Armored Core is officially categorized as a “High-Speed Mechanic Action Game,” and this fundamental concept plays a vital role in comprehending the mechanics of Player versus Player (PvP) battles. This guide serves as an introductory overview of PvP in Armored Core, with a specific focus on aspects like Distance, Direction, Prędkość, Broń, Energia (EN) Kierownictwo, and Types of Legs.
Zastrzeżenie
This guide reflects my personal viewpoint based on the community I engage with. I want to emphasize that if you hold a different perspective, I respect your standpoint. If my definitions cause any discomfort, please recognize that they are not absolute definitions but rather a reflection of my outlook. I hope we can mutually respect diverse viewpoints, just as I respect yours.
I’ve invested a considerable amount of time and effort in crafting this guide with the intention of sharing my knowledge to enhance the Armored Core community’s overall experience. If you find this guide valuable and intend to utilize its content, I kindly request that you provide proper credit by mentioning the source and including links, jeśli ma to zastosowanie. It is through these acknowledgments that we can collectively contribute to making Armored Core more enjoyable and accessible for all enthusiasts.
Prezentacja wideo
In this 40-minute video, znajdziesz 10 rounds of PvP gameplay in Armored Core VI. The primary objective of this video is to provide valuable insights into multiplayer strategies. These strategies encompass various aspects, such as effectively utilizing cover, employing peeking tactics, mastering scanning techniques, managing your Energy (EN) efficiently, implementing close-quarter combat strategies, making the most of extensions, and optimizing your weapon usage.
In this 30-minute video, you’ll dive into 7 rounds of PvP gameplay in Armored Core VI. The central theme of this video revolves around imparting essential multiplayer strategies. These strategies encompass a range of tactics, such as capitalizing on altitude advantages, mastering the art of descending and landing, honing your scanning techniques, managing your Energy (EN) efficiently, excelling in long-ranged combat strategies, making optimal use of extensions, and maximizing your weapon usage.
How was Armored Core PvP?
Armored Core PvP offers a challenging and highly skilled environment. When I first ventured into the world of Armored Core multiplayer, I was astounded by the level of expertise displayed by other players in PvP battles. Częściej niż nie, I found it challenging to even spot my opponent’s Armored Core (AC), and projectiles seemed to come from angles beyond my camera view before I could react. This trend continued for a considerable period, spanning over a couple of years. It’s important to note that many of these players have been immersed in the game for well over a decade. Even though I’ve been playing for a decade myself, there were already players with over a decade of experience when I started. This speaks to the seasoned and well-established nature of the Armored Core community. Jednakże, it’s essential not to be discouraged. Most players are welcoming, and many opponents adjust their AC setup and playstyle to help newcomers grasp the game dynamics through losses. Zatem, losing can be a valuable part of the learning process in PvP.
Mapy
Maps also play a significant role in Armored Core PvP. Traditionally, tournaments and community matches often select maps with obstacles. Na przykład, in Master of Arena, cross-shaped walls and construction field maps were commonly used. In the Armored Core 3 series, the Military District map, which offered many buildings for cover, was a favorite. In Armored Core 4, the Parabolic Grove map was highly favored due to its numerous umbrella-shaped pillars that provided cover both above and below.
In Armored Core VI, most maps include obstacles in the form of buildings or structures. There is one map that lacks obstacles and is essentially an open field, typically chosen for special events or matches like dozer matches resembling sumo fights or pile bunker matches. Dlatego, understanding the map’s obstacles is crucial for planning your tactics, including using obstacles for cover, determining attack routes, and employing peek-and-cover strategies.
Uderzyć & Unik
Armored Core VI introduces projectiles and ordinances, and it’s important to note that there are no hitscan direct hits. Even energy lasers are considered projectiles, meaning they have a specific speed and direction. If your AC’s movement is slower than the projectile, you will get hit and take damage. Three key factors to consider in avoiding hits are distance (the space between you and your opponent), your opponent’s projectile speed, and your AC’s speed and direction. Moving directly toward your opponent increases the likelihood of getting hit, regardless of your speed. Maintaining an appropriate distance and moving laterally and vertically relative to the projectile can help you avoid getting hit. Dlatego, the core principles for avoiding hits in Armored Core VI revolve around Distance, Prędkość, and Direction.
