The poorly translated part says something like this: If you're having difficulty with a boss battle, change your build. Changing your build and parts is an integral part of the fun. For example, if there's a boss with a powerful laser and you're struggling against it, you can modify your build by using leg parts with better jumping ability stat (like the jumping ability stats in AC3) or with better thrusters to dodge it more effectively(something like different thruster you may equip in AC4/FA). Additionally, you can use a bazooka with a heat-seeking warhead to disable the laser (it's not clear whether it only prevents the laser from firing once or if you can potentially destroy it). I also add that changing part, min-maxing stat, passing hours and hours in order to have the most optimal build, or even a simpler task as switching your leg for hover leg in water based map, may be oblivious for AC veterans, a lot of new player may not know this and stick to a build
I don't mind healing kits personally so long as they're not too strong. It'll let us have longer missions without those weird ammo depots from other AC games in the past
I hope the usage of healing kits are the same as Project Phantasma or the entirety of the Gen. 2 games: *_Only present or only used when you are in a very long mission._* Otherwise this is going to be the most piss easy AC game ever. Yes this is coming from a newcomer.
I hope the estus thing is not an instant heal. It would be fair if it heals over time and the healing is canceled if you get hit, limiting it only to be used between fights.
I think it would be cool if it somthing you have to set up, like you have to hunker down for a little repair bot to do it's work over a time period. I wouldn't mind that.
Thank you for all your coverage on AC in general! The estus flask mechanic is a bit worrying, but alot of companies have actively put it in thier games with good results. I'm someone who is an old From Soft fan (King's Field, Echo Nights, ect.) they have done a big variety of games very well so I'm willing to believe they have a good plan for it. But AC is my up there as one of my fav series so I am concerned.
Silent Line used Repair and Resupply trucks before, based on them saying "safe to do so" I assume the repair kit will take some amount of time to use and is intended more for use between skirmishes than for in-combat use.
I also see this as an indication either the expected volume of damage a player is going to take is higher or missions are significantly longer on average cause while previous games did have resupply points and Supply trucks the missions were never really long enough or difficult enough to feel like they justified their existence.
@@justletmecomment6453 Also ACV had a similar system for story missions. So long as you cleared out nearby enemies, there were places where you can get your AC repaired and restocked, and can even change parts. It just costs money to use, and each use increases the price of the next use.
@@justletmecomment6453 That's what I assume, but it's hard to say. But with the lack of context from the interview it could just be a part you can bring, like give up a missle pod for a repair pod.
I could also see the repair kits costing a decent amount of money, like maybe more than the regular repair costs, so it’s not something you’d want to use all the time, just when you’re especially low and really don’t wanna fail the mission. I’m still not a fan but I’m trying to think of ways these could fit into armored core and still work well
I personally don’t see an issue. The people that want to put the time in for single player will eventually attain mastery to the point they’ll easily and quickly clear the hardest mission, and worse players managing to finish the game doesn’t hurt anyone in any way. Now if you didn’t want long as hell missions that might require a repair kit, that’s a different story, but eh… One of the 10 second long missions like old gen wouldn’t fly these days.
I do hope that repair kits are optional and that you have to buy them, it'd provide a good option for people who like classic AC and people who want a more casual gameplay experience
When they say not every area is a safe zone in regards of using a repair kit makes me think that it will make you immobile for a set period so it'll be more of a stresser potentially.
I think what a lot of people are not considering with the mechanics of the repair kit is the possibility it's, like, 5% AP recovery BUT it also restores an AC part that took damage. Ie if enemy shoots and disables your missiles or other weapon. Primary function is not like an Estus flask, but a band-aid to the problem of getting locked out of your weapon slots during longer missions. I'm gonna wait and see before I make any judgements. Do we know if part-specific damage is back? It seemed like it might be after that "strong guidance bazooka" or whatever quote.
It does at least sound like a Repair Kit is ousting another piece of gear on a slot if it's a standard thing, so like Ammo Extender shoulder gear, Radars and the like. You could take it if you aren't confident in surviving an entire mission but that's one less piece of assistance or firepower you could have.
I think the missions are going to be longer and more complex, so that's why they put the healing tank, so you don't get to bosses or enemies AC's with 400 AP xD
Yeah having to restart a mission is kind of annoying, and can be a quitting point. But, this doesn't really affect high skill players who want to get "S" rank equivalent performance.
Fair point but then there's also the question of if you'll also have your ammo restocked. Surely players would be expending plenty of ammo over the course of an extra long mission even if they avoided taking damage entirely.
I'm a bit worried on adding the Mecha Estus Flask feature in AC6. If there is some sort of preventing the Raven/Lynx from spamming it then they could put something like your AC will be temporarily powered down until it finishes the repair.
or like in the souls games: during the healing process you cannot attack, so you better pick a good moment to recover, or you lose more than you gained.
Or just keep it the same as AC Project Phantasma, AC2, and AC Silent Line: Supply trucks or Repair stations or Checkpoints but with a twist of having an expensive fine for each usage, like 100K per use.
4th gen controls are good, if a bit dense. I often get stressed out and and push all the buttons at once. As for heals, well they'd have to balance it out obviously with much high damage being taken. Otherwise glass cannon speedy boys will dominate.
Fourth Controls were wicked mashy but damn they felt good one the player got gud. I could never help but shake the feeling like my AC was moving through tar in V and VD.
You can fix the Ac texture glitches when emulating for answer by going to gpu settings. Then under additional settings toggle Write Color Buffers. It makes such a huge difference.
Unfortunate that Ultimate Weapons won't be returning. They were super cool in aesthetic and build potential. Hopefully we get something equally cool to make up for that.
Honestly they seemed kinda useless to me. They take like 30 seconds to ready, purge an entire weapon off your arm, can only be activated once, and can only be fired like 2 or 3 times before becoming useless.
Hello Josh! I have played the Verdict Day recently and I found the controllers easy to pick up too. As my first AC experience it looked too much at first but as you play it you get used to it. Thanks for the video!
The repair kit is a great idea. Longer missions means you can find cover, repair your AC, then return to combat. I think that is cool. I am sure it won't be an quick heal as that wouldn't make any sense. It's gonna be like nanomachines or something that slowly repairs some damage over time, is my guess. Something you won't dare use during PVP as you will probably have to have cover and time to use it. At least that's how I'd design it.
5th Gen changes the controls pretty substantially with all the separation on Jump and Boost Toggle and all the things they affect. Honestly having every weapon active at any given time without the need for swapping outside of the hangar weapons we know are in the game then the control scheme could be pretty cursed. Late 3rd Gen and 4th Gen are probably the best feeling controls for the actions available to the player.
Guys, it's a new generation. Every generation has been batshit different from the last. The 7th will be as well. Just open your hearts to something different. ~
I am looking forward to the shitstorm these people will cause. It will happen, it will either be too different or too similar, no matter how good the game is.
It's Armored Core. Just give me Armored Core and I will be a happy man. Don't think there's been a single entry in the series I didn't like. But I'm a sucka for mecha.
My assumption on the repair kits is that they would function like those restock points in ACV, which I don't think is a bad idea necessarily and would make longer missions less annoying.
Nah... they're gonna be some nanomachines spice rubicon melange..... something :)) And I think its gonna' be risky using them, considering the battle conditions plus probably will take some time.
