I was hoping someone would make something like this! Those weight and EN load bars work opposite to what I expected..interesting. Some quick notes of my own are that a) You mention ACS strain at 14:21 - I believe that actually does refer to stagger. In previous interviews they've mentioned ACS in that context, and I believe "ACS Overloaded" or something similar popped up whenever you staggered an enemy. b) As pointed out by FromCheung only recently, it seems weapons themselves are able to overheat - especially melee blades(?). This would be a clever way to make melee retain its powerful feel as it has in previous games, but not something you can just spam endlessly. In previous games, melee was often very difficult to hit with. In AC6, this won't be the case, so it makes sense they're introducing heating to your blades.
ACS likely stands for Attitude Control System, I would guess. Attitude in this case means balance, and we already have an entire stat called Attitude Stability, so it's not hard to put two and two together.
If I had to guess, impact probably isn't related to stagger directly and is instead what impact did in prior games (knockback), which would explain why melee has so much of it while the 'anti ACS' missiles don't have that much
This is the exact kind of armored core content I want to see: people nerding out with maths to explain pros and cons about parts. I want to see graphs and charts in future videos.
THIS is what i love to see in my AC game. Numbers, and lots of them! I love trying to figure out what stats do, and seeing how numbers associated with those stats affect my performance in game.
I am totally fine with radiators being removed. I have never once cared about which radiator i had in an ac game. I would just pick whatever had better numbers and was within my weight requirements. I'd rather have one psrt with more complexity and trade offs
@@Chrightt if we are being honest, we have ALL scrolled through ac parts and just slapped on whatever made number go blue and never paid attention to until we could afford another part that was more blue, and made number go up more
@@leftovernoise I never quite did that. I probably have but I don't recall it. Sometimes a part is just outright better, but otherwise it loses out in something that might not be good for your build.
@@hello-gx6oi It likely cannot work like that in AC6 beyond charging weapons. The closest AC got to that are weapon arms, but they've yet been shown and I'm unsure if they are in the game.
keep in mind that ammunition cost is another possible balancing factor for weapon strength, for example one missile launcher can have missiles that cost $100 each to fire and another could be $1000 each
I'm pretty sure the plasma missiles that have 120 rounds is actually 40. They use it in the gameplay and it shoots 3. I'm not sure why they didn't show that it shot 3 in the menu since the description says three-cell plasma missile launcher and it is capable of multi-lock.
Because in most AC games the number of missiles you can shoot at maximum is determined by both the missile launcher and the FCS. The missile launcher may shoot 4 at max, but the FCS only has a missile lock limit of 3. There is a good chance, however, this wouldn't affect missile launchers like the Dual Missile Launcher. Regular missile launchers lock one missile at a time, until it's max, before fired. Dual Missile Launchers (or similar ones) fire multiple missiles with one lock on. At least, traditionally.
Yeah I calculated it as a 3 round shot too. It was wayyyyy to high over the average leading me to go back and look at footage. And what do you know, the R Back Unit was equipped with the Vvc-703( shown on the assembly screen)
I think one of the reasons the pincer maneuver missiles are not as good as the ones compared to, is that the pincer missiles are probably fired out to the sides first, and probably suck in certain conditions like a hallway. Compared to the missiles that we've seen fire straight down a hall.
Incredible breakdown, I am currently working on a webapp garage and this info will come in clutch when I expand from just the AC1 parts to AC6 when we can scrape all the data Would love to talk more in the future as I will need some math to finalize it all
For leg weight, weight load from the legs are for everything else's weight carried above. Leg weight/total weight has typically determined momentum,acceleration/deceleration,top speed,jump height, and play style. In older gen arm weight would be the limit the arms could carry. They simplified arm weight limit to core weight limit+leg load*speed multiplier scaling.
On the subject of missiles and total rounds: It is possible that 4 (and 6) are the MAXIMUM number of missiles you can shoot at once, but not the minimum.
Yes, for sure. It's definitely the maximum and not the minimum, but I expect them to be balancing it by "per shot" using the maximum and not the minimum. It is probably possible to fire the 06 by 2 shots (or even 1) at a time, but the balancing is definitely centered around maximum # of shots. The ability to fire less is just a bonus.
