10-16-2009, 08:50 AM
(This post was last modified: 10-16-2009, 09:03 AM by Black Dragon.)
Taken from Vesperas' guide:
Note: If I'm not mistaken, Aim Adjust Time effects double locking time (double locking is the FCS' method of anticipating your enemies' movement and firing ahead of their direction, only applicable on weapons that have a locking function).
I would also suggest that you DON'T rely on the AI function in ACFF, you'll know your AC a lot better when you use it yourself.
EDIT: Actually, his description on Weapon lock is a bit opinionated
Quote:Aim Adjust Time -----------------------------------------------------
Not 100% possitive, but it effects how well your arms will comply with
switching to a different target... again, not sure. Lower the better I
assume.
Found on:
Arms
Aiming Accuracy -----------------------------------------------------
This is how accurate the arms will be. This is more important with
machine guns than most other weapons.
Found on:
Non SYURA Arms
Ammo ----------------------------------------------------------------
The number of ammo the part has to offer. Keep in mind if you see the
word "dual" it means it'll take 2 ammo units, and so on...
Found on:
Anything that shoots
Ammo Price ----------------------------------------------------------
In missions, this is how much one round of ammo costs
Found in:
Shell EO Cores/Shell Weapon Arms/Shell Insides/Shell Extensions/
Shell Back Units/Shell Arm Units
Ammo Type -----------------------------------------------------------
Solid or Energy...
Solids cost money...
Energy costs... well, energy...
Found in:
Anything with damage-able ammo
AP ------------------------------------------------------------------
This is short for Armored Points. Armor points are an AC's life. Keep
in mind that High AP isn't good unless you have a high defense. The AP
of all the parts listed is added together. 6125-9999 is the lowest and
highest values.
Found on:
Heads/Cores/Arms/Legs
Attack Heat ---------------------------------------------------------
This is how much thermal stress is induced towards the enemy. Remember
to factor in your reload speed. Ignore this stat VS MTS.
Found on:
EO Cores/Weapon Arms/Offensive Inside Weapons/Relation Missile
Extensions/Back Units/Arm Units
Attack Power --------------------------------------------------------
This is how strong a weapon is. This is purely the damage of one round
of ammo. This isn't a good gauge for shotguns or bigger spread weapons.
Found on:
EO Cores/Weapon Arms/Offensive Inside Weapons/Relation Missile
Extensions/Back Units/Arm Units
Auto-Map ------------------------------------------------------------
This simply means if you head has an auto-map memory on it. If it
doesn't, hitting select will give you two feet of mapping. This is only
important in missions, especially when there are hidden/moving targets.
Found on:
Heads
Avg Capture ---------------------------------------------------------
This is the size of the lock box when the listed weapon type isn't
being uses... (Using a W&S FCS with a N&D weapon)
Found on:
FCS
Avg Lock Range ------------------------------------------------------
Same instances as capture, only this will effect actual look on range.
Found on:
FCS
Bio-Sensor ----------------------------------------------------------
This stat will determine if your head can lock on to non-robotic
organisms. Not having a Bio sensor against these enemies will render
missiles useless and everything else like rockets. This can really
make a mission VERY hard: True story.
?: thanks for telling me about the bugs
?: really appreciate it
He should of used the FAQ
Found on:
Heads
-Bio-Sensor ---------------------------------------------------------
This is the stat that will determine if your Radar can pick up bio
weapons. This isn't that important, but it's there.
Found on:
Heads/Back Unit Radars
Blade Aptitude ------------------------------------------------------
This is a number, called Energy Supply in other games... this number is
a percent of how much damage it adds or decreases from your blade
power.
Found on:
Non-Weapon Arms
Boost Accel ---------------------------------------------------------
A new stat to Last Raven... I suppose it has to do with the rate you
reach your max speed.
Found on:
Tank-Hover Legs/Boosters/Booster Extensions
Booster Heat --------------------------------------------------------
The effect boosting will have in terms of heat. The higher, the worse
for you. Try to equip a better rad or better cooling parts to counter
this the best you can. And remember, the first boost is always the
"hottest" you'll see a difference if you boost hop or strait boost.
Found on:
Tank-Hover Legs/Boosters/Booster Extensions
Boost Interval ------------------------------------------------------
Reload time for extension boosters.
