621, I have an assignment, a request from a friend of mine. Scavenge any data logs and footage of the weapons Balam, Arquebus, and the other companies have.
19:13 Actually, in some Japanese Mech series (especially one inspired by Gundam) the "scope" on gun are actually external fire control system that that provided extra information for the main FCS located in the head. Other time, usually in non-interactive medium, They are literally giant scope that the mechs has to look through.
Wanna know something cool? The FCS is actually in the core. The head just houses the main camera and radar/scanner. Cuz in the older games your head can get shot off and your AC can still Lock on to Targets
I'm surprised more people don't pick up on this. It's exactly the same sort of weapon system you see in a game like Halo. Some guns have actual optics but all of them can be aimed just using the HUD element.
@@bombomosActually there is only ONE game in which your head could be blown off. Thats the Armored Core: Last Raven. It was experimental partial damage system which was rated badly by the community and never done again. And also in AC 3 trailer one of the mechs lost its head but was steel operational, but that wasn't the case in AC3 gameplay.
Yay! I was about to make a similar comment. Gundam likes making them applicable as secondary scopes (at least, the more 'realistically' inclined ones do). While the mobile suit can functionally do without them, the optical devices are often high-zoom and used for high accuracy shots, all the way back to the original series.
17:28 “You’re probably gonna want a lot of shoulder mounted missiles, to be honest with you.” Well Jon I guess they didn’t show them to you but there are *plenty* of those in game, in a variety of exciting flavors.
Pile Bunkers are somewhat of a staple in the mech genre. They're normally depicted as a device with a captive hardened penetrator that's fired on contact with chemical or electro magnetic propellant. Effectively adding armor piercing effects to a punch. If they show up in games, they're normally balanced by being hugely destructive, but having to be dangerously close to the enemy in order to pull off proper hits.
I hope that they get Jonathan to take a look at the Stun Needle. That weapon is wild. Also, fun fact- there is a nod to recoil with heavier weapons' recoil. When firing a larfe weapon like a grenade cannon, a bipedal mech has to stop moving and brace, while a quadrupedal mech is only slowed down, and a tank tread mech isn't impeded at all.
The game actually takes recoil management into consideration even with lighter weapons. Some arms handle recoil better, so you end up missing fewer shots in full-auto while using them.
4:03 The reason why it's that design is because canonically RaD (The designers) are a bunch of junkies and design stuff while they're high It's also easy to forget, but these mechs are roughly 10 metres in height alone. The SMGs would be autocannons and the miniguns more like 6 tank barrels stitched together.
Yep. Plus various other weapons or parts have funny descriptions describing how they were either designed while the designer was high or threatened or gun point. I think the Verrill tetrapod legs were one such...
In ac6 there is a thing called core theory, which basically means that human instincts in close range combat exceed long range. Which is why there are shotguns, pistols, etc.
Well that’s part of it. Core Theory as a whole was a design philosophy of Standardizing Cores from MTs to be Modular so pilots wouldn’t be limited to a singular arrangement. It’s why you can get arms from a Melander and use on something like an Orbiter body. Or even custom parts like Nightfall’s head and R&D recycled units. MTs are locked to their manufacturer’s design pool really. And PMC’s LCs are the same too. Modularity gives ACs an edge over since they can compensate for a standard out load by switching out parts to fill in the gaps and adjust balances for specific needs.
Not to mention it’s also how other corps like Elcano can takes Arquebus tech and reverse engineer it to make the Alba. Same with Arquebus and RI really.
Yeah, just judging by the sizes and shapes of the two magazines (and of course the top one having a visible feed into the receiver) clearly the top one is the ammo and the bottom one is the barrels.
The Sweet Sixteen was made by a faction quite infamous for being high all the time,and they tend to repurpose old junk into serviceable products. Small,light,cheap,and potentially powerful up close. One of their few weapons to not use rocketry,interestingly. On the Attache,which is made by the same faction who made the Sweet Sixteen,ammo loads from the top-mounted drum,while the cases underneath hold the spare barrels. It doesn't have infinite ammo,nor can it overheat. Each "magazine" of forty shots is a barrel swap,suggesting that the barrels can only suffer forty shots before needing to be replaced. The Pile Bunker is a captive stake weapon,akin to a captive bolt gun used by livestock slaughterers. Except the Pile Bunker's propelled not by a blank cartridge,but by a high explosive charge in addition to mechanical assistance. It's like staking a vampire in a mecha game,and it's excellent for disrupting the target's Attitude Control System or just driving a spike right into the enemy cockpit.
What I really like about the game is the "overburdened" mechanic. You want to carry 4 heavy weapons, sure, but your spindly little reverse jointed legs can't take the extra weight... How about Tank Tracks? Or maybe some Quad-Legs? So you chose the ultra-light weapons package.. now you can fit the heavy booster and lightweight body, and move at mach-2.
A few fun comments in case Jhonathan comes to the comments as he somtimes does: The mechs arms actually have a stat for how much recoil they can handle. Fires a high recoil wepaon too often in a row and your shots will start going wild, you actually see it with the giant handguns at one point in the footage provided. The Pilebunker doesn't fire the spike, its captive and is explosively propelled, like a captive bolt animal slaughtering gun. Don't let the human style weaponry fool you, these mechs are huge. The straight magazine ejected from the first gun in this video is probably about as tall as a person if i remember the scale correctly and its probably 40mm+ in calibre. The volley gun is probably north of 100mm, and the grenade launchers are likely approaching battleship calibres.
@@ryansandersson6420The funniest thing is Armored Core are on the tiny side of Mechs, if we compare to Gundam they are the size of *Ball* of all things
2:30 According to Core Theory within the game's universe, piloting an Armored Core for long enough causes you to feel the mech as an extension of your own body. Due to this, sidearms and other human-scale weaponry begin to become preferred over conventional large scale ordinance you might find in other AC-mounted weapons. Core on Core battles are intimate, and mimic two humans fighting each other using the bodies of the mechs as if they were their own.
Core Theory also has to do with the fact that ACs are well armored enough and fast enough to close the distance on long range weapons, making melee and short range more than viable, sometimes preferred in many cases.
He keeps talking about the mechs not using the optics on the guns but I figured that they just tie in with AC fcs so the pilot knows they're guns are correctly aimed at whatever target the pilot is looking at. For instance, it goes red once the weapon has a clear line of sight on the target because the gun optics have relayed the information to the AC fcs. If you think of the AC head as the main camera, the process would probably go: Main camera identifies target - fcs adjust gun positioning - gun optics confirm/tracking target - fcs - pilot main display. That's what I think anyway
see that's what i always figured. the optic isn't actually an optic, it's a sensor that's used by the mech to confirm whether or not the weapon is actually on target, because otherwise the only way your mech knows where the gun is actually aiming is based on the positional feedback from whatever system is used to move the arms, and with any sort of recoil from the guns, that's not going to be reliable on it's own.
The funny thing about the pump action shotgun not having the SPAS-12's semi-automatic function is that, of course, the entire gun is semi-automatic. After all, the pilot isn't having to press a different button to pump it, it's an automatic function of the gun to make the mech's arm perform the action after every shot.
I always liked in Patlabor how the mech's pistols are literally giant revolvers with wooden furniture. (The grip is the size of a dinner table) And the pilot has to exit the mech if they are alone and reload the massive shells by hand. There is a in universe logic/parralel about the mechs being stand ins for real world Tokyo police and how they limit the firepower individual officers can have to a revolver that often has a couple of blanks before you get to the 3 or 4 live rounds. A mix of absurd and absurdly cool.