In most AC games the number of missiles you can fire is also determined by your FCS. It is possible to have an FCS with a lower missile lock max than the missiles themselves. It should also be noted that regular missile launchers do need to have a lock per missile before firing, so it is possible to simply not fire the maximum amount of missiles, either due to the FCS or just not waiting for the missile lock to tick 4 times. The Dual missile launcher would be different, though, since traditionally they fire multiple missiles per shot, rather than in sequence.
@@RippahRooJizah Also there were a lot of different behavior and velocity in the missiles, some direct and fast, other slow and go around trajectory, over the top and many others that affect the situation and space that we could use the missiles.
@@Chrightt Sure, but that places 06 as strictly better than 04: It does the damage damage and Impact. And if it can fire 4 per volley only, it can do it more often. Weight is the the only truly balancing aspect.
Load Limit has been a mainstay stat since the first game. It is the weight the legs itself can carry, and does not include the weight of the legs itself (since it would be a given that the Legs are able to support its own weight). Ergo, no additional math would be required to see the "real" load limit for the legs, it's already there. As for the Reverse Joints, it can be confirmed that, in many cases, RJ's are better suited for aerial combat in previous games (although results may vary). And RJ's typically have the highest jumps, meaning they can potentially become airborne faster than most, if not all, other legs. But since the additional stats aren't shown, it's harder to see any additional benefits or detriments. For Boosters, there *may* be additional stats to consider. Some games have an Acceleration stat as well. And not all boosters have an exact correlation between weight/power/effeciency. Boosters also typically have a separate stat for "Energy Drain" (which would affect the energy load), and "Charge Drain" (which effects how much energy is used to boost). But it's all up in the air a bit due to lack of info. The FCS stuff is... rather weird since you used a completely different set of FCS types. Where did you get this terminology from? In the older games, the main types were Standard, Wide and Shallow, Narrow and Deep, and "Special". There were also "Lengthway" and "Sideways". 4/FA didn't really use the traditional FCS, but its own thing, while 5/VD cut it down to effectively just close range, balanced, and long ranged, which more or less did what Wide and Shallow, Standard, and Narrow and Deep did. Not much I can say on the Generators, as this is the first time they also act as the radiators, and I cannot comment on how heat works in the game. I wouldn't rule out the dagger just yet, it may be viable for a good lightweight build. For number of plasma missile shots, it could be the return of an older FCS stat where FCS determines how many missiles you can fire at once. Missiles typically have their own maximum lock, but the FCS may not be capable of hitting that number, i.e. it could have a lock of 4, but the FCS may only have a max missile lock of 2. Traditionally, dual Missile launchers (or similar) work a bit differently. Normal missile launchers typically fire one at a time in sequence, while the dual missile launcher would shoot multiple missiles at once with a single lock on. FCS also effect missile lock on speed, traditionally. Pincer trajectory means the missiles will go off to the side, and engage the enemy from the sides, rather than a straight forward shot. It should also be noted that weapons different firing rates, so it may not be easy to spam certain weapons. Also, I was reminded by another commenter, ammo cost *is* a thing, so going with the strongest stuff may not be financially viable.
I really hope we see inside, extension, hanger and optional parts in some way. Perhaps those are under the expansion slot or whatever it is? Really hoping we have choices for things like exceed orbit or a super fast overboost too. Or even some new core based functions. I'll be happy either way just getting to play the game but I'll miss having those various subtle things that optional parts and inside and extension parts gave to gen3 builds. One of my big memories of 3 as a kid was a fight I won with like 200 AP after using all my ammo and hitting the enemy with a heat rocket from my inside parts, I don't think I felt that kind of adrenaline rush up until I played some souls games over a decade later (I skipped gen4 and gen5 because I never got a ps3 😢)
Well, I think the current weapon system on top of checkpoints means hangars aren't coming back, although Gen V styled weapon switching is fine by me. As for Optional parts, I don't know. They were removed in the PS360 games.
I see. If that is the case, I am wondering what impact is supposed to be because the 04 and 06 both show that they have low impact but high ACS damage. So, if ACS = stagger, impact has to be something else.
