@@jordanneal8979 you need to play for your team I feel I suck at 1v1, but in 3v3s I roll simply using builds like dual shotty then swapping to dual flamethrowers.
3v3 I think tactical retreats are a must. If you get double teamed, you should back off and let them both chase you so a team mate can flank and destroy one of the aggressive players on you.
@@Jeenine to be fair, your thumbnail is much more inflammatory compared to the actual video, which was very reasonable. But it goes to show just how good this game is that, even after betting all in on the negativity after that pvp showcase, you are able to turn around quickly when you noticed the dev's hearts where in the right place with all the changes. Hoping for good regulations and future support!
@@fabolousjada5070 It's not just that games have imperfections. This game currently suffers from lack of skill expression. The winner is currently determined mostly by build. In-boxers (short range bipedal/reverse joints) beat out-boxers (quads who hover up top) beat sluggers (tanks). Mid-range builds currently aren't completely viable. The build there would be mid-range weapons like Assault Rifles and missiles combined with 1-2 AB punishers like Grenade Launchers or Laser Cannons, because tanks can too easily absorb and dodge it while doing decent mid-range damage anyways.
@@oratank Strangely hard lock is actually better on a controller. If you hardlock with mouse, you have to awkwardly hold it dead still lest it unlock from your target.
Not really a surprise, all the people who played it early had the same opinion as jeenine now, the game clearly still has skill expressions, the hard-lock doesn’t guarantee you will hit your opponents so this game is not a DPS check and tank build are not that strong
without a rank I dont think itll be as big of an issue as people think. Most play the pvp for the chaos and enjoyment. Im sure 1v1 it will be alot less apparent compared to 3v3.
The meta is dual gats or dual zimmermans. All i see and I still have more fun with my moonlight blade pistol build in pvp even if I see the same 2 fucking builds
I haven't unlocked everything yet but I think I found a build that's pretty powerful: x2 Coquillett handguns x2 Songbirds grenade cannons Tune for kinetic damage and direct hit damage Those handguns are ridiculously good at building up stagger at close range, probably better than shotguns. The idea is you basically stay close and build up stagger with the handguns, then as soon as you get a stagger you unload with both of the grenade cannons while they're immobile. One cycle of this deletes about half the AP bar of an average AC, and each cycle only takes a matter of seconds if you can stay close and land enough shots. I'd recommend trying it out, I think it's a bit too strong and I'm worried for when other people start to figure it out. I have it on a lightweight reverse joint because the weight and EN cost is so low.
Not sure if this was a thing with the previous games, but i have a similar dual shotgun build except i have two more shotguns in my weapon bays that i can swap to and shoot while reloading.
Yup, this is how I've been playing the whole game. 2x Zimmermans, 2x Sweet 16's. Swapping in and out depending on range or situation. Only built for speed and Boost downtime. Get the Coral generator so you can run into the Red, wait 3-5 seconds and have your entire boost bar instantly returned to you. This game is pretty nuts.
Turning speed: Quick turn, it's a classic technique, easy to figure out, learn it. Hard lock: Apparently you take an accuracy and tracking loss with hard lock, especially at a distance. It's much more suited for close the distance, strafing melee or short range build much like your shotgun style, as you're looking to get out of their line of fire to punish them. Hard lock can also lose a target if they go past your turning range, hence my prior mention of quick turn. Also, Hard lock is a style, not a crutch. It makes it far easier to track, sure, but it takes away a lot of atmospheric control and leaves players reliant on it to keep their target for them so they can better defend themselves. Soft lock is just slower to learn, and this is very early on, so many players are going to utilize hard lock primarily. You also play very aggressive, and tunnel vision a looooot, I think I saw at least 4 times over you were punished by vertical missiles with plenty of boost for a side strafe. Whenever the target is off your screen though, your situational awareness gets far better, dodged a lot on the audio cues alone.
Glad you had fun Jee I too actually really like AC6 PvP as someone who’s playing a lot of the older games. In ACVD I used to main autocannon tanks so I’m pretty at home lol.
I think the only problem I've been having consistently with the game is that my own mech is so close to the camera that it constantly obscures the people I'm targeting, which sucks for bosses since a lot of the skill in dealing with them is knowing what attack they're about to throw, which is difficult to figure out when they're completely covered by my own AC.
This might be because of you relying on hard lock, if so id reccomend trying to control the camera manually. Also the game doesnt say this but using hard lock actually reduces your overall accuracy. When i started using the camera manually it felt so much better and i could see everything i needed too without my AC getting in the way.
@@TeknoJoe23 Hey Buddy This is a game which relies on SEEING enemy attacks and reacting If, for example, you can’t see an enemy shoot off some straight forward rockets, you might get hit and be unable to see them It’s a common camera issue that’s always present in FromSoft games Take your snark elsewhere
I believe I might belong to the rare 1% of female players who have an intense passion for mech games. However, I find it challenging to delve into multiplayer modes due to my significant social anxiety. Nonetheless, my curiosity led me to seek out others' opinions about the multiplayer part of the game. Perhaps if one of my friends on Steam decides to give it a shot, I might consider it pvp. At this point, I'm uncertain about my decision.
you're definitely not alone in feeling that way lol, i have a hard time delving into multiplayer stuff for the same reason. but it may be good for us to push ourselves beyond our comfort zone and queue up. i think i'll give it a shot tomorrow :-)
Ive struggled with the same problem i know its hard to force yourself but if you push past the anxiety youll find great enjoyment in all things multiplayer ;)
Never played ac AND never did ds pvp UNTIL ur vids, I love referring to ur vids as a “sweaty/experienced/veteran/bigger picture perspective you give, especially as the commentary you give is very open, about what you want, what is poor to work with, what to look for. It helps me direct how I perceive my own gameplay :D So as someone who I’m sure you (and probs everyone else who watches) will totally stomp if we’re ever vs-ing, I’d rather be new and bad forever then never have ur content (And never find these games) :) cheers dude
The Jeenine cycle has been insane with AC6. We have been alternating between "WE ARE SO BACK" and "IT'S OVER" but it seems like we got the good ending. Or maybe the cycle will continue...