Fun bit of in world trivia: the reason to have mechs was that long range weapons became really REALLY efficient for long range but lacked very little close range defenses because they had little need for close range defenses. So the people of this world reinvented close range combat with the idea that people in close range combat operated with better combat statistics cause they just really don't wanna die via being vaporized.
@@pablotomasllodra4423 they were, though I'm not sure of the MT's inception, especially in tgis timeline, but I think it was in the same vein as the AC's. We only transitioned to AC combat cause, well, they're so much better than the average MT.
That also being said, I think it was that MT's were used mainly as a labor force instead of general combat. I think as civil unrest cropped up around various planets, rubicon included, that they were pushed in with the various mechanized formations, though as a close-range riot control platform. AC's were, in fact, used as a stop gap measure for coral expansion, as there were AC's before the fires of ibis like when you find a older Gen AC in the cave mission at the middle-end of the game.
The thing of optics on hand carried weapons for mechs is that they are usually cameras, and not traditional optical sights, they cover this in "Mobile Suit Gundam 8th MS Team"
Greetings Johnathan Ferguson, Keeper of Firearms and Artillery. The Pilebunker’s theory/point is that the explosive force that sends the giant heavy spike forward will punch through thick armor and leave a giant hole in it, the pile bunker’s pile never leaves its shell as it has a mechanism to stop it at maximum extension. Hope this helps with weird random mecha logic, love the videos and look forward to the next one!
@@Ak_jet_owner Wouldn't it be pneumatic? Since we're using the resultant gas from a chemical reaction? Or is it hybrid, using a pneumatic system to power a hydraulic system for maximum power multiplication?
I always love the shots of Jonathan holding a weapon at the start. He looks like a kid that found something he shouldn't have and can't decide if he's scared or wants to cause some mischief.
"Energy turbines at 80, 90... All emergencency valves closed! Disabling limiter! Charge at 100, 110, 115! Rail cannon at maximum output!" "All or nothing!"
For the DF-GR-07, those are definitely not 30mm. The player mechs are about 10m or 11m tall. Those 'grenade launchers' would probably qualify as one of those big cannons on the WW2 battleships.
I think ol' Dave skipped over some pretty interesting Weaponry, like the Kinetic Missiles on the ALBA design, the Stun Needle Launcher, the Chaff Thrower ("Jamming Bomb"), the "Active Homing" Missiles which act like Loitering Munitions... There's lots of CONCEPTUALLY interesting Artillery in AC6, not just visually interesting Designs!
I think this is the case because many of those weapons can be acquired only on NG+ or NG++. You unlock kinetic missiles only after defeating the Steel Haze Ortus on the specific "true ending" hidden arena. In time this is like... good 20-25 hours of gameplay.
I'm mostly surprised the Zimmerman wasn't shown. That's arguably the most iconic weapon in the game (for it's power and reliability in both PvP and PvE), and it looks awesome too.
@@Kenionatus Someone wrecked an actual PVP tournament by running a chaff launcher and manually aiming an insanely high dps weapon with terrible tracking. No one could shoot properly but him because the normal game mechanics don't involve direct aiming, but the launcher turns off the lock-on.
Oh, picking out the best loadout in this game was so fun! Every weapon has weight, energy requirements, ammo cost, etc... It's the nerdiest thing, fantastical guns having "realistic" properties.
"But Jonathan Ferguson, Keeper of Firearms and Artillery at the Royal Armouries museum in the UK", you hear us cry, "of course "optics" would make sense on futuristic robot guns in a sense where they'd act as cameras that are connected to the cockpit."
For anyone who is curious to know how big does weapons are in Armored Core 6 The size of a truck and your Armored Core or A.C is the size of a 5 story house
@@Adeptus_Lorediumthey absolutely do. V-Limit has a great video putting the scale of AC6 into perspective and the fully constructed Vascular Plant makes the Erdtree look like a twig. Zullie The Witch also has some good videos directly porting AC6 models into Elden Ring and the Xylem covers pretty much the entire map.
Im 25 year old man with a family and a career job….. and i screamed and jumped for joy when i saw this in my recommended. AC6 is my personal 2023 game of the year
I really hope there is a follow up to this where he reacts to the Zimmerman, as it is probably the most iconic weapon in the game, both for PvP and PvE. It also just looks awesome. Also some justification for the existance of the Ashmead: while I don't think it's directly confirmed, it's implied that AC's can turn themselfes to cause projectiles to deflect off them. The main evidence for this is what happens when you shoot an enemy experiencing ACS overload: you get a "direct hit", aka the systems on the enemy AC that control that stuff can no longer keep up with the punishment you are throwing at them. In that regard, having a powerful spike to drive in at close range would be very difficult for the enemy's systems to deal with, especially as you yourself could change the angle you drive it in at the same time. And yea, that checks out, Ashmead has an incredibly high impact stat (the stat that dictates how much a weapon impacts an enemy's ACS system). Not that I'm blaming him for not knowing.
15:47 AC6 really nail with animation and sound of weapon. But pilebunker is on another level. Everytime i landed charged pilebunker.....the feeling the satisfaction just pure bliss its never gets old. Man i need to play AC6 again!
The idea of a pile bunker is that it's propelled by a gunpowder charge (or electricity or energy depending on the setting) but the pile/spike is retained, i.e. it has a rim or peg at the base that prevents it from leaving. It is based on a real life mining/construction tool. There was a weapon in the Bloodborne review that was probably meant to be a pile bunker as well.
15:35 - Yo, it's Gundam Heavyarms! Respect to whoever put together that paint job. 16:38 - And there's the Heavyarms Custom! Man, Gundam Wing may have been a terrible show, but some of the mech designs were pretty great, and it's cool to see an attempt at referencing and paying tribute to them here.
I have a theory about the optics on the weopons: they could potentially be cameras linked to the cockpit to assist with target locks. Would love to hear what people think.
I suspect that to be the case as well. some kind of lining up system to integrate with the optics on board so that the bullets shoot in the direction of the cursers. and since each gun has a different geometry they'd have to have these "optics" sticking out in weird angles so it doesn't impede the functionality of the gun....
Quick correction for the Ashmead Pilebunker Jonathan: It's a totally melee-only weapon, not a projectile launcher. The pile is retained after every hit, it's merely driven into enemy AC's by an explosive charge within. Think of a jackhammer sort of thing, except it's not electrically powered and is instead pulled back and blown forward by explosives. Not gonna lie, it would be cool to see a ranged version of the pilebunker... though it would hsve to do less damage, plus we have the stun needle launcher for that already!
Can we please get Jonathan 'Keeper of firearms and artillery at the Royal Armouries Museum in the UK which houses a collection of thousands of iconic weapons from throughout history' Ferguson's take on the weapons and progression system of the Valkyria Chronicles series.
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, please deconstruct & analyze the weapons of *METAL GEAR SOLID 3* before the remake comes out. So many weapons in MGS3 to react and comment on like;- - The Patriot's infinite ammo and drum magazine resembling an (∞) symbol as well as the tumbling bullets. - The EZ tranq gun based off a Liberator pistol. - Snake's customized officer M1911A1 and him whittling the pistol grip to use a knife for CQC. - Ocelot's dual Single Action Army and his revolver juggling skills. - The End's custom paratrooper Mosin Nagant with tranquilizer rounds. - The Davey Crockett recoil-less nuclear launcher. - Eva's chinese Type 17 mauser clone with her "bandit shooting" technique. - Volgin using his electricity to ignite and fire off 7.62mm bullets from his hands. - The Boss's quick ability to disarm and disassemble Snake's pistols. These are a few examples and there are so many more other interesting trivias and weapons in MGS3 so please Dave and Jonathan, please consider making a video for MGS3.
