your reading this in WordPad/NotePad, hit Ctrl+F and copy/paste the stuff in "()" to be taken to that section [almost] instantly.

Table of Contents:
I: Opening Comments (00I00)
...A ) Brief Jousting Description (00IA0)
...B ) Changes from Nexus/Ninebreaker to Last Raven (00IB0)

II: Jousting Types (0II00)
...A ) The Pure Jouster (0IIA0)
...B ) The Multi Jouster (0IIB0)
...C ) The Lite Jouster (0IIC0)
...D ) The OB'ing Blade Jouster (0IID0)

III: Jousting Tactics and Styles (III00)
...A ) General OB Jousting (IIIA0)
......Aa ) Setting Up The "Joust Line" (IIIAa)
......Ab ) "Hard" & "Soft" OB Startups (IIIAb)
...B ) OB Flanking/Counter-Flanking (IIIB0)
...C ) The OB Sweep (IIIC0)
...D ) Air/Jump Jousting (IIID0)
...E ) Flutter Jousting (IIIE0)
...F ) The "One-Hit-Wonder" [OHW] (IIIF0)

IV: Useful Jousting Support Techniques (0IV00)
...A ) Close Quarters Combat (0IVA0)
...B ) Rushing (0IVB0)
...C ) The "Circle of Doom" [CoD] (0IVC0)

V: Effective Jousting Part Combinations (00V00)
...A ) Frame Design (00VA0)
...B ) B/G/R Setup (00VB0)
...C ) Jousting Weapons (00VC0)

VI: Example Jousting Designs (0VI00)

VII: Credits (VII00)

VIII: Other Information/Disclaimer (VIII0)

_______________________________________________________________________

********************************
I. Opening Comments (00I00)
********************************


...A ) "Brief Jousting Description" (00IA0)
Ah, jousting...what a great word! Greater are the rewards, however, when you actually put the word to use. As you may (or may not) already know, jousting in terms of "Armored Core" lingo is a playing style developed around the time Armored Core 2 was released. This is because of the introduction of "Over Boost"...a built-in, core-based mechanic whichs allows your AC to maneuver itself at high speeds for brief periods of time. Over time, jousting became a staple style of play, and thus the style evolved with the releases of the future AC games.

In the FAQ/Guide, I'll explain the basics of the jousting style as well as the different jousting types, support techniques and styles, useful part setups, etc. Please feel free to test out these setups and techniques for yourself...I mean, that's what the guide is for!

Just as a note...I obtained this information after years (and years...and years...) in the AC community...some of it I found myself, but most of it got to me through others in the AC community. This FAQ/Guide is also based off of my experiences in the AC universe...and as with any expericence, people "experience" things differently. So what I've learned from EXPERIENCE may not be what you learned from EXPERIENCE. What I'm trying to get at here is that if you find some conflicting data or something you'd like to add to the FAQ/Guide...please let me know Happy. I'll have all of my necessary contact information at the end of this Guide/FAQ


...B ) "Changes from Nexus/Ninebreaker to Last Raven" (00IB0)
With new releases, you get a number of things...new parts, better graphics, new sound f/x...but with the release of Last Raven the most noticable changes would be in the game physics department (namely speed, energy, and heat mechanics).

You'll notice a HUGE differece in the heat this time around. No longer will you have to sacrifice energy and weight for a massive radiator just to keep from frying by your OWN boosters...which is a major PLUS for jousting. Most designs can get away with the ANANDA radiator for general use...and most OB heavy jousting designs can as well.

Another big improvment to the game is the engery. Energy managment is much easier this time around thanks to the increased OUTPUT across the board on the generators. So...with reduced heat and more energy, OB jousting 100x easier than it was in the Nexus/Ninebreaker games.

Speed is back...big time. Where talking borderline Silent Line speeds here...all of the boosters got a power upgrade. Also, there's a new tuning area avaliable to the boosters; ACCELERATION. Acceleration plays a big role in Last Raven...it dictates how quickly you can get from 0 km/h to your maximum speed. Boosters with high acceleration are very nimble and can dodge oncoming fire much easier...which means boosters with lower acceleration values cannot. Acceleration will play a big role in setting up the jousting line...so its important to plan your booster choice accordingly.