@@Chrightt Maybe impact is more like how stability worked in older games (i.e. like poise), so instead of being about building up the big bar, it's about how much it can mess with the target when it hits
@@dominiccasts who know but you have a good point viewing the design of the parts cleary remind me of the old PS2 games, I believe it will have mechanics more based in that game too
@@Chrightt That is the bad part about them letting us frett about the game mechanics, the impact value is low but seems to be unitary so x4 go to 300 also it kind of normal to longe range attack have lower impact than close range phisical one, It can be also ACTIVE COOLING SYSTEM so...kkkkkkkk. The Thermal strain that weapon caused to the target in old game was never a big part of the games, only really useful for dealing damage if you were using both flamethrowers.
Very excited about AC6 but I'm a little worried that some missions make the mechs look more like toys. Maybe if there was more atmospheric perspective. =(
We have only seen a 4min clip of a single mission. Imo they look like they have way more weight than ac4a where all mechs flew around at light speed. I love 4a. But 6 looks heftier
Let me predict the type of build that it'll gravitate towards. It'll be a lightweight build to make full use of its lightweight and not have other weapons outshine it. I'm unsure about FCS with the hard lock function, but its melee so less relevant if we just assume hard lock. The AC is likely going to wear parts with higher AP in order to utilize the melee aspect which also means that the other weapons will also be lightweight to accommodate the defense in order to have a better time focusing on melee which would result in an AC with relatively weak ranged combat that probably will only have 3/4 weapons slotted for the energy/weight cost to stay in lightweight and still gear themselves with heavier armor. 😉
@@ChrighttI feel called out by this 2 month old comment I use a very light mech with 2 stun guns on the back, laser dagger and no other gun because punching stuns acs and it carried me through the mid-end of my first run
So the thing with missile locks is that they don't typically all happen at the same time, but in quick succession (I can't tell without the HUD if this is still the case in ACVI). That means that if you have a 4-shot missile launcher, all four missiles will lock in sequence one after the other. This can allow you to fire only 1 missile in a volley if you fire as soon as you only get 1 lock. As long as you fire before all four locks are established, you can save on ammo.
How about we talk about the change to 3rd person controls from 1st person controls like every other Armored Core game before we get into min-maxing. Good grief. Literally zero commentary on the subject. I feel like I'm taking crazy pills.
@@ericpitts4979 If you’re talking about the lock on controls, then only every content creator who got to see the full 20 minute presentation last Wednesday. Hell somebody brings it up every few hours on the AC subreddit.
@@leftovernoise Well, it's not as if most souls-players didn't know about Armored Core in the past. Most of us didn't play them or stream them because they so fucking bad you wouldn't believe it. That's not likely to change...
@@ZeroTheHeroGOAT So, how you argue with an streamer that make an faith build and upgrade the moonlight sword at maximum with only two main status: Damage, Weight and maybe move set ? With a game with100 status they cannot blame you.
I was hoping someone would make something like this! Those weight and EN load bars work opposite to what I expected..interesting.
Some quick notes of my own are that
a) You mention ACS strain at 14:21 - I believe that actually does refer to stagger. In previous interviews they've mentioned ACS in that context, and I believe "ACS Overloaded" or something similar popped up whenever you staggered an enemy.
b) As pointed out by FromCheung only recently, it seems weapons themselves are able to overheat - especially melee blades(?). This would be a clever way to make melee retain its powerful feel as it has in previous games, but not something you can just spam endlessly. In previous games, melee was often very difficult to hit with. In AC6, this won't be the case, so it makes sense they're introducing heating to your blades.
love ur content Vaati. Keep up the good work
ACS likely stands for Attitude Control System, I would guess. Attitude in this case means balance, and we already have an entire stat called Attitude Stability, so it's not hard to put two and two together.
Youre famous now chris!
This really fungles his missile break down
If I had to guess, impact probably isn't related to stagger directly and is instead what impact did in prior games (knockback), which would explain why melee has so much of it while the 'anti ACS' missiles don't have that much
This is the exact kind of armored core content I want to see: people nerding out with maths to explain pros and cons about parts. I want to see graphs and charts in future videos.
THIS is what i love to see in my AC game. Numbers, and lots of them! I love trying to figure out what stats do, and seeing how numbers associated with those stats affect my performance in game.
To be fair, most of the games outright tell you what the stats are.
But the real draw is, as you said, seeing how it all comes together in-game.