Super excited to see what this game turns out to be, I’ve been praying for an AC come back for years. The mention of the repair kit being used “up to 3 times” makes me wonder if the number is mission specific. In some of the older games area transitions would often heal/reload you on the longer missions, I hope it’s aimed to replace that if the hard transitions are gone. Or maybe repair kits are heavy and taking all 3 isn’t always feasible and it adds another layer of complexity to your load out. Side note: AC4 and 5 controlled pretty well. Especially 4, it got a little frantic at times but with just a tiny amount of time I really felt like I was piloting that mech my whole life. I’ve been playing since AC2 and I still can’t aim worth a damn with the old control scheme 😂
I can’t believe I’m dissing a health recovery feature, but AC really wouldn’t feel the same with one. The only bright side is not hearing that infernal beeping over and over again.
I hope the use of repair kits either hurt the mission rewards either through amount and grading. I’m not entirely against the feature as it lets players experiment a little more during missions
or that the more repairs you do the more expensive your repair bill is when the rewards screen is displayed so its taking the ACV logic in a certain extent, but since free play is unlocked on the get go just farm? I guess
If you only get 3 repair kits I don't see the problem, in the souls games you get like 15. It also signals to me that the missions are going to be harder and longer. When Sekiro announced the revive mechanic people thought it would be easier but it was not.
@@aboveaveragegaming6120 I always had trouble with gripping too hard and mashing the R3L3s growing up. So, when PSP moved them to Dpad, I've been rebinding to that ever since.
I've played every AC since 2 and still have my 360 and 4A. I'll say the controls aren't hard but the ability to claw grip is a massive advantage over someone with short stubby fingers.
I wish they would release gameplay already, it's kinda hard to get a good idea of how the game is gonna play, and that is really important considering a large amount of people don't know a lot about Armored Core to begin with.
I've been playing Armored Core since the first one on PS1 and I was in high school when it came out. I kept up with the series through AC3 Silent Line and recently started to stream the original through AC4 Answer. I had never played AC4 of 4A before and since I knew the control scheme had changed, I practiced off stream. I actually struggled to clear the first mission due to the controls. Personally, I've never been a big fan of stick control and so I really don't have the muscle memory for it, but I kept trying. I cleared a few missions, but was still struggling so I switched the controls to be more like the older gens and instantly turned everything around. I ended up clearing the game without much difficulty (save for a few missions). If they're going to have a button for each weapon then that isn't going to leave many buttons for boosting and such, at least, not with my control scheme. That has me worried, but maybe it's time for a change anyway.
5th gen AC control is basically a prototype for souls controls. triggers for attacks, lock on/off is basically scan and combat mode integrated to weapons arming. hi boost is the roll/evade. jump is jump. recon deploy is use item. no more ults? i kinna liked that too, considering it breaks down your AC is a reasonable trade off. pretty useful for co op boss fights like in those online boss owO
5th Gen AC control was not a prototype for souls controls. Since Demon's and Dark Souls were already released when ACV came out. Hi boosting, in its most familiar form, started in AC4, but it did exist prior to that. Nexus was the first game to have a default set of controls where the top buttons were used for attacks.
@@RippahRooJizah sorry, i should have said, "is basically like a prototype for souls controls" since they have a lot of similarities but has some kind of difference to an extent Owo
@@RippahRooJizah i was just responding to his question on how the controls for 4th and 5th gen was like as to the controller meme so it's basically not about actual time the controls were implemented as to which game, but more of a comparison as to how the 4th and 5th gen AC configs are 'w' i just assume people would compare it to soulsborne games since a lot of them are from the soulsborne community 'w'
@@RippahRooJizah but speaking of actual timelines, did you know a lot of people mistook patches originally came from ac4? or kingsfield4? where in reality, his first appearance was in AC: Master of Arena owO
@@xianfa1708 I might have heard about that Patches thing, but that AC4 was the first time he went by Patches, and King's Field 4 simply had a similar character.
I really want to see different ways to boost and gain/maintain speed. So that way ground based ac's stay viable and maneuverable compared to airborne ac's. It would be cool if tank tracks can't Ariel boost but add turbo or boost to thier engine right, so then maybe that's why tanks treads can drift?
I dont see the issue with having repair kits. I mean in the older games during especially long missions you'd have your health and ammo replenished and considering the missions in AC6 are gonna be way bigger in scale, I can understand the need to add in that option. Hell, Silent Line had something like this in one of the missions where you had a vehicle that replenished your health and ammo. I would also assume that there would be an inherent risk with using this repair kit. I highly doubt it would be a quick heal like an estus but rather something that essentially makes you a sitting duck while you heal. Going back to the Silent Line example, when you went to get your health and ammo refilled, you'd be standing still for about 10 seconds so obviously you'd have to make sure it's absolutely safe to use it otherwise you'd just get destroyed lol
I don't mind the repair kit. Sounds like something that will take a fair bit of time to repair your AC, and I can see that being nice to have during longer missions before a Boss Battle for example. I mean the garage areas in V basically was the same idea and it didn"t really take out much of the fun (for me at least). Also, it's not like in some old gen games we used to being replenished back to full after some loading screens during missions, so again, nothing really new. I'm quite confident there will be some downsides behind it like increasing the repair cost at the end of the mission, or maybe repairs get less effective the more you use it, or something like that, also it sounds like it'll take the spot of a shoulder unit or something similar, so again prob won't be something free to use with 0 downside. This surely won't be an "estus flask" that has 10-15 uses, that heals you in a second and that you can use in the middle of a boss battle or in front of a horde of enemies with absolutely no downside to it. From what I heard about it, calling this the "AC estus flask" sounds quite like a stretch to me. We'll see.
I hope the repair kits are basically suicide if you use them in combat, and I hope missions are built around them. A good example of a mission in past AC games that healing wouldve fit in was the final fight against Zinaida in Last Raven. Where you had to fly that hellish gauntlet just to get amvushed by her at the end of the mission. Like I'm fresh blood to the max, finshed my first AC a few weeks ago which was LR, and admittedly I'm already used to no healing. So I'm just hoping that with the choice to include this mechanic they've balanced it and built the mission structure around it.
I've been playing ACFA for a few weeks and used control scheme B. It took some getting used to but now I have decent control and movement and I'm comfortable with pvp combat. I still struggling with chain quick boosting and for the life of me can never pull off a second stage boost :( ACFA was my first ever armored core game and I had a ton of fun with the customzation and combat (I also finished reached every ending in the singleplayer campaign). Would highly recommend for new people looking for a fast paced entry into the Armored core series
I think fromsoft knows what they're doing if they are going to add a repair kit into AC 6. This could mean we are going to have much longer missions and much larger amounts of enemies then we are used to. There are several ways to balance it. Have the repair kit take up a part slot on your mech, make repairs immobilize your mech for a decent amount of time, etc. There are so many ways they can do repair kits well that I think its a bit silly to think of estus flaks as even a remote possibility.
i recently played my first AC game, it being AC for Answer, and the controls were really easy to pick up, sounds to me like the diffculty was mroe with previous gens.
Ill be honest, id have preferred that you only had buttons for left and right weapons, and a button to switch. Im so used to my custom bind of L2 for boost I dont think I can actually go to anything else. So im just not going to be able to use one of my back slots ever.
If the risk/cost of using the repair kit is high enough to make you question if you should even use it or not in the first place, then it's fine. But if the risk/cost is so negligible that you can just use all 3 without a care in the world, then it's terrible. That's my stance on it. I also hope they bring back actually needing to worry about your funds in AC6.