In terms of movement, Armored Core allows sideways movement, traditionally achieved using the LB and RB buttons (L1 / R1), which many players use to disrupt their opponent’s Fire Control System (FCS) lock.
Dodatkowo, vertical movement by jumping and descending is significant, especially in Armored Core VI, which heavily emphasizes “3 Directional Action” Lub “3 Dimensional Action.” Vertical tracking in Armored Core VI is weaker compared to older series, making it easier to dodge using vertical movements such as jumping or descending.
Dystans
One common misconception in Armored Core VI is the idea of “getting closer.” It’s crucial to avoid this approach. W większości przypadków, the first player to initiate an approach tends to lose unless they significantly outskill their opponent. While some YouTube videos may depict rapid approaches and aggressive attacks, they often involve less skilled opponents. In actual situations with two equally skilled players, the one who maintains distance usually holds the advantage for two primary reasons:
- FCS prediction: Armored Core employs a prediction-based Fire Control System (FCS) that anticipates your future position. Moving laterally and vertically makes it more challenging for the FCS to predict your location compared to moving straight forward. Zatem, approaching your opponent means opting for a forward direction that gives your opponent an advantage in FCS prediction, increasing the chances of getting hit.
- EN management: PvP in Armored Core heavily revolves around managing Energy (EN). Approaching your opponent consumes more EN than if you maintain distance. This is especially true if you’re strafing while using the assault boost, as it rapidly depletes your EN. Initiating an approach puts you at an EN disadvantage.
Podsumowując, always keep in mind the importance of maintaining distance from your opponent and understand the optimal range of your projectile weapon. Whether you’re using a rifle-type weapon, missiles, strzelby, or melee weapons, knowing when and how to engage is crucial for success in Armored Core PvP.
Direction
In Armored Core VI, as emphasized by FROMSOFTWARE, there are three essential directions you can utilize for strategic advantage:
- Forward/Backward: This direction primarily relates to managing your distance from your opponent. Maintaining the right distance is crucial to your overall strategy.
- Strafing: Strafing is a commonly employed technique to deceive your opponent’s Fire Control System (FCS), which predicts your near-future location. By strafing, you disrupt their predictive calculations, causing shots to miss while in mid-air.
- Jumping/Descending: Jumping and descending are tactics that serve multiple purposes. They can trick your opponent’s FCS, similar to strafing, but they are also used to gain positional advantages. Many weapons in Armored Core VI are more effective when you have higher altitude. Na przykład, explosive ordnance has an area effect upon impact with the ground. Even if you manage to dodge a direct hit, you can still be affected by the area-of-effect damage. Unlike in real-life combat scenarios, Armored Core VI doesn’t offer many anti-air methods. Unless your opponent is caught mid-air with no plan or obstacles, they usually hold the advantage over you in aerial combat situations. Dlatego, understanding the nuances of altitude can significantly impact your success in battles.
Altitude Advantage
In the world of Armored Core VI, being in the air can actually provide you with a significant advantage. While it’s true that some four-legged ACs without proper descent capabilities are vulnerable, bipedal opponents know how to strategically use altitude to their benefit. Bipedal ACs can convert altitude energy into rapid descents, and their two-directional movement, which includes descent and strafing, allows them to move much faster in the air compared to being on the ground. This swift aerial movement makes it challenging for your opponent’s Fire Control System (FCS) to predict your location accurately.
Na przykład, if your AC’s maximum speed is 330, and you can ascend at 475+ and descend at 900+, you’ll outpace ground movement, even exceeding the speed of the Assault boost. With such agility, only a few projectiles or ordnance can pose a threat to you.
