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ACV General Discussion - Printable Version +- The Raven Republic Forums (https://ravenrepublic.net/forums) +-- Forum: Armored Core (https://ravenrepublic.net/forums/forumdisplay.php?fid=57) +--- Forum: Theory and Concept (https://ravenrepublic.net/forums/forumdisplay.php?fid=25) +---- Forum: Prior Generations (https://ravenrepublic.net/forums/forumdisplay.php?fid=78) +---- Thread: ACV General Discussion (/showthread.php?tid=2966) |
RE: Armored Core V Demo Discussion - Goat - 01-23-2012 (01-23-2012, 03:18 PM)Niji Wrote: I recently updated my ACV Setup Guide topic and added me doing a playthrough of the ACV demo mission where I get all the subquests done but two. A third one is greyed out, but that's the Speed Kill B subquest, which is buggy. It randomly doesn't count itself at times. All you have to do is blow up the AC in the middle of mission quickly and you should get it, though the cutscene that starts immediately afterwards where he runs away bugs it out a good portion of the time. Thanks for putting your translation guides up when we needed them the most lol, and how did it go for you btw? (ah wth you played the beta anyway) I was busy playing with the people from ACO. It was a blast though. Not to mention for a demo, it can get pretty immersive, given that you can just get your base handed at any moment if your team has one. One of my experiences so far on the multiplayer demo: Goat Wrote:Two days ago, I logged the fuck in around 3-5am JST. From what it seems, a lifebar of our territory had been cut down by 90% when I checked it. I was the only member online, and didn't know how to recruit mercenaries. So I went off to get more details by myself, and then I suddenly became a lone operator with my AC on standby. ^ TL;DR I got attacked and there's lag, and more importantly, tactics! ![]() For a demo it sure had a lot of content, too bad I wasn't able to play the 'boss' missions. ![]() RE: Armored Core V Demo Discussion - Mjting - 01-23-2012 Wow, great read. I have been having fun with it too! Feels REALLY slow and tactical. RE: Armored Core V Demo Discussion - NiX - 01-23-2012 Has anyone established RR territory yet? RE: Armored Core V Demo Discussion - Lord_Leperman - 01-23-2012 I believe Cabs made one already. Dunno if the current teams will be carried over once the full version arrives. Any word on NA, JPN/Asia, EU connectivity for the game? RE: Armored Core V Demo Discussion - Goat - 01-23-2012 There won't be any carried over data from what I know. Everybody's hoping on the other hand though. Oh, and no region lock too, based from what I've read in one of ACO's thread. Never saw any source though, but here's the thread in question (might have to register first though). http://andriasang.com/comznv/acv_demo/ Quote:It does not have data that can be carried over to the final version. Not sure if the info is legit. ^ RE: Armored Core V Demo Discussion - J.E_Magog - 01-23-2012 I've been playing mostly as a merc last weekend. This is my first wtf / putang ina moment right after I got into multiplayer. I wish it's March already ![]() RE: Armored Core V Demo Discussion - Goat - 01-24-2012 ^ Yeah, same thing happened to me except I was the one who dropkicked an ally. >___< RE: Armored Core V Demo Discussion - Mjting - 01-24-2012 Dumb question, but what's the difference between the rifles and battle rifles? RE: Armored Core V Demo Discussion - Niji - 01-24-2012 Rifles are high DPS KE weapons, as well as being lighter. Battle Rifles are high damage (not DPS) CE weapons. A BR will kill a standard MW real fast, whereas a rifle will take much longer. MWs have high KE and low CE defense is why. They're like slower, higher damage rifles that do CE instead basically. RE: Armored Core V Demo Discussion - Mjting - 01-24-2012 Thanks Niji. As I haven't played it as long as you have, what do you think of the other weapons? like the gatling guns, shotguns, blades, pilebunkers, and energy machineguns? Thanks! RE: Armored Core V Demo Discussion - Niji - 01-24-2012 They're all pretty good besides the really low attack power guns like the gatling gun and the energy machineguns. The reason being that defense is relative to attack power now instead of seperate from it. So instead of X defense giving Y amount of damage reduction from all weapons of that type, it's now X defense gives Y damage reduction vs Z attack power. Low attack power weapons get screwed, basically. Except vs people with very low defenses. Gatling guns and energy machineguns are really buff vs people with low defenses in the KE and TE categories as they have literally insane refire