Armored Core Around The World

Ultimate AC – Armored Core community based on France, still features an active message board.

Italian Armored Core – Like the namesake, Italian Armored Core caters to Italian speaking Armored Core players

Armored Core Zero – A small Armored Core group based in Taiwan. The site featured some videos of their players and a small message board. Currently inactive since the release of Armored Core Ninebreaker.

Lost Field HK – A once thriving Armored Core community based in Hong Kong. For reasons unknown to us, the main site no longer links to any of the features once offered. During its heyday Lost Field HK featured a lot of fan videos and an active message board. Their youtube account is still up and running however, though updates have been far too in between lately.

Armored Corea – A large Korean dedicated hub for Ravens/Nexts. The site includes various features including a message board, and a library of user videos for various Armored Core titles. The site links to other smaller Korean Armored Core websites.

Armored Core Online
AC Garage
Raven’s Haven

Armored Core 3 Portable Review: A Little More Of The Same, But Not By Much (8/10)

Back in 2002, AC fans ooh-d and ahh-d at the release of Armored Core 3. How does the game translate to its 2009 incarnation? Its like seeing your ex-girlfriend who was good in bed get herself a new fake boob job. Same girl with something new, though it may not be all for the best… but still good in bed.

The English version of Armored Core 3 Portable is very much identical to its console counterpart with a few noteworthy changes. The whole interface is totally revamped and completely different from the PS2 original. The new look favors simpler menus and allows for a more user-friendly garage. From Software did a great job translating the code from the PS2 version to the PSP with almost no compromise. All the graphics and textures are similar to the PS2 version, though there are noticeable differences such as thinner smoke trails on missiles,the transparency of some explosions, and a somewhat slower game pace compared to the PS2 version. Compared to other the other Armored Core PSP game though, AC3P ranks up better in the graphics department. While similar to Armored Core Formula Front, the previous AC title for the PSP, AC3P is faster than AC:FF with noticeably fewer slowdowns than its predecessor.

The game’s sound is very similar to the PS2 release and uses the same voice, sound effects, and script from the original PS2 release. While not bad, AC3P does not offer anything new in this department either, and the voices you’ve heard in the PS2 original are back to re-tell the tale of AC3. Heck, arena ranker Royal Mist still sound like a burly old man while Apple Boy still sounds like he hasn’t been laid after 7 years.

Gameplay still remains the same as the original AC3 despite the new controle scheme. AC3P makes use of all the PSP’s features and buttons, therefore new players may be overwhelmed by the control scheme, while old players who played the original AC3 will be may find the new control scheme a little awkward. With a few hours of practice however, the control scheme seems to fit perfectly with the PSP’s limited button configuration and will be second nature after a while. At least you don’t need an extra dick to press the Quick Boost button in AC4 and FA.

The one new feature that long time followers of the franchise have always been eager to see (or dread) are the performance of the new parts. Those expecting a radical change in game balance will be sorely disappointed. The number of parts have increased by 11, all of which are based from a specific part in an older AC title, all of which fail to have any significant impact on the game balance and serve nothing more then as a nostalga tool than anything to be used for competitive play. Much of the new parts already have existing AC3 counterparts (T/100 and LS/003 Laserblades), or are simply there are better parts to use on an AC (GR-12 vs HG-10). Exceptions may be the new light arm set exhibiting an unusually high Energy Supply stat and the HG/111 (Also from AC2) which is a compromise between the two handguns available in the game.

Adhoc multiplayer contains the standard Battle Royale adn team battles. One-on-one battles are very smooth, almost on the level of split-screen PS2 vs, though 4 player battles tend to lag a lot, making it a bit unplayable.

A True and Accurate Story of the Raven Republic – Part 3 – The Fifth Generation

As Armored Core V arrived, Raven Republic finally had its chance to shine on the global stage. Despite the relatively small numbers in the ACV and VD player base worldwide, the tradition of playing Armored Core purely for the joy of it continued.

Our journey into AC’s fifth generation was vibrant and diverse. Initially, Raven Republic consisted of seasoned members, friends, and active participants from our real-life gatherings. Over time, the community attracted new members from both the Philippines and abroad who shared RR’s core values – having fun with Armored Core while maintaining a touch of competitiveness.