I suppose the advantage of a volley gun over a regular shot gun is the mass of the projectiles. Instead of a bunch of tiny pellets, you have several massive bullets. For regular infantry this would be more of a hindrance than anything, but on a mech this might be much more viable.
in the game the real use of this weapon is shooting at point blank range. the longer barrels on the other shotguns sometimes clip behind the opponent and make you miss if you're too close.
That's true, the sweet sixteen does more damage per bullet than the other shotguns. The problem is that the barrels are so short, it doesn't have enough time to accelerate the bullets, so the range is low.
For the Attache, barrels are in the square boxes on the bottom, big ammo case on top. Probably modeled off of the GAU-8 case. Also, keep in mind the scale. A mech is 11m tall. Very big bullets/ shells.
A factor to consider with at least some of these weapons is that a number of them might be more than a little improvised in nature. One of the big factions, the Rubicon Liberation Front, is effectively waging a rebellion against the (re)encroachment of several other powers, and is making heavy use of a lot of older, abandoned equipment, several of them weaponized from other purposes, or at least used in an unconventional manner. The 'volley gun' early on for example, is made by RoD (Recuse and Development), a black market arms dealing origination, and might be an attempt to make a mech scale gun from more infantry (or likely crew mounted) scale weaponry.
On the Attache. The bottom is replacement barrels, the top is multiple magazines. Thats why the bottom has those rectangular boxes (with barrels) while the top looks like multiple drum magazines segmented together. The magazine bit is a little silly as there isn't much reason to segment it like that, but the replacement barrel idea is nifty in terms of a suppressive fire mech machinegun idea since there is no assistant gunners, or much ability to truly manipulate the gun directly.
a note on optics, the operator and the onboard targeting can use optics attached to the guns because they're wired in. they don't need to use the head's optics. this is shown in the AC4 opening.
4:14 RaD (manufacturer) is one of the factions which are not flush with money, and go for "whatever works just stick it together and sell it to desperate mercs" approach.
y'know, i never actually considered that there might've been a video on this games guns, but now i just feel like it makes a video on Warframes guns a little bit more likely
Uuhh warframe guns, i'm waiting for that one. Hope they show some of the more "normal looking" along side the more strange and/or esoteric looking. Particularly interested in his opinion on the space chauchat machinegun (the Soma and/or Soma prime)
The in universe explanation for why the Sweet 16 is a volley gun is actually VERY interesting, and indicated by the listed manufacturer. RaD is an outlaw enclave of eclectic researchers and junk tinkerers who often produce designs described as “suggesting development under intoxicating influences.” This is usually ingesting Coral, the fuel source being fought over in the game. It’s canonically a volley gun because the manufacturers were HUFFING SCIFI GASOLINE FUMES WHILE DESIGNING IT.
7:38 The front sight could have a camera in it, given the sci-fi setting? The AC pilot is a cyborg, after all. Wired directly into those mechs, at that.
"I guess if tank tracks are no longer a concern" well this happens to be one of the only mech franchises (that I'm aware of) where the mechs just have tank tracks sometimes (infinite weight capacity my beloved)
more ac6 gun reviewing please! specifically the jamming launcher would be interesting to hear johnathan talk about but also there are a ton of missile weapons or weirder ballistic weapons i would love to see his reaction to, specifically the rail gun rifles that charge up
I haven't watched the whole thing yet but this is a nice surprise to see, Armored Core VI here It was a lot of fun and has lots of fun guns. And I also would like to suggest having Nicholas Moran (The_Chieftain) on here and react to video game tanks or armored fighting vehicles in general. There's also lots of video game vehicles and designs that would be cool to see here and Nicholas Moran(The_Chieftain) would be especially great for reacting to video game vehicles.
what do you have in mind? Vehicles from the Command and Conquer series perhaps, something along the lines of Generals or Red Alert, or the early Tiberium games? Since Generals have vehicles that are clearly inspired by modern day fighting vehicles.
@@gunnargunnarsson5963 I say just any, there is loads of cool vehicles in video games from all sorts of franchises that would be cool to see, lots of cool and weird designs like video game guns would really be cool to see expert react videos on.
@@Yeet3-13 If they ever decide on doing that kind of videos, I'm willing to bet that the first few videos would likely feature the Warhammer 40k vehicles, and perhaps vehicles from Just Cause and the GTA games, because they're popular so it drives up the views.
Regarding why the sweet 16 is a volley gun, the in universe explanation is that it's designed by RAD. All of their designs are basically repurposed industrial equipment made by extremely unorthodox engineers, so it could very well be a repurposed tool of some kind. Really like that about the game, each manufacturer has a different aesthetic they go for and you can almost tell them apart just by looks
9:48 it's the other way round. The big box on top is ammunition, and the long boxes on the bottom are spare barrels. Both feed into the gun as it fires. It's nuts, but not completely unreal.
Please keep in mind that these mechs are on average 10 meters tall (they vary primarily depending on leg type) so the calibers are truly massive. There are a few missions where you take on tanks and they're small enough to compare to, say, a chihuahua. The flying enemies the mech kills in some showcases are just normal sized helicopters.
I would appreciate a second episode where you show him the Stun Needles (and the Worm fight) and maybe some of the Rubicon Energy Weapons since he always seems to have interesting things to say about energy weapons in sci-fi
I always figured that the "faux-optics" on these sort of mech guns were more there for the on-board mech's tracking purposes rather then the operator's. For those who haven't played the game, and you should if you like a decently hard game of big fast stompy robots shooting at each other, there is a manual and automatic aiming option, with the automatic aiming relying on the mech's tracking software as well as the arm mount's physical ability to keep up with the software. I figured in addition to the visual tracking of the head/cockpit, the weapon's sight, while not functional as a traditional sight, is still taking in visual data like range and movement of objects based off of where the barrel is pointing, giving the on-board computer more data to sort of triangulate a shot from.
If I recall correctly the scale of these mechs put the shell diameter of those machine pistols roughly at 240mm. Those missiles we see are actually pretty close to shortened MIM missiles (which checks out as they don't have enough fuel for long range engagements).
I'm surprised that gamedevs didn't start mixing up SPAS-12 and KS-23 in cases where they need "big shotgun" for characters to use. And operating mechanism choice of SPAS-12 at least makes sense with such caliber and potential ammo options, this is the gun where you may want to have pump action backup for ammo with weird low or inconsistent ie lower pressure.
There's nothing to suggest it in AC6 specifically, but the weapons in MS Gundam: 8th MS team have a connector in the hand that feeds the weapon optics and operational information (like ammo count) back into the cockpit. There are all kinds of fun things you can do with that setup, such as the main trigger system being through that connection with the fingers and trigger on the weapon being a backup system instead. But that may explain some of the (at least electronic) sights on the weapons.
"Optics as set dressing" maybe, but there's no reason why in a mech game that it couldn't be some sort of massive sensor array. I think perhaps in this particular instance there's a lot more wiggle room for what something could be and what's possible when we have both a massive increase in scale and some sort of on board power generation.
