I thought it might be some high level technique where the plastic on plastic action allowed for easier transition between buttons or pressing multiples at once. What medieval torture device do you put your hands in to undo the multiple deformations that come with the unnatural hand positions? Not sure if mine will ever return to normal. xD But all is worthwhile in the pursuit of those legendary laser blade kills.
Hey Skies, what AC game (Or games) do you recommend for newcomers while waiting for the new one? Ive always been fascinated by Armored Core, i downloaded many of them to emulate them in the past, but something always stopped me, sometimes it was a new game i was really interested and also wouldnt have a huge learning curve, others because i was rarely playing video games because of my job.. But now im so into it. I have been playing LOTS of warframe and im just craving for more cool sci fi stuff with great customization and fast paced controls, and i can already feel that the new AC is gonna be the perfect choice, so i would love to check out some earlier entry while i wait for the release!
@@SeaSerpentLevi In all honesty, I genuinely think it would be best if your first introduction to Armored Core was AC6 - The controls wont frustrate you, and the graphics will feel normal - If I had to pick one of the older ones for you, it would probably be 2, since that is one of the easier ones and it's also one of the "prettiest" with the funnest Arena - If I may though, recommend a cool sci-fi game that would probably keep you happily occupied until 6 that has "Excellent" gameplay and controls, I highly recommend you get your hands on "Zone of the Enders - The Second Runner" - That mech game is a masterpiece, and it will feel very similar to AC6 -
@@TheRoyalSkies YOOO i actually already downloaded Zone of the enders 2 but i just beat the first and forgot to play the second because Elden Ring had just come out when i finished 1 LOL thanks for reminding me! Will absolutely look into AC 2, even if i dont stick with it it will be amazing to at least have a point of reference when i play the new one. Thanks for the recommendations! :D Do you by any chance plan on streamming the new AC when it comes out? That would be fun
"It's about time to open the gates to a New Generation of Pilots (Ravens)" See the thing is that the Gate was never closed or kept as it was always open, it was just heavily boobytrapped and covered in copious amounts of barbed wire. it was never " you can't come here", it was more of a "Oh you are welcome here, the question is CAN YOU get in here?".
I love how the greatest pilot on the planet in ac6 is an unaugmented human, likely using something equivalent to the old controls to demolish everyone (apart from Raven, of course). Feels like a nod to the older fans.
Whats interesting is that the hard lock is actually a punished crutch, as apparently the tutorial clarifies you take an accuracy penalty for hard locking over the traditional screen soft lock on. There’s even the option to unlock true free aim like a shooter, so really it seems like the game gives you options to help you at the start and then gives you incentive to really master the controls as openly as possible
I like how he casually whip out the Mario Switch Pro Controller and basically said "This is how you play Armored Core back in the days". But yeah, old school control is quite difficult to wrap around your head when there are a lot of stuff going on the screen already.
using Verdict Day/V to show off "easy" controls gave me a humongous laugh, 5th gen had THREE boost buttons. a separate vertical mobility button, a series of buttons you have to hold while pressing other buttons and directional inputs for others, it was a nightmare to the point i remapped everything Edit: i haven't played ACV/VD's online since the USA servers shut off, but you absolutely had options for evasion, glide boost allowed you to outpace hard tracked weapons like WNGIX's missiles, while different classes of boosters allowed you to decide how you wanted to dodge, power boosters giving you a longer charged, higher burst speed dodge while the accel boosters give you spammable, quick acceleration but lower top speed boosts.
exactly, glide on high acceleration boosters alongside high energy conductivity on the core offers an insanely precise level of control even at high speeds
@@Phantasmar or using the efficiency boosters to get higher sustained movement speeds and near instant direction changes like for the fight against WNGIX with a non cheese build
The amount of new players coming to AC via From Software making the Dark Souls series will be unreal. Mech Warrior is falling flat on it's face with hacky sandbox levels that feel like paper. This is going to be legendary.
Skies, after watching a few of your videos recently, you're now one of my favorite AC content creators. You got skill, and you're so welcoming to the new players. I like your takes on the changes in mechanics for the franchise to move forward. Keep up good work bro, and see you in Rubicon III - From Gen 3 Raven who just recently learned how to use OB properly.
this is funnily immersive because the controls are so unintuitive that it really feels like you are learning how to control an actual mecha lol (Which is BADASS). And its very fun to see your hand executing it too, kinda like smash bros or gunz the duel, the beauty of the complex fast paced controls is entertaining on its own.
From what I heard, these are "tank" controls. So, in a way, you are not only learning how to pilot a mech, you are also learning how to pilot a tank too!
Part of the reason WE mastered those controls is due to there being literally no other titles that offered mechs in 3D with fast paced combat. Mech Warrior was slow and clunky, still great, but I had Earth Siege, the MW rip-off, literally. Also first PS1 demo disk crew!