The bit where he says 'there are a lot of parts' is encouraging. One thing I was worried about was that with the more elaborate animations we saw in the gameplay trailer, it might have been too much work to create a large parts list which is a big factor in how fun any given AC game is. The fact that he's saying it was a major challenge to create those animations hopefully means we won't be seeing the classic new generation = lack of parts problem.
This is very good news, the controversial part reminds me of Armored core Vs repair when your helicopter pilot would fly down and you could repair or switch weapons but thanks for keeping up with this stuff and great video as always
I personally felt the 4th gen controls were really good, I'm kinda nervous how they're going to change them cause it seems that there's going to be big changes.
In the interview it's mentioned that the fire controls for all the weapons will be the triggers and bumpers for standard. But you can button map/key bind your controls. So I doubt controls will be a huge issue.
@@95onimusha The first gens 1-3 are basically the same and 4 is the natural progression of the franchise. The 4th gen games even played exactly like 1-3 when using the appropriate regulations . It’s the 5th gen titles that really changed and are essentially garbage.. they’re AC franchise in name only
@@FlatEarthAdministrator the 4th gen plays very differently compared to gen 3, you never jump and you just quickboost all the time in gen 4. i also don't consider human plus as proper gen 1-3 gameplay
I don't see a problem with the repair kit if it cost money to use said repair kits but i also can imagine them making a ac core that either increase the healing done, increase the number of uses, reduce heal time, or decrease the cost to use said repair kits but those benefits most likely will have down sides like less health, weigh more, take more energy, increase the cost of using repairs, or having less repair kits to balance the "upgraded" repair kits. (Sorry if it's hard to read I'm really tired)
I actually have recently started playing AC4A. I'd say the control scheme was easy to pick up but it's been difficult to master. For the most part, what you need to play is there and easy to do. Changing between shoulder and hand-held weapons was a bit weird but I managed to get used to it in good time. It's the tricks like boosting efficiently or doing stuff like quick turns that can be difficult to do without practice but they're something you can learn as you play without too much rush. I'm not sure why controls are a big deal but I guess since it's been so long since the last game and the amount of attention this one has over the others, they probably want to get the controls to be as natural and as easy to pick up as possible. I can't say I blame them. They've probably put a lot into this game and expectations are probably even higher than they were before they started development.
Been playing For Answer and the thrusters on R2 and L2 seem pretty natural. Maybe quick boosting whie flying and firing could get cumbersome but it's no big deal. That repair kit though sounds like bad news, hopefully it's optional or not too important.
@@Orinslayer I'm certain its going to that logic to a certain extent or by using1 repair kit you ensure that your AC repair cost is gonna get higher IE 1 repair kit automatically deducts 100% of your AC repair cost down to 300% of your AC repair cost if you used all 3
Oh, and being able to use all weapons rather than having to switch is an interesting thing. Sure it does make it feel a bit less like controlling a mech as what the older games had going. But I think it can make sense given how it seems to have a neural integration type of thing like how the old school games had Human-PLUS or OP-INTENSIFY, even though 4 and For Answer kept it much like the older games had it. I could see such a feat being possible even back then, it's just that they hadn't really considered actually doing it then. However now it feels like a reasonable enough evolution to the point that it can work. Still have to keep in mind all the weapons and such, be they hand held or back mounted. Including the cost of ammo using them, so really it's just a slight change to how people used to play. Again Dameon X Machina had a similar thing, where you can use both weapons in your hands and a back mounted weapon, be it a cannon or missile launcher, or even a bit type weapon that launches gun drones like Mobile Suit Gundam's funnels. All without having to change weapons to fire them, granted the cannon at least did have you stop firing your hand held guns, and you still had two extra weapons you could bring that you would need to prompt to change between, a neat feature it had though was that it wasn't limited to which side it was mounted on. You could have a blade in your left side mount and swap to it with your right side weapon, and vice versa. I don't think we'll see anything like that for AC. But it should help give a bit of an idea of how the game will have some elements be changed and adjusted to function in new and interesting ways.
One thing I will say about the FCS talk is that the gameplay trailer does lead to thinking that you can target locations on enemys. In the early part of the 2nd trailer there is the enemy that has a shield, and the AC fires a salvo of missiles. Missiles have always tracked to center mass of an enemy. But in this shot, every single missle hits the front foreleg instead.
Thanks for the video I really didn't have much issue with the controls of the 4th and 5th since I cut my teeth on AC2. The repair kits sound kind of like resupply vehicles of previous games.
Man tbh, armored core was super underrated, many people doesn't like mecha that much, but armored core has a greatest customizations and complex gameplay
I thinked about new buttons map . In my thoughts it could be good , but prety tight . LT - fly/boost RT - dodge boost LB - left weapon RB - right weapon Cross buttons for abilities (heal , maybe optional stuff) Triangle - left second weapon Square - leg kick Cross - jump Circle - right second weapon Left stick - scan Right stick - overboost/assault boost It would be really great if we could change buttins layout like in ACLR
I have already bought a paddle augment for my PS5 controller. if you can fire all your weapons at the same time I'm gonna need better access to my face buttons.
As you said we don't need "healing" in Armored Core. The point and fun of gameplay was always mad scientisting yourself a mech that was competent enough to survive the entire mission with what it was built with and for. In old gen there were certain missions where a small resupply vessel would wait at a safe spot and restore Ammo but not AP. I can cope though if the gameplay is introducing healing due to length extension in the mission structure but cannot help but side eye that addition anyway ...
Because even in For Answer in Hard Mode could still build Nexts that were strong enough to complete everything with efficiency as long as your piloting skills were also on point.
4th gen combat is incredible as a newcomer, bought it a few months ago for 360. Once you understand how it works it flows so cohesively together. 5 on the other hand is super clanky, slow, and unfun
Both games were super smooth to me. But I heard most people shared the sentiment that 5 was clunky and slow and that's probably why I could solo 4 man teams. I could run circles around most of the people I fought. I loved being able to gain boosts from buildings not to mention the whole scouting thing. I'd melt an enemy and be out of there before they knew what hit them.
If he said repair kits are a "standard piece equipment" then they probably have stats and there are different types for purchase like all equipment. Meaning they are gonna have to be worked into your build and I imagine the more effective ones will have a cost to benefit ratio to contend with.
About the controls: AC4 /for answer / AC5 / Verdict day, had multiple different button layouts, majority of people, including myself, went with the shoulder button for firing which was usually option number 2, making the games feel more like a shooter in terms control. Controls were totally fine in my opinion, having booster and shooting mapped to the shoulder buttons made the feel so much better, but now having a separate buttons for every weapons, which are usually 4 (5 if you count the utility on teh shoulder pads), Could be good or bad, i could see mouse and keyboard players having a bit of an advantage, considering you can literally map every action to a different button probably. I mean, this was possible with the Souls games, so i am sure this will be the case with AC6.
I find the controls in 4 and 4A very natural to the point where after playing 4th gen I went back and rebound the controls in the earlier games to use the dpad and shape buttons almost like the sticks so as to have a similar binding scheme and it worked pretty well.
Don't let other people making a video stop you from making the same. I didn't get very opinionated on this video so I'm sure if you did it would be different enough.
I think what would be kinda cool is if the repair modules would take the place of weapons, or be exclusive to or more effective with certain parts, instead of just a sci fi estus. Heres hoping they put a good spin on it.