Yeeeeeessssssssss, Armored Core! I know it isn't really part of the format but I'd love to see J.F. react to the boss Balteus. What a spectacle that was. I think he'd agree with how that boss decided to arm itself.
an interesting note about many of the guns having folding stocks that aren't used - in the AC universe there are ACs (Armored Cores) and MTs (Muscle Tracers) which are much simpler bipedal war machines that aren't built with the crazy finesse, strength, and versatility of the true, extremely expensive and often corpo-controlled AC markets. In my opinion the stocks are for MT users who don't have crazy strength and target tracking. This is also probably why some of them have incomplete sighting systems
Here's to hoping for a Part 2 of Armored Core 6 weapons reaction. They didn't cover the magnetic accelerators. Ooh! Or how about the massive 20-tube missile racks. xD
i inherited a SPAS-12 from my great grandpa that has literally never been fired once! he saw it in a magazine when it came out, thought it looked super cool, and just bought one. it has the hook style stock. probably one of the coolest things in his collection that he left us. i'm torn between breaking it in and leaving it brand new with zero rounds through it
Please make a second part of this? There's so much more interesting guns to look at in this game! I want to see Jonathan's reaction to the energy blades, pulse guns and the Needle Launcher
I really liked this one, good selection too. There may not be a second episode on AC but I'd love to see his takes on Truenos, the JVLN Beta and the linear rifles.
I honestly thought the apparently unused sights on some of those guns acted as sensors of some sort that worked in tandem with the arms, the onboard FCS and the AC's own visual sensors of course helping them aim or coordinate the arm movement to aim or some such. It nothing else I though they'd be similar to the cameras serving as the sights of various guns in Gundam. But instead of a camera, it's probably something more subtle. Looks cool though. The Attache HMG is a weird one for me too. Ejects the whole barrel! I looks the barrel is being loaded from the bottom, from the thing that looks like a magazine.
I love the Gundam HeavyArm and Gundam HeavyArm Kai EW color scheme for the ASHMEAD and HU-BEN, even if the ASHMEAD pile bunker should have been on the right arm for the HeavyArm
He's going to need to see more of the items from this game franchise. There's a lot of cool ones, and a lot of artillery. Might be refreshing to him to see more of that
I also like to see Jonathan react to the guns of Binary Domain, which is a cyberpunk game taking place in 2080 in Japan, and the weapons that the main character squad, the Rust crew, are equipped with are basically futurized version of modern guns. And the robots that you fight also have their own standard issue guns, there's also the underground Resistance, who built their own guns. The game was developed by the same people behind the Yakuza games.
I didn't know it was by the Yakuza team! It was one of the first games I played on my Deck, it wasn't amazing or anything but it's a very good AA game and definitely deserves more love than it ever got.
receiver 2's new weapon update seems like it'll be a distant dream at this point, might be nice to give it a look and reignite interest in it :^) great stuff as always guys, thanks for all the expert reacts vids!
As someone who beat this game 2 times and 100% it. I never realized the detail on the weapons when they fire or reload. Please do another episode on this. It's cool to see John talk about the design.
Jonathan Fergusson, Keeper of Kinetic and Energy Weaponry at the Rubicon Research Institute.
He has a coral wave mutation in his head telling him to review more guns.
🤦🏻♂️
@@fun_police8011 🤦🏻♂️
621, I have an assignment, a request from a friend of mine. Scavenge any data logs and footage of the weapons Balam, Arquebus, and the other companies have.
@@amithabraham2224 🤦🏻♂️
Let’s be honest. “Because it looks cool” is the most RAD design strategy
I see what you did there, Tourist.
Love how RAD guns are just befuddling him
You mean RaD...
@@adt4864 Carla knows how to make an impression alright
And coming up with weapon designs while high as a kite.
I love how towards the end of the video, whoever is displaying the mechs just takes the opportunity to start showing off their Armored Core builds
The second build references Gundam Heavyarms Endless Waltz Ver. The first build is a reference to the original Heavyarms.
Fashion Core is a tradition as old as Armored Core.
a core part of mech enthusiasm has always been fashion and customization.
@@TRD6932 Gundam episodes when lol
@@TRD6932 And the last one is Bumblebee.
The fact that this is his first exposure to a pilebunker is fascinating.
Yeah, it's a very fascinating weapon in mech series. It would be neat to see more in depth discussion of it.
Fun Fact: the guys who made the sweet sixten, RaD, are basically space Keltec
Keltec AND Serbu, because their stuff are ultra based
Huffing coral does that huh?
Space Kel-Tec if the engineers were constantly high
@@jeeBisOkay That's just normal Keltec.
also kinda fun fact, in the serial number/names of RaD parts n weapons, they contain the initials of a character (who is assumed to be the designer)
(Sees coral railgun)
"Oh yeah we have one of those here."
19:13 Actually, in some Japanese Mech series (especially one inspired by Gundam) the "scope" on gun are actually external fire control system that that provided extra information for the main FCS located in the head. Other time, usually in non-interactive medium, They are literally giant scope that the mechs has to look through.
Wanna know something cool? The FCS is actually in the core. The head just houses the main camera and radar/scanner. Cuz in the older games your head can get shot off and your AC can still Lock on to Targets
I'm surprised more people don't pick up on this. It's exactly the same sort of weapon system you see in a game like Halo. Some guns have actual optics but all of them can be aimed just using the HUD element.
@@bombomosActually there is only ONE game in which your head could be blown off. Thats the Armored Core: Last Raven. It was experimental partial damage system which was rated badly by the community and never done again. And also in AC 3 trailer one of the mechs lost its head but was steel operational, but that wasn't the case in AC3 gameplay.
In the AC4 and 4A intros, you can see a connector of some sort in the AC's hand connecting to the gun, probably a link to the optics.
Yay! I was about to make a similar comment. Gundam likes making them applicable as secondary scopes (at least, the more 'realistically' inclined ones do). While the mobile suit can functionally do without them, the optical devices are often high-zoom and used for high accuracy shots, all the way back to the original series.
Dave, don't think those Gundam Heavyarms paint schemes went unnoticed. Especially the EW one.
That was me actually 😅 Heavyarms deserves more screentime on EW 😭
@@RinHara5aki 10/10 My man. Deathscythe may be my personal favourite, but it's not not to like Heavyarms.
@@RinHara5akiI immediately picked up on that Heavyarms dark blue with the miniguns, was super cool to see
17:28 “You’re probably gonna want a lot of shoulder mounted missiles, to be honest with you.”
Well Jon I guess they didn’t show them to you but there are *plenty* of those in game, in a variety of exciting flavors.
Let the VLS reign, and let it rain.
I like blue raspberry...
he is shown one at the end of the vid
19:10 They're there.
@@aerthreepwood8021 all…one of them. Out of the dozens.
Jonathon Ferguson, Keeper of Jackets and T-Shirts, whose wardrobe holds a collection of hundreds of T-Shirts from throughout History!
Jonathan Ferguson Keeper of Cloth gloves and tables holds a collection of thousands of iconic foldout tables from throughout history
🤦🏻♂️
@@thatdudeinasuit5422🤦🏻♂️
I keep asking them to do an episode on his awesome shirt collection.
@@Mr_T_Badger 🤦🏻♂️
Pile Bunkers are somewhat of a staple in the mech genre. They're normally depicted as a device with a captive hardened penetrator that's fired on contact with chemical or electro magnetic propellant. Effectively adding armor piercing effects to a punch. If they show up in games, they're normally balanced by being hugely destructive, but having to be dangerously close to the enemy in order to pull off proper hits.
I hope that they get Jonathan to take a look at the Stun Needle. That weapon is wild.
Also, fun fact- there is a nod to recoil with heavier weapons' recoil. When firing a larfe weapon like a grenade cannon, a bipedal mech has to stop moving and brace, while a quadrupedal mech is only slowed down, and a tank tread mech isn't impeded at all.
The game actually takes recoil management into consideration even with lighter weapons. Some arms handle recoil better, so you end up missing fewer shots in full-auto while using them.