So I’m glad you love it too G9 because I do too lol I streamed this for 8 hours straight trying to get used to the movement and the assault boost with dual shottys too it do be slappn something fierce. I love just zipp’n around and stuff blowing shit up it’s everything i ever wanted in a giant Robot game to be completely honest.
Yeah controlling AC is taking a bit to get used to. Thank god i have a controller with paddles though if i had to constantly take my thumb off the camera to ascend and dash id have an aneurysm
I think a lot of people are just dazed by the game. Today I repeated the same mission for like 2h until I was satisfied with testing stuff - it's a 2v1 at the end (not saying anything else cuz you never know who's reading) and now, looking at every punished sloppy thing I did, I'm kinda thinking these are the best multi-enemy fights Fromsoft has done in the last decade. This might not be fair or even make much sense, but it makes ER bosses look kinda braindead. Also, we all have our biases, but I think the vision 5th gen had for bosses was elevated to the stratosphere in AC6. Anyway... From the performance to the fluidity, from the sound design to the bosses, the game is nuts. I haven't done PvP yet, but judging by the arena there's some meat to it. You can see some ACs doing very specific combos, especially when they rely on swapping, which is kinda trippy for an AC game, and I currently have no idea what higher rank combat is like.
A surprise for sure but a pleasant one I think you had like negative 10 expectations and when it wasnt as bad as expected you grew fond of it haha glad you werent dissapointed
I have been playing with mouse and kb.. and its miles better than using a controller its crazy, didn't expected that, its busted hard for pvp and it make the pve game easier too, quite fun
There was a sweet old mech game called Phantom Crash that had a soft lock mechanic. What is was is a module and that module was essentially your reticle size and shape. You had auto lock within your "redical" box.
You should try shooting upward shoulder rockets while charging an arm rifle to cause panic dashes, then melee them which stun combos into the release of the charged rifle shot and then a spread of rockets as a wake up. most of the time it is a good combo if you land the melee also great for pve, but they don't really get faked by upward rockets so don't bother
I find it funny that, in the old games, ppl would spam Overboost/Assault Boost even though it gave no real benefit other than a faster slight movement/positioning change. A style of play that basically evolved into Quick Boosts mechanically. And yet, it seems no one really takes advantage of spamming the Assault Boost/Overboost in this game, even though it gives a direct benefit to doing so i.e. increasing impact/stagger of weapons and uses a little less energy.
I'm willing to bet sensory overload and chaos Is the culprit. No one even charges their weapons because they are to busy flying around like wasps on crack
It’s a button press away but so are my weapons. I find myself getting overwhelmed with managing that with my mouse and even with side buttons it’s still my focus
I would kill to pick your brain and theory craft loadouts. I am super excited to get into the pvp, but I am following your advice of do the pve first. Great to hear that its all really fun and to see room for optimization in the gameplay, keep it up dood!
Armored Core 6 is proof that people don't always want long winded storylines and walking simulators where exposition is dumped. I remember watching Asmond Gold's playthrough and he commented on the very same thing! No bugs, no hassles (beyond some of the weapon descriptions being inaccurate such as vertical plasma missiles doing a lot of damage but the tool tip says it does just one instance of damage even though it launches 3 or 5), just a really fun game where creativity is king! Btw sorry for being rude but this game uses a bit of Armored Core 5 rules, that being quick turn that is unlocked by getting chips from arena fights only works when the thrusters are turned off.
I'm split on hard lock being a thing. A lot of builds in older games were made useless just because their turn speed wasnt good enough. With the removal of turn speed, its clear that including hard lock is necessary given the ability to rotate on a dime anyway. I can imagine a lot of frustration in finding a nice build only to find out its invalidated because of a core functionality like being able to turn around in a modern game. Its weird because functionally turn speed is a very mecha-game mechanic to consider, but in today's landscape of games, it could easily come across as dated design philosophy with improper implementation. I think the route they took with including hard lock was the easy way out, but the fact they made soft lock function really well was absolutely essential to this game's feel. I'm curious to see how it all shakes out in the end, as there are a LOT of newcomers who have a lot of uninformed opinions about the mechanics and no point of reference with the old games.
The reason you get behind is because people think just because the cameras aiming that so is the mech. They're not using the quick turn. Quick turn the mech, If it's already facing before you fire or move it'll maneuver and have better accuracy.
I haven't played 6 yet , but in the older games turning speed was a stat attached to legs. It ended up being a weakness in a lot of builds, so I believe that could be designed that way.
