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It would have at least made shotguns in close range slightly harder to use by making close-range fights more centered around maneuvering around their FCS. However, it slams all close-range weapons together and shotguns will likely still come out on top since it just needs an enemy to be in your FCS for a brief moment to do their damage/impact.
But at the same time, yes, hardlock gives some objective advantages I'd prefer it didn't. Namely tracking on boost kick and ability to boost past enemy -> instantly turn and shoot (you can try to imitate with manual quick turn, but you won't get as fast or reliable).
But I've beaten the whole game without hard-lock.
While I can agree hard-lock is a problem from a logical standpoint, it is only one component of AC6's balancing problem. I see Armored Core 6's balancing problem as an outcome of the combination of four bad ideas that seemed good on paper - assigning each weapon its own input in lieu of cycling weapons, removing turning speed, hard-lock, and stagger.
Hard-lock was meant to make the game more accessible with a controller due to the fact they assigned each weapon its own input instead of cycling between weapons. But Hard-lock and the absence of turning speed means you can go as heavy as you want and you will not be punished for it in any way. There is no reason to not go in heavy.
Turning speed stats kept heavy ACs in check.
They should have made R2 and L2 "shoot right" and "shoot left" and made R1 and L1 boost and quick boost and made the X and square face buttons "cycle right weapon" and "cycle left weapon." This would solve a lot of problems because cycling weapons kept OP weapons in check, and it lets controller players get by more easily without hard-lock or claw grips. Stagger's potency is further amplified by the fact you can fire all four weapon slots at the same time.
With stagger being over-tuned and central to the game's combat, the weapon meta is very specific. Energy weapons are meant to be high damage and low impact is a great idea, but forcing your opponent to idle is too powerful to ignore, and the bonus damage is the only way to deal meaningful damage to bosses - and they're just as, if not more, effective against everything else. No sense in bringing a trash mob rifle when a Zimmerman can do the same thing just as well, and is more effective against other ACs, heavy armored targets, and bosses.
All of these factors in conjunction have made AC6's balancing the mess that it is.
It really does make a huge difference in how the game and some weapons are used.
Twin gattlings is one of the most obvious one, but zimmers as well. I didn't get what was so overpowered about them until I saw the power of hard lock on a joystick...
At the same time, boosting and going melee was actually easier with the mouse because I could actually correct movement easier.
It's a great game, but it's meaningless for PVP. Just take it as a great single player game.
looks like many people still dont understand that hardlock is mostly to help new players to get into the game with a controller. yes, it helps with melee and turning in super close combat, but its a really big handicap other than that. you should avoid hardlocking when ever possible, or you'll miss a lot of your shots.
i cant imagine why you would ever use it on mouse and keyboard.
I will say, it is the weapons too. It's not just the hard lock that makes things unbalanced.
Like others who get it have aptly mentioned, turn speed was a thing. While the lock-on is automatic in any AC game, facing the opponent to get the lock-on within the screen has always been a manual task. The way AC6 sets its hard lock-on to work, is ub the method what the combat flight-sim community has traditionally been calling "padlock" since... like two decades ago, and AC games were NOT padlock .
Now with turn speed out of the factor, screen/camera panning is that much faster for everyone, but SO IS THE PACE OF THE GAME.
Again, not much to say but "if you're skeptical, try it."
There ARE no 'balance issues' -- almost none even with the weapons ppl think are weak, like AR, because the supposedly OP weapons themselves lose efficiency.
25% drop in accuracy means NOTHING when its pit against just how easy it is to get disoriented and lose target.
Getting out of FCS lock is not only possible, but VERY probable the closer the ranges become, the faster and lighter the opponent is, when you don't have hard lock. Tracking enemy movement with manual panning is easy only when its like the current where tanky, slow heavy builds have just become mandatory.
Heck, even manually tracking bosses, with their huge size, can become difficult when they cross the zenith of your pov and cause situations which feel like "reverse guard" situations in fighting games. None of these complications which become natural deterrents to the current "meta" are in effect when hard lock-on negates all of it.
It's important to switch between hard and soft lock on, situation dependent. Each offers different advantages.
Did you know you can't strafe while in soft lock, unless you are actively firing weapons? If you aren't firing, your mech will come to a fill stop, turn around, then change directions if you go the opposite way.
But you can strafe all the time in hard lock, granting superior mobility. Knowing when to use that situation can make or break your encounters.