It was 2 things going on
Small caliber cannon and ultra-capacitor charge.
Quadrupeds also take no recoil while hovering
4:03 The reason why it's that design is because canonically RaD (The designers) are a bunch of junkies and design stuff while they're high
It's also easy to forget, but these mechs are roughly 10 metres in height alone. The SMGs would be autocannons and the miniguns more like 6 tank barrels stitched together.
So basically just futuristic kel-tec?😂
Not just futuristic junkies, they're working with scrap and recycled materials, making any sort of gun out of junk basically!
@@adenkyramud5005 yep
@@adenkyramud5005 Mixed with a bit of Khyber Pass.
Yep. Plus various other weapons or parts have funny descriptions describing how they were either designed while the designer was high or threatened or gun point. I think the Verrill tetrapod legs were one such...
In ac6 there is a thing called core theory, which basically means that human instincts in close range combat exceed long range. Which is why there are shotguns, pistols, etc.
Well that’s part of it. Core Theory as a whole was a design philosophy of Standardizing Cores from MTs to be Modular so pilots wouldn’t be limited to a singular arrangement. It’s why you can get arms from a Melander and use on something like an Orbiter body. Or even custom parts like Nightfall’s head and R&D recycled units. MTs are locked to their manufacturer’s design pool really. And PMC’s LCs are the same too. Modularity gives ACs an edge over since they can compensate for a standard out load by switching out parts to fill in the gaps and adjust balances for specific needs.
Not to mention it’s also how other corps like Elcano can takes Arquebus tech and reverse engineer it to make the Alba. Same with Arquebus and RI really.
And they'll just dodge anything fired from a reasonable distance away. 🤷♂️
Ah, the BS rationalizations devs will make up to justify impractical weapons in the far future.
@@philosotree5876 that’s a really sad way to look at it. I hope you have a good day later on so you feel better
9:57 the bottom 'suitcase' is where extra barrels are stored as per ingame description
edit: its actually in the name as well 'Attache'
Yeah, just judging by the sizes and shapes of the two magazines (and of course the top one having a visible feed into the receiver) clearly the top one is the ammo and the bottom one is the barrels.
With that SPAS-12, you'd think Jonathan Ferguson, Keeper of Firearms and Artillery at the Royal Armouries museum in the UK, was hunting Velociraptors
Hunting clever girls
And he's all out of clever girls
The Sweet Sixteen was made by a faction quite infamous for being high all the time,and they tend to repurpose old junk into serviceable products. Small,light,cheap,and potentially powerful up close. One of their few weapons to not use rocketry,interestingly.
On the Attache,which is made by the same faction who made the Sweet Sixteen,ammo loads from the top-mounted drum,while the cases underneath hold the spare barrels. It doesn't have infinite ammo,nor can it overheat. Each "magazine" of forty shots is a barrel swap,suggesting that the barrels can only suffer forty shots before needing to be replaced.
The Pile Bunker is a captive stake weapon,akin to a captive bolt gun used by livestock slaughterers. Except the Pile Bunker's propelled not by a blank cartridge,but by a high explosive charge in addition to mechanical assistance. It's like staking a vampire in a mecha game,and it's excellent for disrupting the target's Attitude Control System or just driving a spike right into the enemy cockpit.
What I really like about the game is the "overburdened" mechanic.
You want to carry 4 heavy weapons, sure, but your spindly little reverse jointed legs can't take the extra weight... How about Tank Tracks? Or maybe some Quad-Legs?
So you chose the ultra-light weapons package.. now you can fit the heavy booster and lightweight body, and move at mach-2.
never played these AC games but I loooved the Front Mission games, making these kinds of decisions, always fun to experiment :D
AC6 can have some overburdened just fine but Old AC overburdened were lethal
PRAYING for a part 2.
Love to see his reaction to the other leg types and some of the more unique shoulder weapons
There HAS to be a part 2! He didn't even get to see the Zimmermann Songbird combo!
I appreciated those Heavyarms and EW Heavyarms references
Crazy with not just the color but simple lines at the chest or shoulders remind us of Heavyarms😅
props to the guy who filmed the footage lol
That was me! The little screen time Heavyarms got during Endless Waltz is still a crime imo, but its still my favorite gundam :)
@@RinHara5aki someone said the last one was Bumblebee, is it that... or Zero One?
@@IsonDaya Sort of bumble bee, but def not Zero One haha. That was just a basic reverse joint build I used sometimes
A few fun comments in case Jhonathan comes to the comments as he somtimes does:
The mechs arms actually have a stat for how much recoil they can handle. Fires a high recoil wepaon too often in a row and your shots will start going wild, you actually see it with the giant handguns at one point in the footage provided.
The Pilebunker doesn't fire the spike, its captive and is explosively propelled, like a captive bolt animal slaughtering gun.
Don't let the human style weaponry fool you, these mechs are huge. The straight magazine ejected from the first gun in this video is probably about as tall as a person if i remember the scale correctly and its probably 40mm+ in calibre. The volley gun is probably north of 100mm, and the grenade launchers are likely approaching battleship calibres.
And those mechs have 11 or more meters, those weapons had at least 450mm or more, and not even thinking of the missiles
Speaking in freedom units, those mechs have 36 foot or more
@@ryansandersson6420The funniest thing is
Armored Core are on the tiny side of Mechs, if we compare to Gundam they are the size of *Ball* of all things
2:30 According to Core Theory within the game's universe, piloting an Armored Core for long enough causes you to feel the mech as an extension of your own body. Due to this, sidearms and other human-scale weaponry begin to become preferred over conventional large scale ordinance you might find in other AC-mounted weapons. Core on Core battles are intimate, and mimic two humans fighting each other using the bodies of the mechs as if they were their own.
I think another element is that some MTs might be less able to carry heavy weapons and really would just carry these like normal rifles?
Core Theory also has to do with the fact that ACs are well armored enough and fast enough to close the distance on long range weapons, making melee and short range more than viable, sometimes preferred in many cases.
He keeps talking about the mechs not using the optics on the guns but I figured that they just tie in with AC fcs so the pilot knows they're guns are correctly aimed at whatever target the pilot is looking at.
For instance, it goes red once the weapon has a clear line of sight on the target because the gun optics have relayed the information to the AC fcs.
If you think of the AC head as the main camera, the process would probably go:
Main camera identifies target - fcs adjust gun positioning - gun optics confirm/tracking target - fcs - pilot main display.
That's what I think anyway
see that's what i always figured. the optic isn't actually an optic, it's a sensor that's used by the mech to confirm whether or not the weapon is actually on target, because otherwise the only way your mech knows where the gun is actually aiming is based on the positional feedback from whatever system is used to move the arms, and with any sort of recoil from the guns, that's not going to be reliable on it's own.
The funny thing about the pump action shotgun not having the SPAS-12's semi-automatic function is that, of course, the entire gun is semi-automatic. After all, the pilot isn't having to press a different button to pump it, it's an automatic function of the gun to make the mech's arm perform the action after every shot.
In AC6 pilot controls mech like his body, trough direct nerve connection, thats why in 6 mechs moove more humanly then ever in series.
I always liked in Patlabor how the mech's pistols are literally giant revolvers with wooden furniture. (The grip is the size of a dinner table) And the pilot has to exit the mech if they are alone and reload the massive shells by hand. There is a in universe logic/parralel about the mechs being stand ins for real world Tokyo police and how they limit the firepower individual officers can have to a revolver that often has a couple of blanks before you get to the 3 or 4 live rounds. A mix of absurd and absurdly cool.