Found on:
Extensions
Boost Power ---------------------------------------------------------
The higher the number, the faster you will boost with what ever it
applies to.
Found on:
Tank-Hover Legs/Boosters/Booster Extensions
Breaking Ability ----------------------------------------------------
The higher the number, the better you regain your footing after boosts
or over-boosts. The higher the number, the better you can also switch
directions.
Found on:
Legs
Calorific Value -----------------------------------------------------
This is the amount of heat your generator gives off... this is no
longer a useless stat... having a higher value means you'll overheat
a lot faster.
Found on:
Generators
Charge Drain --------------------------------------------------------
The higher the number, the faster your energy bar will deplete.
Found on:
Tank-Hover Legs/Boosters/Booster Extensions
Computer Type -------------------------------------------------------
This is how detailed or how basic a head is. It affects if you will
get data from AC units during a mission... as well as if you break or
damage an AC's parts.
Found on:
Heads
Condenser Cap -------------------------------------------------------
The higher the number, the bigger your non-red energy bar will be.
Remember, the bar is always "condensed."
Found on:
Generators
Cooling -------------------------------------------------------------
I do not know how exactly cooling works... but I do know one thing...
the higher cooling you have, the less you will over heat. Make sure you
have high cooling if you plan on using boosters or generators with high
heat.
Found on:
Heads/Cores/Arms/Legs/Radiators
Discharge Heat ------------------------------------------------------
When using a part with this stat, this is how much heat you will get
from it. This is only really noticeable on a Core, however...
Found on:
Cores/SYURA/Energy Recovery Extensions/Right Arm Parrying Blades/Left
Arm Laser Blades
Def Energy ----------------------------------------------------------
This added to your energy defense. The higher the number, the less
damage you take from energy weapons.
Found on:
Heads/Cores/Arms/Legs/Shield Extensions/Left Arm Shields
Defense Stability ---------------------------------------------------
Higher the number, the less large fire (rockets/grenades etc) will
make you shake and screw you up.
Found on:
Legs
Def Shell -----------------------------------------------------------
This added to your shell defense. The higher the number, the less
damage you take from shell weapons.
Found on:
Heads/Cores/Arms/Legs/Shield Extensions/Left Arm Shields
ECM Level -----------------------------------------------------------
The level of disruption caused by your ECM maker.
Found on:
Insides
Effect Duration -----------------------------------------------------
The time your "product" will stay in the air, be it a decoy or an ECM.
Found on:
Inside
Emergency Cap -------------------------------------------------------
This is how big your generator's red zone is... you know, that little
red area that makes the beep noise when you go into it?
Found on:
Generators
Emergency Comsump(tion) ---------------------------------------------
When you over heat, your radiator needs to work very hard to cool you
back down... well why doesn't it do that all the time, you ask? Well,
because when it does go into "forced cooling" it will suck energy
from you. This is that stat.
Found on:
Radiators
Energy Drain --------------------------------------------------------
Energy Drain is how much stress a part puts on your generator... or how
much power is needed to use the part. This almost works like weight,
the lower drain you have over all, the faster your bar recharges. This
is called your "EN Supply".
Found on:
Heads/Cores/Arms/Legs/Boosters/FCS/Radiators/Insides/Extensions/Back
Units/Arm Units
EN Output -----------------------------------------------------------
Instead of a generator having energy drain, it has this. Think of this
just like the weight stay. Keep your overall drain lower than this
number. The lower, the better refresh you'll have.
Found on:
Generators
EO Ammo Type --------------------------------------------------------
This tells you if the Exceed Orbit uses shell or energy rounds. Energy
rounds regen after a while.
Found on:
Cores
EO Range ------------------------------------------------------------
This is the maximum distance an EO will hit fire at.
Found on:
Cores
Firing Interval -----------------------------------------------------
This number is how fast the next round of ammo will be shot; reload.
Found on:
EO Cores/Weapon Arms/Inside Weapons/Relation/Anti Missile
Extensions/Back Units/Arm Units
Forced Cooling ------------------------------------------------------
This stat takes into place when you radiator is working hard to pump
all that heat out of you. (You know, when you overheat)
Found on:
Radiators
Hanger Unit ---------------------------------------------------------
This stat tells you whether or not the Hanger feature is provided.
Found on:
Cores
Heat Insulation -----------------------------------------------------
The added bonus in your fight against heat!