I think this is a good basis, a good foundation to build on, a return to form for AC games. I'd rank it as a 7/10 because for many people a lack of co-op, a 15~ hour campaign, a forgiving checkpoint system, economy system, lack of penalty to dying, and lack of PVP modes other then death match all bring it down. Thoroughly enjoying the game as it is, learning your AC and what it can do is more important then loadout itself but then resistances turn that on it's head. There is quite a lot of depth where it seems a simple game at first glance, the precognition of the AI is a standout too. Seeing the AI counter my bad play/position so fast it makes my head spin is a joy to get recked by. - In short this game NEEDS DLC/Other games to be released to flesh out the universe and gameplay. Tf happened to hover legs and weapon arms? AMS, side boosters and the heat system? I can only hope they see the light and add *back* the complexity of mech customisation rather then strip it to appeal to the casual crowd. I for one would love to have 'Red' AC merc's come to kill me mid mission (On the large missions only) as part of the lore and to make the community more connected. It is a mystery to me that fromsoft would make a hybrid souls/AC game but not add the one thing that made those games more engaging, co-op.
The campaign is much bigger than 15 hours. You can't play all the content until you beat the game 3 times, and even then you still have branching paths that take multiple playtroughts to complete, and then the S ranking mechanic that requires you to play well to get it and it gives you rewards. The game is not lacking in content at all.
I've been playing the game since launch, and Imo the turn speed is totally fine. The old games' turn speeds were so slow and annoying, and I just want to turn my guy to look at the thing I gotta kill! The lock-on is also pretty good, I don't use it unless there's only one guy, which I believe is the intention
So I'll tell you something I learned from 3v3 that you might want to keep in mind. If you know that you have someone stunned it might be a good idea to go ahead and lock onto them. Cuz if an enemy AC crosses that path they can actually break your soft lock on them and pull you away and give them a chance to get out of that stun before they get fucking absolutely demolished. I've been using this strategy and been seeing people use this strategy to help keep their teammates alive longer
The game almost literally plays like a mech warrior Sekiro. I was harping that Miyazaki was doing a bit of a half truth when he said it wasn’t “Souls-like”. There is actually an ingame emphasis on creating your own combos with different weapons. It’s not explicitly stated, but you absolutely can time and create nasty combos with the new stagger mechanic. Bazooka shot into Energy Slash (staggered at this point) into Energy Slash, and then finish off with the Bazooka shot perfectly timed for the reload to be done.
I thing the debate about 'Hard lock' is mostly because we miss interpreted it for what it actually called. An aim assist. It does not impede upon the game's pvp because its primary function was to help new player who isn't used to the game mechanics.
for me double burst smgs have surprisingly good stagger damage and are very easy to use combos well with a pile bunker on the back to capitalize on stagger, kinda hard to hit confirm the stagger though you kinda have to predict it to get the full PB charge attack off
That's why laser lance is so good, you can finish off the ACS bar with the forward thrust and deal the damage after. Not to mention, with the right build, a laser lance SA is incredibly fast
glad to hear you like it man! it's definitely not perfect but i enjoy the pvp too double gatling sucks for sure, it's horrible at long range, loses to more precise weapons in the medium range and loses to shotguns in close range. maybe gatling and shotgun is good for pressure?
PVP is a huge part of the game since it wants you to experiment with different builds sto test on other people. I'm glad they limited the ability to "swim" otherwise moonlight blade is almost always meta. Pilebunker if you choose to parry it.
Honestly kind of hate myself how I morphed from my usual R-Machine gun - L-Bazooka and Shoulder Launchers build to a normie dual Shottie build. The Meta is oppressive lmao
the problem is not about you yourself using the hardlock, its your opponent that can keep track of you regardless of your movement if they use it, hence why it shouldve never been a thing
@@JeenineI’m hoping in the future that once the game’s been out for a bit they consider making pvp manual aim only if it feels too rng in 1v1s. Time will tell though as skill expression and build’s progress
@@Jeenine Thing is, for mouse players "tracking people regardless of their movement" is kind of just par for the course. Hard lock only matters for controller players. Since there is no turning speed and no limits on camera speed (something which is going to be near impossible to backtrack on with mere regulation patches), I foresee that once everyone is settled in the very highest levels of competitive, tournament-level play will be "use mouse and manual aim, or dunked on". Hell, using mouse and soft lock is already automatically superior to relying on hard lock.
I played on mouse and key and i hated hard lock. Im currently almost done with ng+ and still prefer soft locking. i feel like hard lock should be campaign only probably.
3v3 I think is better tho if you have a competent team. Needs a match based thing tho. Its just a nice different 3D fighter with lots of micro management. And FUN!! :)
Feels like it's too easy to close distance and almost impossible to create distance, which makes playing RJ's which historical have played sitting above you or at range feel like COMPLETE shit. Doesn't help that all 3 RJ legs have below 600 stability, making them paper to stagger.
I can say flamethrowers are broken LIKE INSANELY the direct damage is really good and you can put on pressure the whole match really hard to counter that imo
When you said that these bosses are the best outta any game I 100% agree and they can be fairly challenging these are some of the first bosses I actually die to and I play a lotta "hard" games.
I’m still beating the game so I haven’t delved into PvP yet, but even in my 1v1s against other AC’s and fights in the arena I charge people a lot with assault boost. Idk if it is going to be a thing going forward in the PvP meta but I think it’s old habit from older AC game. In For Answer I would play a quick fast build where I’d boost in dish out burst and then boost out when it got ugly
The shotgun is quite imbalance compared to most builds in my opinion. My initial loses that ended really fast were from shotgun builds. So what did I do? I joined the bandwagon… and I discovered how easy it was to win with dual shotguns. This is speaking from 1v1 experiences, interestingly.. the tank builds are usually the easier ones to manoeuvre around and beat. Then again everyone I faced posed a challenge one way or another. Because of the simple fact that everyone needs to beat chapter 2 to unlock PvP. Which means everyone is already competent to a certain extend.