Fun bit of in world trivia: the reason to have mechs was that long range weapons became really REALLY efficient for long range but lacked very little close range defenses because they had little need for close range defenses. So the people of this world reinvented close range combat with the idea that people in close range combat operated with better combat statistics cause they just really don't wanna die via being vaporized.
Weren’t the ACs actually a more customized evolution of the Muscle Tracers? Were did that lore bit you say come from?
@@pablotomasllodra4423 they were, though I'm not sure of the MT's inception, especially in tgis timeline, but I think it was in the same vein as the AC's. We only transitioned to AC combat cause, well, they're so much better than the average MT.
That also being said, I think it was that MT's were used mainly as a labor force instead of general combat. I think as civil unrest cropped up around various planets, rubicon included, that they were pushed in with the various mechanized formations, though as a close-range riot control platform. AC's were, in fact, used as a stop gap measure for coral expansion, as there were AC's before the fires of ibis like when you find a older Gen AC in the cave mission at the middle-end of the game.
I like how two of the ACs he was looking at for the pilebunker and 4 Gatling cannons were Gundam Wing's Heavyarms and Heavyarms Custom color schemes.
The thing of optics on hand carried weapons for mechs is that they are usually cameras, and not traditional optical sights, they cover this in "Mobile Suit Gundam 8th MS Team"
Greetings Johnathan Ferguson, Keeper of Firearms and Artillery.
The Pilebunker’s theory/point is that the explosive force that sends the giant heavy spike forward will punch through thick armor and leave a giant hole in it, the pile bunker’s pile never leaves its shell as it has a mechanism to stop it at maximum extension.
Hope this helps with weird random mecha logic, love the videos and look forward to the next one!
Yes. It's effectively an explosion-driven captive bolt weapon, but the bolt is a massive armor-piercing spike.
@@Wiseman89 hydraulic stabbing
@@Ak_jet_owner Wouldn't it be pneumatic? Since we're using the resultant gas from a chemical reaction? Or is it hybrid, using a pneumatic system to power a hydraulic system for maximum power multiplication?
@@dr.cheeze5382 You have a point. PNEUMATIC STABBING!!!!!!!!!!!!!
I always love the shots of Jonathan holding a weapon at the start. He looks like a kid that found something he shouldn't have and can't decide if he's scared or wants to cause some mischief.
Alright, whoever made the reverse joint Heavyarms, you have been seen. Props to you for that build!
Would've been nice to see his reaction to the big worm hunting cannon which is easily the coolest weapon
Coolest mission, too.
"Energy turbines at 80, 90...
All emergencency valves closed! Disabling limiter!
Charge at 100, 110, 115! Rail cannon at maximum output!"
"All or nothing!"
I won’t miss
@@akumaschannel8507 🤦🏻♂️
VWOOOORRRRRPP!!
@@StressmanFIN
For the DF-GR-07, those are definitely not 30mm. The player mechs are about 10m or 11m tall. Those 'grenade launchers' would probably qualify as one of those big cannons on the WW2 battleships.
I think ol' Dave skipped over some pretty interesting Weaponry, like the Kinetic Missiles on the ALBA design, the Stun Needle Launcher, the Chaff Thrower ("Jamming Bomb"), the "Active Homing" Missiles which act like Loitering Munitions... There's lots of CONCEPTUALLY interesting Artillery in AC6, not just visually interesting Designs!
I think this is the case because many of those weapons can be acquired only on NG+ or NG++. You unlock kinetic missiles only after defeating the Steel Haze Ortus on the specific "true ending" hidden arena. In time this is like... good 20-25 hours of gameplay.
Possibly a part 2
I'm mostly surprised the Zimmerman wasn't shown. That's arguably the most iconic weapon in the game (for it's power and reliability in both PvP and PvE), and it looks awesome too.
Huh, throwing chaff at your enemy does sound like an interesting kind of... EWAR(?).
@@Kenionatus Someone wrecked an actual PVP tournament by running a chaff launcher and manually aiming an insanely high dps weapon with terrible tracking. No one could shoot properly but him because the normal game mechanics don't involve direct aiming, but the launcher turns off the lock-on.
Oh, picking out the best loadout in this game was so fun! Every weapon has weight, energy requirements, ammo cost, etc... It's the nerdiest thing, fantastical guns having "realistic" properties.
I suggested this episode back in 2023 when AC6 first dropped, I was practically jumping out my chair when I saw this in my recommended feed!
"But Jonathan Ferguson, Keeper of Firearms and Artillery at the Royal Armouries museum in the UK", you hear us cry, "of course "optics" would make sense on futuristic robot guns in a sense where they'd act as cameras that are connected to the cockpit."
Yeah that's why I thought they were there too
For anyone who is curious to know how big does weapons are in Armored Core 6 The size of a truck and your Armored Core or A.C is the size of a 5 story house
Based on in-universe items, people have estimated ACs in 6 to be anywhere from 8 meters to 13 meters. So equivalent to a 2-3 story house.
@@kizzmequik70four what about the WALL or the NEPENTHES Defense system or the vascular plant? Do the structures categorize as mega-structures?
@@Adeptus_Loredium it’s really telling when you just look at a human sized door in game
@@Adeptus_Loredium yeah the little area you fight the juggernaut on is several kilometers long.
@@Adeptus_Lorediumthey absolutely do. V-Limit has a great video putting the scale of AC6 into perspective and the fully constructed Vascular Plant makes the Erdtree look like a twig. Zullie The Witch also has some good videos directly porting AC6 models into Elden Ring and the Xylem covers pretty much the entire map.
I’m still hoping to have Jonathan look at the weapons from the Valkyria Chronicles series. There’s a lot there I’d love to see him break down.
Yes please! As a huge fan of the series, I would love to see that
I wanna see this too, bet he'd have a field day
Me to
Up
I CONCUR😊
Im 25 year old man with a family and a career job….. and i screamed and jumped for joy when i saw this in my recommended. AC6 is my personal 2023 game of the year
Welcome to the AC gang, raven.
I really hope there is a follow up to this where he reacts to the Zimmerman, as it is probably the most iconic weapon in the game, both for PvP and PvE. It also just looks awesome.
Also some justification for the existance of the Ashmead: while I don't think it's directly confirmed, it's implied that AC's can turn themselfes to cause projectiles to deflect off them. The main evidence for this is what happens when you shoot an enemy experiencing ACS overload: you get a "direct hit", aka the systems on the enemy AC that control that stuff can no longer keep up with the punishment you are throwing at them. In that regard, having a powerful spike to drive in at close range would be very difficult for the enemy's systems to deal with, especially as you yourself could change the angle you drive it in at the same time. And yea, that checks out, Ashmead has an incredibly high impact stat (the stat that dictates how much a weapon impacts an enemy's ACS system). Not that I'm blaming him for not knowing.
15:47 AC6 really nail with animation and sound of weapon. But pilebunker is on another level. Everytime i landed charged pilebunker.....the feeling the satisfaction just pure bliss its never gets old. Man i need to play AC6 again!
The idea of a pile bunker is that it's propelled by a gunpowder charge (or electricity or energy depending on the setting) but the pile/spike is retained, i.e. it has a rim or peg at the base that prevents it from leaving. It is based on a real life mining/construction tool. There was a weapon in the Bloodborne review that was probably meant to be a pile bunker as well.
15:35 - Yo, it's Gundam Heavyarms! Respect to whoever put together that paint job.
16:38 - And there's the Heavyarms Custom! Man, Gundam Wing may have been a terrible show, but some of the mech designs were pretty great, and it's cool to see an attempt at referencing and paying tribute to them here.
