ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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Everything Missing from Armored Core 6 (A Observation)
This is not a criticism of the game, but rather a observation of the various things present in all (or almost all) prior Armored Core games, that are distinctly absent from this latest entry.

1. Sniper Weapons ~~ Weapons focused on Round Velocity and Range, capable of hitting a target from across the map, had high power and range, but low reload speed and ammo.

2. Rocket Launchers~~Shoulder mounted pods that fired small and large unguided rockets, they had long range and caused decent explosions, but did not track the target and had to be manually aimed.

3. Huge Missile ~~ Every prior one had at least one missile launcher that fired a huge, slow moving missile that took a long time to lock on, but had great range and produced the largest explosion in the game (Seriously, in some games it was more than 10 times the size of the biggest explosion you can make in this game, but it could also hurt you.)

4. Small Shoulder Weapons ~~ Things like machine guns, miniguns, rifles, and similar, but made to be mounted on the shoulder, often used by lighter builds. In this one all shoulder projectile weapons are heavy ones, unsure why.

5. Dual Back Weapons ~~ Basically back weapons that took up both slots, often for very heavy weapons, or support effects, like a giant beam cannon or additional thrusters.

6. Weapon Arms ~~ Arms that themselves were weapons, like where both arms were big grenade launchers or laser cannons or even big missile pods, often would have advantages and disadvantages, like having a higher rate of fire, but poor armor (Also just looked cool) and they couldn't hold weapons you had in storage or such.

7. Range ~~ This ties into the sniper weapons, in prior AC games, the range you could lock onto a enemy depended on your FCS, with some able to lock on at great distance, others only at close range, now, all FCS are lmited to a relatively close range lock on range. That, and the majority of weapons have their range made very limited, even grenade launchers, which were effective long range weapons in past games, have their grenades vanish after traveling a moderate distance.....just "poof".

8. Round Velocity ~~ In past games, different weapons would have their rounds travel at different speeds, and the guns would list that speed, like a rifle would have middling speed, sniper rifle high speed, and lasers and railguns the highest speed. Now, all projectiles travel at one of three speeds, Bomb, bullet, and Beam. Even the linear Rifle, whose round in theory should travel at beam speed, travels at a normal bullet speed, despite being what is essentially a railgun.

9. Radar ~~ Prior games in the corner of the screen would have a round radar, it would show everything in your vicinity, allies, enemies, objectives, and incoming missiles, the range of the radar would be determined by your head. In this one, they have replaced it with that odd compass at the bottom of the screen, which serves a similar purpose, but less effectively, at least based on my opinion, as you would just need a quick glance at the radar to know where everything around you was relative to your own position.

10. Generators only working on the ground ~~ this is odd, all prior games, generators worked at all times, producing a constant steady amount of power, whether on the ground, or in the air, with boosters draining them (and energy weapons too), now, you rapidly recharge when on the ground but very slowly charge in the air, meaning unlike in past games where a light mech could potentially stay airborne, in this one, it is as if they wanted to force all mechs to dodge and move on the ground, even the very light ones.

11. Howitzers~~ Basically big shoulder mounted shotguns, I can only think with the stagger mechanic they thought these would be too powerful?

12. Light Weapon Variants ~~ For instance, the only Chaingun in this game is the Heavy one, in prior games, that had both light and heavy variants for the majority of weapons, sometimes light, medium, and heavy. But in this one, it is notable that some weapons only come in a single category. Such as there only being the big heavy Pile Bunker. Or there not being a heavy high damage rifle (Though I suppose this fits in with the absence of sniper rifles).

13. Light Quadruped ~~ Maybe you unlock it later, but I beat the game once and haven't seen them, oddly there are only two variants of quadruped legs, a medium, and a heavy, but no light version. If they are in the game, and I just haven't found them yet, do ignore this one.



Well, maybe that is a slog to read, but those are the things I can think of off the top of my head. Is there anything you can spot that is missing from the game that I missed? What element in the list would you have most liked to have seen be present in this Armored Core?

Oh, and please keep things civil.
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Showing 1-15 of 35 comments
Pharen Sep 1, 2023 @ 8:53am 
Missing dual melee weapons (as in left and right).
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.
Tsar Platinum Sep 1, 2023 @ 9:01am 
Not an AC fan and so this is my first entry but dual melee and full on arm weapons would be sick. Hope we get that in a DLC because I wanna run around with dual Pile Bunker and two shot Ibis.
thorin.hannahs Sep 1, 2023 @ 9:01am 
For #7 yeah this bothers me. Don't just make them go poof that is very vidoe gamey show them explode at a certain distance or better yet have them travel until they hit something.