Another integral addition to the game is the ability to destroy parts (NOT WEAPONS ala SL!!). This addtion will also play a big role in jousting (did you expect any less?). For example, if your core becomes damaged during a firefight, you become more vulnerable to OD (output down...aka overheating) and damage. If your legs become busted, your mobility takes a huge cut. Arms...you lose weapon accuracy. Head...you lose radar and all other funcitons. As in SL, some weapons can break parts easier than others...so the option of making a part busting AC is avaliable to you.

Some other, less important game changes include a new garage setup (now you can store 5 ACs per save), the ability to save replays, more options in the paint shop, and air blade tracking.


********************************
II: Jousting Types (0II00)
********************************


...A ) "The Pure Jouster" (0IIA0)
Let's start off with the most common and recognized type of jousting AC; the Pure or "Heavy" Jouster. Pure Jousters were the first type of jousting AC (as far as I know, anyways). They are very simple in design and play style, which makes them great for people who are getting started in the jousting style.

Basically, you need 2 elements for make a Pure Jouster; an OB core and a "Pure" jousting armament. The armament is what makes this jouster; its nothing BUT jousting weapons. Such weapons would include things like bazookas, plasma rifles, grenade launchers...anything that's "hard-hitting" and somewhat inaccurate at mid-long ranges. The point of the inaccurate weapons is to utilze your OB to get in your opponents face and unleash hell...without the worry of missed shots. You can think about it this way...pure jousting is just a way to compensate for a weapons horrible accuracy. Tired of missing shots with that grenade launcher? Strap on a OB core and make sure that grenade DOESN'T miss!


...B ) The Multi Jouster (0IIB0)
With one simple change, you can turn any "Pure" jouster into a "Multi" jouster. The need for FLEXIBILITY is what created the Multi jouster. As "Pure" jousters are simple, they are also very predictable machines. Multi jousters, on the other hand, mix up the playing field a bit to keep your opponent guessing and keep you where YOU need to be.

To make a Multi Jouster, all you need is an OB core and atleast ONE jousting-appropriate weapon. The rest of the armament can be whatever you want it to be...verticle missles, machine guns, pulse rifles...whatever. The purpose of this is to use...let's say a close-range fighter and still have your jousting option avaliable to you when the time presents itself. If you can't find an opening to joust, you can fall back on your close-range tactics...thus FLEXIBILITY. These types of ACs are great to play with...and when paired with the right setup they can be top teir machines.

Something you'll want to keep in mind when desiging a Multi jouster is the the armament mix...cerain weapon are only effective at certain ranges, so you want to pick a jousting weapon that will be of some use at the same range you use your auxilary weapons (or you'll want the mobility to get yourself in and out of the appropriate ranges).


...C ) The Lite Jouster (0IIC0)
"Lite" jousters are the odd ball out of the group of jousters. In a sense, its not really a "jouster" at all...atleast not in the traditional definition. These types out jousters became prominent with the introduction of EO (Exceed Orbit) cores in Armored Core 3. However, they existed before then...as a matter of fact, "Lite" jousters are the ancestors to Pure and Multi jousters since AC1 to ACMoA all had "Normal" type cores and no Over Boost type cores.

The only thing required to make a Lite Jouster is some sort of joustable weapon. OB isn't required...thus the term "Lite". Basically, you depend on your boosters to get you within the weapons range. This usually requires a speedy frame and booster setup, and plenty of back-up/paired firepower. A good example of this type of setup would be a lightweight hover design using a hand-mounted grenade laucher as its main jousting armament and an EO core to keep the heat on while attaining the specified range for the grenade laucher.

"Lite" jousters are very similar to CQC designs except for the fact that it has a joustable weapon.


...D ) The OB'ing Blade Jouster (0IID0)
OB Bladers are very simple in concept and execution...think of a Multi Jouster setup, then slap on a blade. However, when blading with an OB unit as your main source of range control, smart energy managment takes top priority. When designed correctly, OB Bladers can be some of the deadlist jousters around.


********************************
III. Jousting Tactics and Styles (III00)
********************************


...A ) "General OB Jousting" (IIIA0)
If your going to make a jouster, you need to know the basic maneuvers that go along with the play style. Without proper knowledge on how and when to use your Over Boost function, how to setup your jousting line, etc...your going to have a hard time jousting.