rates. They both fire 8 shots a second with max stability arms. Yes, higher stability means higher firing rate (up to the maximum the gun can shoot). If someone has say 200 KE defense vs the gatling guns 400 KE attack power, you'll do about 400 AP damage a bullet (defense system changed from beta). If someone has say 800 KE defense vs the gatling guns 400 KE attack power, you'll do about 100 AP damage a bullet. At 1,500 KE defense the gatling gun does its minimum damage of 75 AP damage a bullet (defense system changed from beta here too). That's basically how it goes, too. At around 75% of attack power in defense the opponent gets no damage reduction. At about 200% of attack power in defense the opponent reduces 75% of your damage, and at 300% of your attack power in defense your opponent takes the bare minimum damage (19%). As you can probably see, this means that some guns just aren't too amazing vs the wrong opponents. The weaker the guns base attack power, the more likely it is to get demolished by defenses. While some of these guns may have high reload rates, the lack of raw attack power means their DPS isn't going to be too amazing at all vs someone with about 1000-1500 defense in the given field. Even more importantly, these guns have an optimal and falloff rating. Once you exit optimal your damage starts to shit out. The amazing thing, and probably one of the more redeeming things, about gatling guns and energy machineguns is that they have a surprisingly large optimal and falloff. The gatling gun has 150m optimal range with a 60m falloff (decay rate). Compare that to the shotgun, which has 18m optimal with a 4m falloff. Idk what they make these gatling guns out of, but it's some high tech stuff. The sniper only has 250m optimal with a 6m falloff. Anyway, the gatling gun and energy machinegun and other weapons are all usable. You just have to be sure you target the right people with them or you'll die. As for blades and pile bunkers... the heat pile in the game is just a bit too difficult for even me to use vs anyone other than unsuspecting quads (not uncommon). It is basically a 1hko since it has 35,000 CE attack power. I don't think anything is getting defense high enough to stop that from scoring full damage, and there isn't much stuff in the game that can handle eating 35,000 AP damage and walk away just fine. The problem is it's very hard to use and a laser blade or your knee is generally easier, especiallly since it can also be used more easily vs tanks. RE: Armored Core V Demo Discussion - Mjting - 01-24-2012 I also have been trying shotguns and blades as close range last ditch weapons. So far the shotgun seems strong. As for the laser blade, I'll play with it later I guess. Thanks a bunch Niji! RE: Armored Core V Demo Discussion - Twin-Skies - 01-24-2012 Quote: Idk what they make these gatling guns out of, but it's some high tech stuff. I think they're just trying to replicate their real-life counterparts. Shotguns firing normal 10 to 12-gauge shells shells have a very short range because of the blast power is dissipated over each buckshot. Rotary cannons, on the other hand, are built from the ground up to punish targets at long range. A GAU-8 cannon, for example, has an effective range of 1.2km; each AP slug from the gun can penetrate 38 mm of armor plating at 1,000 meters. RE: Armored Core V Demo Discussion - NiX - 01-24-2012 Thanks so much, Niji. You've been doing a great service to everyone. RE: Armored Core V Demo Discussion - Twin-Skies - 01-25-2012 Quote:Rifles are high DPS KE weapons, as well as being lighter. Battle Rifles are high damage (not DPS) CE weapons. A BR will kill a standard MW real fast, whereas a rifle will take much longer. MWs have high KE and low CE defense is why. They're like slower, higher damage rifles that do CE instead basically. Which actually makes sense in context of IRL weapons. Assault rifles seem to fire a lower calibre bullet than the BR's; real-life guns generally have less options for specialized ammo the smaller their calibre gets. For example, a typical assault rifle is usually limited to standard jacketed, armor-piercing, or tracer ammunition. Bigger guns such as .50 or 20-mm AT rifles can use these, along with more exotic bullets such as APHE, AP, HE, or even flechettes. They even got the terminologies right: Assault Rifles = Fully automatic fire, built for close-to-mid-range combat (Ex. M4A1) Battle Rifle = Heavy bullets, semi-automatic fire, mid to long-range combat (Ex. Mark 14 Mod 0 EBR) Sorry about the comments if they're OT - just geeking out over how much research From Software seems to have put into the gun physics ![]() |