Found on:
Extensions Shields/Left Arm Shields
Heat Resistance -----------------------------------------------------
This number is your heat tolerance. If your heat gauge goes higher than
this, you will over heat.
Found on:
Cores
Jump Performance ----------------------------------------------------
If the legs can jump, if so, how high/far.
Found on:
Legs
Landing Stability ---------------------------------------------------
I'm not sure if this effect either the chance of a hard langing, or
the recovery time... either way, it effects the state when you fall
down high up... try to never let this happen by boosting before you
touch the ground.
Found on:
Legs
Lock Time -----------------------------------------------------------
How long it takes to get a "double lock"... a double lock is when you
place your target in your lock box for a while... then your shoots
will lead the target, instead of just going strait. Normal Rifles,
Hand guns, Machine Guns... they don't have this... but most cannons,
Sniper rifles, bazookas, and energy weapons do.
Found on:
FCS
Lock Type -----------------------------------------------------------
This is the type of lock box you will have... Wide/Shallow > Standard
> Narrow/Deep, These rank from bigest lock box... while the opposite
when talking about range. Vertical and horizontal mean just that, a
rectanglaur box instead.
Found on:
FCS
Mag Capacity --------------------------------------------------------
Found on with some solid weapons. This is how many shoots you have
before you reload. Switching to another weapon can help avoid
reloading.
Found on:
Back units/Arm Weapons
Mag Reload Time -----------------------------------------------------
The amount of time it takes to reload.
Found on:
Back units/Arm Weapons
Manufacturer --------------------------------------------------------
This tells you who makes the part. It is pointless and stupid to
actually take this stat seriously.
Found on:
Heads/Cores/Arms/Legs/Boosters/FCS/Generators/Radiators/Inside
Extensions/Back Units/Arm Units/Optional Parts
Max Arm Weight ------------------------------------------------------
Like legs, cores have a limit to how much they can support on there arm
area. This includes arms, arm weapons, and extensions. If you go over,
you will be less accurate.
Found on:
Cores
Max Capture ---------------------------------------------------------
The size of the lock box with the proper lock type weapons.
Found on:
FCS
Maximum Launch ------------------------------------------------------
It's not really "Max" more like just Launch... this value is the number
of missiles will fire out of your extensions each time.
Found on:
Extension
Maximum Lock --------------------------------------------------------
For regular weapons, it will be one. For missiles, it can tell you
how many lock ons you can get to launch missiles in suggession.
The stat for an FCS must be higher or equal to a missiles max lock
for it to work...
Found on:
Any weapon that can lock/FCS
Max Leg Weight ------------------------------------------------------
Just another parameter you must not go over while creating an AC. If
the total weight of all your none leg parts exceeds this, you will
be warned with a constant beep and a speed decrease. Drop used weapons
or use lighter parts. Underweight legs tend to have a better preformce
that ones that aren't...
Found on:
Legs
Max Lock Range ------------------------------------------------------
The longest range your FCS will let you lock on with, considering your
weapons lock type matches your FCS.
Found on:
FCS
Missile Lock Time ---------------------------------------------------
How fast a missile will lock on. The lower, the better.
Found on:
FCS
Missile Sensor ------------------------------------------------------
If this stat is provided, you can see missiles on your radar as purple
dots. If you need it that bad... you can equip an optional part.
Found on:
Heads/Back Unit Radars
Moving Ability ------------------------------------------------------
How fast the AC walks/slides/hovers... I wouldn't worry about this
stat too much... as you should be boosting 90%+ of the time... hovers,
it's a different story.
Found on:
Legs
Moving Drian --------------------------------------------------------
A stat that is the same as energy drain. This is in effect if you are
actually moving the legs. (Walking)
Free falling, boosting... doesn't apply to this.
Found on:
Legs
Night Vision --------------------------------------------------------
A new feature in Armored Core... in certain missions, you will be in a
dark situation. If you have a head that features Night Vision, the
screen will be in a light amplifying green tint. If you don't have
this, it may be hard to see... it's more fun this way, however .
Found on:
Heads
OB Acceleration -----------------------------------------------------
A new stat found on OB cores... I suppose it has to do with the rate
you reach you max speed.
Found on:
Over boost Cores
OB Energy Drain -----------------------------------------------------
This is how fast the core will drain your energy bar. It is more
important to look at opposed to the power itself.