Basically, your garden-variety OB joust sounds very simple. Setup your joust line, activate your OB, and bring the firepower to your opponent. However, to get from point A to point B, its a bit more involved.

*NOTE*
There's a Over Boost guide for Last Raven being compiled by a good friend of mine at the Raven's Nest fourms named Blues Mage. Look it up for detailed information on all the Over Boost cores and the basics of Over Boosting.

......Aa ) "Setting Up The "Joust Line"" (IIIAa)
Before you charge into a joust, you always do one thing beforehand (even if you don't realize it); setup your "Jousting Line". The jousting line is a direct path to the opponent AC...pretty simple stuff. However, your opponent (given its a fairly skilled player) will always be on the move, making joust line setup a bit more involved than it sounds.

When setting up your jousting line, there are numerous factors you have to consider. The opponents evasion skill, mobility (air and ground), its main weapons range, and its CQC potential. Things that you'll want to consider on your side of the fence are mobility, OB power/heat buildup speed/energy drain, available energy, current heat level, and CQC potential. Knowing the CQC potential of both ACs is critical, especially if the opponent is running some sort of blade. If you get stuck at the end of the joust and end up facing the opponent AC in the face, a blade strike can easily shift the outcome of the match to your opponent's favor. Once you determine most of this information, your ready to setup your joust line. (Usually, once you get use to jousting, it'll only take you a couple of seconds to get all of the information that you need).

When setting up the "physical" line, one thing that I've come to rely on is the FCS lock-box. Given you have a lock, you can use the lock symbol to setup your joust line. On ground fighting, you'll want to keep the lock symbol in the middle of the box as best you can...this will allow you to get a direct line to your opponent fairly easily. However, given that your opponent is always on the move, you have to plan ahead and "predict" the approximate area where your opponent is going to be, and setup your jousting line accordingly.

Once you get the hang of the jousting line, you'll notice that its not always the best (or easiest) to always use a striaght line. That's when you have to start learning to "curve" the line to suit your needs at the time. Strafing is the best way to correct a missed joust line. But even then your going to miss some joust lines every now and then...and thats where you have to be prepared to either get out of the range of the opponent or get out of your opponents range fighting. Thus knowing your CQC potential is very important.

......Ab ) ""Hard" & "Soft" OB Startups" (IIIAb)
I've come to realize that there are two types of OB startups during jousting sessions; "Hard" startups and "Soft" startups.

"Hard" startups occur when your running your boosters at the same time you startup your OB. This results in a huge heat spike due to the constant stress on the radiator from the booster and then a huge heat build-up from the OB. Once you enter the actual OB state on a Hard startup, your either borderline OD or your already overheating. However, Hard startups aren't always a big problem if you running a very cooled AC, low heat boosters, or a low heat OB. It all depends on your setup...and if your AC is prone to Hard statups, be sure to avoid them when it could mess with your jousting line.

"Soft" startups are just the opposite of Hard startups...you statup the OB without using the boosters at the same time. These are the best types of startups for jousting. However, to do a Soft statup, you usually have to STOP BOOSTING to let the stress on the radiator release. That leaves you prone to attack and it can also mess with your joust line to the point that you have to abandon it completely. I usually find myself in bad situations on Soft startups just for those reasons.

Between the two statup types, there really isn't a GOOD or BAD one...you just have to decide which will cause the least amount pain during a match.


...B ) OB Flanking/Counter-Flanking (IIIB0)


A critical maneuver that you'll have to learn while jousting is the flank/counter-flank. Flanking can be one of the most devastating moves at your disposal...and it can also ruin your day if used against you.

By loose definition, flanking is getting "behind" the opponent. This is a very vulnerable spot because its almost impossible to dodge attacks from behind and your opponent can't return fire...this really comes in handy at blade ranges. Flanking also comes in handy when fighting Heavy Weights and Tanks. Since they have pretty deplorable turning speeds, you can easily get behind them and unleash hell.

Flanking plays in integral role in jousting. While the head-on approach is the classic jousting maneuver, adding in a flanking maneuver can confuse the opponent as well as giving you that edge of being out of their range of fire. However, you need a few things to be able to flank well at closer ranges; namely, High Turning Speed...or better yet, Turn Boosters.