Reading this made me remember how wild it is that a lot of old mech titles were going for an outright flight simulator type feeling. Nowadays that pretty much doesn't exist anymore.
Yeah, I'm surprised at how niche the mech genre is. Mechwarrior is fun too, but it's a whole different experience. Mechwarrior's Battlemechs are more like armored bipedal tanks. Armored Core is one of the few games gives you a fast paced flying Mech feel similar to a Gundam. There have been other Mech games in various scenes, but in the past none combined the level of customization with the flying mech gameplay.
Old Guard here, thanks for bringing back the memories with this tech showcase! I'm sure the newer game won't play like we're used to with the older titles but I can't wait to see so many new faces get their hands on AC for the first time. I can't wait to jump in myself. I played a bit during AC4 and ACVD but didn't dedicate anywhere near as much time as I did in the older titles. Cheers for the memories and I'll see you in AC6, Pilot!
Quick boost in AC5 and AC4/ACFA had a cooldown on each booster direction e.g front, back, left, right and could be combined together essentially quickboosting without any cooldown. Quickboost also was heavily affected by the booster you were using making you move further or shorter. Quickboost in these armored cores also allowed for twists on the spot and change direction instantly and aim yourself on the target more efficiently and in AC5 and V you could now kick yourself off walls alongside a quickboost allowing for hyper mobility to cross large distances to one side. Alongside quickboost they added stabilisers exclusively to acfa and 4 which allowed you to fine tune the aerodynamics of your ac to allow for better mobility in specific directions. It’s disingenuous to call it simple when it added more layers of gameplay. The reason original armored core’s gameplay was difficult wasn’t because of genuinely difficult and challenging content but rather the game controls were not accurate enough for this type of game. Its partially the reason they gave such a generous lock box to begin with. There is no reason to keep the camera controls like they were for nearly 10 years. They had controllers with analogue support and chose not to use that and this itself was the major barrier to entry into the game not the games content.
I came from ZOE 1 and 2 to Armored Core in the playstation2 era. felt confined and confused. never realized how the movement system was distributed over the controller. thanks. going to try out that old AC again and pick up 6. Lets go Giant Robots!
Honestly I play the AC games on Type A which I started at Nine Breaker (my childhood game) and it was a good start since it’s training. But when I found out about the older games and their controls and I switched to Type B,I realized I will suck till I found out there is remapping option in the setting so I tried it and match it to the Type A since everything is almost the same except camera movements since it’s Cross, Circle, Triangle, and Square I mastered it pretty quickly and finished AC 3, Silent Line, 2, and Another Age. So technically FromSoftware did offer players the option to remap the controllers 😅
This series has literally made me turn to spreadsheets to optimize my builds thoroughly. I mean it's also satisfying to be able to rank my builds with math but that's just a tertiary thing. I even started using a finger for each trigger/bumper to be even more effective/efficient. I was so happy to see all of this still applies to AC6.
Loved seeing this! As an old AC vet myself, whose come to consider the old AC controls second nature, its cool to see someone explain the old piloting techniques for those who may not know and are curious. Keep up the good work, fellow Raven!
I remember playing armored core Silent Line and being utterly trash at it. Regardless I still loved every bit of it, I can literally hear the intro music playing in my head right now as I'm typing this. I can't wait for armored core VI
From AC3 I changed up and down to face buttons and dodge left and right to the shoulders. Worked like a charm. Nowdays both set of face buttons are movement while boosting and shooting is shoulders. It's easy to do with Steam for early gens 1-2.
I gres up playing AC and i never figured out the micro tapping technique for up / down looking. That is genius. I would always just fly up to keep my enemy in sights or do my best to get around having to look up or down.
Trying to get into the series with Ac3 on psp, and i gotta to say, thanks you for telling me how to position my finger on the controller, i am really struggling with the control of this game
you're telling me I was developing classic Armored Core with modern controls then my development crashed because of my situation? -_- bruh... now you're making it harder for me to wait till I'm back on my feet to boot the project back up. Also, great to hear you finally got the community, I can relate a lot, cheers mate, let's see the AC 6 veteran now.
Um I'm playing armored core for the first time in an emulator. I'm learning alright. I'm gonna have to start with Master of Arena first because F it. I wanna kick arse. My current AC weighed 100k. Because, tanky, 9800 AP. I'm still keeping the Red-eye head. Here's my load out: Left weapon, standard machinegun. Right weapon, the laser blade that has ranged. Left back weapon is a missile that launches upward so that I hide behind cover and attack in hiding for a bit. Right back was a radar, octagon size, range of 18000 FCS has 4 locks, has wide and shallow range Generator has 52000 or something. Probably gives 9800 max EP I might not be correct on what I'm saying here but... You get the idea. Booster that has 19000 charge or something. Again, I am learning.