I am totally fine with radiators being removed. I have never once cared about which radiator i had in an ac game. I would just pick whatever had better numbers and was within my weight requirements. I'd rather have one psrt with more complexity and trade offs
Yep, more parts doesn't necessarily mean better customization!
@@Chrightt if we are being honest, we have ALL scrolled through ac parts and just slapped on whatever made number go blue and never paid attention to until we could afford another part that was more blue, and made number go up more
@@leftovernoise I never quite did that. I probably have but I don't recall it. Sometimes a part is just outright better, but otherwise it loses out in something that might not be good for your build.
I think what will happen would be similar to bloodbornes trick weapons
Bb had less weapons compared to souls but all of those weapons where unique
@@hello-gx6oi It likely cannot work like that in AC6 beyond charging weapons. The closest AC got to that are weapon arms, but they've yet been shown and I'm unsure if they are in the game.
keep in mind that ammunition cost is another possible balancing factor for weapon strength, for example one missile launcher can have missiles that cost $100 each to fire and another could be $1000 each
damn bro, nibba imma gonna doin bum run later, only with kick, punch, and pray i can outrun those bullet and missiles
I'm pretty sure the plasma missiles that have 120 rounds is actually 40. They use it in the gameplay and it shoots 3. I'm not sure why they didn't show that it shot 3 in the menu since the description says three-cell plasma missile launcher and it is capable of multi-lock.
Because in most AC games the number of missiles you can shoot at maximum is determined by both the missile launcher and the FCS. The missile launcher may shoot 4 at max, but the FCS only has a missile lock limit of 3.
There is a good chance, however, this wouldn't affect missile launchers like the Dual Missile Launcher. Regular missile launchers lock one missile at a time, until it's max, before fired. Dual Missile Launchers (or similar ones) fire multiple missiles with one lock on.
At least, traditionally.
Yeah I calculated it as a 3 round shot too. It was wayyyyy to high over the average leading me to go back and look at footage. And what do you know, the R Back Unit was equipped with the Vvc-703( shown on the assembly screen)
This was unexpectedly fascinating.
im so excited that my favorite statistics/ econ major youtuber will be preparing for this hype game just as he did with elden ring. THANKS!
The mathematics of all time!
Good video. Not only good info on AC 6 but can serve as a decent crash course in AC assembly in general.
I love Chrightt’s channel!
I was hoping that you’d be breaking down AC6. Didn’t expect to be getting breakdowns already! A nice surprise. Looking forward to more videos.
I think one of the reasons the pincer maneuver missiles are not as good as the ones compared to, is that the pincer missiles are probably fired out to the sides first, and probably suck in certain conditions like a hallway. Compared to the missiles that we've seen fire straight down a hall.
good point! Better for open space but not as good in enclosed areas
They will, that sort of missile launcher has been in a few AC games in the past.
also I'm noticing the naming department hasnt changed much PM=plasma missile, ACT=ACTive homing then you have amount fired in a volley
Incredible breakdown, I am currently working on a webapp garage and this info will come in clutch when I expand from just the AC1 parts to AC6 when we can scrape all the data
Would love to talk more in the future as I will need some math to finalize it all
For leg weight, weight load from the legs are for everything else's weight carried above. Leg weight/total weight has typically determined momentum,acceleration/deceleration,top speed,jump height, and play style. In older gen arm weight would be the limit the arms could carry. They simplified arm weight limit to core weight limit+leg load*speed multiplier scaling.
oh it's so pretty. avoiding all spoilers, but can't pass on a crightt math session
awesome. Excellent work.
On the subject of missiles and total rounds:
It is possible that 4 (and 6) are the MAXIMUM number of missiles you can shoot at once, but not the minimum.
Yes, for sure. It's definitely the maximum and not the minimum, but I expect them to be balancing it by "per shot" using the maximum and not the minimum. It is probably possible to fire the 06 by 2 shots (or even 1) at a time, but the balancing is definitely centered around maximum # of shots. The ability to fire less is just a bonus.
In most AC games the number of missiles you can fire is also determined by your FCS. It is possible to have an FCS with a lower missile lock max than the missiles themselves.
It should also be noted that regular missile launchers do need to have a lock per missile before firing, so it is possible to simply not fire the maximum amount of missiles, either due to the FCS or just not waiting for the missile lock to tick 4 times.