I was hoping for something like 16 v 16, or 3v3 with grunt units, but after playing the game i realize that might be a little too chaotic given how fast paced the game is.
Could never beat a souls game so was hesitant to get this but glad i did i find the pace of the game far better just got on to chapter 5 that end of chapter 4 had me questioningyslef but we got there the games is just great. Edit. Just beat it on to the next playthough
I’m pretty sure you’re problems with the game you can adjust through the OC tuning section. Kinda sucks you have to “unlock” them I guess but manual aiming is available. Turning im not entirely sure what you mean. There’s a quick turn in OC tuning also.
Thematically i think hard lock is perfect. Its hard to imagine a giant super robot not having a computer thats tracking everything that moves at 10000x a humans capability
my first pvp fight was against a tank with dual gatlings and it was a dps race that i lost due to not being a tank myself. i hope its because it was my first time playing an ac game and a mech game in general and i jusr suck at all of the mechanics, and the actual meta won't be tanks holding r1-l1 psgatlings like psspears in er
I'm be honest. Not feeling it, still. Does it have some good stuff in there? Yes, for sure. No way the game is overall trash. However, the decoupled camera and the turning speed NEED to go. At the very least, the turning speed and camera seep need to be coupled, and a standard AC setup needs to be added, at least as an option. 100% agree that people just aren't using the hard lock correctly. When they do, you won't be able to flank anyone. Also, entirely agree about the movement and the skillesssness. That is for two reasons. First, the turning speed, hard lock, turning speed. Second, the lack of control with normal boost being so floaty. Third, the decoupled camera doesn't give you that perfect strafing style which works with dodging like in older AC games, even back to the first game. It plays more like a 1p game which is being used for PvP.
My issue rn is im so good at PvE but now im terrible at PvP, cause im not use to the ways people play. The rocket spam has me just like, bruh. I cant even win with how bad i am, ontop of being just bad at pvp, i also just cant handle the builds in pvp. My dodging feels useless
The Good Ending
The best timeline
It’s addicting for SURE. I can’t speak to the longevity but obviously there is a LOT to explore, loving 3v3s too. Here for it
The 3v3s are my favorite part so far, but everything about the game is just fantastic
@@jordanneal8979 you need to play for your team I feel I suck at 1v1, but in 3v3s I roll simply using builds like dual shotty then swapping to dual flamethrowers.
@@jordanneal8979 I was using dual plasma rifles, very strong
3v3 I think tactical retreats are a must. If you get double teamed, you should back off and let them both chase you so a team mate can flank and destroy one of the aggressive players on you.
it needs a ranked mode with all parts unlocked for players who beat the campaign to give them an incentive
Been playing this game nonstop glad you’re enjoying it more than expected, I know I am.
Dude is having an identity crisis with how good this game is lmao good to have you back to your senses, Raven
Well, my complaints still stand correct, but basically the other aspects of the game are so good that it still overshadows the bad
@@Jeenine to be fair, your thumbnail is much more inflammatory compared to the actual video, which was very reasonable. But it goes to show just how good this game is that, even after betting all in on the negativity after that pvp showcase, you are able to turn around quickly when you noticed the dev's hearts where in the right place with all the changes. Hoping for good regulations and future support!
The only bad thing about the game is that tank treads peaked in gen 3. That's it...
@@Jeeninethats cause no game is perfect my friend
@@fabolousjada5070 It's not just that games have imperfections. This game currently suffers from lack of skill expression. The winner is currently determined mostly by build. In-boxers (short range bipedal/reverse joints) beat out-boxers (quads who hover up top) beat sluggers (tanks).
Mid-range builds currently aren't completely viable. The build there would be mid-range weapons like Assault Rifles and missiles combined with 1-2 AB punishers like Grenade Launchers or Laser Cannons, because tanks can too easily absorb and dodge it while doing decent mid-range damage anyways.
Only issue with ditching hardlock in pvp would be that mouse users would have a gigantic advantage.
Thats a very good point
well there is no cross play so there is no advantage for not having mouse to use for pc user :p
@@oratank
Strangely hard lock is actually better on a controller. If you hardlock with mouse, you have to awkwardly hold it dead still lest it unlock from your target.
@@enfisu586
YES, I hate that so much.
It wouldn't be an issue if turn speed was a thing, but yeah it isn't really a thing here it seems
A surprise, but a welcome one.
Lets see how the opinion changes once a meta has been established.
Not really a surprise, all the people who played it early had the same opinion as jeenine now, the game clearly still has skill expressions, the hard-lock doesn’t guarantee you will hit your opponents so this game is not a DPS check and tank build are not that strong
Probably populated by Karasawa and Moonlight users.
@@heardofrvband the choral weapon that's like the moonlight
Wonder if the pvp will get better as people find more build variety, or it will just get cancer when the meta is found.
without a rank I dont think itll be as big of an issue as people think. Most play the pvp for the chaos and enjoyment. Im sure 1v1 it will be alot less apparent compared to 3v3.
The meta is heavy frame + dual gatling
nah the meta rn is minitracks + dual zimmers
The meta is dual gats or dual zimmermans. All i see and I still have more fun with my moonlight blade pistol build in pvp even if I see the same 2 fucking builds
@@skeltaldelegate5408Nani? I can kill and hold on my on against tanks to the point where I’m getting double team lol
Double shotguns is such a joke lol. Not only they trivialize pve, but a pvp too. Hope they get fixed soon
Fromsoft has a past history of fixing op weapons in AC V, so i wouldn't worry that much.
pvp is so fun seeing everyone's builds and playstyles clash I get hyped everytime
I haven't unlocked everything yet but I think I found a build that's pretty powerful:
x2 Coquillett handguns
x2 Songbirds grenade cannons
Tune for kinetic damage and direct hit damage
Those handguns are ridiculously good at building up stagger at close range, probably better than shotguns. The idea is you basically stay close and build up stagger with the handguns, then as soon as you get a stagger you unload with both of the grenade cannons while they're immobile.