@@Zeg-eh5ik WASD for movement Numeric keys (the right side of the keyboard, not the alphanumeric) Q and E (L1 and 2, horizontal aim) 3 and 6 (R1 and 2, vertical aim) 1 Square (L Arm, fire back weapon) 2 O (Laserblade, action) 4 X (Boost, jump) 5 Triangle (Switch)
I love all of these discussions of PvP meta, even though I'm not a very competitive player myself. Heavier craft always start out with the advantage of higher AP and more firepower, so the lighter craft have to be the ones to abuse their positioning. In AC3, the skill check is keeping the enemy in your sights while you try to break the enemy's lock on yourself. Now with the way the FCS works in AC6, it looks like that skill check is going to be keeping yourself within your optimal range and outside of the optimal range of your opponent. It's such a smart compromise to add a hard lock-on, since using your right thumb to move the camera means you can't use your right thumb on any of the face buttons. It makes the controls more intuitive without sacrificing how much overall control you have over your Armored Core. And it allows FromSoftware to add skill-checks in other areas. I think they've done a fantastic job of both incorporating elements from all 15 of the existing AC games while still evolving the series and making it more approachable for new fans.
Honestly, I never minded the controls because I was good with my hands and fast enough to switch modes. Granted, I never mastered the controls to the extent I would have crushed in PvP, but i made up for it in single player, with part selection and combat strategy based on the opponent's weapon loadout and build.
Bra, Armored core needs it's own controller. Armored core really pumps your adrenaline, keeping your opponent in sight and dodging the homing type attacks.
wow, I've been playing through the AC series for the first time from the beginning to prepare for AC6 (on Master of Arena now), except I'm on emulator and just remapped the controls to play like a regular shooter, but with face buttons on back paddles. but seeing the original control scheme in action like this makes me want to go back and learn it at some point.
It's worth saying you at least tried them. And maybe be able to honestly appreciate how game development has improved over the years. Most modern gamers too young to remember the years before Halo don't understand how good they got it. We can all thank Halo for popularizing dual-analogue controls.
Quite importantly, using hard locks in AC6 apparently reduces "aiming precision" which some people are interpreting as poorer target tracking for the FCS itself, and one of the "OS chips" you can get lets you aim _completely manually_ which seems batshit insane. I only just started with AC1 and I pretty much got used to boosting around everywhere, although I didn't _quite_ think of just spam-tapping the camera controls for more precision yet. I remapped them to the face buttons and used the triggers for weapons and boosting. I honestly love that ACs were cumbersome to pilot, it felt a little like they managed to recreate the feeling of using a joystick. Like, a real joystick. With a controller, somehow. I get why it's changed eventually but there's something special about it, it was a design choice, not just a "stupid PS1 gen" thing. Is it weird that Armored Core reminds me a lot of Monster Hunter? Japanese franchise with a few super-dedicated western fans, wacky "clunky" controls, structured around replayable missions and an obscure multiplayer scene, now finally getting it's time in the spotlight with a lot of the jackassery toned down.
Oldgen controls were so engrained into muscle memory that even when Nexus rolled around with twin stick aiming I opted to stick with the original. As for AC6, while I'm still on the fence about how I feel about the changes of the game so far, I'll still give it a chance since seeing how it works and feeling how it works are usually two different things. I understand why the changes were made, though.
My AC journey began with AC3P on ppsspp emulator. Because I used an emulator and a dual sticks gamepad, I was free to bind any keys that were suitable for me(L stick for movements, R stick for aim, L R for left and right weap, R2 for boost...) so I have no idea how hard was it for vets back then. Thanks to your video, I'm really glad that I joined this community. There is rarely any cheese set-ups, the only way to move on is to learn the control, understand the mechanics and get good. Hope that one day I will be good enough to master the old PS1 control.
As someone who's hands sometimes get sore playing fighting games, I'm really curious now what the hand stress/injury situation with the competitive AC scene was like. It looks very high APM and on regular old gamepads no less
It really only got bad when you needed to fire two weapons at the same time - That's really the only point where my hands felt stressed if I did it too long. Luckily, AC gave you some pretty good incentives to not have 2 weapons, so I often designed my builds around single arm weapon tactics and it worked out pretty well - BUT, something that was also an option that I didn't talk about is, after AC Nexus they did give players the ability to use the sticks to aim and move if they wanted - So, a lot of the later gen people learned to play with those type of controls as well -
As a veteran myself, especially during the 3rd generation, I cannot stress enough how much I fell in love with the Nexus control rework. I always found that style to be a great improvement in mostly every aspect. Hell even in the 4th generation, I reworked the entire controller layout to mimic late 3rd gen as best as possible.