Considering all 4 shoulder buttons will be used for weapons, this leaves no room for boost and quick boost while being able to keep thumbs on the sticks, lending credence to the idea that a hard lock-on is replacing the need to keep targets in view manually. This is a bad change in my opinion and just makes the claim "this is not a Souls-like" sound false more and more.
i really don't like the repair kit idea,i prefer the classic Old Depot vehicle spot on the older games for longer missions,and i will hate it even more if it's something you use almost instantly.
I kinda hope the repair kits have a similar function to the garage stations in ACV, where they cost you more each time you use them. So you’re encouraged to only use them as a last resort.
AC doesn't need estus flasks, there were already in universe, in mission healing via support convoys that would charge you for fixing/refilling your AC.
I picked up AC4 and 4A recently, using type B controls (Weapons on shoulder buttons, boosts on triggers). The game feels good to play but it feels like to play at max potential while shooting and boosting at the same time in AC vs AC combat, I'd need fingers on all 4 shoulders/triggers, or at least 3 for the right shoulder and trigger + booster and that isn't something most games will ask of you haha. And it definitely feels a bit frustrating when the AI can dance around you so well while you're still mastering movement. But also, maybe I'm just expecting to be doing too much and I should dial it back down to fewer tasks at once lol.
I remember few missions in armored core 3 had a nearby crew with ammo and I think you could also recover health but healing kits should've been standard anyways.
Idk how they are going to make a repair kit seem like a good idea .. or even how it is realistic to the universe at all .. but I'm guessing it will involve some kind of risk to use .. they wouldn't simply make it like the energy recovery extensions from AC3 .. right? .. .. right?
The repair kit reminds me of the energy boosters from 3-Silent Line where it can refill ur energy bar and has like 3 charges. Of course this takes up the extension slot. This could also be similar to the PA dispenser that also took up a next's extension slot that rapidly restore PA. And I hope it functions similar to that, so Soul or Newcomers can have something they're familiar with at the sacrifice of extra firepower, ammo reserves, or better utility.
I think, and I have discussed this in AC discords ad nausaeum. They use the term risk control, and in another interview they mention that using the repair kit is risky in combat. I figure it will put you in a short power down state.
If the repair kit also include ammo restock for longer missions i wont mind it as long they balance it out by scaling the price of the repair kit with the weapons you use.
never had issue with 5th controls ever, the closest thing would be the snapping between right stick and high boost/drive boost buttons Instead of an estus like function, a Reboot function would be kinda cool. Your AC takes 10 15 seconds to reboot, purging fried breakers and replacing some internal components recuperating 50% of missing AP. Maybe a Salvage function on certain targets or other AC's to replenish that function.
6:20 Normally when there's healing mid-mission, the mission is either long or very dangerous. More often than not: long. Resupply vehicles, mid-stage checkpoints except in Last Raven, to even the mid-stage garage checkpoints in AC5's main story missions, except the final boss. AC4, ACfA, ACNB, and ACVD are the only games where healing or resupplying don't appear in any capacity. But a med-kit we can use 3 times whenever we want? The danger being so bad 60% AP is not a safe zone? Speed being around AC3 and >>AC5
idk if i woul could them estus flask. they just seem to be mission based healing items and again if they made the missions longer(which i am very happy about) then it makes sense to give us something that could help us with resource management since we will never know how long a mission will be.
If they balance the repair kit by having it cost a good chunk of money and being super vulnerable while using it then it's not so bad if that means longer more dynamic missions.
If they were an installed item with different drawbacks [ some having small recovery quick use, long recovery long use] but had them cost weight and energy, I'd have been okay with that. It would allow players who didnt want healing to instead be able to focus more on the variety of weapons available, and crafting more aggressive builds, while newer players could ease there way in with healing items, or even allow players to make goofy tank builds. But if everyone gets 3 eastus flasks with a dedicated button push, thats a major loss. Im not saying a heal will remove all tension, but theres nothing quite like *knowing* you only have a set amount of health to complete a mission in.
ACFA Veteran here, Back in high school I religiously play it then suddenly I discover myself the claw hand for the right side. It was hella fun back then but I don't know if my ps3 works...still I need new controllers for it XD.
If its an instant/fast heal that can be used on the fly I'm assuming it'd be explained with whatever the hell Coral ends up being. however, I don't personally prefer that. I was thinking it'd be a mobile version of ACV repairs since they had longer sorties. So, something that you'd use out of combat or between encounters since it'd render you vulnerable for a period of time. Like Hawken's heal system. That's what I'd prefer to be honest.
my most logical assumption is that the battlefield repair deal requires you to be either in a repair spot, where may be you can access to a helicopter that comes in and fixes you up (ala ACV/VD) or you have to retreat from battle, conceal yourself and then initiate repairs. machines cannot regenerate bullet holes in their platting instantly, and as much as Kojima himself tried to forced that mindset on us, nanomachines cant do that either.
They should make healing kits heal 15-20% of your AC but in return you move slower and you can only shoot one weapon for a certain amount of time. I think this is fine because you should never stop moving in this game however you should still be able to deal some sort of damage. I also thing that they could make it so you have increased movement speed but you cannot shoot any weapons for a certain amount of time. I like this idea because from titanfall 2 the stim pilot was just like like this and it could add some spice to the game.
Maybe the healing could be from an extension part that is put on the side if ACs. Maybe you need to choose from the range of healing, Utilities, more fire power, and more. Just pure speculation tho.
My guy healing isn't a fucking souls exclusive mechanic. Also if u have more complex and intricate levels u need this sort of mechanic
But Healing *_will_* make Armored Core a lot more easier than before
The poorly translated part says something like this: If you're having difficulty with a boss battle, change your build. Changing your build and parts is an integral part of the fun. For example, if there's a boss with a powerful laser and you're struggling against it, you can modify your build by using leg parts with better jumping ability stat (like the jumping ability stats in AC3) or with better thrusters to dodge it more effectively(something like different thruster you may equip in AC4/FA).
Additionally, you can use a bazooka with a heat-seeking warhead to disable the laser (it's not clear whether it only prevents the laser from firing once or if you can potentially destroy it).
I also add that changing part, min-maxing stat, passing hours and hours in order to have the most optimal build, or even a simpler task as switching your leg for hover leg in water based map, may be oblivious for AC veterans, a lot of new player may not know this and stick to a build
"OmG REpAiR kIT gAmE iS SOulS lIKE nOw"
I don't mind healing kits personally so long as they're not too strong. It'll let us have longer missions without those weird ammo depots from other AC games in the past
Hofully, they should also give bonus money gotten for not using them, would help to incentivize not getting hit.
I hope the usage of healing kits are the same as Project Phantasma or the entirety of the Gen. 2 games: *_Only present or only used when you are in a very long mission._*
Otherwise this is going to be the most piss easy AC game ever.
Yes this is coming from a newcomer.
@@moisesezequielgutierrez shower
@@fantomas1770 Suck a dick first
Honestly i dont see the problem with repair kits, sure it is a sudden change but if you dont want them just... Dont use them
I hope the estus thing is not an instant heal. It would be fair if it heals over time and the healing is canceled if you get hit, limiting it only to be used between fights.
In souls games if you get hit trying to heal, the heal stops--so it would make sense if that were the case for AC6
I think it would be cool if it somthing you have to set up, like you have to hunker down for a little repair bot to do it's work over a time period. I wouldn't mind that.
that would make the healing useless
Thank you for all your coverage on AC in general!