I have a theory about the optics on the weopons: they could potentially be cameras linked to the cockpit to assist with target locks. Would love to hear what people think.
I suspect that to be the case as well. some kind of lining up system to integrate with the optics on board so that the bullets shoot in the direction of the cursers. and since each gun has a different geometry they'd have to have these "optics" sticking out in weird angles so it doesn't impede the functionality of the gun....
I think that's one of the most reasonable theories! Good call.
That's the first thing I thought when I saw them.
Yeah, that's what I thought as well. It's kinda obvious
I'd imagine you'd at least want irons in any mech weapons that could be lined up with a camera as a failsafe in case the targeting gets wonky
Quick correction for the Ashmead Pilebunker Jonathan: It's a totally melee-only weapon, not a projectile launcher.
The pile is retained after every hit, it's merely driven into enemy AC's by an explosive charge within.
Think of a jackhammer sort of thing, except it's not electrically powered and is instead pulled back and blown forward by explosives.
Not gonna lie, it would be cool to see a ranged version of the pilebunker... though it would hsve to do less damage, plus we have the stun needle launcher for that already!
"If you're gonna have one gatling gun, why not have four?"
This is a man who understands.
Did anyone else hear an historically incongruous electric guitar riff when Jonathan lifted the Nock gun up?
Now that's soldiering!
I would like to state my appreciation for the Heavyarms/Custom paint jobs
Can we please get Jonathan 'Keeper of firearms and artillery at the Royal Armouries Museum in the UK which houses a collection of thousands of iconic weapons from throughout history' Ferguson's take on the weapons and progression system of the Valkyria Chronicles series.
Please Jonathan Ferguson, the keeper of Firearms & Artillery at the Royal Armouries museum in the UK, please deconstruct & analyze the weapons of *METAL GEAR SOLID 3* before the remake comes out.
So many weapons in MGS3 to react and comment on like;-
- The Patriot's infinite ammo and drum magazine resembling an (∞) symbol as well as the tumbling bullets.
- The EZ tranq gun based off a Liberator pistol.
- Snake's customized officer M1911A1 and him whittling the pistol grip to use a knife for CQC.
- Ocelot's dual Single Action Army and his revolver juggling skills.
- The End's custom paratrooper Mosin Nagant with tranquilizer rounds.
- The Davey Crockett recoil-less nuclear launcher.
- Eva's chinese Type 17 mauser clone with her "bandit shooting" technique.
- Volgin using his electricity to ignite and fire off 7.62mm bullets from his hands.
- The Boss's quick ability to disarm and disassemble Snake's pistols.
These are a few examples and there are so many more other interesting trivias and weapons in MGS3 so please Dave and Jonathan, please consider making a video for MGS3.
I swear i think they're saving up the Metal gear video cause I've seen people reccomend it for a long time
still hoping that your prayers get answered one day 🙏
I think they will just wait and do the remake
I suppose the advantage of a volley gun over a regular shot gun is the mass of the projectiles. Instead of a bunch of tiny pellets, you have several massive bullets. For regular infantry this would be more of a hindrance than anything, but on a mech this might be much more viable.
in the game the real use of this weapon is shooting at point blank range. the longer barrels on the other shotguns sometimes clip behind the opponent and make you miss if you're too close.
That's true, the sweet sixteen does more damage per bullet than the other shotguns.
The problem is that the barrels are so short, it doesn't have enough time to accelerate the bullets, so the range is low.
Finally, been looking forward to this one.
I'd love to see Jonathan's take on the more exotic weapons AC has to offer, if you wanted to do a followup.
For the Attache, barrels are in the square boxes on the bottom, big ammo case on top. Probably modeled off of the GAU-8 case.
Also, keep in mind the scale. A mech is 11m tall. Very big bullets/ shells.
A factor to consider with at least some of these weapons is that a number of them might be more than a little improvised in nature. One of the big factions, the Rubicon Liberation Front, is effectively waging a rebellion against the (re)encroachment of several other powers, and is making heavy use of a lot of older, abandoned equipment, several of them weaponized from other purposes, or at least used in an unconventional manner. The 'volley gun' early on for example, is made by RoD (Recuse and Development), a black market arms dealing origination, and might be an attempt to make a mech scale gun from more infantry (or likely crew mounted) scale weaponry.
Vanity is absolutely canon in the AC6 universe. Its directly acknowledged in the arena text boxes.
On the Attache. The bottom is replacement barrels, the top is multiple magazines. Thats why the bottom has those rectangular boxes (with barrels) while the top looks like multiple drum magazines segmented together. The magazine bit is a little silly as there isn't much reason to segment it like that, but the replacement barrel idea is nifty in terms of a suppressive fire mech machinegun idea since there is no assistant gunners, or much ability to truly manipulate the gun directly.
Whoever's in charge of the setting up the AC's has great taste in Gundams. Truly a Heavyarms fan.
Resistance series guns would be a cool look at both fictional historical weapons and sci fi guns.
a note on optics, the operator and the onboard targeting can use optics attached to the guns because they're wired in. they don't need to use the head's optics. this is shown in the AC4 opening.
4:14 RaD (manufacturer) is one of the factions which are not flush with money, and go for "whatever works just stick it together and sell it to desperate mercs" approach.
Love that the person showcasing the miniguns and the pilebunker painted their AC in the Heavyarms and Heavyarms Custom colors from gundam wing.
y'know, i never actually considered that there might've been a video on this games guns, but now i just feel like it makes a video on Warframes guns a little bit more likely
Uuhh warframe guns, i'm waiting for that one. Hope they show some of the more "normal looking" along side the more strange and/or esoteric looking. Particularly interested in his opinion on the space chauchat machinegun (the Soma and/or Soma prime)
i wanna see his reaction to the Grattler
@@epicdude3659 Uhh yes! And the Ayanga and Chakkhurr!
I wanna see him reacting to the Karak. The AK47 of the future
show him the corinths, and pray that he notices the lion roar on each shot
The in universe explanation for why the Sweet 16 is a volley gun is actually VERY interesting, and indicated by the listed manufacturer. RaD is an outlaw enclave of eclectic researchers and junk tinkerers who often produce designs described as “suggesting development under intoxicating influences.” This is usually ingesting Coral, the fuel source being fought over in the game. It’s canonically a volley gun because the manufacturers were HUFFING SCIFI GASOLINE FUMES WHILE DESIGNING IT.
7:38 The front sight could have a camera in it, given the sci-fi setting?
The AC pilot is a cyborg, after all. Wired directly into those mechs, at that.
"I guess if tank tracks are no longer a concern" well this happens to be one of the only mech franchises (that I'm aware of) where the mechs just have tank tracks sometimes (infinite weight capacity my beloved)
more ac6 gun reviewing please! specifically the jamming launcher would be interesting to hear johnathan talk about but also there are a ton of missile weapons or weirder ballistic weapons i would love to see his reaction to, specifically the rail gun rifles that charge up
"This is my kind of Mech Gun. Something that is impossible to operate for infantry"
You are speaking my language, sir.
I haven't watched the whole thing yet but this is a nice surprise to see, Armored Core VI here It was a lot of fun and has lots of fun guns. And I also would like to suggest having Nicholas Moran (The_Chieftain) on here and react to video game tanks or armored fighting vehicles in general. There's also lots of video game vehicles and designs that would be cool to see here and Nicholas Moran(The_Chieftain) would be especially great for reacting to video game vehicles.
