10-24-2008, 10:20 AM
(This post was last modified: 10-24-2008, 10:22 AM by Lord_Leperman.)
I'm all new to this. Having not played an AC title in a dedicated manner for months, and the last time I played AC4 was only for a couple of weeks last year, so I'm really feeling that this is a totally new game.
While I'm still playing the single player aspect of the game, I'm already looking into some of the weapons for competitive purposes (I'll go into the frame parts soon but I just love the way the HILBERT parts and the TELLUS core look together, so I'll stick with that for single player for now). But before that, from what I understand the MELEE ABILITY stat is the new "size of lock box" stat right? And the FCS with the arm accuracy determine the "lock speed" of your weapons? Does arm accuracy play a role this time? Since the PS2 titles have this as an almost negligible stat.
From what I've been reading around RH, there a couple of impressions that people there have gotten after playing 4A:
Blading is very easy now as of 1.2. Lunges can start from far away and easily close the distance. Homing is pretty good, but its not totally impossible to dodge blades.
Assault Armor has become a big factor in close combat, as it removes PA for both players, allowing CQ specialized ACs to gain an advantage with their closer ranged, high DPS weapons.
There exists a couple of overpowered weapons in the form of the 063 ANAR assault rifles (I could be mistaken, it could be he 053 ANNR, but anyway I'm referring to the 1.3K MV assault rifle with 480 ammo) and the PHACT backmount railguns. These two weapons overshadow the same weapons in their class as they all have superior muzzle velocities and ammo capacity. The 063 ANAR has too much ammo and has the best muzzle velocity of all the regular rifles while having comparable rates of fire, the PHACT on the other hand outclasses all the back mount sniper cannons for lesser weight and greater accuracy for the same ammo and roughly same damage (they do drain a lot more though).
Online play is rather borken with teleporting bladers due to a supposed bug in the netcode. Competitive weapons include the aforementioned weapons earlier, and a lot of bladers.
Anyway, I'll hold off my comments until I get all of the parts in the game first, these are just some of the things being observed and can change in time.
On a side note, I am rather disappointed in the rather easy Arms Fort battles. I expected more twists in fighting them as opposed to the straightforward "keep shooting" or sneak in and shoot their weakpoint that I've been doing. AF Great Wall for example, could have been a way epic battle if:
Pretty much, there is no twist that comes with every AF battle. Everything in the end just seems the same. They are fun to look and destroy though, but its just too easy to destroy them as it currently stands. Its a shame really considering how hyped the AF battles were.
I've read that fighting AFs under older regulations in hard mode provides some challenge as EN is much more limited in older regs. I have yet to try this though.
While I'm still playing the single player aspect of the game, I'm already looking into some of the weapons for competitive purposes (I'll go into the frame parts soon but I just love the way the HILBERT parts and the TELLUS core look together, so I'll stick with that for single player for now). But before that, from what I understand the MELEE ABILITY stat is the new "size of lock box" stat right? And the FCS with the arm accuracy determine the "lock speed" of your weapons? Does arm accuracy play a role this time? Since the PS2 titles have this as an almost negligible stat.
From what I've been reading around RH, there a couple of impressions that people there have gotten after playing 4A:
Blading is very easy now as of 1.2. Lunges can start from far away and easily close the distance. Homing is pretty good, but its not totally impossible to dodge blades.
Assault Armor has become a big factor in close combat, as it removes PA for both players, allowing CQ specialized ACs to gain an advantage with their closer ranged, high DPS weapons.
There exists a couple of overpowered weapons in the form of the 063 ANAR assault rifles (I could be mistaken, it could be he 053 ANNR, but anyway I'm referring to the 1.3K MV assault rifle with 480 ammo) and the PHACT backmount railguns. These two weapons overshadow the same weapons in their class as they all have superior muzzle velocities and ammo capacity. The 063 ANAR has too much ammo and has the best muzzle velocity of all the regular rifles while having comparable rates of fire, the PHACT on the other hand outclasses all the back mount sniper cannons for lesser weight and greater accuracy for the same ammo and roughly same damage (they do drain a lot more though).
Online play is rather borken with teleporting bladers due to a supposed bug in the netcode. Competitive weapons include the aforementioned weapons earlier, and a lot of bladers.
Anyway, I'll hold off my comments until I get all of the parts in the game first, these are just some of the things being observed and can change in time.
On a side note, I am rather disappointed in the rather easy Arms Fort battles. I expected more twists in fighting them as opposed to the straightforward "keep shooting" or sneak in and shoot their weakpoint that I've been doing. AF Great Wall for example, could have been a way epic battle if:
Pretty much, there is no twist that comes with every AF battle. Everything in the end just seems the same. They are fun to look and destroy though, but its just too easy to destroy them as it currently stands. Its a shame really considering how hyped the AF battles were.
I've read that fighting AFs under older regulations in hard mode provides some challenge as EN is much more limited in older regs. I have yet to try this though.