The estus flask mechanic is a bit worrying, but alot of companies have actively put it in thier games with good results. I'm someone who is an old From Soft fan (King's Field, Echo Nights, ect.) they have done a big variety of games very well so I'm willing to believe they have a good plan for it.
But AC is my up there as one of my fav series so I am concerned.
Silent Line used Repair and Resupply trucks before, based on them saying "safe to do so" I assume the repair kit will take some amount of time to use and is intended more for use between skirmishes than for in-combat use.
I also see this as an indication either the expected volume of damage a player is going to take is higher or missions are significantly longer on average cause while previous games did have resupply points and Supply trucks the missions were never really long enough or difficult enough to feel like they justified their existence.
@@justletmecomment6453 Also ACV had a similar system for story missions. So long as you cleared out nearby enemies, there were places where you can get your AC repaired and restocked, and can even change parts. It just costs money to use, and each use increases the price of the next use.
It’s almost like a quality healing system is a good mechanic for any combat-based video game. . .
@@justletmecomment6453 That's what I assume, but it's hard to say. But with the lack of context from the interview it could just be a part you can bring, like give up a missle pod for a repair pod.
I could also see the repair kits costing a decent amount of money, like maybe more than the regular repair costs, so it’s not something you’d want to use all the time, just when you’re especially low and really don’t wanna fail the mission. I’m still not a fan but I’m trying to think of ways these could fit into armored core and still work well
Just 99 cents per use
I personally don’t see an issue. The people that want to put the time in for single player will eventually attain mastery to the point they’ll easily and quickly clear the hardest mission, and worse players managing to finish the game doesn’t hurt anyone in any way.
Now if you didn’t want long as hell missions that might require a repair kit, that’s a different story, but eh… One of the 10 second long missions like old gen wouldn’t fly these days.
I do hope that repair kits are optional and that you have to buy them, it'd provide a good option for people who like classic AC and people who want a more casual gameplay experience
I mean, the older games had emergency booster/generator parts. It'll probably similar to those (heavy, take away slots/energy etc)
Yeah, that works for balance. You shouldn't use them willy nilly on taking the small fries. Best save them for full on boss AC duels or double teams.
When they say not every area is a safe zone in regards of using a repair kit makes me think that it will make you immobile for a set period so it'll be more of a stresser potentially.
I think what a lot of people are not considering with the mechanics of the repair kit is the possibility it's, like, 5% AP recovery BUT it also restores an AC part that took damage. Ie if enemy shoots and disables your missiles or other weapon. Primary function is not like an Estus flask, but a band-aid to the problem of getting locked out of your weapon slots during longer missions. I'm gonna wait and see before I make any judgements. Do we know if part-specific damage is back? It seemed like it might be after that "strong guidance bazooka" or whatever quote.
It does at least sound like a Repair Kit is ousting another piece of gear on a slot if it's a standard thing, so like Ammo Extender shoulder gear, Radars and the like. You could take it if you aren't confident in surviving an entire mission but that's one less piece of assistance or firepower you could have.
I think the missions are going to be longer and more complex, so that's why they put the healing tank, so you don't get to bosses or enemies AC's with 400 AP xD
Yeah having to restart a mission is kind of annoying, and can be a quitting point. But, this doesn't really affect high skill players who want to get "S" rank equivalent performance.
Fair point but then there's also the question of if you'll also have your ammo restocked. Surely players would be expending plenty of ammo over the course of an extra long mission even if they avoided taking damage entirely.
to me the ACV missions are fine but its really not for everyone and those story missions ARE SUPER LONG for an AC standard
Ssspice melange repair nanomachines... wuuu rubicon :))
new gameplay up!
I'm a bit worried on adding the Mecha Estus Flask feature in AC6. If there is some sort of preventing the Raven/Lynx from spamming it then they could put something like your AC will be temporarily powered down until it finishes the repair.
Or a long cooldown
or like in the souls games: during the healing process you cannot attack, so you better pick a good moment to recover, or you lose more than you gained.
Or just keep it the same as AC Project Phantasma, AC2, and AC Silent Line:
Supply trucks or Repair stations or Checkpoints but with a twist of having an expensive fine for each usage, like 100K per use.
@@moisesezequielgutierrez oh yeah, completely forgot about the supply stations and trucks, this could work, too.
4th gen controls are good, if a bit dense. I often get stressed out and and push all the buttons at once. As for heals, well they'd have to balance it out obviously with much high damage being taken. Otherwise glass cannon speedy boys will dominate.
I havnt played any of the ACs but I do agree that AC doesn't need a repair kit from watching previous games.
Fourth Controls were wicked mashy but damn they felt good one the player got gud. I could never help but shake the feeling like my AC was moving through tar in V and VD.
You can fix the Ac texture glitches when emulating for answer by going to gpu settings. Then under additional settings toggle Write Color Buffers. It makes such a huge difference.
Unfortunate that Ultimate Weapons won't be returning. They were super cool in aesthetic and build potential. Hopefully we get something equally cool to make up for that.
Ultimate/One shot weapons were dumb.
Honestly they seemed kinda useless to me. They take like 30 seconds to ready, purge an entire weapon off your arm, can only be activated once, and can only be fired like 2 or 3 times before becoming useless.
Maybe on DLC? I have no idea what is that and I never played any armored core tho so I may be talking shit. :v
Someone may mod in when it comes to PC.
Granted this is the first version of AC6, we could see this come back in the next version of 6.
Hello Josh! I have played the Verdict Day recently and I found the controllers easy to pick up too. As my first AC experience it looked too much at first but as you play it you get used to it. Thanks for the video!
The repair kit is a great idea. Longer missions means you can find cover, repair your AC, then return to combat. I think that is cool. I am sure it won't be an quick heal as that wouldn't make any sense. It's gonna be like nanomachines or something that slowly repairs some damage over time, is my guess. Something you won't dare use during PVP as you will probably have to have cover and time to use it. At least that's how I'd design it.
I'm gonna fill my AC's cockpit with sunny D to add more estus charges
5th Gen changes the controls pretty substantially with all the separation on Jump and Boost Toggle and all the things they affect. Honestly having every weapon active at any given time without the need for swapping outside of the hangar weapons we know are in the game then the control scheme could be pretty cursed.
Late 3rd Gen and 4th Gen are probably the best feeling controls for the actions available to the player.
Guys, it's a new generation. Every generation has been batshit different from the last. The 7th will be as well. Just open your hearts to something different. ~
I am looking forward to the shitstorm these people will cause. It will happen, it will either be too different or too similar, no matter how good the game is.
It's Armored Core. Just give me Armored Core and I will be a happy man. Don't think there's been a single entry in the series I didn't like. But I'm a sucka for mecha.
annoying that theyre completely changing the controls from the ones in ac4/4a since i found the standard a controls to be really intuitive.
My assumption on the repair kits is that they would function like those restock points in ACV, which I don't think is a bad idea necessarily and would make longer missions less annoying.
Nah... they're gonna be some nanomachines spice rubicon melange..... something :))
And I think its gonna' be risky using them, considering the battle conditions plus probably will take some time.
Super excited to see what this game turns out to be, I’ve been praying for an AC come back for years. The mention of the repair kit being used “up to 3 times” makes me wonder if the number is mission specific. In some of the older games area transitions would often heal/reload you on the longer missions, I hope it’s aimed to replace that if the hard transitions are gone. Or maybe repair kits are heavy and taking all 3 isn’t always feasible and it adds another layer of complexity to your load out.