The Dual missile launcher would be different, though, since traditionally they fire multiple missiles per shot, rather than in sequence.
@@RippahRooJizah Also there were a lot of different behavior and velocity in the missiles, some direct and fast, other slow and go around trajectory, over the top and many others that affect the situation and space that we could use the missiles.
@@torhacs Indeed.
I wonder if the torpedo's will come back. I doubt it, though.
@@Chrightt Sure, but that places 06 as strictly better than 04: It does the damage damage and Impact. And if it can fire 4 per volley only, it can do it more often.
Weight is the the only truly balancing aspect.
Looking forward to the AC6 videos in the future chrightt
imagine what he can number crunch when the game comes out
Reverse joints are better at aerial movement but are usually heavier then light weight normal bipeds. Plasma missles might drain energy too
Hopefully theres a very wide variety of gear and a lot of messing around to be had
Load Limit has been a mainstay stat since the first game. It is the weight the legs itself can carry, and does not include the weight of the legs itself (since it would be a given that the Legs are able to support its own weight). Ergo, no additional math would be required to see the "real" load limit for the legs, it's already there.
As for the Reverse Joints, it can be confirmed that, in many cases, RJ's are better suited for aerial combat in previous games (although results may vary). And RJ's typically have the highest jumps, meaning they can potentially become airborne faster than most, if not all, other legs. But since the additional stats aren't shown, it's harder to see any additional benefits or detriments.
For Boosters, there *may* be additional stats to consider. Some games have an Acceleration stat as well. And not all boosters have an exact correlation between weight/power/effeciency. Boosters also typically have a separate stat for "Energy Drain" (which would affect the energy load), and "Charge Drain" (which effects how much energy is used to boost). But it's all up in the air a bit due to lack of info.
The FCS stuff is... rather weird since you used a completely different set of FCS types. Where did you get this terminology from?
In the older games, the main types were Standard, Wide and Shallow, Narrow and Deep, and "Special". There were also "Lengthway" and "Sideways". 4/FA didn't really use the traditional FCS, but its own thing, while 5/VD cut it down to effectively just close range, balanced, and long ranged, which more or less did what Wide and Shallow, Standard, and Narrow and Deep did.
Not much I can say on the Generators, as this is the first time they also act as the radiators, and I cannot comment on how heat works in the game.
I wouldn't rule out the dagger just yet, it may be viable for a good lightweight build.
For number of plasma missile shots, it could be the return of an older FCS stat where FCS determines how many missiles you can fire at once. Missiles typically have their own maximum lock, but the FCS may not be capable of hitting that number, i.e. it could have a lock of 4, but the FCS may only have a max missile lock of 2.
Traditionally, dual Missile launchers (or similar) work a bit differently. Normal missile launchers typically fire one at a time in sequence, while the dual missile launcher would shoot multiple missiles at once with a single lock on. FCS also effect missile lock on speed, traditionally.
Pincer trajectory means the missiles will go off to the side, and engage the enemy from the sides, rather than a straight forward shot.
It should also be noted that weapons different firing rates, so it may not be easy to spam certain weapons. Also, I was reminded by another commenter, ammo cost *is* a thing, so going with the strongest stuff may not be financially viable.
Reminds me of the Bouncer class from PSO2NGS.
Sooo your channel will cover AC6 contents too?
If yes, then that's really great!
Yep, planning on doing AC6 content too.
I really hope we see inside, extension, hanger and optional parts in some way. Perhaps those are under the expansion slot or whatever it is?
Really hoping we have choices for things like exceed orbit or a super fast overboost too. Or even some new core based functions.
I'll be happy either way just getting to play the game but I'll miss having those various subtle things that optional parts and inside and extension parts gave to gen3 builds. One of my big memories of 3 as a kid was a fight I won with like 200 AP after using all my ammo and hitting the enemy with a heat rocket from my inside parts, I don't think I felt that kind of adrenaline rush up until I played some souls games over a decade later (I skipped gen4 and gen5 because I never got a ps3 😢)
Well, I think the current weapon system on top of checkpoints means hangars aren't coming back, although Gen V styled weapon switching is fine by me.
As for Optional parts, I don't know. They were removed in the PS360 games.
