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Missing body hangars (used to allow you to hold 2 additional hand weapons, so you could purge your hand weapon and pull out another gun, or a sword)
I also remember being able to hire mercenaries to help if you didn't already start the mission with allies.
I'm not super far into the game, but I don't think AC6 has Kojima cannons either.
Also #10 is not quite correct. If you let go of the boost in mid air your generators do slowly regenerate, it is just much slower than other AC games. You can notice this in the mission with the Sand strider, when you float off it after defeating the eye.
I have a two-shot slug gun with unlimited range but it doesn't matter because the way this game handles range.
#9 they could have scan use pull up the radar.
#4 is because they just expect you to use weapon bays to hold multiple hand weapons if that is your intent.
Probably the reason why #2 and #3 got scrapped.
And have been largely replaced by Coral as the Macguffin particle of choice in this generation...I mean, might argue that 'Primal Armor' has made a return in the form of pulse shields, but they're explicitly called something different so...
That could be it, I'm not super far into the game, so I haven't got the coral weapons yet. Only just starting the fight with the PCA, I don't have a lot of time to play, and the sea spider kept be walled for a bit. I sorta mean about how the kojima cannons were this uber powerful weapon that had a big charge time, big presence and if they hit you it was all over. But I suppose with the stagger mechanic this game has, that could be broken. Stun an enemy then one shot them while they can't move.
About other missing stuff:
- Cores used to have extension orbiter parts or hangar units or anti missile systems installed. I like the new generator/supply/booster modifiers on cores, but I don't see why we had to lose the other inherent parts of cores. One thing is, they're almost out of buttons on a controller to actually control these functions.
- Arm weapons in particular sometimes had different firing modes. Charge attacks are cool, but different firing modes used to exist as well, like the stun/heat shot of the CETUS arm weapons (the crab arms).
Definitely the weapon arms is a big one. I love running around ac2 with a lightweight mech with the blade arms. just slapping things and boosting all over.
I second that.
I'd also like to see them bringing INSIDE back for decoys, FCS disruptors, dummy targets, and floating mines etc. etc..
The other thing is to have the system com of your head to speak in different voices, it will be nice to hear Ayre saying "Main System Engaging Combat Mode" in PvP and Arena.
I really hope for weapon arms just for sh*t and giggles.
Also, dual melee yeah.
That's why people enjoy zimmerman so much I feel. They don't have a charge mechanic, they have heavy impact, and they aren't overly flashy with the particle effects. We should have that type of feeling for all ranges, yet we don't. There are no other single shot kinetic weapons in the game that don't have gimmicks. The stun needle doesn't count and neither do grenade cannons.
Oh and also flares or other shoulder attachments. But we don't have button real estate for that anymore on controller.
https://armoredcore.fandom.com/wiki/RC01-PHACT
I just went and tested the stun needle since I've only ever used it in the ice worm mission and lol. What are you even on about? It's as accurate as a grenade cannon and takes forever to fire. Go play for answer for once in your life and try a real long range high impact weapon. It's actually a crying shame that they didn't make the equivalent of phact in this game.