To execute a flanking maneuver, you have to setup your jousting line the same way as always. As soon as your OB activates, you'll want to turn TOWARD your opponent while STRAFING in the direction of your OB line. You'll have to curve your line a bit to keep as straight as possible...it takes practice to master getting your line to go as smooth as possible. If done correctly, you should have turned about 45-90 degrees from your original position and you should be facing your opponent's side or back. The next step is fairly straightforward...you attack! If you decide to implement the Turn Boosters, you don't have to worry about the above directions. Instead, OB joust as you would with a regular head-on joust, then activate your turn boosters right as you get to your opponent. Usually, I tend to activate them AFTER I deactivate my OB, if possible. This reduces the stress on your radiator and your generator as much as possible.

Counter-Flanking is a maneuver you can use if you find that your opponent is continuesly flanking you during a match. However, the OB isn't usually implemented for counter-flanking.

Basically, when you find yourself in the process of being flanked, what you want to do is boost to the other side of your opponent's joust line. You have to be very quick and able to read your opponents maneuvers to do this, because usually by the time your opponent has activated it's OB, it'll be too late. If done correctly, your opponent should be facing where you USED to be, and you should be seeing the side or back of your opponent. That'll give you a small window to do some damage.


...C ) The OB Sweep (IIIC0)

OB Sweeping is a general maneuver that you'll want to master for just about any type of OB jouster. OB sweeping was sort of derived from the

Mechadon

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01-10-2007 08:35 AM
Post: #2

Awesome! This should be of great help to those who find OB fun. Big grin

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01-10-2007 08:45 AM
Post: #3

ahaha there... instead of the link get the real thing eh grimlok!


<a href='http://www.armoredcoreonline.com/acforums/index.php?showtopic=2206' target='_blank'>Heaven Sword</a><br><br>Kensaya Blades<br><img src='http://i18.photobucket.com/albums/b130/sigagustines/Armored%20Core/kensayabushido2.jpg' border='0' alt='user posted image'><br><br><img src='http://i18.photobucket.com/albums/b130/sigagustines/Armored%20Core/Blade1.jpg' border='0' alt='user posted image'><img src='http://i18.photobucket.com/albums/b130/sigagustines/Armored%20Core/Blade2.jpg' border='0' alt='user posted image'><br><br>Impossible is not a fact, its an opinion. Impossible is nothing. Impossible is just a big word thrown around by small men who find it easier to live in a world they've been given than to explore the power they have to change it.<br><br>I learned it is the weak who are cruel, and that gentleness is to be expected only from the strong. - Leo Rosten<br><br>Ability is what you're capable of doing. Motivation determines what you do. Attitude determines how well you do it. - Lou Holtz

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01-10-2007 11:11 AM
Post: #4

hey... the guide's truncated... can you post the other half here? thanks Smile
Is it practical to joust ETTIN? Haha! Di kasi kapansin-pansin yung malaking "kamay" na yun eh XD


Overboost kamikaze attack Ninja
(This post was last modified: 12-14-2010 11:20 PM by darkdragon_ycart22.)

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12-14-2010 11:00 PM
Post: #5

Yeah, after the move some of the longer posts were cut. I'll have to find a way to restore them eventually, but it's not an immediate concern right now. Tongue

Besides, Mechadon's jousting guide is pretty well known. I think GameFAQs has a copy up.

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12-15-2010 02:38 PM
Post: #6

(12-14-2010 11:00 PM)darkdragon_ycart22 Wrote:  Is it practical to joust ETTIN? Haha! Di kasi kapansin-pansin yung malaking "kamay" na yun eh XD

ETTIN is used for blowing the bishop up. Your AC should be toggling an arm shield repeatedly in order to charge teh spirits.

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12-15-2010 03:37 PM
Post: #7

(12-15-2010 03:37 PM)Goat Wrote:  
(12-14-2010 11:00 PM)darkdragon_ycart22 Wrote:  Is it practical to joust ETTIN? Haha! Di kasi kapansin-pansin yung malaking "kamay" na yun eh XD

ETTIN is used for blowing the bishop up. Your AC should be toggling an arm shield repeatedly in order to charge teh spirits.

This will mean more if you can actually see it in action.

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12-15-2010 04:53 PM
Post: #8

Not sure if I've linked this anywhere here. But it's a great start for people who want to learn to OB. Done in SL, but still very applicable in LR.




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05-22-2011 11:48 AM
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