It’s important to note that this speed advantage primarily applies to bipedal ACs. Four-legged ACs still have their advantages, such as maintaining the high ground, but their strafing and descending movements aren’t as effective as those of bipedal ACs. Dodatkowo, their floating speed is slower than ground speed, though they do have good acceleration while floating. Dlatego, you can’t rely on the same speed advantage as bipedal ACs while in the air.
Weapon Choice
Teraz, let’s talk about weapon choice. Some players argue that certain weapons are overpowered, but in my view, most weapons are well-balanced, with only one or two exceptions. When assessing weapon effectiveness, consider two key factors:
- Optimal range: Powerful weapons often have very short optimal ranges, typically around 100 metrów. If you find yourself within this range of your opponent, you’re at high risk. Even some fully charged melee weapons can strike within this distance.
- Projectile speed and tracking: Faster projectiles, like cannon-type weapons, struggle to hit targets using lateral and vertical movements such as strafing or jumping. With enough distance and nimble movement, cannons are unlikely to hit you, except when you’re on the ground and vulnerable to aerial explosives like grenades, bazookas, or plasma weapons. Maintaining higher altitude than the ground can be a crucial advantage unless you’re piloting a tank, which is always grounded.
To excel in combat, it’s essential to equip a variety of weapons. Having the same weapon in both hands and nothing on your back puts you at a significant disadvantage. I recommend selecting at least three types of weapons:
- A tracking ordnance type, like a missile, for long-range engagements.
- A mid-range weapon, such as rifles, for distances between 100m to 200m.
- A close-range weapon for ranges up to 100m, like melee weapons or close-projectile weapons (np., bomb launchers, pistolety, or shotguns).
During combat, your distance from your opponent will naturally change based on your and your opponent’s Energy (EN) management. The one who depletes their EN first will experience reduced movement speed, allowing the other to close the distance, potentially leading to close-quarters combat. W tym scenariuszu, your choice of weapons becomes crucial because close-quarters weapons have significantly higher damage per second (DPS) compared to mid- to long-range weapons. Some players mistakenly equip only close-quarters weapons, like melee or shotguns. Jednakże, this approach leaves you vulnerable in long-range combat against an equally skilled opponent who can maintain EN, altitude, and distance advantages. The remainder of the battle may result in you failing to maintain the optimal range and taking damage from mid- to long-range weapons.
Podsumowując, while it’s not necessary to equip weapons for every possible range, I strongly recommend against heavily favoring close-quarters combat exclusively. Zamiast, opt for weapons that cover multiple ranges and include at least one tracking ordnance. Versatility is key in Armored Core VI combat, and a missile-type weapon is an excellent choice to achieve this versatility.
Understanding of Weapon Types
Explaining the various weapon types in Armored Core can get quite detailed, but I’ll keep it straightforward. Here are the main categories:
A. Karabiny – Medium-Range Handheld Weapons
Rifles are the standard weapons in Armored Core. In Armored Core VI, they introduced a new feature called the “Charged shot,” which adds versatility in different situations.
Types of rifles include Linear rifles, Laser handguns, Laser rifles, Laser shotguns, Karabiny szturmowe, and Burst Assault Rifles.
- Assault Rifle: These rifles are ideal for combat at 160m range, making them great for team battles due to their high total damage output. W 1 vs. 1 spotkania, they may have slightly lower DPS compared to other rifles, but they don’t overheat and only need reloading. Assault rifles excel at maintaining damage output at medium range.
- Burst Assault Rifle: These rifles offer more mobility, allowing quick boosts without a significant DPS loss compared to Assault Rifles. Their concept is similar to that of the Assault Rifle.
- Linear Rifle: Linear rifles have a longer range than Assault rifles, making them sniper rifles in the series. They have a charged shot that delivers powerful hits, making them excellent for long-range direct hits.
- Burst Rifle: Similar to traditional sniper rifles, Burst Rifles lack an overcharged effect, allowing continuous firing of charged shots.
- Laser Rifle: Laser Rifles are energy-based and focus on damage over impact. They’re useful for reducing your opponent’s AP at mid-range. They don’t have reloads but can overheat if fired continuously.