Found on:
Cores
OB Power ------------------------------------------------------------
This is how strong the over boost is. They are all generally fast, and
you shouldn't base a core just on this.
Found on:
Cores
Optional Slots ------------------------------------------------------
This number is the amount of slots you core has. If you want more
optional slots, equip a core with a higher number.
Found on:
Cores
Parallel Sight ------------------------------------------------------
This is the % of your lock box that gets reduced when you use a left
arm weapon.
Found on:
FCS
Price ---------------------------------------------------------------
This is the overall retail value of the part. Every part, except for
the ones you start out with, can be sold and bought again. Remember:
+A part is used once brought into battle or tuned -- Sells for -10%
+A part used in the AC test is not considered used
+Starting parts cannot be sold
If a part brakes in a mission... you must buy it back again.
Found on:
Heads/Cores/Arms/Legs/Boosters/FCS/Generators/Radiators/Insides
Extensions/Back Units/Arm Units/Optional Parts
Radar Function ------------------------------------------------------
Have this means you're head as radar. Not having this stat means you
are going to need a Back Unit Radar if you want working radar.
Found on:
Heads
Radar Range ---------------------------------------------------------
The higher the number, the farther your radar can pick up targets.
Found on:
Heads/Back Unit Radars
Radar Type ----------------------------------------------------------
This is the type of radar your display will have... none really matter,
but it does change the type...
Found on:
Radar back units
Range ---------------------------------------------------------------
The range of the shot or the effect of anything. High numbers = better.
Found on:
Anything that shoots or leaves a pod.
Range Rating --------------------------------------------------------
This is the length of a blade... the higher the longer. Keep in mind,
the longer, the more strike points... the higher damage. But this means
you really still should hit your target as close as possible.
Found on:
Energy Blade Weapons
Recover Energy ------------------------------------------------------
The amount of energy that will get added to your energy gauge after
one use.
Found on:
Energy Recovery Extensions
Recover Time --------------------------------------------------------
The amount of time it will take to fully give you your juice.
Found on:
Energy Recovery Extensions
Reload Amount -------------------------------------------------------
The amount of ammo you will get upon using an extension for ammo.
Found on:
Extensions
Reload Interval -----------------------------------------------------
How fast you can "reload" again... a near pointless stat... even the
point... Reload Interval is the reload speed into which you will reload
your weapon...
Found on:
Extensions
Reload Uses ---------------------------------------------------------
How many times you can reload...
Found on:
Extensions
Scanning Interval ---------------------------------------------------
This is the amount of time it takes for the radar to refresh. The lower
the number, the faster you can see where something is... again.
Found on:
Heads/Back Units Radars
Shield Coverage -----------------------------------------------------
The area coverage of your shield... the bigger, the higher chance your
shield will reduce the damage from the shot.
Found on:
Extensions Shields/Left Arm Shields
Stability -----------------------------------------------------------
Somehow your head will balance your AC when hit... not sure why...
Found on:
Heads
Stationary Drain ----------------------------------------------------
This is the same as energy drain; put only when you aren't directly
moving your legs. (Standing still/falling/boosting)
Found on:
Legs
Targeting -----------------------------------------------------------
Can the FCS lock on to two targets with dual guns or can it lock on to
many targets with missiles?
Found on:
FCS
Tuned Accuracy ------------------------------------------------------
This is the tuned stat for accuracy. Honeslty, I don't think it's worth
tuning for as it only can go up a little.
Found on:
Arms
Tuned Boost Accel ---------------------------------------------------
Not worth it my opinion... hell I'm not even sure how this works yet...
But I still would place my bets on boost power or heat.
Found on:
Boosters
Tuned Booster Heat --------------------------------------------------
The stat to tune if you are getting too hot...
Found on:
Boosters
Tuned Boost Power ---------------------------------------------------
If you aren't tuning for heat, you should be tuning for this... going
faster is very important.
Found on:
Boosters
Tuned Condenser Cap -------------------------------------------------
Tuning this will make your actual gauge bigger. Tune for this is you
plan to fly for longer periods of time.
Found on:
Generators
Tuned Cooling -------------------------------------------------------
This is the stat that changes when you tune for cooling. It increases a
lot, and is helpful if you don't feel like equipping the heaviest
radiator.
