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
What next, billiard boy. Complaining about checkpoints due to your insecurities about you needing free respawns and co-op friends to right ravens since the PS1 days?
but at the same time I like that FCS/head/arms were a key aspect on your aiming combined with your skills in older AC games
SIDE NOTE: You are completely entitled to your opinion, but you won't be changing any opinions on Steam over something as small as a camera lock-on feature.
As a vet of the series, I think it's long overdue for much better camera controls. The entire series has always been jank as f there, period. That's why they introduced semi-hard lock ons in later games and it still kind of sucked.
You can tell how janky it is just from watching videos. Very high speed gradients of movement but all of it choppy and jerky because so much effort is spent in playing the equiliviant of whack-a-mole.
make it optional
It seems we've forgotten who is handling the game.
If you want the older games, they didn't go anywhere. As much as I'd love to have new experiences inside those old engines and bygone design, let's be real; there's a ton of missions to revisit if you like those old games. I don't see a reason to crap all over the new game before it's even out. It's all just speculation until it releases.
I still play Last Raven all the time. I like starting a new game and hunting down all the parts. I still haven't memorized where everything is, and getting all S ranks is a fun challenge. I'm on my fourth or fifth playthrough right now.
If you miss an old friend, give them a call instead of being mad that the next guy isn't your old friend.
Free-aim, soft-lock, and hard-lock are hardly new. Each of those methods of targeting enemeis have been around since at least the 90s: Doom, Legend of Zelda Ocarina of Time, Tomb Raider, etc, and each are still actively used today. I'd hardly call any of them "outdated."
To everyone who keeps defending hard-lock, just because a mechanic was successful in one game, it doesn't mean it will translate well into another. Hard lock-on in Souls-like games works for those games because you also have to deal with timing and spacing your attacks against your opponents actions.
Timing and spacing isn't the same in games with guns. Guns shoot instantaneously, and a bullet's travel time from muzzle to target is short. Imagine if Halo or Dead Space had automatic hard lock-on. With such a feature, those games would pretty much have played themselves and thus would never have been as enjoyable or popular as they were. Aiming is the skill that separates the good players from the bad players. That kind of hard-lock in a shooter really would make such a game more casual because you'd never have to learn how to shoot straight.
The concerns of players who want to be guaranteed a challenging and rewarding gaming experience is valid, and disregarding it as a whining vocal minority is immature and does nothing to snuff the fires. Maybe instead of attacking people, come up with some actual valid logical arguments, like the one I'm about to make.
To everyone who keeps attacking hard-lock, it's fine to be concerned. I have been somewhat concerned too. But take a deep breath, chill the ♥♥♥♥ out, and take some time to do a little research on what small amount of information we actually do have with a dash of critical thinking.
We've all seen the one gameplay demo - of an unfinished game. I'd hardly call that a valid sample (remember Cyberpunk, No Man's Sky, and every other game where the final product wasn't identical to the demo). Therefore, we need to leave room open to the possibility that everything you thought you saw is not entirely true.
Manual quick boost turns have been confirmed to be present in Armored Core 6. Now consider this: would it make sense for AC6 to retain a manual-quick turn feature if the hard-lock was so sticky your mech fully auto-turn even with fast-moving targets?
Those two features wouldn't work together. Auto-tracking would make manual turning and aiming obsolete - which has been the root cause of the discontent.
And although we can see there is some auto-turning in the gameplay demo, those were slow-moving - almost stationary - targets.
With that in mind, is it possible you've mistaken a masterfully timed quick boost turn for some kind of auto-tracking-turn feature?
Based on the digging I have done, I am hypothesizing the lock-system it's going to be similar to the soft-hard lock-on option (that nobody used) in gen4. In AC4, you could toggle a hard lock onto a designated target, but if you or your target moved too fast so they fell from sight, the lock gets dropped. I'm predicting the lock is going to stick even if the enemy is off screen, but it is still going to be up to the player to keep the target in front of them.
Even if the quick-boost auto-focuses on your locked target, timing your quick boost will be imperative to keeping your targets in sight, because you won't be able to quick boost as freely as you could in gen4. I imagine boosters could now have a quick boost cooldown stat of some kind, giving your opponent a split second to boost out of your sight again.
I recommend experimenting with the ♥♥♥♥♥♥ default control scheme in AC4, where shooting is mapped to Square and X, in conjunction with the toggle-able lock-on system. This is, again, hypothetically, what AC6 will be like, but it will be with quick boost mapped to either Square or X instead, since all of your guns will be mapped to the 4 bumpers/triggers (L1, L2, R1, R2). I remapped L2 and R2 to shoot, R1 boost, and L1 to quick boost, so I never needed the optional lock-on system. But that won't be a viable setup in AC6. I'd rather not have to take my thumb off the right stick to boost or shoot. A lock-on system allows for that without having to resort to a claw grip.
That's my 50 cents. I am approaching AC6 with both caution and optimism. It is rare for FromSoftware to make a bad game, but I'm still waiting for the reviews before I buy it.
Sorry for the long post, thanks for reading.
If you keep FCS boxes, then you need to balance the game around most enemies being slow and predictable enough for even smaller FCS boxes to easily keep up, regardless of memes about "Oh wow X oldschool enemy is so cool because a bastard to keep in a box".
Soft locks even with solid odds the curse of "You can't lock that far you bought the short range FCS idiot" are needed to deal with more than a shooting gallery on legs/treads with the occasional overtuned AC/Super AC styled boss swerve.
You can still make a challenging game around that, but it requires a mission design mindset around the the limitations that causes, not the daydreams of "Oh yeah I am so oldschool I would totally track a next with an FCS box while having to aim up and down with shoulder buttons" people pretend it is.
Old AC Games killed us a lot. But the hard part of aiming was never "Skill based lock ons", the hard part was always your enemies having game journalist mode enabled. Even if you showed me the line of code proving Nineball of any variety or Zidinosaur actually had to obey legit FCS box aiming, I still wouldn't believe it.
That said even though I liked 4/4A, I can agree it was too fast at the top end. I get flashbacks of being the only idiot wanting to stay on the ground in multiplayer and insane "Neither of us can kill eachother" duels where my wrong idiot meta meant stalemates with drag racer missile quads.
Fragile feels like he was designed by someone lamenting the fact nobody understood "No! This is supposed to be a direct joke at the expense of people bragging enemies faster than the player is true oldschool AC! We gave nineball a ♥♥♥♥♥♥♥ jetpack and I made this AC a literal jet! Do you need a sign!?" more than a NEXT. One friend passing by as I was murdering boats said they literally had no idea how I could tell what I was doing from how much I was zipping around.
But every-time I get tired thinking about keeping pace with the fastest elements of 4, I get more exhausted thinking about people getting defensive about bunny hopping to evade plus minus divided by secretly a bitcoin rig all along AC. No wonder all I remember about killing Zipcode is an exhausted irritation. I remember sinking myself with hover legs in 3 by aiming upwards with shoulder weapons (Unless that was a literal fever dream) more than I remember "What was I even using when I beat it?" for my copy of last raven on a shelf.