Accounts from our later members, including HellHeart, ZephKyumz, Arrui, Zefyr, Gradlein, and Jein highlight their experiences as they infused their MMO guild management expertise and passion for giant robots into the clan-focused gameplay of ACV and VD.

Central to RR’s identity was its participation in countless freebattle game modes rather than map conquests. The community’s enthusiasm drew outsiders to join in, resulting in RR’s reputation spreading within the online gaming community. Rivalries often transformed into friendships, with the focus shifting from maps to the camaraderie of freebattle matches. Notably, one cherished member initially belonged to a rival group but was won over by RR’s conversations and eventually became an integral part of the community.

The growth of RR’s numbers led to the creation of Raven Republic 2 within the game’s team function to accommodate the active players, while RR1 remained a space for legacy pilots to relax, play, and hang out. The two groups alternated as they placed their distinct emblems across the map.

During the VD era, while RR took conquest seriously, the freebattle environment remained relaxed. The community prided itself on clutch victories, where RR members prevailed despite being outnumbered.
Among RR’s amusing antics were tank drag races, head transformation recordings, and Overed Weapon demonstrations. Recruitment was an intriguing process, occasionally leading to unintentional curbstomps of new players during matches.

For RR members, the best memories were simply the hours spent playing together – small moments like recording head transformations or playfully nudging each other’s ACs at the end of a sortie. These light-hearted interactions elevated friendships and strengthened the bonds that endure today, allowing members to enjoy diverse games together.

The community also gained recognition for their UNACs, with signing up for the forums becoming a mandatory requirement for official RR membership.

A notable lesson learned during the fifth generation was that practice and dedication breed improvement. Members also discovered the importance of finding like-minded individuals, diversifying their builds, and aiming to complement each other’s strengths within the team. Unlike one-on-one dynamics in the older titles, the fifth generation emphasized teamwork. The connection formed among members while playing AC holds a special place in their hearts.

The Decade Without a New Armored Core

The ties within the RR crew extended beyond the game, marking milestones in each other’s lives. More than just a game, the connections forged through playing Armored Core led to invitations to each other’s weddings, anniversaries, and birthday celebrations. Some even became extended family members.

Raven Republic maintained an unbroken streak of annual meetups and Christmas parties until the COVID-19 pandemic hit in 2020, leading to a revival in 2022 with limited participation due to ongoing pandemic concerns.

During this time, RR continued returning to the game that united them, equipped with a fading PS2 and a CRT monitor, ready to relive the experience. Fun gimmicks like blind attack AC matches, guided by handers/operators, added a lighthearted touch to our gatherings. Generally, it was more of a social gathering, a celebration of friendship united by a common love for Armored Core.

As the pandemic unfolded in 2020, in-person gatherings ceased, and Discord became the primary means of communication. Online movie viewings served as a coping mechanism to keep the bonds together, but it doesn’t have the same effect as meeting in person. A revival attempt at meeting in-person in 2022 had small success, but challenges persisted.

The Month We Almost Died

In November 2022, a crucial announcement shook the community: Insert Discord Posts here
While the decision was understandable given the community’s shift to Discord, Facebook, and real-life interactions, the forums held a wealth of information accumulated over decades – including AC designs, emblems, tournament records, research, photos, and most importantly, memories. This article greatly benefited from the rich posts in the forums.

Just as the main site and forum were on the brink of shutdown, a miraculous turn of events occurred: Insert Game Awards AC6 Reveal

As of this posting on Insert Date here, the Armored Core community has experienced a revival unlike any before. The past few months have felt like the day when assembling six Ravens under one roof seemed like a dream come true, with excitement and anticipation running high. The hype surrounding Armored Core 6 is only beginning within the gaming community.

The common thread that united us was the simple joy of playing. The near-death experience of the previous year highlighted the importance of preserving the tales of the past pilots. As RR embarks on a new journey with Armored Core 6, looking back provides a roadmap for moving forward – a way to avoid past mistakes or to find inspiration and hope. It demonstrates that even the smallest friendships can grow into enduring connections that last for years.