One cycle of this deletes about half the AP bar of an average AC, and each cycle only takes a matter of seconds if you can stay close and land enough shots. I'd recommend trying it out, I think it's a bit too strong and I'm worried for when other people start to figure it out. I have it on a lightweight reverse joint because the weight and EN cost is so low.
Not sure if this was a thing with the previous games, but i have a similar dual shotgun build except i have two more shotguns in my weapon bays that i can swap to and shoot while reloading.
yooo, i was thinking of trying the same thing, great minds think alike
That's exactly how I deleted the CEL-240 from existence lol. BUCKSHOT BUKKAKE FTW.
Yup, this is how I've been playing the whole game. 2x Zimmermans, 2x Sweet 16's. Swapping in and out depending on range or situation.
Only built for speed and Boost downtime. Get the Coral generator so you can run into the Red, wait 3-5 seconds and have your entire boost bar instantly returned to you.
This game is pretty nuts.
@@_Jay_Maker_ Two Zimmermans are enough to stagger the trainer AC if you hit all the pellets.
Turning speed: Quick turn, it's a classic technique, easy to figure out, learn it.
Hard lock: Apparently you take an accuracy and tracking loss with hard lock, especially at a distance. It's much more suited for close the distance, strafing melee or short range build much like your shotgun style, as you're looking to get out of their line of fire to punish them. Hard lock can also lose a target if they go past your turning range, hence my prior mention of quick turn.
Also, Hard lock is a style, not a crutch. It makes it far easier to track, sure, but it takes away a lot of atmospheric control and leaves players reliant on it to keep their target for them so they can better defend themselves. Soft lock is just slower to learn, and this is very early on, so many players are going to utilize hard lock primarily.
You also play very aggressive, and tunnel vision a looooot, I think I saw at least 4 times over you were punished by vertical missiles with plenty of boost for a side strafe. Whenever the target is off your screen though, your situational awareness gets far better, dodged a lot on the audio cues alone.
Glad you had fun Jee I too actually really like AC6 PvP as someone who’s playing a lot of the older games. In ACVD I used to main autocannon tanks so I’m pretty at home lol.
Double Handgun Blade Swap and homing pulse missiles, light weight build is an absolute beast
I think the only problem I've been having consistently with the game is that my own mech is so close to the camera that it constantly obscures the people I'm targeting, which sucks for bosses since a lot of the skill in dealing with them is knowing what attack they're about to throw, which is difficult to figure out when they're completely covered by my own AC.
this
That's why the lock on target displays over your AC, it's really not a problem 😅 Get Good
This might be because of you relying on hard lock, if so id reccomend trying to control the camera manually. Also the game doesnt say this but using hard lock actually reduces your overall accuracy. When i started using the camera manually it felt so much better and i could see everything i needed too without my AC getting in the way.
@@TeknoJoe23
Hey Buddy
This is a game which relies on SEEING enemy attacks and reacting
If, for example, you can’t see an enemy shoot off some straight forward rockets, you might get hit and be unable to see them
It’s a common camera issue that’s always present in FromSoft games
Take your snark elsewhere
@@lemmonboy6459you have a point, however it does make a rather loud BEEP BEEP whenever you're about to get hit.
I’ve said it before, but you’re the only game journalist I trust. Thanks for making this video Jee.
Game Journalist?
It feels so validating to see all the people that were all doom and gloom pre release actually having a fantastic time.
With better turning speed and some balance patching the pvp is gonna go pretty hard.
It'll be better if they nerf turning speed and force use of Quick Turn.
The Armored Core games endgame has always been about pvp. People need to stop comparing these games to Souls.
I believe I might belong to the rare 1% of female players who have an intense passion for mech games. However, I find it challenging to delve into multiplayer modes due to my significant social anxiety. Nonetheless, my curiosity led me to seek out others' opinions about the multiplayer part of the game. Perhaps if one of my friends on Steam decides to give it a shot, I might consider it pvp. At this point, I'm uncertain about my decision.
you're definitely not alone in feeling that way lol, i have a hard time delving into multiplayer stuff for the same reason. but it may be good for us to push ourselves beyond our comfort zone and queue up. i think i'll give it a shot tomorrow :-)
W
It’s an excellent game and the PvP is really engaging. Plus most people are pretty chill, the AC community has always seemed welcoming
Ive struggled with the same problem i know its hard to force yourself but if you push past the anxiety youll find great enjoyment in all things multiplayer ;)
Thank you guys, maybe after I'm a bet stronger I might actually try lol
There’s a shark face emblem in the game that is similar to the Lapp attack art . I want to see if I can replicate lappshark in the emblem editor .
Never played ac AND never did ds pvp UNTIL ur vids, I love referring to ur vids as a “sweaty/experienced/veteran/bigger picture perspective you give, especially as the commentary you give is very open, about what you want, what is poor to work with, what to look for. It helps me direct how I perceive my own gameplay :D
So as someone who I’m sure you (and probs everyone else who watches) will totally stomp if we’re ever vs-ing, I’d rather be new and bad forever then never have ur content (And never find these games) :) cheers dude
The Jeenine cycle has been insane with AC6.