If this is done, I want to see him react to Signit's "there's no point in making a walking tank to begin with" conversation from MGS3.
what do you have in mind? Vehicles from the Command and Conquer series perhaps, something along the lines of Generals or Red Alert, or the early Tiberium games? Since Generals have vehicles that are clearly inspired by modern day fighting vehicles.
@@gunnargunnarsson5963 Valkyria Chronicle's Edelweiss, Shamrock, and imperial tanks is a must.
@@gunnargunnarsson5963 I say just any, there is loads of cool vehicles in video games from all sorts of franchises that would be cool to see, lots of cool and weird designs like video game guns would really be cool to see expert react videos on.
@@Yeet3-13 If they ever decide on doing that kind of videos, I'm willing to bet that the first few videos would likely feature the Warhammer 40k vehicles, and perhaps vehicles from Just Cause and the GTA games, because they're popular so it drives up the views.
Regarding why the sweet 16 is a volley gun, the in universe explanation is that it's designed by RAD. All of their designs are basically repurposed industrial equipment made by extremely unorthodox engineers, so it could very well be a repurposed tool of some kind. Really like that about the game, each manufacturer has a different aesthetic they go for and you can almost tell them apart just by looks
They're also high on sentient space coke.
9:48 it's the other way round. The big box on top is ammunition, and the long boxes on the bottom are spare barrels. Both feed into the gun as it fires. It's nuts, but not completely unreal.
Please keep in mind that these mechs are on average 10 meters tall (they vary primarily depending on leg type) so the calibers are truly massive. There are a few missions where you take on tanks and they're small enough to compare to, say, a chihuahua. The flying enemies the mech kills in some showcases are just normal sized helicopters.
I would appreciate a second episode where you show him the Stun Needles (and the Worm fight) and maybe some of the Rubicon Energy Weapons since he always seems to have interesting things to say about energy weapons in sci-fi
I always figured that the "faux-optics" on these sort of mech guns were more there for the on-board mech's tracking purposes rather then the operator's.
For those who haven't played the game, and you should if you like a decently hard game of big fast stompy robots shooting at each other, there is a manual and automatic aiming option, with the automatic aiming relying on the mech's tracking software as well as the arm mount's physical ability to keep up with the software.
I figured in addition to the visual tracking of the head/cockpit, the weapon's sight, while not functional as a traditional sight, is still taking in visual data like range and movement of objects based off of where the barrel is pointing, giving the on-board computer more data to sort of triangulate a shot from.
Love it. Now, have you considered doing an Armored Core V/ Verdict Day episode? Would love to see him react to some of the overed weapons.
If I recall correctly the scale of these mechs put the shell diameter of those machine pistols roughly at 240mm. Those missiles we see are actually pretty close to shortened MIM missiles (which checks out as they don't have enough fuel for long range engagements).
I'm surprised that gamedevs didn't start mixing up SPAS-12 and KS-23 in cases where they need "big shotgun" for characters to use. And operating mechanism choice of SPAS-12 at least makes sense with such caliber and potential ammo options, this is the gun where you may want to have pump action backup for ammo with weird low or inconsistent ie lower pressure.
There's nothing to suggest it in AC6 specifically, but the weapons in MS Gundam: 8th MS team have a connector in the hand that feeds the weapon optics and operational information (like ammo count) back into the cockpit. There are all kinds of fun things you can do with that setup, such as the main trigger system being through that connection with the fingers and trigger on the weapon being a backup system instead. But that may explain some of the (at least electronic) sights on the weapons.
After seeing this I'd love to see Jonathon tackle the guns of Lost Planet 2 with both human and mech weapons with a healthy splash of oh Japan
I love how whoever made the ACs at 15:36 and 16:39 for this video was clearly a fan of Gundam Heavyarms. :)
That was me 😅 Trowa and Heavyarms were peak
@@RinHara5aki Heck yeah they were.
"Optics as set dressing" maybe, but there's no reason why in a mech game that it couldn't be some sort of massive sensor array. I think perhaps in this particular instance there's a lot more wiggle room for what something could be and what's possible when we have both a massive increase in scale and some sort of on board power generation.
Yeeeeeessssssssss, Armored Core! I know it isn't really part of the format but I'd love to see J.F. react to the boss Balteus. What a spectacle that was. I think he'd agree with how that boss decided to arm itself.
I see the Gundam inspired paint jobs and I appreciate them.
an interesting note about many of the guns having folding stocks that aren't used - in the AC universe there are ACs (Armored Cores) and MTs (Muscle Tracers) which are much simpler bipedal war machines that aren't built with the crazy finesse, strength, and versatility of the true, extremely expensive and often corpo-controlled AC markets. In my opinion the stocks are for MT users who don't have crazy strength and target tracking. This is also probably why some of them have incomplete sighting systems
Here's to hoping for a Part 2 of Armored Core 6 weapons reaction. They didn't cover the magnetic accelerators.
Ooh! Or how about the massive 20-tube missile racks. xD
i inherited a SPAS-12 from my great grandpa that has literally never been fired once! he saw it in a magazine when it came out, thought it looked super cool, and just bought one. it has the hook style stock. probably one of the coolest things in his collection that he left us. i'm torn between breaking it in and leaving it brand new with zero rounds through it
I caught those Wing Gundam references with the weapons and core colour, looking real good too!
Please make a second part of this? There's so much more interesting guns to look at in this game! I want to see Jonathan's reaction to the energy blades, pulse guns and the Needle Launcher
I really liked this one, good selection too. There may not be a second episode on AC but I'd love to see his takes on Truenos, the JVLN Beta and the linear rifles.
I freaking love the gundam heavyarms references, I hadn’t even thought of doing that
I honestly thought the apparently unused sights on some of those guns acted as sensors of some sort that worked in tandem with the arms, the onboard FCS and the AC's own visual sensors of course helping them aim or coordinate the arm movement to aim or some such. It nothing else I though they'd be similar to the cameras serving as the sights of various guns in Gundam. But instead of a camera, it's probably something more subtle. Looks cool though.
The Attache HMG is a weird one for me too. Ejects the whole barrel! I looks the barrel is being loaded from the bottom, from the thing that looks like a magazine.
I love the Gundam HeavyArm and Gundam HeavyArm Kai EW color scheme for the ASHMEAD and HU-BEN, even if the ASHMEAD pile bunker should have been on the right arm for the HeavyArm
Awesome episode, per usual 😉
Jonathan, you HAVE to take a look at Valkyria Chronicles saga!
He's going to need to see more of the items from this game franchise. There's a lot of cool ones, and a lot of artillery. Might be refreshing to him to see more of that
Oh I was really hoping you'd set the ACs next to the SUVs in the early missions for scale. Still, awesome.
Heavyarms and Heavyarms Custom Endless Waltz! Amazing!
I also like to see Jonathan react to the guns of Binary Domain, which is a cyberpunk game taking place in 2080 in Japan, and the weapons that the main character squad, the Rust crew, are equipped with are basically futurized version of modern guns. And the robots that you fight also have their own standard issue guns, there's also the underground Resistance, who built their own guns. The game was developed by the same people behind the Yakuza games.
+1 for knowing what Binary Domain is. Love that game.
I didn't know it was by the Yakuza team! It was one of the first games I played on my Deck, it wasn't amazing or anything but it's a very good AA game and definitely deserves more love than it ever got.
receiver 2's new weapon update seems like it'll be a distant dream at this point, might be nice to give it a look and reignite interest in it :^)
great stuff as always guys, thanks for all the expert reacts vids!
More! More weapons from ACVI!
As someone who beat this game 2 times and 100% it. I never realized the detail on the weapons when they fire or reload. Please do another episode on this. It's cool to see John talk about the design.