Both old and new members are coming together, and while the future remains uncertain, the shared passion for giant robots, games, and friendship will undoubtedly carry us forward.
Ultimately, we are all united by the sheer happiness of being part of this journey. Thank you for taking the time to delve into the extensive and authentic history of Raven Republic.

Armored Core and The Case for Cooperative Gameplay

While Raven Republic has the history of competitive Armored Core gameplay, a good chunk of it’s members gave the thought that maybe Armored Core could have a good co-op mode.

When AC6 was announced, there was plenty of speculation to what kind of Armored Core game it will be. One of those, aside from Mecha Sekiro, was Mecha Monster Hunter.

The game is ripe for such a game mode, with various play styles, designs, and weapons, it seems like a no-brainer for Armored Core to become a co-op game. And From Software had the same idea, but was, and still is, figuring out how they can approach co-op multiplayer in Armored Core.

From’s Experiments

Armored Core isn’t a stranger to multiplayer co-op, with its first attempt during Armored Core 2: Another Age with split-screen missions, where players were sometimes tasked to complete the same objectives.

Granted it was a barebones attempt, and felt like it was shoehorned into the split screen versus mode (You can still lock-on and fire at your ally accidentally), it does sow the idea of Armored Core as a cooperative game.

Challenges

Games that have done it
Full PvE coop
PvPvE
Competitive Coop

Mechwarrior 5
Monsterhunter

Pros: extensive and long replayability
Cons: Complete overhaul of the parts and stats, necesitating lower end versions of parts to craft, ending up with severely OP versions.
-The lack of PvP removes the identity of Armored Core to a degree

-Sequential fight

EDF
Ace Combat Infinity

Weapon and part balance has to revolve around PvE, progressively getting stronger.

Compromise

Armored Core VI Regulation 1.03.1 Released

Armored Core VI’s first big balance patch has arrived. Regulation 1.03.1 is a VERY meaty change, and it’s expected that all kinds of builds will rise and fall in effectiveness as we all play through the update and figure stuff out.

Personally, I haven’t had time to parse all the changes myself, but over in our Discord, heavy discussion is already underway. There’s even this handy breakdown of all the numbers that were changed (originally from Cleric’s Discord).

The following is directly lifted from the official blog post on Bandai Namco’s website. It’s a long one.

ARMORED CORE VI FIRES OF RUBICON – Regulation Update 1.03.1

ARMORED CORE VI FIRES OF RUBICON – Patch Notes 1.03.1

A new regulation patch (1.03.1) has been distributed to make gameplay balance adjustments and bug fixes. Please apply the latest patch before playing the game.

Targeted Platforms:
PlayStation 4 / PlayStation 5 / Xbox One / Xbox Series X|S / Steam