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.
RX-3DR Sep 1, 2023 @ 9:04am 
Turn Speed and meaningful FCS differences.
Probably the reason why #2 and #3 got scrapped.
Tustle Sep 1, 2023 @ 9:10am 
Originally posted by Pharen:
I'm not super far into the game, but I don't think AC6 has Kojima cannons either.
...weren't Kojima Cannons 4th and 5th generation parts? Something not possible without Kojima particles themselves?

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...
Pharen Sep 1, 2023 @ 9:19pm 
Originally posted by Tustle:
...weren't Kojima Cannons 4th and 5th generation parts? Something not possible without Kojima particles themselves?

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.
BKo Sep 1, 2023 @ 9:28pm 
I would like most of these things back. Maybe they were being saved for DLC or were removed because they thought they would be complicated for newcomers, or other reasons. In the end there isn't that much weapon or part variety, and stuff like extensions which could potentially counter the missile boat meta are missing.

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).
Last edited by BKo; Sep 1, 2023 @ 9:32pm
nubi Sep 1, 2023 @ 10:00pm 
Weapon velocity exists the stat is just hidden (like it is in old gen AC games), Huge missile exists (Coral Missile), Linear Rifles i think are supposed to be the sniper rifle replacement as they function much closer to old gen snipers than old gen linear guns. I do miss my light quads though (Duskaror was my baby).
Originally posted by nubi:
Weapon velocity exists the stat is just hidden (like it is in old gen AC games), Huge missile exists (Coral Missile), Linear Rifles i think are supposed to be the sniper rifle replacement as they function much closer to old gen snipers than old gen linear guns. I do miss my light quads though (Duskaror was my ba

Originally posted by nubi:
Weapon velocity exists the stat is just hidden (like it is in old gen AC games), Huge missile exists (Coral Missile), Linear Rifles i think are supposed to be the sniper rifle replacement as they function much closer to old gen snipers than old gen linear guns. I do miss my light quads though (Duskaror was my baby).
If there is weapon velocity....differences, why does the normal bullet for the Linear Rifle travel at the same speed as the charged version?

And the Coral Missile is nothing like the Huge Missile, it's blast radius is similar to that of a big grenade launcher.....the Big Missile in past games had a blast radius about five times larger (Not kidding, it was huge, I mean huuuuge). Also Linear Rifles make poor snipers, at any significant range they ricochet, even charged, a Sniper Rifle or Railgun in past AC games could hit at virtually the other side of the map with full damage.

https://www.youtube.com/watch?v=_EnnsEwj0Qc
Dorael021 Sep 2, 2023 @ 1:11am 
Honestly, i miss the shoulder mounted boosters from For Answer. the whole quick turn thing is wanky to use on the keyboard. kinda annoying trying to press tab. and of course shift and tab open the steam overlay which maybe i could rebind so i cant quick turn while boosting if its even possible lol.

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.
Hakapik Sep 2, 2023 @ 1:18am 
Originally posted by BKo:
I would like most of these things back. Maybe they were being saved for DLC or were removed because they thought they would be complicated for newcomers, or other reasons. In the end there isn't that much weapon or part variety, and stuff like extensions which could potentially counter the missile boat meta are missing.

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).

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.
REBirthTheEdge Sep 2, 2023 @ 1:24am 
Yep, hopefully they add way more parts in the DLC.
I really hope for weapon arms just for sh*t and giggles.

Also, dual melee yeah.
Hikaru Sep 2, 2023 @ 2:16am 
I'd like a shoulder mounted kinetic weapon that is a precise, heavy, single shot reload, with an uncharged skill shot feel to it. Basically rail cannon phact from for answer along with other sniper rifles and sniper cannons. It's pretty sad that there are no options for uncharged single shot weighty impact weapons other than zimmermans.

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.
Last edited by Hikaru; Sep 2, 2023 @ 2:18am
REBirthTheEdge Sep 2, 2023 @ 2:17am 
Originally posted by Hikaru:
I'd like a shoulder mounted kinetic weapon that is a precise, heavy, single shot reload, with an uncharged skill shot feel to it. Basically rail cannon phact from for answer along with other sniper rifles and sniper cannons. It's pretty sad that there are no options for uncharged single shot weighty impact weapons other than zimmermans.

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.
They have that, it's the Stun Needle, one of the most OP weapon in the game, designed just for your truly.
Hikaru Sep 2, 2023 @ 2:21am 
Originally posted by REBirthTheEdge:
They have that, it's the Stun Needle, one of the most OP weapon in the game, designed just for your truly.
Don't agree with that. Plus that thing is ugly as hell and feels cheap as hell to use. It has a massive aoe particle effect that causes a status buildup. No thanks. Try using rail cannon phact in for answer and tell me it's even close to the same as stun needle.

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.
Last edited by Hikaru; Sep 2, 2023 @ 2:29am
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Date Posted: Sep 1, 2023 @ 8:34am
Posts: 35