Found on:
Heads/Cores/Non-Weapon Arms/Legs/Radiators
Tuned ECM -----------------------------------------------------------
This is a stat that is change from tuning. Do this if you plan on going
into a mission with a very high ECM level.
Found on:
Heads
Tuned Energy --------------------------------------------------------
This is the energy defense after tuning. Tune for energy defense if you
have very little, or you are taking down a hard mission with very few
solid threats.
Found on:
Heads/Cores/Non-Weapon Arms/Legs
Tuned EN consumption ------------------------------------------------
Tune this stat to make your rad less drainy.
Found on:
Radiators
Tuned EN Output -----------------------------------------------------
Tune this stat to raise the speed your energy gauge will restore...
or if you don't have enough energy in the first place. This is more
important when you are constantly moving/boost hopping.
Found on:
Generators
Tuned Leg Weight ----------------------------------------------------
The stat for tuning max leg weight. Only use this as a lazy way to
put an AC into combat. If your AC is going to be used often, it's a
good idea never to rely on this stat. Although it can increse the
performance of your legs... turning and speed...
Found on:
Legs
Tuned Max Arm -------------------------------------------------------
A stat for tuning to hold more for your arms. This can increase by a
lot for each point, but rarely should you need to unless using dual
bazookas or heavy arms.
Found on:
Cores
Tuned Shell ---------------------------------------------------------
This is the shell defense after tuning. Tune for Shell defense if you
have very little, or you are taking down a hard mission with very few
energy threats.
Found on:
Heads/Cores/Non-Weapon Arms/Legs
Tuned Weight --------------------------------------------------------
This is weight that is affect by Tuning. Obviously when tuning for
weight, the weight goes down... don't ask me how, it just does. Tuning
for this is wise when you are a few overweight.
Found on:
Heads/Cores/Non-Weapon Arms/Legs/Boosters/Generators/Radiators
Turning Ability -----------------------------------------------------
How fast the legs turn. Very important stat if you plan on going close
range.
Found on:
Legs
Usage Limit ---------------------------------------------------------
The number of times you can use your extension.
Found on:
Energy Recovery Extensions
Use Interval --------------------------------------------------------
The reload speed between uses...
Found on:
Energy Recovery Extensions
Vs ECM --------------------------------------------------------------
Like weight, all your ECM values get added up. If you are in a
environment with lots of interference, then this will take into affect.
Look next to your radar where it says something like "J/m!" The number
there is the electrical level of the level you are in. If you VS ECM
isn't higher than it... your lock-ons/radar will suffer.
Found on:
Heads/FCS/Back Unit Radars
VS MG Response ------------------------------------------------------
This is how effective the missile interceptor is on the front of your
core. You can use this number to figure how good it is, or if the core
even has one!
Found on:
Core/Extensions
Wave Range ----------------------------------------------------------
The range of the wave that comes from an energy wave. All blades come
equipped with a wave automatically, just press X (or "Boost" for the
nubies).
Found on:
Energy Blades
Weapon Lock ---------------------------------------------------------
The weapons locking in which to base your FCS on...
WS = Wide and Shallow; Using anything but a WS FCS would be foolish.
Standard; Really depends on your tactics (Close/long range)
ND = Narrow and Deep; Use a ND FCS... or a WS IF and only IF you love
the weapon, but need it a bit closer.
Special = An FCS hardly makes a difference in this case.
Found on:
Anything that can lock
Weight --------------------------------------------------------------
Weight is how heavy something is. The heavier you are, the slower you
will move. Remember, just because you aren't overweight, doesn't mean
you have to squeeze every last part on.
Found on:
Heads/Cores/Arms/Legs/Boosters/FCS/Generators/Radiators/Insides
Extensions/Back Units/Arm Units
Usage Drain ---------------------------------------------------------
This is how much energy the part takes to use.
Found in:
Energy EO Cores/Energy Weapon Arms/Energy Extensions/Energy Back
Units/Energy Arm Units
Note: If I'm not mistaken, Aim Adjust Time effects double locking time (double locking is the FCS' method of anticipating your enemies' movement and firing ahead of their direction, only applicable on weapons that have a locking function).
I would also suggest that you DON'T rely on the AI function in ACFF, you'll know your AC a lot better when you use it yourself.
EDIT: Actually, his description on Weapon lock is a bit opinionated