ACS= atitude control system...maybe a.k.a the stager bar
I see. If that is the case, I am wondering what impact is supposed to be because the 04 and 06 both show that they have low impact but high ACS damage. So, if ACS = stagger, impact has to be something else.
@@Chrightt Maybe impact is more like how stability worked in older games (i.e. like poise), so instead of being about building up the big bar, it's about how much it can mess with the target when it hits
@@dominiccasts who know but you have a good point viewing the design of the parts cleary remind me of the old PS2 games, I believe it will have mechanics more based in that game too
@@Chrightt That is the bad part about them letting us frett about the game mechanics, the impact value is low but seems to be unitary so x4 go to 300 also it kind of normal to longe range attack have lower impact than close range phisical one, It can be also ACTIVE COOLING SYSTEM so...kkkkkkkk. The Thermal strain that weapon caused to the target in old game was never a big part of the games, only really useful for dealing damage if you were using both flamethrowers.
@@torhacs Eh, there were a few other weapons that were good at causing thermal strain. Anyone who fought Bolt in Last Raven can tell you that.
Very excited about AC6 but I'm a little worried that some missions make the mechs look more like toys. Maybe if there was more atmospheric perspective. =(
We have only seen a 4min clip of a single mission. Imo they look like they have way more weight than ac4a where all mechs flew around at light speed. I love 4a. But 6 looks heftier
"gahrahji"
You know someone's going to make a build revolving around the VP-67LD just because you said that, right?
Let me predict the type of build that it'll gravitate towards. It'll be a lightweight build to make full use of its lightweight and not have other weapons outshine it. I'm unsure about FCS with the hard lock function, but its melee so less relevant if we just assume hard lock. The AC is likely going to wear parts with higher AP in order to utilize the melee aspect which also means that the other weapons will also be lightweight to accommodate the defense in order to have a better time focusing on melee which would result in an AC with relatively weak ranged combat that probably will only have 3/4 weapons slotted for the energy/weight cost to stay in lightweight and still gear themselves with heavier armor. 😉
So it's going to be the AC version of a naked guy fast rolling with daggers?
@@ChrighttI feel called out by this 2 month old comment I use a very light mech with 2 stun guns on the back, laser dagger and no other gun because punching stuns acs and it carried me through the mid-end of my first run
If you're going to start covering AC I'm going to do the cover for your next book for free
As long as fast glass canon dual shotgun EO/Machine Gun set ups still work i can work with anything
So the thing with missile locks is that they don't typically all happen at the same time, but in quick succession (I can't tell without the HUD if this is still the case in ACVI). That means that if you have a 4-shot missile launcher, all four missiles will lock in sequence one after the other. This can allow you to fire only 1 missile in a volley if you fire as soon as you only get 1 lock. As long as you fire before all four locks are established, you can save on ammo.
The locks happen in succession, you can hear the multiple lock ons before the first set of enemies.
everybody is gangsta untill Chrightt drops a video to end the debate "iT'S SOuLs LIkE"
How about we talk about the change to 3rd person controls from 1st person controls like every other Armored Core game before we get into min-maxing. Good grief. Literally zero commentary on the subject. I feel like I'm taking crazy pills.
Long time AC fan here.
Until I get my hands on it I will deem something like that "Not that important".
Because literally everyone has talked about it at this point
@@Walmart_Bag69 Care to point me in the direction of a single person who's mentioned the controls are 3rd person instead of 1st person?
@@ericpitts4979 If you’re talking about the lock on controls, then only every content creator who got to see the full 20 minute presentation last Wednesday. Hell somebody brings it up every few hours on the AC subreddit.
Meds
Let's not.
Too late. The math is upon us. The math has already been mathed
@@leftovernoise Well, it's not as if most souls-players didn't know about Armored Core in the past. Most of us didn't play them or stream them because they so fucking bad you wouldn't believe it. That's not likely to change...
@@ZeroTheHeroGOAT Jesus dude chill the fuck out.
@@ZeroTheHeroGOAT So, how you argue with an streamer that make an faith build and upgrade the moonlight sword at maximum with only two main status: Damage, Weight and maybe move set ? With a game with100 status they cannot blame you.
@@ZeroTheHeroGOAT so, please learn the Math.