MAJOR ITEMS INCLUDED IN THE LATEST REGULATION UPDATE

Balance Adjustments

Weapon Units

EXPLOSIVE THROWER “DF-ET-09 TAI-YANG-SHOU”: increased Effective Range/Total Rounds, decreased Reload Time
LINEAR RIFLE “LR-036 CURTIS”: decreased Recoil/Charge Time
LINEAR RIFLE “LR-037 HARRIS”: increased Chg. Attack Power/Cooling, decreased Charge Time
SHOTGUN “SG-026 HALDEMAN”: decreased Direct Hit Adjustment
SHOTGUN “SG-027 ZIMMERMAN”: decreased Attack Power/Impact/Accumulative Impact/Direct Hit Adjustment
HANDGUN “HG-003 COQUILLETT”: increased Total Rounds
HANDGUN “HG-004 DUCKETT”: increased Total Rounds
BURST HANDGUN “MA-E-211 SAMPU”: increased Total Rounds
NEEDLE GUN “EL-PW-00 VIENTO”: increased Total Rounds
BAZOOKA “DF-BA-06 XUAN-GE”: increased Projectile Speed, decreased Reload Time
BAZOOKA “MAJESTIC”: increased Projectile Speed, decreased Reload Time
BAZOOKA “LITTLE GEM”: increased Projectile Speed, decreased Reload Time
DETONATING BAZOOKA “44-141 JVLN ALPHA”: increased Projectile Speed, decreased Reload Time
GRENADE “DF-GR-07 GOU-CHEN”: increased Total Rounds/Projectile Speed, decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE “DIZZY”: increased Total Rounds/Projectile Speed, decreased Reload Time. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE “IRIDIUM”: increased Total Rounds/Projectile Speed, decreased Reload Time. Reduced sway caused by accumulated Recoil. Effective Range also adjusted. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
PLASMA RIFLE “IA-C01W1: NEBULA”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact, increased Charge Time
SIEGE HAND MISSILE “WS-5000 APERITIF”: increased Reload Time, decreased Guidance
GRENADE CANNON “EARSHOT”: decreased Reload Time. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
GRENADE CANNON ”SONGBIRDS”: decreased Attack Power/Impact/Accumulative Impact. Rounds now explode upon reaching their Effective Range, even if they don’t make contact
STUN NEEDLE LAUNCHER “VE-60SNA”: decreased Impact/Accumulative Impact/Direct Hit Adjustment/Attack Power on consecutive attacks
LASER CANNON “VP-60LCS”: increased Total Rounds
DIFFUSE LASER CANNON “VP-60LCD”: increased Total Rounds
PULSE SHIELD LAUNCHER “EULE/60D”: increased Total Rounds/Pulse Shield Durability, decreased Weight/EN Load
LIGHT WAVE CANNON “IA-C01W3: AURORA”: decreased EN Load. Energy Firearm Spec now applies to this weapon
DUAL MISSILE “BML-G1/P31DUO-02”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
DUAL MISSILE “BML-G1/P32DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
DUAL MISSILE “BML-G2/P08DUO-03”: increased Attack Power/Impact/Accumulative Impact/Guidance/Projectile Speed
ACTIVE HOMING MISSILE “BML-G3/P04ACT-01”: increased Guidance/Homing Lock Time/Projectile Speed
ACTIVE HOMING MISSILE “BML-G3/P05ACT-02”: increased Guidance/Homing Lock Time/Projectile Speed
NEEDLE MISSILE “EL-PW-01 TRUENO”: decreased Guidance. Projectiles now follow a stable trajectory
CORAL MISSILE “IB-C03W3: NGI 006”: decreased Chg. Attack Power/Chg. Impact/Chg. Accum. Impact/Direct Hit Adjustment
LASER ORBIT “45-091 ORBT”: increased Attack Power/Direct Hit Adjustment/Ideal Range/Effective Range/Projectile Speed
LASER TURRET “VP-60LT”: increased Projectile Speed/Laser Turret Attack Frequency