- Laser Handgun: These are mid-range rifles with versatile charged shots and generate less heat.
- Laser Shotgun: The VP66-LS behaves more like a close-to-mid-range rifle. It can cover various ranges with its charged shot.
B. Pistolet / Needle Gun – Close-Range Handheld Weapons
Handguns prioritize impact damage, with some like COQUILLETT having high cumulative impact damage. Burst Handguns follow a similar concept to Burst Assault Rifles.
Needleguns focus on burst impact DPS but have lower sustainable DPS due to their limited magazine size.
C. Flinta – Close Range Weapons
Shotguns are devastating at close range and come in four types with different pellet patterns and damage.
D. Armaty
Cannons have unique characteristics and leg type requirements. They have a longer delay between triggering and firing, so diversion is crucial when using them effectively.”
I’ve simplified and paraphrased the information for a more straightforward understanding of Armored Core weapon types.
EN Management
Z pewnością, bez wątpienia, the most pivotal aspect of Armored Core revolves around the management of Energy, commonly referred to as EN. Effective EN Management has the ability to compensate for suboptimal weapon choices, while the opposite scenario doesn’t hold true. Although we can’t delve into every facet of EN management in this discussion, I’ll provide an overview of its fundamental principles.
EN management encompasses a complexity that extends beyond the mere focus on EN generation by your Generator.
Traditionally, EN Management encompasses several critical factors (some concepts are absent in ACVI):
- Generator’s EN Output: This represents the rate at which your Generator produces EN.
- Generator’s Redline: This signifies the maximum capacity of your Generator before it succumbs to overheating.
- Booster’s Consumption: It denotes the amount of EN consumed by your booster during its operation.
- Adjustments to Core Parts: Your Core Parts possess the capability to modify both EN Output and EN Supply (Recharge). Lightweight components yield superior EN efficiency, while their heavyweight counterparts offer comparatively lower efficiency.
- Pojemność: This reflects the amount of EN at your disposal when fully charged.
- EN Recharge: It measures the duration between the last utilization of EN and the commencement of EN generation.
- Supply Recovery: This gauges the interval between the depletion of EN and the commencement of EN generation.
- Post Recovery EN Supply (PRES): Analogous to the conventional “Red Line” Generator, depletion triggers a fixed quantity of EN regeneration. Higher PRES values, especially when combined with low EN Supply (as seen with Coral Base Generators), necessitate depletion of EN, with the focus shifting toward idle regeneration by combustion.
There exist three distinct categories of generators within the Armored Core universe:
- Combustion – Identifiable by the presence of an orange flame on boosters. These generators yield a relatively low EN Output. They excel in swiftly recovering EN between the last EN expenditure and the initiation of EN generation. Jednakże, their drawback lies in their very low Energy Weapon Efficiency.
- Circular – Distinguished by a blue flame on boosters, Circular generators offer a high EN Output. They exhibit a moderate to sluggish pace of EN recovery between the last EN usage and the beginning of EN generation. Their strength lies in their high Energy Weapon Efficiency.
- Koral – Identified by a red flame on boosters, Coral generators boast a high EN Output. Niemniej jednak, they feature the slowest EN recovery duration between the last EN usage and the onset of EN regeneration. In combat situations, relying solely on Coral generators for EN generation is inadvisable due to their prolonged recovery time. Jednakże, they excel in specific scenarios, such as descending from significant altitudes, where the descent duration surpasses the time needed for complete EN regeneration from depletion.
Here are key points to consider for effective EN management:
Prioritize your ultimate EN Output, taking into account your cumulative EN Load from all components, including weapons.
Regardless of the generator type employed, it is imperative to manage your EN Load effectively. A higher EN Load translates to a slower pace of EN generation. Should your EN Load reach 90%, your EN generation rate will decrease significantly, resulting in recurrent EN deficits. Even with Coral Generators, EN generation from depletion will be minimal. Osobiście, I recommend maintaining your AC’s EN Load at approximately 70%, never exceeding 80% under any circumstances, even in PvE encounters. If your weapon places excessive demands on your generator’s EN output, consider alternatives such as changing your generator, opting for weapons with lower EN Load, or switching to a frame with reduced EN consumption.