We have been alternating between "WE ARE SO BACK" and "IT'S OVER" but it seems like we got the good ending.
Or maybe the cycle will continue...
Pve in this game might be one of the best that fromsoftware made, multiple ending, ng+ AND ng++ content
So I’m glad you love it too G9 because I do too lol I streamed this for 8 hours straight trying to get used to the movement and the assault boost with dual shottys too it do be slappn something fierce. I love just zipp’n around and stuff blowing shit up it’s everything i ever wanted in a giant Robot game to be completely honest.
Yeah controlling AC is taking a bit to get used to.
Thank god i have a controller with paddles though if i had to constantly take my thumb off the camera to ascend and dash id have an aneurysm
Happy to hear that you having fun man!
I think a lot of people are just dazed by the game. Today I repeated the same mission for like 2h until I was satisfied with testing stuff - it's a 2v1 at the end (not saying anything else cuz you never know who's reading) and now, looking at every punished sloppy thing I did, I'm kinda thinking these are the best multi-enemy fights Fromsoft has done in the last decade. This might not be fair or even make much sense, but it makes ER bosses look kinda braindead. Also, we all have our biases, but I think the vision 5th gen had for bosses was elevated to the stratosphere in AC6.
Anyway... From the performance to the fluidity, from the sound design to the bosses, the game is nuts. I haven't done PvP yet, but judging by the arena there's some meat to it. You can see some ACs doing very specific combos, especially when they rely on swapping, which is kinda trippy for an AC game, and I currently have no idea what higher rank combat is like.
If G9 says good I'm buying it!!!
A surprise for sure but a pleasant one
I think you had like negative 10 expectations and when it wasnt as bad as expected you grew fond of it haha glad you werent dissapointed
Totally agree on the lock on stuff we should’ve been able to use free aim
There is so much potential for assault boost maneuvers in this game. Give it time, learning its quirks will determine how long you last in PvP.
I have been playing with mouse and kb.. and its miles better than using a controller its crazy, didn't expected that, its busted hard for pvp and it make the pve game easier too, quite fun
There was a sweet old mech game called Phantom Crash that had a soft lock mechanic. What is was is a module and that module was essentially your reticle size and shape. You had auto lock within your "redical" box.
I LOVE THE BOSSES, thank you. Still fighting the spider for now, but I'm close to whooping its ass. Reverse joints all the way!
You should try shooting upward shoulder rockets while charging an arm rifle to cause panic dashes, then melee them which stun combos into the release of the charged rifle shot and then a spread of rockets as a wake up.
most of the time it is a good combo if you land the melee
also great for pve, but they don't really get faked by upward rockets so don't bother
Right now, I'm running an energy sniper build for pve, and a moonlight melee build for pvp
Hardlock really doesn't give you an advantage in pvp, it reduces your accuracy enough that it's noticeable.
I find it funny that, in the old games, ppl would spam Overboost/Assault Boost even though it gave no real benefit other than a faster slight movement/positioning change. A style of play that basically evolved into Quick Boosts mechanically.
And yet, it seems no one really takes advantage of spamming the Assault Boost/Overboost in this game, even though it gives a direct benefit to doing so i.e. increasing impact/stagger of weapons and uses a little less energy.
I'm willing to bet sensory overload and chaos Is the culprit. No one even charges their weapons because they are to busy flying around like wasps on crack
It’s a button press away but so are my weapons.
I find myself getting overwhelmed with managing that with my mouse and even with side buttons it’s still my focus
I would kill to pick your brain and theory craft loadouts.
I am super excited to get into the pvp, but I am following your advice of do the pve first.
Great to hear that its all really fun and to see room for optimization in the gameplay, keep it up dood!
Armored Core 6 is proof that people don't always want long winded storylines and walking simulators where exposition is dumped. I remember watching Asmond Gold's playthrough and he commented on the very same thing! No bugs, no hassles (beyond some of the weapon descriptions being inaccurate such as vertical plasma missiles doing a lot of damage but the tool tip says it does just one instance of damage even though it launches 3 or 5), just a really fun game where creativity is king!
Btw sorry for being rude but this game uses a bit of Armored Core 5 rules, that being quick turn that is unlocked by getting chips from arena fights only works when the thrusters are turned off.
I'm split on hard lock being a thing. A lot of builds in older games were made useless just because their turn speed wasnt good enough. With the removal of turn speed, its clear that including hard lock is necessary given the ability to rotate on a dime anyway. I can imagine a lot of frustration in finding a nice build only to find out its invalidated because of a core functionality like being able to turn around in a modern game.
Its weird because functionally turn speed is a very mecha-game mechanic to consider, but in today's landscape of games, it could easily come across as dated design philosophy with improper implementation.
I think the route they took with including hard lock was the easy way out, but the fact they made soft lock function really well was absolutely essential to this game's feel. I'm curious to see how it all shakes out in the end, as there are a LOT of newcomers who have a lot of uninformed opinions about the mechanics and no point of reference with the old games.
This is how all gundam games need to feel and play imo. Fucking hate having to stop shooting in order to to move forward
The reason you get behind is because people think just because the cameras aiming that so is the mech. They're not using the quick turn. Quick turn the mech, If it's already facing before you fire or move it'll maneuver and have better accuracy.
I haven't played 6 yet , but in the older games turning speed was a stat attached to legs. It ended up being a weakness in a lot of builds, so I believe that could be designed that way.
