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The game left me wanting slightly more though, even playing it three times. There is a solid 20 hours of gameplay in a first playthrough , around 40 or so for all 3 endings.
ya way faster than 5 i guess i should say
But it will scratch your itch for more Armored Core content for maybe 60 hours.
damn i really like the speed
ok thx every1 ill think about it.......
The movement control differences are probably the worst part though.
PVP is currently utter braindead in this one, hard lock, zims and stun needles, nothing can compete.
You either play that or something to directly counter it, that's all current meta is.
Really hope they remove or heavily nerf hard lock.
Zims, heavies in general and stun needles also really need a nerf.
i mean it is fun i am haveing a blast, but i am eagerly waiting to see what they do with balance and how they expand PVP.
i really want to see the team play elements of 5 added in because the pvp right now is more just like brawls , i am excited to see where it goes
I hate to be negative about the game but they really downgraded the movement of the mech and the balancing of en usage. Went from a perfect formula with for answer to something that feels really wrong.
My main criticisms are the mech doesn't turn with the right joystick, and the left joystick doesn't strafe unless you are currently shooting or hard locked on a target. Which means strafing is only possible if you are firing continuously, or circling around a hard locked target actively. It ends up feeling very limited and the skill ceiling for piloting is way lower.
They also added a jump button instead of tying it to boost, so it becomes much harder to keep your right thumb on the stick in combat. There's no way of adjusting the controls to feel like for answer because the keybinds just don't work that way. Keyboard and mouse is alright but it really sucks not having strafe. If you are moving left in soft-lock, you will have to wait until your mech faces the target automatically every time you shoot. Sure, hard lock might be acceptable for you, but it doesn't actually work with keyboard and mouse because any minor degree of mouse movement will break hard lock. It works with controller, but the controller controls were unacceptable for me personally coming from for answer.
I really wanted this game to be better than for answer, and in a lot of ways it is, but most of those ways do not matter to me personally.
If that will be the same for you is impossible to tell.
The new stagger system is unbalanced, despite it being functionally comparable to primal armor. The difference is stagger was designed in part to prevent stun-locking, a horrid problem in most past titles. Except the stagger system does absolutely nothing to prevent you from being stun-locked. It's so bad people can actually punch you to death in AC6 because punching extends the hard-lock.
In AC4, when your primal armor was depleted, it was simply depleted until it recharged. You didn't get stunned, you just took full damage instead.
Hard-lock was reintroduced to make it viable to assign each weapon spot its own input as one of the bumper/trigger buttons. So your boosting functions had to get shunted over to the face buttons. Although you can dodge and turn your head at the same time with a claw grip or giant hands, you shouldn't have to. So they brought back a stronger hard-lock.
But this came with its own can of worms over weapon balancing. From Software has never shied from putting OP weapons in the hands of the players in the AC games. But what's to stop them from slapping on the 4 most powerful weapons in the game and shooting them at the same time? The developers straight up admitted in interviews that balancing the game was the hardest part of developing AC6. And they clearly still didn't get it right.
Cycling weapons helped keep OP weapons in check.
Without a turning speed stat, heavies have gotten a huge boost in power. In the old games, playing heavy required you to play in a certain way. They can now keep up with the light ACs while still packing the heaviest and meanest weapons.
Giving quadruped legs the ability to hover was genius, but it's grossly overpowered because AC6 is designed with the intention of pushing players into close combat. You'll notice there is a lack of sniper rifles, but there is no shortage of missile parts. And without extension parts for flares, your ability to avoid missiles is 100% reliant on your ability to min-range their turning angle.
This is just the tip of the iceberg.
AC6 might get fixed in the future, but only time will tell. Until then, For Answer is the better game. But AC6 is still Armored Core at heart.