Frame Parts

HEAD “AH-J-124 BASHO”: increased System Recovery
HEAD “HD-011 MELANDER”: increased Attitude Stability/System Recovery
HEAD “HD-033M VERRILL”: increased System Recovery
HEAD “HD-012 MELANDER C3”: increased Attitude Stability/System Recovery
HEAD “DF-HD-08 TIAN-QIANG”: increased Attitude Stability/System Recovery
HEAD “VP-44S”: increased Attitude Stability/System Recovery
HEAD “VP-44D”: decreased Attitude Stability
HEAD “VE-44A”: increased Attitude Stability/System Recovery
HEAD “HC-2000 FINDER EYE”: increased System Recovery
HEAD “HC-2000/BC SHADE EYE”: increased System Recovery
HEAD “HC-3000 WRECKER”: increased System Recovery
HEAD “HS-5000 APPETIZER”: increased Attitude Stability/System Recovery
HEAD “EL-TH-10 FIRMEZA”: increased System Recovery
HEAD “EL-PH-00 ALBA”: increased System Recovery
HEAD “20-081 MIND ALPHA”: increased Attitude Stability/System Recovery
HEAD “20-082 MIND BETA”: decreased System Recovery
HEAD “IB-C03H: HAL 826”: increased Attitude Stability
CORE “NACHTREIHER/40E”: increased Attitude Stability/Generator Output Adj.
CORE “IA-C01C: EPHEMERA”: decreased AP/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability
ARMS “AA-J-123 BASHO”: decreased Anti-Kinetic Defense/Anti-Explosive Defense
ARMS “AA-J-123/RC JAILBREAK”: decreased Anti-Kinetic Defense/Anti-Explosive Defense
ARMS “AR-011 MELANDER”: increased Recoil Control
ARMS “AR-012 MELANDER C3”: increased Recoil Control
ARMS “DF-AR-08 TIAN-QIANG”: increased Recoil Control
ARMS “DF-AR-09 TIAN-LAO”: increased Recoil Control
ARMS “VP-46S”: increased Recoil Control
ARMS “VP-46D”: increased Recoil Control
ARMS “NACHTREIHER/46E”: increased Recoil Control
ARMS “VE-46A”: increased Recoil Control
ARMS “AC-2000 TOOL ARM”: increased Recoil Control
ARMS “AS-5000 SALAD”: increased Recoil Control
ARMS “EL-TA-10 FIRMEZA”: increased Recoil Control
ARMS “EL-PA-00 ALBA”: increased Recoil Control
ARMS “04-101 MIND ALPHA”: increased Recoil Control
ARMS “IA-C01A: EPHEMERA”: increased Recoil Control
ARMS “IB-C03A: HAL 826”: increased Recoil Control
BIPEDAL “AL-J-121 BASHO”: increased Attitude Stability/Jump Distance
BIPEDAL “AL-J-121/RC JAILBREAK”: increased Attitude Stability/Jump Distance
BIPEDAL “LG-011 MELANDER”: increased Attitude Stability/Jump Distance
BIPEDAL “LG-012 MELANDER C3”: increased Attitude Stability/Jump Distance
BIPEDAL “DF-LG-08 TIAN-QIANG”: increased Attitude Stability/Jump Distance
BIPEDAL “VP-422”: increased Attitude Stability/Jump Distance
BIPEDAL “VE-42A”: increased AP/Attitude Stability/Jump Distanc
BIPEDAL “2C-2000 CRAWLER”: increased Attitude Stability/Load Limit/Jump Distance
BIPEDAL “2C-3000 WRECKER”: increased AP/Attitude Stability/Jump Distance
BIPEDAL “2S-5000 DESSERT”: increased AP/Attitude Stability/Jump Distance
BIPEDAL “EL-TL-10 FIRMEZA”: increased Jump Distance
BIPEDAL “EL-PL-00 ALBA”: increased Attitude Stability/Jump Distance
BIPEDAL “06-041 MIND ALPHA”: increased Attitude Stability/Jump Distance
BIPEDAL “IA-C01L: EPHEMERA”: increased Attitude Stability/Jump Distance
BIPEDAL “IB-C03L: HAL 826”: increased Attitude Stability/Jump Distance
REVERSE JOINT “KASUAR/42Z”: increased Attitude Stability
REVERSE JOINT “06-042 MIND BETA”: increased Attitude Stability
REVERSE JOINT “RC-2000 SPRING CHICKEN”: increased Attitude Stability
TETRAPOD “LG-033M VERRILL”: decreased AP
TETRAPOD “VP-424”: decreased AP
TANK “EL-TL-11 FORTALEZA”: decreased Anti-Kinetic Defense/Anti-Energy Defense/Anti-Explosive Defense/Attitude Stability

Inner Parts

BOOSTER “AB-J-137 KIKAKU”: increased Upward Thrust
BOOSTER “BST-G1/P10”: increased Upward Thrust
BOOSTER “BST-G2/P04”: increased Upward Thrust
BOOSTER “BST-G2/P06SPD”: increased Upward Thrust
BOOSTER “ALULA/21E”: increased Upward Thrust
BOOSTER “FLUEGEL/21Z”: increased Upward Thrust
BOOSTER “BC-0600 12345”: increased Upward Thrust
BOOSTER “BC-0400 MULE”: increased Upward Thrust
BOOSTER “IA-C01B: GILLS”: increased Upward Thrust
BOOSTER “IB-C03B: NGI 001”: increased Upward Thrust
FCS “FCS-G2/P05”: decreased Close-Range Assist
FCS “FC-006 ABBOT”: decreased Close-Range Assist
FCS “FC-008 TALBOT”: decreased Close-Range Assist
GENERATOR “AG-J-098 JOSO”: increased EN Capacity/Supply Recovery/Energy Firearm Spec
GENERATOR “AG-E-013 YABA”: increased EN Capacity/Supply Recovery/Energy Firearm Spec
GENERATOR “AG-T-005 HOKUSHI”: increased EN Capacity/Energy Firearm Spec