Familiarize yourself with your optimal EN Recharge time, which is contingent on your altitude.
For ground-based configurations akin to tanks, you can sacrifice EN Recharge time and opt for either Coral Generators or generators with extended EN recharge durations. If your average operating altitude approximates the height of a bipedal’s jump, an EN recharge time exceeding 900 is unnecessary. Descending from this jump height does not necessitate a recharge time surpassing 900. Na przykład, Ling Tai possesses a 2000 Recharge time. When equipped with a lightweight core, your EN will recover within a mere 0.56 towary drugiej jakości. Jednakże, most bipedal jumps exceed the 0.56-second mark. Basic bipedal movement in Armored Core VI often involves jump maneuvers, and EN recovery occurs during the brief interval between landing and subsequent jumping. Więc, higher jump distances entail longer descent durations before landing. Na przykład, a bipedal configuration will require an optimal recharge time ranging between 750 I 900 when descending from a jump, while Reverse Joint legs may necessitate a longer recharge time, potentially ranging between 500 I 700. At higher altitudes, the required recharge time diminishes, as the landing phase consumes most of the time.
In the context of EN Output and Recharge time, prioritize longer recharge durations with higher EN Output over shorter recharge periods with lower EN Output, without factoring in “PRES (Post Recovery EN Supply).”
Suppose your EN recharge is as rapid as Ling Tai’s 0.56 towary drugiej jakości, yet your EN Load hovers around 95%. W takim razie, your ultimate EN generation will be inferior compared to configurations featuring slower EN Recharge but higher EN Output. Swift EN generation combined with slower EN recharge ultimately results in an accelerated cycle of EN-consuming actions. Stąd, it is advisable to emphasize EN Load + Final EN Output as opposed to EN Recharge.
The concept of Red Lining has undergone transformation.
Traditionally, “Red Line” referred to the higher EN Capacity segment of the generator. Na przykład, in Armored Core: Last Raven, the LOTUS Generator exhibited a lower EN Capacity but a higher Red Line, enabling more sustainable EN utilization in the redlining phase compared to generators with greater EN capacity and lower Red Lines, such as the G84P. In Armored Core VI, this concept has shifted to “PRES (Post Recovery EN Supply).” The term “Red Line” no longer carries the same meaning as in prior series. Redlining used to involve utilizing EN within the section between the red line and complete depletion. In Armored Core VI, “PRES (Post Recovery EN Supply)” represents a unique EN generation modifier following total EN depletion.
To grasp this better, consider the Coral Generator NGI 000. It features an exceedingly low EN Recharge rate but boasts a remarkably high “PRES (Post Recovery EN Supply).” The Generator’s Capacity stands at 4400, z “PRES (Post Recovery EN Supply)” z 3300, equivalent to 75% of the total capacity. This signifies that, irrespective of your Final EN Output, you are guaranteed to regenerate 75% of your EN after complete EN depletion. As an extreme example, if you have expended 50% of your EN and commence recovery in an idle state, it will take nearly twice as long to fully replenish compared to the time needed for complete EN depletion followed by recovery via “PRES (Post Recovery EN Supply).” While this mechanism slightly differs from the traditional red line concept, the underlying idea remains akin. Continuously deplete your EN to obtain a fixed EN amount after a specific time interval. Zazwyczaj, configurations employing Combustion generators should refrain from relying on “PRES (Post Recovery EN Supply)” and avoid EN depletion altogether. Circular generators, especially in scenarios featuring a high EN Load and low Final EN Output, can effectively utilize “PRES (Post Recovery EN Supply).
