Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Feather that throttle!
For AC4 specifically, the first thing you will want to do is remap the controls because they assigned X and Square for left/right weapon on a dual-analogue control scheme. You literally can't shoot and turn at the same time unless you really want to experiment with the Legendary Armored Core Control Grip (which is a joke for those who don't know).
Map boost, quick boost, and shooting to your bumpers/triggers. You don't need to adopt a claw grip.
I do not remember if you will need to remap the controls for 4ForAnswer.
And keep Auto-Boost on, or you'll sink in the water.
Armored Core's speed got cranked up to 11 in gen4 with much greater freedom for aerial maneuvers. "Bunny hopping" isn't going to cut it. Starting in this generation, quick boosting is a feature for everyone, not an extension. And it's going to be your best friend. Also:
- energy weapon ammo comes with a price tag in gen4, just like all ballistic weapons.
- you won't find parts in the field. Ain't nobody got time for that, too busy going fast!
- The KARASAWA was replaced by the CANOPUS in AC4, but MOONLIGHT is still present.
- Bipeds, inverts, and floats can use heavy back weapons without having to stop in gen4. Sad day for treads and quads!
- energy consumption is more forgiving in gen4. Instead of having an energy error for over-consumption, you're just going to be operating on low energy. That's still bad, but not as bad being unable to boost or use energy weapons. But as with all AC games, energy output is king for mobility. Energy capacity comes second.
- over-boosting is a death sentence in gen4 because it will eat your primal armor, a kind of radiation shield that mitigates damage. When it's gone, you take the full damage from incoming projectiles until it recharges. So don't use the OB.
- When quick-boosting, you can "quick-turn" in gen4. You can do this while turning and pressing Q. Boost with the move stick in the neutral position. This will help you keep enemies in your sights better than regular turning, unlike previous game where the Moving Ability and Turning Speed stats were very important factors to consider when buying new legs.
Pro-tip for Armored Core gen3 and older, where your R2 and L2 buttons allow you to look up/down, you can press both buttons simultaneously to center your view. Most people seem to either forget to mention this, or maybe they don't know about it, but now you do.
Also, don't underestimate treads and quad-legs. They will let you shoot your back weapon without stopping, and the chaingun and grenade launchers are nasty AF. So go to town with the big guns in the arena. After all, unspent money is doing nothing for you.
Often, you develop a play style that has more to do with your personality than what is "meta." Sometimes there are parts with stats that are a bit too well rounded and balance isn't always present in Armored Core. Even so, there are often multiple ways to approach a mission and multiple ways to express power with wildly varying configurations. With skill, perhaps you will be able to beat the game with multiple configurations, and tackle missions with builds you would never guess would work.
After the endgame, I like to go back and try to figure out if there is ONE build I can beat the entire game with, even if that means being compromised. I find that when players do this, they understand themselves as a fighter much better.
My advice, here, is to encourage experimentation. Just try a lot of different things, and test your builds before deploying them A LOT. Testing what your machine can do, and getting familiar with mechanics beyond just the basics, and falling in love with your own builds is what this game is all about.
Try taking things to the extreme, what is the heaviest AC like? What's the lightest? Are you taking too many weapons into the fight and slowing yourself down, or are you running out of ammo? What is it like to equip the lowest energy drain parts, combined with the highest energy output generator? Do you end up with more energy than you can even use? It's important to balance out your machinery after understanding what the extremes are like, meaning you will have tons of experiments to do far after you find every part in the game.
Surprisingly some tips here can also be applied to Front Mission, hmmmm.
All fair points for gen 4. For gen 4 I just built an ultralight machinegun bunny and shredded everything. I eventually switched to a more balanced medium for late-game.
That's why I included the statement "Obviously, this assumes that AC6 mostly follows the formula of prior games so take these with a grain of salt until we know the game's final form."
All of these tips are presuming AC6 follows the form of a traditional AC game.