ARMORED CORE™ VI FIRES OF RUBICON™

ARMORED CORE™ VI FIRES OF RUBICON™

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Dolls Nest - AC musume with Souls like dungeon
Bros, get on this game now:
https://store.steampowered.com/app/1839430/Dolls_Nest/
- arming and boosting like AC3, no hard lock
- customization like in AC, seems you have to switch primary arms instead of shooting all 4 though (but possible to dual wield pistols, John Woo style)
- progression is Souls-ish, not mission-based, you start, explore, find dungeon and when you die you restart at the bonfire.
- health and ammo cost resources, you kill enemy and get resources back
- stage is big* so long range combat is advantageous now, Battle rifles are satisfying to use
Last edited by REBirthTheEdge; Feb 14 @ 4:23am
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Showing 1-15 of 23 comments
Still playing it.

I can't believe Nitroplus pulls of a Mecha Souls before From Soft does.

This game does convince me of the concept.
Finished the demo!

Anyone who likes classic AC should definitely give this a go.
It will scratch that itch!
ImHelping Feb 14 @ 10:56am 
People really need to learn to admit the hard lock is so they are allowed to make enemies that turbo boost or outright teleport with less QA testing, instead of a "player crutch"

Long range combat being flawed in AC6 is based on the player having short lock on range below our FCS and weapon stat limits. (Even with manual aim hits, what good is that when even the needle cannon will deflect off a staggered enemy literally fallen flat on it's side barely 300m away? Sorry kid, 280 ideal range matters more than 490 effective)

"Maps are big" can just end up "So that means you have more distance to travel before you are allowed to hurt them with your sniper rifle", so hopefully that isn't a recurring trend in more mechs land
Last edited by ImHelping; Feb 14 @ 11:01am
Originally posted by ImHelping:
People really need to learn to admit the hard lock is so they are allowed to make enemies that turbo boost or outright teleport with less QA testing, instead of a "player crutch"

Long range combat being flawed in AC6 is based on the player having short lock on range below our FCS and weapon stat limits. (Even with manual aim hits, what good is that when even the needle cannon will deflect off a staggered enemy literally fallen flat on it's side barely 300m away? Sorry kid, 280 ideal range matters more than 490 effective)

"Maps are big" can just end up "So that means you have more distance to travel before you are allowed to hurt them with your sniper rifle", so hopefully that isn't a recurring trend in more mechs land
Yeah I understand it's a design choice in AC6 but Dolls Nest plays like Gen 3 where things are slower at default, even sliding cost EN, with turn rate and the FCS can target things from seemingly outside enemy range.

Some people are complaining about the melee though, which I understand because it's both short range and require cooldown.
Originally posted by REBirthTheEdge:
Originally posted by ImHelping:
People really need to learn to admit the hard lock is so they are allowed to make enemies that turbo boost or outright teleport with less QA testing, instead of a "player crutch"

Long range combat being flawed in AC6 is based on the player having short lock on range below our FCS and weapon stat limits. (Even with manual aim hits, what good is that when even the needle cannon will deflect off a staggered enemy literally fallen flat on it's side barely 300m away? Sorry kid, 280 ideal range matters more than 490 effective)

"Maps are big" can just end up "So that means you have more distance to travel before you are allowed to hurt them with your sniper rifle", so hopefully that isn't a recurring trend in more mechs land
Yeah I understand it's a design choice in AC6 but Dolls Nest plays like Gen 3 where things are slower at default, even sliding cost EN, with turn rate and the FCS can target things from seemingly outside enemy range.

Some people are complaining about the melee though, which I understand because it's both short range and require cooldown.

I have a huge soft spot for vanilla AC3 even though last raven is considered way better for obvious reasons. (So glad for the AC3 torso as an early part in 6)

As for that last bit about cooldown melee? That can be encouraging for ass backwards reasons of "Every patch note of MASS builders that isn't new cosmetic parts, is nerfing ranged combat/buffing enemies while also making melee even more powerful"

I do love me some reverse skirmisher "Love me some mid range guns, but I will pull out ♥♥♥♥♥♥♥ excalibur if you put me in melee range" design. hopefully when they say short range complaints it isn't "literally have to slap them" range. Even in 6 a lot of big weapons that are not made of lasers suffer from "the model did not literally touch the enforcer's model, ♥♥♥♥ off"

Which is why when sane people combo lance+bunker, I combo basic blade+chainsaw. "Hmm, a tetrapod. if I use the chainsaw it will ramp me up and make 80% of the damage co over their head. better use the blade"
*ramps off of snail's heavy biped knees instead of one-shotting him before Iggy shows up*
Chainsaw. Chainsaw why are you like this? I've seen you kill things faster than their first lines of dialogue can finish.
Last edited by ImHelping; Feb 14 @ 2:29pm
Originally posted by ImHelping:
Originally posted by REBirthTheEdge:
Yeah I understand it's a design choice in AC6 but Dolls Nest plays like Gen 3 where things are slower at default, even sliding cost EN, with turn rate and the FCS can target things from seemingly outside enemy range.

Some people are complaining about the melee though, which I understand because it's both short range and require cooldown.

