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Armored Core has always been about adjusting your build for various challenges. There were missions that challenged you vertically, challenged you with obstacles your build just couldn't handle, so you changed it up.
It's a, well, core part of the game.
People who complain about there not being a difficulty slider don't understand that it's not easy to adjust difficulty merely by fudging with numbers like in most games. Since everything has to be tuned to perfection, all the windows of opportunity, the timing, and most important of all, the pattern of the attacks, you can't just make the game easier or harder simply by adding health or damage to enemies and call it a day, and if they had to tune each boss fight for every difficulty setting it would double developing time.
In the Souls, you have OP set ups as well, and stuff like summons etc that can assure no one will ever have their progress impeded completely. If a boss is simply unbeatable for you, try a more favorable set up or have someone help you.
And personally, i find this system much more well thought out and fun that a mere difficulty slider, which in most games is just lazy (especially when they make enemies into bullet sponges at higher difficulty settings. Just make the numbers bigger, no thought or finesse).
I've played a few of the past AC games (mostly 2 and 3) and while it is true that you always could switch things up, and there was an incentive towards it in the sense that some parts where better suited for certain mechanics... I don't feel like the discrepancy between using an "ideal" part and a "sub-optimal" part was as drastic as it is here.
PVP, I'd like to use a moderate balanced build, but you run into all tanks, or all missile builds, and it's not fun. Then, everyone's' AC looks the same with only color scheme being different.
I agree, for better or worse. In older games, bringing up AC3 in particular in this example, not having Hover legs for some missions was a failure state.
There's less of that, but there's still builds that are overall worse for the task at hand. You are still encouraged to mix up your build, although it's more due to combat and not so much because of the enviroment.
I am not exactly sure how that works, but I find having to tweak my mech for environmental hazards more acceptable than to have to tweak it for a boss encounter. I'll have to meditate on why I think that way, hahahaha.
I dunno, the shotgun copy pasta is pretty close.
Well in older games, you went lighter if the mission required platforming, or more speed, or water was involved. AC6, you have a boss popping pulse shields you have the option to get a pulse gun to melt it. It has heavy melee attacks you build around being able to better dodge them, vertically or otherwise.
It's the same concept, just a bit of a different context.