Maneuvers by Legs
Bipedal
The fundamental essence of Bipedal legs centers around the concepts of “Skoki” I “Descending,” coupled with precise altitude control through vertical mobility. Utilizing Bipedal legs without incorporating jumping and altitude control renders them less effective than other configurations, particularly tank configurations. Bipedal legs excel when leveraged for their unique jump maneuvers and altitude manipulation capabilities.
There exist two primary categories of bipedals: standard Bipedal and reverse joint bipedal. Both share the ability to execute jump maneuvers as their primary function and enable altitude control through booster capabilities. Reverse joint bipedals possess a distinctive ground quick boost capability, while standard bipedals exhibit a less pronounced ground quick boost. Jak wspomniano wcześniej, the height of your jumps significantly impacts the duration your generator remains idle for EN generation. A higher jump height necessitates a lower EN recharge value since the descent phase consumes more time than the idle state.
4 Nogi
The defining concept for 4 Legs revolves around “Acceleration.” On the ground or during ascending and descending maneuvers, 4-legged ACs exhibit acceleration characteristics similar to other leg types. Jednakże, in the floating mode, 4-legged ACs experience a notably enhanced acceleration, approximately three times greater than that of other leg types. This heightened acceleration affects your opponent’s FCS prediction during strafing movements. Dodatkowo, 4-legged ACs in hover mode can maintain altitude levels without manual intervention, whereas bipedals demand precise flying boost techniques and EN management to achieve the same effect. In terms of vertical movement speed, specifically for ascending and descending, 4 Legs fall behind lightweight bipedals. Unlike Bipedals, performing jump maneuvers with 4 Legs results in slower speeds, making it advisable to avoid jump maneuvers with this leg configuration.
Zbiornik
Tanks are engineered for ground-based locomotion, and their forte does not lie in jumping or aerial mobility. Attempting to achieve flight with tank-type legs results in slower speeds compared to their ground movement. Podczas lotu, tanks face a significant disadvantage compared to bipedals. Even bipedals belonging to the same weight class surpass flying tanks in terms of ground speed. Dlatego, keeping a tank airborne is not a recommended strategy. Tanks also encounter substantial challenges when confronting opponents at higher altitudes. If a tank’s optimal operational range falls short of an opponent’s altitude, the tank’s strategic options become limited. Even when tanks employ assault boosts to close the gap while ascending, bipedals’ descending speeds outmatch those of tanks utilizing assault boosts. Aby zilustrować, if the fastest tank boasts a speed of 480 with an assault boost, a bipedal’s descending speed can exceed 580, and they can ascend at a comparable speed with an assault boost, placing the tank at a considerable disadvantage in terms of both altitude and EN usage.
Obstacle, Peeking, Covering, Scanning
In Armored Core PvP, taking cover behind obstacles is a fundamental tactic. Utilizing structures or walls to shield yourself from incoming missiles or bullets is crucial. Depending on your shoulder or weapon setup, you can peek out, launch missiles, and then quickly seek cover again. It’s essential to be aware that if you lose sight of your opponent for even a few seconds, your lock-on will be disengaged. Dlatego, timely scanning to maintain your lock-on is of paramount importance. Pamiętać, losing lock-on can directly lead to defeat in combat. If your head parts have a scanning feature with a 200-meter range and a 3-second scanning interval, think carefully before engaging in combat without knowing your opponent’s location.
Wniosek
Podsumowując, I’ve dedicated significant time and effort to create this guide with the aim of enhancing the knowledge and enjoyment of the Armored Core VI community. If you choose to use this guide, please consider giving credit to the sources and providing links when possible. Armored Core VI multiplayer offers an exciting and competitive experience, and I hope you find it as captivating and engaging as I do. Feel free to reach out if you have any questions or need further assistance. Enjoy your Armored Core VI adventures!
To wszystko, co dzisiaj udostępniamy w tym celu Armored Core VI: Fires Of Rubicon przewodnik. Ten przewodnik został pierwotnie stworzony i napisany przez Meep. Na wypadek, gdybyśmy nie zaktualizowali tego przewodnika, możesz znaleźć najnowszą aktualizację, postępując zgodnie z tym połączyć.