I have a huge soft spot for vanilla AC3 even though last raven is considered way better for obvious reasons. (So glad for the AC3 torso as an early part in 6)

As for that last bit about cooldown melee? That can be encouraging for ass backwards reasons of "Every patch note of MASS builders that isn't new cosmetic parts, is nerfing ranged combat/buffing enemies while also making melee even more powerful"

I do love me some reverse skirmisher "Love me some mid range guns, but I will pull out ♥♥♥♥♥♥♥ excalibur if you put me in melee range" design. hopefully when they say short range complaints it isn't "literally have to slap them" range. Even in 6 a lot of big weapons that are not made of lasers suffer from "the model did not literally touch the enforcer's model, ♥♥♥♥ off"

Which is why when sane people combo lance+bunker, I combo basic blade+chainsaw. "Hmm, a tetrapod. if I use the chainsaw it will ramp me up and make 80% of the damage co over their head. better use the blade"
*ramps off of snail's heavy biped knees instead of one-shotting him before Iggy shows up*
Chainsaw. Chainsaw why are you like this? I've seen you kill things faster than their first lines of dialogue can finish.
Honestly I am a ranged melee guy.

Even in AC3, my most favorite melee weapon is the wave energy sword.
Is this based on any existing Mecha Mesume line like Frame Arms. I see the mention of "frame unit"
Originally posted by cacromwell3113:
Is this based on any existing Mecha Mesume line like Frame Arms. I see the mention of "frame unit"
Nope, it looks so, but it's original from Nitroplus.
ImHelping Feb 15 @ 10:58am 
Originally posted by cacromwell3113:
Is this based on any existing Mecha Mesume line like Frame Arms. I see the mention of "frame unit"

An understandable question, even if there are only so many terms for robots.

Like how many of them are "*word* tank "

Standing tank in the super scope games battle clash and metal combat. Vertical tank in steel battalion, etc.
Originally posted by REBirthTheEdge:
Bros, get on this game now:
https://store.steampowered.com/app/1839430/Dolls_Nest/
- arming and boosting like AC3, no hard lock
- customization like in AC, seems you have to switch primary arms instead of shooting all 4 though (but possible to dual wield pistols, John Woo style)
- progression is Souls-ish, not mission-based, you start, explore, find dungeon and when you die you restart at the bonfire.
- health and ammo cost resources, you kill enemy and get resources back
- stage is big* so long range combat is advantageous now, Battle rifles are satisfying to use

Was pretty fun once I could figure out where to go and get the short cuts unlocked. Not sure if I found all the weapons or chests.
Xaelon Feb 20 @ 9:09pm 
I played the demo the day it came out. It was pretty fun.

I was surprised at how many different weapons they put into the demo. Quite a few different ones.

Pretty nuanced loadout customization too. Gotta balance weight and other stats in a similar way to AC6. Having all your weapons draw from the same resource taught me not to spam my big rear weapons real quick.

I need to see the price, but probably going to buy this. It's "close enough" to AC6, but with semi-open non-linear areas to explore instead.
Mumrah Feb 21 @ 2:31am 
Originally posted by REBirthTheEdge:
Still playing it.

I can't believe Nitroplus pulls of a Mecha Souls before From Soft does.

This game does convince me of the concept.
I must say that not every game FROM makes needs to be Souls-like. Yes, they excel at the concept.
I would even find Mecha fighting to be boring if it was turned into a reskin of Dark Souls....

AC6 is a quality game that is plenty difficult. I also find that not including the long range fighting to be a plus. Long range guns and sniping essentially removes the point of the entire game: Mechas flying around in a sort of dance shooting at each other in dangerously close ranges.
Originally posted by REBirthTheEdge:
Still playing it.

I can't believe Nitroplus pulls of a Mecha Souls before From Soft does.

This game does convince me of the concept.


Fromsoft does have a Mecha game in a fantasy setting in their catalog with Frame Gride although that was an mecha arena fighter.
ImHelping Feb 21 @ 10:56pm 
Originally posted by Xaelon:
I played the demo the day it came out. It was pretty fun.

I was surprised at how many different weapons they put into the demo. Quite a few different ones.

Pretty nuanced loadout customization too. Gotta balance weight and other stats in a similar way to AC6. Having all your weapons draw from the same resource taught me not to spam my big rear weapons real quick.

I need to see the price, but probably going to buy this. It's "close enough" to AC6, but with semi-open non-linear areas to explore instead.

All weapons drawing from the same ammo pool sounds like a clunky workaround more than nuance.

How come when old FPS use the same 'bullets' for multiple guns people complain it is stupid, but when a customization game means there is no distinct split between your ammo pools or resources 'Wow, so deep!"

It rarely adds depth, it adds more reaching for the calculator to see "Okay which guns are entirely screwed over on damage dealt per ammo?" or realizing it is a flat bland scale "The more rapid a gun is, the worse the damage is. The end." everything from fallout to cyberpunk trying to ensure SMGs are trash not killing things with most of a magazine of crit headshots, while people complain large single shot guns killing things is OP.

Thread opens up with declaring "Better sniping than AC6!" and already that has turned into "Wow, so glad using large weapons ruins your ammo supply ASAP!" making hopes for the return of old sniper back cannons to mulch turrets out of their range sound wasteful instead of handy.
Last edited by ImHelping; Feb 21 @ 11:01pm
Feb 21 @ 11:13pm 
id play this game if it wasnt just gooner bait.
why do they have be dolls? why can't they just be mechs?
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