Side note: AC4 and 5 controlled pretty well. Especially 4, it got a little frantic at times but with just a tiny amount of time I really felt like I was piloting that mech my whole life. I’ve been playing since AC2 and I still can’t aim worth a damn with the old control scheme 😂
I can’t believe I’m dissing a health recovery feature, but AC really wouldn’t feel the same with one. The only bright side is not hearing that infernal beeping over and over again.
I hope the use of repair kits either hurt the mission rewards either through amount and grading. I’m not entirely against the feature as it lets players experiment a little more during missions
or that the more repairs you do the more expensive your repair bill is when the rewards screen is displayed so its taking the ACV logic in a certain extent, but since free play is unlocked on the get go just farm? I guess
They could just add it to the repair cost. Or add an emergency repair cost that is more expensive. Or maybe just a special deduction.
@@lesslighter Make it like uh...
$100K per usage. There problem solved.
If you only get 3 repair kits I don't see the problem, in the souls games you get like 15. It also signals to me that the missions are going to be harder and longer. When Sekiro announced the revive mechanic people thought it would be easier but it was not.
I'm still here loving the PSP controls. 😂
I don't want to even imagine
@@aboveaveragegaming6120 I always had trouble with gripping too hard and mashing the R3L3s growing up. So, when PSP moved them to Dpad, I've been rebinding to that ever since.
I've played every AC since 2 and still have my 360 and 4A. I'll say the controls aren't hard but the ability to claw grip is a massive advantage over someone with short stubby fingers.
I wish they would release gameplay already, it's kinda hard to get a good idea of how the game is gonna play, and that is really important considering a large amount of people don't know a lot about Armored Core to begin with.
I've been playing Armored Core since the first one on PS1 and I was in high school when it came out. I kept up with the series through AC3 Silent Line and recently started to stream the original through AC4 Answer. I had never played AC4 of 4A before and since I knew the control scheme had changed, I practiced off stream. I actually struggled to clear the first mission due to the controls. Personally, I've never been a big fan of stick control and so I really don't have the muscle memory for it, but I kept trying. I cleared a few missions, but was still struggling so I switched the controls to be more like the older gens and instantly turned everything around. I ended up clearing the game without much difficulty (save for a few missions). If they're going to have a button for each weapon then that isn't going to leave many buttons for boosting and such, at least, not with my control scheme. That has me worried, but maybe it's time for a change anyway.
5th gen AC control is basically a prototype for souls controls. triggers for attacks, lock on/off is basically scan and combat mode integrated to weapons arming. hi boost is the roll/evade. jump is jump. recon deploy is use item.
no more ults? i kinna liked that too, considering it breaks down your AC is a reasonable trade off. pretty useful for co op boss fights like in those online boss owO
5th Gen AC control was not a prototype for souls controls. Since Demon's and Dark Souls were already released when ACV came out.
Hi boosting, in its most familiar form, started in AC4, but it did exist prior to that. Nexus was the first game to have a default set of controls where the top buttons were used for attacks.
@@RippahRooJizah sorry, i should have said, "is basically like a prototype for souls controls"
since they have a lot of similarities but has some kind of difference to an extent Owo
@@RippahRooJizah i was just responding to his question on how the controls for 4th and 5th gen was like as to the controller meme
so it's basically not about actual time the controls were implemented as to which game, but more of a comparison as to how the 4th and 5th gen AC configs are 'w'
i just assume people would compare it to soulsborne games since a lot of them are from the soulsborne community 'w'
@@RippahRooJizah but speaking of actual timelines, did you know a lot of people mistook patches originally came from ac4? or kingsfield4?
where in reality, his first appearance was in AC: Master of Arena owO
@@xianfa1708 I might have heard about that Patches thing, but that AC4 was the first time he went by Patches, and King's Field 4 simply had a similar character.
I had some issues getting used to 4th gens controls, 5th gen was easy enough to pick up though.
I really want to see different ways to boost and gain/maintain speed. So that way ground based ac's stay viable and maneuverable compared to airborne ac's.
It would be cool if tank tracks can't Ariel boost but add turbo or boost to thier engine right, so then maybe that's why tanks treads can drift?
I dont see the issue with having repair kits. I mean in the older games during especially long missions you'd have your health and ammo replenished and considering the missions in AC6 are gonna be way bigger in scale, I can understand the need to add in that option. Hell, Silent Line had something like this in one of the missions where you had a vehicle that replenished your health and ammo.
I would also assume that there would be an inherent risk with using this repair kit. I highly doubt it would be a quick heal like an estus but rather something that essentially makes you a sitting duck while you heal. Going back to the Silent Line example, when you went to get your health and ammo refilled, you'd be standing still for about 10 seconds so obviously you'd have to make sure it's absolutely safe to use it otherwise you'd just get destroyed lol
I don't mind the repair kit. Sounds like something that will take a fair bit of time to repair your AC, and I can see that being nice to have during longer missions before a Boss Battle for example. I mean the garage areas in V basically was the same idea and it didn"t really take out much of the fun (for me at least). Also, it's not like in some old gen games we used to being replenished back to full after some loading screens during missions, so again, nothing really new. I'm quite confident there will be some downsides behind it like increasing the repair cost at the end of the mission, or maybe repairs get less effective the more you use it, or something like that, also it sounds like it'll take the spot of a shoulder unit or something similar, so again prob won't be something free to use with 0 downside. This surely won't be an "estus flask" that has 10-15 uses, that heals you in a second and that you can use in the middle of a boss battle or in front of a horde of enemies with absolutely no downside to it. From what I heard about it, calling this the "AC estus flask" sounds quite like a stretch to me. We'll see.
I'm not surprised AC6 has a healing mechanic, Daemon X Machina had healing cylinders that you threw or shot to heal.
I wish the series went back to AC3 and Silent line..I think that was peak AC miss those days
Best armored core channel
I hope the repair kits are basically suicide if you use them in combat, and I hope missions are built around them.
A good example of a mission in past AC games that healing wouldve fit in was the final fight against Zinaida in Last Raven. Where you had to fly that hellish gauntlet just to get amvushed by her at the end of the mission.
Like I'm fresh blood to the max, finshed my first AC a few weeks ago which was LR, and admittedly I'm already used to no healing. So I'm just hoping that with the choice to include this mechanic they've balanced it and built the mission structure around it.
I've been playing ACFA for a few weeks and used control scheme B. It took some getting used to but now I have decent control and movement and I'm comfortable with pvp combat. I still struggling with chain quick boosting and for the life of me can never pull off a second stage boost :(
ACFA was my first ever armored core game and I had a ton of fun with the customzation and combat (I also finished reached every ending in the singleplayer campaign). Would highly recommend for new people looking for a fast paced entry into the Armored core series
I think fromsoft knows what they're doing if they are going to add a repair kit into AC 6. This could mean we are going to have much longer missions and much larger amounts of enemies then we are used to. There are several ways to balance it. Have the repair kit take up a part slot on your mech, make repairs immobilize your mech for a decent amount of time, etc. There are so many ways they can do repair kits well that I think its a bit silly to think of estus flaks as even a remote possibility.
I played both 4A and most of the 3rd gen and the controls were never a problem
i recently played my first AC game, it being AC for Answer, and the controls were really easy to pick up, sounds to me like the diffculty was mroe with previous gens.
Ill be honest, id have preferred that you only had buttons for left and right weapons, and a button to switch. Im so used to my custom bind of L2 for boost I dont think I can actually go to anything else. So im just not going to be able to use one of my back slots ever.