Expansion

EXPANSION “PULSE PROTECTION”: increased Resilience
EXPANSION “TERMINAL ARMOR”: increased Duration

  • Adjusted Attitude Recovery rate according to Total Weight. ACS Strain now dissipates much faster on lighter ACs, and slightly slower on heavier ACs
  • Adjusted various Boost Speed rates according to Total Weight
  • Decreased top speed during Assault Boost for heavier ACs
  • Decreased Boost Kick attack range for Tetrapod legs
  • Increased EN Consumption while hovering with Tetrapod legs
  • Decreased Impact reduction effect during Assault Boost
  • Decreased Impact/Accumulative Impact dealt when colliding with enemies during Assault Boost
  • Decreased Impact/Accumulative Impact dealt by Boost Kick from all leg types except Reverse Joint
  • Adjusted damage dealt by certain weapons when attacking the pulse shield deployed from PULSE SHIELD LAUNCHER “EULE/60D”

Bug fixes

  • Fixed a bug with CORAL OSCILLATOR “IB-C03W2: WLT 101” where charged attacks would have stronger tracking than intended when using Tetrapod legs
  • Fixed a bug where the attack warning marker would not display for an enemy AC firing DETONATING MISSILE “45-091 JVLN BETA” equipped to the left back slot
  • Fixed a bug where the attack warning sound would not play correctly for an enemy firing GRENADE “IRIDIUM”
  • Fixed a bug where charged attacks from LIGHT WAVE BLADE “IA-C01W2: MOONLIGHT” and CORAL OSCILLATOR “IA-C01W7: ML-REDSHIFT” would clip through certain structures/objects
  • Fixed a bug where reloading with a full magazine would cause certain weapons to fire unintentionally
  • Other bug fixes

The version number of this update shown at the lower right corner of the Title Screen will be as follows:
App Ver. 30
Regulation Ver. 1.03.1 *

This regulation update is required for online play.

We will continue to provide improvement updates in the future to allow players to further enjoy ARMORED CORE VI FIRES OF RUBICON.
Thank you all for your support.

*Notice to PS4, PS5, XboxOne and XSX|S players:
If the game is set to boot to offline mode in the Network Settings inside the System Menu, the latest regulation files will not be downloaded. Please ensure the game is set to online mode before attempting to apply this update.

Armored Core Discord’s Week 1 Tournament Results

That was fast. ACD just concluded their Week 1 Tournament for Armored Core VI.

A staggering 233 players took part. Whew. Double elimination format too, so that’s a lotta fighting. Full brackets, rules, and ban list can be found here.

In spite of all the talk regarding the balance of dual ZIMMERMANs and VE-60SNAs, it was Boles who prevailed as champion, rocking a tank missile boat, complete with two APERITIFs.

Check out the seven hours of 1v1 AC action from the VODs below, c/o Celtic Spear.

[via ACD]

Feed the Fire. Let the Last Cinders Burn.

We’re finally here. Launch day.

See you all on Rubicon 3!

Armored Core’s Storied PvP history: The Japanese Perspective

So it’s not just us doing a retrospective on Armored Core’s rich PvP history. It turns out, the Japanese AC community were thinking of the same thing. On 20 August, a mere 5 days before AC6’s launch, renowned Armored Core PvP players from all over Japan, spanning all generations of Armored Core, were interviewed to talk about their stories and experiences.

These include the famous YOU of Gen1, Mr. Light who was famous for participating in the Japan vs Korea AC special, Mr. Saikawa, semi-finalist in Battle Arena, and many others. They also point out which parts were overpowered/restricted from competitions, giving a historical perspective on how Armored Core PvP evolved through the generations.

Give this almost 8 hour program a watch:

Thanks to Val and Rascal over at ACD for sharing this gem of a historical piece.