I think this is a good basis, a good foundation to build on, a return to form for AC games. I'd rank it as a 7/10 because for many people a lack of co-op, a 15~ hour campaign, a forgiving checkpoint system, economy system, lack of penalty to dying, and lack of PVP modes other then death match all bring it down. Thoroughly enjoying the game as it is, learning your AC and what it can do is more important then loadout itself but then resistances turn that on it's head. There is quite a lot of depth where it seems a simple game at first glance, the precognition of the AI is a standout too. Seeing the AI counter my bad play/position so fast it makes my head spin is a joy to get recked by.
- In short this game NEEDS DLC/Other games to be released to flesh out the universe and gameplay. Tf happened to hover legs and weapon arms? AMS, side boosters and the heat system? I can only hope they see the light and add *back* the complexity of mech customisation rather then strip it to appeal to the casual crowd. I for one would love to have 'Red' AC merc's come to kill me mid mission (On the large missions only) as part of the lore and to make the community more connected. It is a mystery to me that fromsoft would make a hybrid souls/AC game but not add the one thing that made those games more engaging, co-op.
The campaign is much bigger than 15 hours. You can't play all the content until you beat the game 3 times, and even then you still have branching paths that take multiple playtroughts to complete, and then the S ranking mechanic that requires you to play well to get it and it gives you rewards.
The game is not lacking in content at all.
@@youtubewanderer3347eh still lacking
I've been playing the game since launch, and Imo the turn speed is totally fine. The old games' turn speeds were so slow and annoying, and I just want to turn my guy to look at the thing I gotta kill! The lock-on is also pretty good, I don't use it unless there's only one guy, which I believe is the intention
So I'll tell you something I learned from 3v3 that you might want to keep in mind. If you know that you have someone stunned it might be a good idea to go ahead and lock onto them. Cuz if an enemy AC crosses that path they can actually break your soft lock on them and pull you away and give them a chance to get out of that stun before they get fucking absolutely demolished. I've been using this strategy and been seeing people use this strategy to help keep their teammates alive longer
probably take time to reach end game as well or finish Arenas since OS Tunings are like talisman slots which can be a huge difference
The game almost literally plays like a mech warrior Sekiro. I was harping that Miyazaki was doing a bit of a half truth when he said it wasn’t “Souls-like”.
There is actually an ingame emphasis on creating your own combos with different weapons. It’s not explicitly stated, but you absolutely can time and create nasty combos with the new stagger mechanic.
Bazooka shot into Energy Slash (staggered at this point) into Energy Slash, and then finish off with the Bazooka shot perfectly timed for the reload to be done.
I'm a Lil after 2ed boss and arenas.. can't wait to pvp.. having a blast
I thing the debate about 'Hard lock' is mostly because we miss interpreted it for what it actually called. An aim assist. It does not impede upon the game's pvp because its primary function was to help new player who isn't used to the game mechanics.
for me double burst smgs have surprisingly good stagger damage and are very easy to use
combos well with a pile bunker on the back to capitalize on stagger, kinda hard to hit confirm the stagger though you kinda have to predict it to get the full PB charge attack off
That's why laser lance is so good, you can finish off the ACS bar with the forward thrust and deal the damage after. Not to mention, with the right build, a laser lance SA is incredibly fast
glad to hear you like it man! it's definitely not perfect but i enjoy the pvp too
double gatling sucks for sure, it's horrible at long range, loses to more precise weapons in the medium range and loses to shotguns in close range. maybe gatling and shotgun is good for pressure?
From negativity to positivity
Love it you will be greatest pilot in this game
I really really hope they expand on the multi-player and add new modes or atleast have matchmaking and like 5 v 5 or something insane
Its crazy how many people didnt realize they can change their mechs name, or is Loader 4 just so cool and I missed something?
More like people dont care as much right now, the focus is on playing
PVP is a huge part of the game since it wants you to experiment with different builds sto test on other people. I'm glad they limited the ability to "swim" otherwise moonlight blade is almost always meta. Pilebunker if you choose to parry it.
I can't attest but I'd want customization to the nines, no holds barred. You set what you like and hit 1v1 with confidence.
double shottys are the new meta. see it everywhere in my duels.
Honestly kind of hate myself how I morphed from my usual R-Machine gun - L-Bazooka and Shoulder Launchers build to a normie dual Shottie build. The Meta is oppressive lmao
theres a upgrade to take out the hard/soft lock and to manuelly aim, tho it is annoying you would have to earn it rather than have it on settings.
the problem is not about you yourself using the hardlock, its your opponent that can keep track of you regardless of your movement if they use it, hence why it shouldve never been a thing
@@JeenineI’m hoping in the future that once the game’s been out for a bit they consider making pvp manual aim only if it feels too rng in 1v1s. Time will tell though as skill expression and build’s progress
@@Jeenine Thing is, for mouse players "tracking people regardless of their movement" is kind of just par for the course. Hard lock only matters for controller players. Since there is no turning speed and no limits on camera speed (something which is going to be near impossible to backtrack on with mere regulation patches), I foresee that once everyone is settled in the very highest levels of competitive, tournament-level play will be "use mouse and manual aim, or dunked on". Hell, using mouse and soft lock is already automatically superior to relying on hard lock.
I played on mouse and key and i hated hard lock. Im currently almost done with ng+ and still prefer soft locking. i feel like hard lock should be campaign only probably.
To be fair you can disable the hardlock.
The lack of 2v2 PvP is kind of bizarre to me... it would have been perfect imo.
wait til every1 unlocks all the weapons. there's some funky setups later on
If you want faster turning speed .. build a lighter AC.