If the risk/cost of using the repair kit is high enough to make you question if you should even use it or not in the first place, then it's fine. But if the risk/cost is so negligible that you can just use all 3 without a care in the world, then it's terrible.
That's my stance on it. I also hope they bring back actually needing to worry about your funds in AC6.
The bit where he says 'there are a lot of parts' is encouraging. One thing I was worried about was that with the more elaborate animations we saw in the gameplay trailer, it might have been too much work to create a large parts list which is a big factor in how fun any given AC game is. The fact that he's saying it was a major challenge to create those animations hopefully means we won't be seeing the classic new generation = lack of parts problem.
This is very good news, the controversial part reminds me of Armored core Vs repair when your helicopter pilot would fly down and you could repair or switch weapons but thanks for keeping up with this stuff and great video as always
I personally felt the 4th gen controls were really good, I'm kinda nervous how they're going to change them cause it seems that there's going to be big changes.
In the interview it's mentioned that the fire controls for all the weapons will be the triggers and bumpers for standard. But you can button map/key bind your controls. So I doubt controls will be a huge issue.
every gen makes big changes, 3rd and 4th are completely different for example
@@95onimusha The first gens 1-3 are basically the same and 4 is the natural progression of the franchise. The 4th gen games even played exactly like 1-3 when using the appropriate regulations . It’s the 5th gen titles that really changed and are essentially garbage.. they’re AC franchise in name only
@@FlatEarthAdministrator the 4th gen plays very differently compared to gen 3, you never jump and you just quickboost all the time in gen 4. i also don't consider human plus as proper gen 1-3 gameplay
@@FlatEarthAdministrator also, VD it's really good. the only bad AC game It's V
I don't see a problem with the repair kit if it cost money to use said repair kits but i also can imagine them making a ac core that either increase the healing done, increase the number of uses, reduce heal time, or decrease the cost to use said repair kits but those benefits most likely will have down sides like less health, weigh more, take more energy, increase the cost of using repairs, or having less repair kits to balance the "upgraded" repair kits.
(Sorry if it's hard to read I'm really tired)
I actually have recently started playing AC4A. I'd say the control scheme was easy to pick up but it's been difficult to master. For the most part, what you need to play is there and easy to do. Changing between shoulder and hand-held weapons was a bit weird but I managed to get used to it in good time. It's the tricks like boosting efficiently or doing stuff like quick turns that can be difficult to do without practice but they're something you can learn as you play without too much rush. I'm not sure why controls are a big deal but I guess since it's been so long since the last game and the amount of attention this one has over the others, they probably want to get the controls to be as natural and as easy to pick up as possible. I can't say I blame them. They've probably put a lot into this game and expectations are probably even higher than they were before they started development.
Been playing For Answer and the thrusters on R2 and L2 seem pretty natural. Maybe quick boosting whie flying and firing could get cumbersome but it's no big deal.
That repair kit though sounds like bad news, hopefully it's optional or not too important.
Using it should immediately disqualify the player from achieving an S rank if such a thing exists.
@@Orinslayer I'm certain its going to that logic to a certain extent or by using1 repair kit you ensure that your AC repair cost is gonna get higher IE 1 repair kit automatically deducts 100% of your AC repair cost down to 300% of your AC repair cost if you used all 3
Oh, and being able to use all weapons rather than having to switch is an interesting thing. Sure it does make it feel a bit less like controlling a mech as what the older games had going. But I think it can make sense given how it seems to have a neural integration type of thing like how the old school games had Human-PLUS or OP-INTENSIFY, even though 4 and For Answer kept it much like the older games had it. I could see such a feat being possible even back then, it's just that they hadn't really considered actually doing it then. However now it feels like a reasonable enough evolution to the point that it can work. Still have to keep in mind all the weapons and such, be they hand held or back mounted. Including the cost of ammo using them, so really it's just a slight change to how people used to play. Again Dameon X Machina had a similar thing, where you can use both weapons in your hands and a back mounted weapon, be it a cannon or missile launcher, or even a bit type weapon that launches gun drones like Mobile Suit Gundam's funnels. All without having to change weapons to fire them, granted the cannon at least did have you stop firing your hand held guns, and you still had two extra weapons you could bring that you would need to prompt to change between, a neat feature it had though was that it wasn't limited to which side it was mounted on. You could have a blade in your left side mount and swap to it with your right side weapon, and vice versa. I don't think we'll see anything like that for AC. But it should help give a bit of an idea of how the game will have some elements be changed and adjusted to function in new and interesting ways.
One thing I will say about the FCS talk is that the gameplay trailer does lead to thinking that you can target locations on enemys. In the early part of the 2nd trailer there is the enemy that has a shield, and the AC fires a salvo of missiles. Missiles have always tracked to center mass of an enemy. But in this shot, every single missle hits the front foreleg instead.
Thanks for the video I really didn't have much issue with the controls of the 4th and 5th since I cut my teeth on AC2. The repair kits sound kind of like resupply vehicles of previous games.
Man tbh, armored core was super underrated, many people doesn't like mecha that much, but armored core has a greatest customizations and complex gameplay
nah everyone like mecha but no one brave enough to invest lot for the mecha genre game, i think this is the first AAA for a mech game right?
I thinked about new buttons map . In my thoughts it could be good , but prety tight .
LT - fly/boost RT - dodge boost
LB - left weapon RB - right weapon
Cross buttons for abilities (heal , maybe optional stuff)
Triangle - left second weapon
Square - leg kick
Cross - jump
Circle - right second weapon
Left stick - scan
Right stick - overboost/assault boost
It would be really great if we could change buttins layout like in ACLR
I have already bought a paddle augment for my PS5 controller. if you can fire all your weapons at the same time I'm gonna need better access to my face buttons.
As you said we don't need "healing" in Armored Core. The point and fun of gameplay was always mad scientisting yourself a mech that was competent enough to survive the entire mission with what it was built with and for.
In old gen there were certain missions where a small resupply vessel would wait at a safe spot and restore Ammo but not AP.
I can cope though if the gameplay is introducing healing due to length extension in the mission structure but cannot help but side eye that addition anyway ...
Because even in For Answer in Hard Mode could still build Nexts that were strong enough to complete everything with efficiency as long as your piloting skills were also on point.
4th gen combat is incredible as a newcomer, bought it a few months ago for 360. Once you understand how it works it flows so cohesively together. 5 on the other hand is super clanky, slow, and unfun
Both games were super smooth to me. But I heard most people shared the sentiment that 5 was clunky and slow and that's probably why I could solo 4 man teams. I could run circles around most of the people I fought. I loved being able to gain boosts from buildings not to mention the whole scouting thing. I'd melt an enemy and be out of there before they knew what hit them.
If he said repair kits are a "standard piece equipment" then they probably have stats and there are different types for purchase like all equipment. Meaning they are gonna have to be worked into your build and I imagine the more effective ones will have a cost to benefit ratio to contend with.
About the controls: AC4 /for answer / AC5 / Verdict day, had multiple different button layouts, majority of people, including myself, went with the shoulder button for firing which was usually option number 2, making the games feel more like a shooter in terms control. Controls were totally fine in my opinion, having booster and shooting mapped to the shoulder buttons made the feel so much better, but now having a separate buttons for every weapons, which are usually 4 (5 if you count the utility on teh shoulder pads), Could be good or bad, i could see mouse and keyboard players having a bit of an advantage, considering you can literally map every action to a different button probably. I mean, this was possible with the Souls games, so i am sure this will be the case with AC6.
I find the controls in 4 and 4A very natural to the point where after playing 4th gen I went back and rebound the controls in the earlier games to use the dpad and shape buttons almost like the sticks so as to have a similar binding scheme and it worked pretty well.
I was going to make a video after seeing the reddit post but you beat me to it lol
Don't let other people making a video stop you from making the same. I didn't get very opinionated on this video so I'm sure if you did it would be different enough.
@@aboveaveragegaming6120 that's a good point
I think what would be kinda cool is if the repair modules would take the place of weapons, or be exclusive to or more effective with certain parts, instead of just a sci fi estus. Heres hoping they put a good spin on it.
Considering all 4 shoulder buttons will be used for weapons, this leaves no room for boost and quick boost while being able to keep thumbs on the sticks, lending credence to the idea that a hard lock-on is replacing the need to keep targets in view manually. This is a bad change in my opinion and just makes the claim "this is not a Souls-like" sound false more and more.
i really don't like the repair kit idea,i prefer the classic Old Depot vehicle spot on the older games for longer missions,and i will hate it even more if it's something you use almost instantly.
I find the 4th and 5th gen ac controls to be wonky and cumbersome
I kinda hope the repair kits have a similar function to the garage stations in ACV, where they cost you more each time you use them. So you’re encouraged to only use them as a last resort.
healing kit = Estus flask nothing will ever change my mind that they're making a souls like armoured core.
*When armored core does have 1% souls element*
People: IT'S A SOULS LIKE GAME, ARMORED CORE IS RUINED
If we can repair in mission, that means they can make the enemies even more oppressive lmao
AC doesn't need estus flasks, there were already in universe, in mission healing via support convoys that would charge you for fixing/refilling your AC.
it took a bit to learn the controls for ac4 but after that they were pretty good i would say
The repair kit may be like HAWKEN's. Your mech is vulnerable during the repair process.
I picked up AC4 and 4A recently, using type B controls (Weapons on shoulder buttons, boosts on triggers). The game feels good to play but it feels like to play at max potential while shooting and boosting at the same time in AC vs AC combat, I'd need fingers on all 4 shoulders/triggers, or at least 3 for the right shoulder and trigger + booster and that isn't something most games will ask of you haha. And it definitely feels a bit frustrating when the AI can dance around you so well while you're still mastering movement.
But also, maybe I'm just expecting to be doing too much and I should dial it back down to fewer tasks at once lol.
I remember few missions in armored core 3 had a nearby crew with ammo and I think you could also recover health but healing kits should've been standard anyways.
Idk how they are going to make a repair kit seem like a good idea .. or even how it is realistic to the universe at all .. but I'm guessing it will involve some kind of risk to use .. they wouldn't simply make it like the energy recovery extensions from AC3 .. right? .. .. right?
We haven't seen extensions equipped on an ac yet. They could exist internally or something
I hope it's like ac3 where there's only like one mission with a repair truck 🤣
The repair kit reminds me of the energy boosters from 3-Silent Line where it can refill ur energy bar and has like 3 charges. Of course this takes up the extension slot. This could also be similar to the PA dispenser that also took up a next's extension slot that rapidly restore PA. And I hope it functions similar to that, so Soul or Newcomers can have something they're familiar with at the sacrifice of extra firepower, ammo reserves, or better utility.
Did they cut out shoulder mounter gear? I dont see any on thes ACs
I think, and I have discussed this in AC discords ad nausaeum.
They use the term risk control, and in another interview they mention that using the repair kit is risky in combat.
I figure it will put you in a short power down state.
I hope we can view our mecha as human, so we can feel how big it is
If the repair kit also include ammo restock for longer missions i wont mind it as long they balance it out by scaling the price of the repair kit with the weapons you use.
never had issue with 5th controls ever, the closest thing would be the snapping between right stick and high boost/drive boost buttons
Instead of an estus like function, a Reboot function would be kinda cool. Your AC takes 10 15 seconds to reboot, purging fried breakers and replacing some internal components recuperating 50% of missing AP. Maybe a Salvage function on certain targets or other AC's to replenish that function.
6:20 Normally when there's healing mid-mission, the mission is either long or very dangerous. More often than not: long. Resupply vehicles, mid-stage checkpoints except in Last Raven, to even the mid-stage garage checkpoints in AC5's main story missions, except the final boss.
AC4, ACfA, ACNB, and ACVD are the only games where healing or resupplying don't appear in any capacity.
But a med-kit we can use 3 times whenever we want? The danger being so bad 60% AP is not a safe zone? Speed being around AC3 and >>AC5
idk if i woul could them estus flask. they just seem to be mission based healing items and again if they made the missions longer(which i am very happy about) then it makes sense to give us something that could help us with resource management since we will never know how long a mission will be.
If they balance the repair kit by having it cost a good chunk of money and being super vulnerable while using it then it's not so bad if that means longer more dynamic missions.
Sounds like the stun mechanic also applies to bosses and its not just a case of them being bullet sponges
If they were an installed item with different drawbacks [ some having small recovery quick use, long recovery long use] but had them cost weight and energy, I'd have been okay with that. It would allow players who didnt want healing to instead be able to focus more on the variety of weapons available, and crafting more aggressive builds, while newer players could ease there way in with healing items, or even allow players to make goofy tank builds. But if everyone gets 3 eastus flasks with a dedicated button push, thats a major loss. Im not saying a heal will remove all tension, but theres nothing quite like *knowing* you only have a set amount of health to complete a mission in.
Tbh make the healing mechanism a button press that pops out a repair drone and make it a part so you can upgrade the times.
i think if repair kits added side affects to your ac or the more you use them the less effective they are? I think that would be a cool system.
I imagine repair kits will probably eat into your end of mission rewards if you use them.
Never found controls to be a problem past Nexus. A little tweaks here and there and it was perfect.
ACFA Veteran here, Back in high school I religiously play it then suddenly I discover myself the claw hand for the right side. It was hella fun back then but I don't know if my ps3 works...still I need new controllers for it XD.
If its an instant/fast heal that can be used on the fly I'm assuming it'd be explained with whatever the hell Coral ends up being.
however, I don't personally prefer that. I was thinking it'd be a mobile version of ACV repairs since they had longer sorties. So, something that you'd use out of combat or between encounters since it'd render you vulnerable for a period of time. Like Hawken's heal system. That's what I'd prefer to be honest.
my most logical assumption is that the battlefield repair deal requires you to be either in a repair spot, where may be you can access to a helicopter that comes in and fixes you up (ala ACV/VD) or you have to retreat from battle, conceal yourself and then initiate repairs.
machines cannot regenerate bullet holes in their platting instantly, and as much as Kojima himself tried to forced that mindset on us, nanomachines cant do that either.
They should make healing kits heal 15-20% of your AC but in return you move slower and you can only shoot one weapon for a certain amount of time. I think this is fine because you should never stop moving in this game however you should still be able to deal some sort of damage. I also thing that they could make it so you have increased movement speed but you cannot shoot any weapons for a certain amount of time. I like this idea because from titanfall 2 the stim pilot was just like like this and it could add some spice to the game.
Maybe the healing could be from an extension part that is put on the side if ACs. Maybe you need to choose from the range of healing, Utilities, more fire power, and more. Just pure speculation tho.