PvP has just become me vs tanks who just rain hellfire
Double shotguns are super strong
3v3 I think is better tho if you have a competent team. Needs a match based thing tho. Its just a nice different 3D fighter with lots of micro management. And FUN!! :)
"Game doesnt need a lock".....OH I SEE U HAVE MISSILES ON UR BACK
Feels like it's too easy to close distance and almost impossible to create distance, which makes playing RJ's which historical have played
sitting above you or at range feel like COMPLETE shit. Doesn't help that all 3 RJ legs have below 600 stability, making them paper to stagger.
Bro is playing with no expansions, mad respect. You can get all of the OS tuning if you go into NG+, by the way.
I can say flamethrowers are broken LIKE INSANELY the direct damage is really good and you can put on pressure the whole match really hard to counter that imo
When you said that these bosses are the best outta any game I 100% agree and they can be fairly challenging these are some of the first bosses I actually die to and I play a lotta "hard" games.
I also love the arena and that has some pretty hard fights especially SHINOBI
I've only gotten to chapter 3 but balteus is definitely one of my favourite bosses of all time at this point, can't wait to see what's next
I run those shotguns as well. You should switch your frame to the nachtreicher and tian head. Youll have a much better time
Thinking tetrapods are the meta. They have air superiority
I’m still beating the game so I haven’t delved into PvP yet, but even in my 1v1s against other AC’s and fights in the arena I charge people a lot with assault boost. Idk if it is going to be a thing going forward in the PvP meta but I think it’s old habit from older AC game. In For Answer I would play a quick fast build where I’d boost in dish out burst and then boost out when it got ugly
The shotgun is quite imbalance compared to most builds in my opinion. My initial loses that ended really fast were from shotgun builds. So what did I do? I joined the bandwagon… and I discovered how easy it was to win with dual shotguns. This is speaking from 1v1 experiences, interestingly.. the tank builds are usually the easier ones to manoeuvre around and beat. Then again everyone I faced posed a challenge one way or another. Because of the simple fact that everyone needs to beat chapter 2 to unlock PvP. Which means everyone is already competent to a certain extend.
its acutaly the most dps u can bring in game + big cc.
You should try using lock on jammer, i wonder how it works out.
Hope they add the old Core games now that AC6 has taken its rightful place on top.
2 shottys is soooo good 😫 have a speed build with two shotguns that’s so ruthless with stagger
why is bonk Invasion video gone from your channel? i was watching and just passed 9 min mark when yt said it's gone
He may have accidentally uploaded it early
I was hoping for something like 16 v 16, or 3v3 with grunt units, but after playing the game i realize that might be a little too chaotic given how fast paced the game is.
16 v 16 would be crazy LOL I don't think that would be possible.
Could never beat a souls game so was hesitant to get this but glad i did i find the pace of the game far better just got on to chapter 5 that end of chapter 4 had me questioningyslef but we got there the games is just great.
Edit. Just beat it on to the next playthough
I’m pretty sure you’re problems with the game you can adjust through the OC tuning section. Kinda sucks you have to “unlock” them I guess but manual aiming is available. Turning im not entirely sure what you mean. There’s a quick turn in OC tuning also.
My first match was against a heavy dual gatling build too...
Thematically i think hard lock is perfect. Its hard to imagine a giant super robot not having a computer thats tracking everything that moves at 10000x a humans capability
I think when ac is happening irl in (insert arbitrary year here) theyll have hardlock lol
I almost feel like I'm button smashing. Unlike souls, I Don't think I'm using spacing or even timing as much
After playing for some hours I am getting the hand of it. It's also pretty build dependent for some bosses
Turning speed?? You know there’s an ability that lets you turn in and direction immediately
Pvp feels like a chaotic all over the place mess to me. I like it, yet I also hate it.
Balteus first fight is the best fight in gaming
shotgun bois lets gooo!
my first pvp fight was against a tank with dual gatlings and it was a dps race that i lost due to not being a tank myself. i hope its because it was my first time playing an ac game and a mech game in general and i jusr suck at all of the mechanics, and the actual meta won't be tanks holding r1-l1 psgatlings like psspears in er
I think its normal to lose your first fight if your opponent already had a few under their belt
I'm be honest. Not feeling it, still. Does it have some good stuff in there? Yes, for sure. No way the game is overall trash. However, the decoupled camera and the turning speed NEED to go. At the very least, the turning speed and camera seep need to be coupled, and a standard AC setup needs to be added, at least as an option.
100% agree that people just aren't using the hard lock correctly. When they do, you won't be able to flank anyone.
Also, entirely agree about the movement and the skillesssness. That is for two reasons. First, the turning speed, hard lock, turning speed. Second, the lack of control with normal boost being so floaty. Third, the decoupled camera doesn't give you that perfect strafing style which works with dodging like in older AC games, even back to the first game. It plays more like a 1p game which is being used for PvP.
Goty again
Impossible there are too many 6/10 and 7/10 reviews.
There’s a lot of great this games this year don’t think ac6 can beat them all
The only thing I don't like about the PvP is how barebone it is. It desperate needs more matchmaking and more game modes.
My issue rn is im so good at PvE but now im terrible at PvP, cause im not use to the ways people play. The rocket spam has me just like, bruh.
I cant even win with how bad i am, ontop of being just bad at pvp, i also just cant handle the builds in pvp. My dodging feels useless
can you try jammer and melee for the funzies 😅
loving the PVE and boutta hop in PVP
fighting a quadleg seem pretty anoyying
When do you unlock PvP?