You had fine control of everything except targeting the enemy. You struggled more with your sight picture than anything the opponent actually did. Wish they found a happy medium other than eliminating the third person shooter element of Armored Core.
I remember "cheating" to activate 1st person to finish off some of the super pesky Arena matches when your sight picture was horrendously impossible to keep track of and see what was going on. That old camera delay was a killer, literally. It adds style but not when you're pulling 10Gs of aerial combat. (There were hidden in game options you could activate in the pause menu with certain button combinations that would enable/disable 1st person and other effects)
Ngl after they showed armored core 6 I Livestreamed armored core 1 on the ps1 emulator which isn't my first time playing it because I played a little bit earlier but haven't finished and I do enjoyed it.
I will admit, it is amazing to see how far AC has come. I remember the old controls, and both loved and hated them at the same time. Took me awhile to get used to them, but you are right. Once I got them mastered, I never got hit. While I didn't really enjoy 5, I have to admit that seeing the game evolve as it has, has been beautiful. And definitely, as someone who has painstakingly already 100% 6, I am so glad to see them bring back the full mobility, and to make it also accessible to the newer generation.
And one of the cool thing about the build setup is that it is entirely possible to just have lock on help come with heads, and introduce stealth mechanics to reward that ability to maintain a lock manually! I have no idea if they are going to do this, but the system naturally lends itself to putting a gradient on skill requirement, so it can be both accessible and skill heavy and anywhere in between, depending on player preference.
One of the hardest skills to master in the older AC games was "Kentucky Windage" Rocket Sniping. Rockets did some of the most damage in game, dealing overheat status as well as splash damage. Direct hits dealt high damage even if the rockets were low damage, they dealt good damage... but since rockets are an aimed weapon and do not track targets, they were hard to direct unless your target got stuck. You never want to incure overheat. Overheat over taxes your radiator and generator effecting your overall energy pool and if you take too much heat your armor will start draining.. the higher your overheat, the faster you burn. Rockets are nice since they don't weigh too much and are very low energy. Have a few builds where my ACs can actually stay air born almost indefinitely and are loaded out with mirvs and rockets
I may be late to this but i just got into armoured core for the first time and im trying it on psp idk if thats good or bad but it is very interesting and exciting game knowing that you cant just hop on and expect master it, i am actively trying to learn everything i can to get better and very soon i will be getting armoured core 6 bc all my friends started to play it, but i wanted to ask what the best one to learn the games mechanics?
(Briefing on)Attention! to all new GENERATION RAVENS WE ALL OF THE VETERAN RAVENS Would welcome you all to see how quickly you adapt, how creatively you make your own AC, How fast can you guys can analyze the situation of the battlefield. We veterans will see how good you guys are good at this game ,Remember this is not a souls like game Every time you lose doesn't mean you have a skill issue,You lose because you don't master the controls, you did not mastering the battlefield, You have absolutely no information on what enemy you are facing So make it a habit to always pay attention to briefings. Goodbye young Revan That's it's all that I can say we will meet again on the battlefield🐦⬛🐦⬛🐦⬛(Briefing finished)
All controls are crazy until you get used to them. We are just blessed to have a relative standard for most things now a days. (I just wish WINDOWS would REALIZE this and stop changing basic shit every update but I digress) But yeah, first time I used a mouse and keyboard to play the original half life, I could not even aim...at all, like... I'd be aiming up at the ceiling, down at the floor, it was nuts, possbily due to a sticky trackball on the mouse, no idea. I just vividly remember being so bad at it I couldn't hit a stationary target with a rocket launcher. Now it's like 2nd nature for me to have no issue controlling a zero-g wall running rocket jumping you name it character doing whatever with keyboard and mouse lol
Yo! A armored core veteran happy with auto lock, color me surprised. But fr tho, while i am extremely new to the franchise (starting with ac3 back to late last year) I am in love with the series despite the odd ball controls of gen 1-early 3, tho I cheated by editing the the controller layout on my emulator which segways into the point I want to make. While I loved these games, there's definitely a decent amount of built in gatekeeping that'll keep newcomers afraid to play it. Honestly I felt they nailed it with simplifying the gameplay while keeping the depth of the series with 4th gen.
Glad to have you onboard, young Raven. It still would have been nice if this reboot of Armored Core wasn't so simplified. But FromSoftware is trying to get the Souls/Ring fans into the AC series. I can understand it, but that doesn't mean I can't gripe about it. I'm still not thrilled about the new controls. It's not that I preferred how it was pre-Nexus. I prefer dual-analogue. The issue for me is eschewing weapon-swapping for giving all 4 weapon slots their own dedicated buttons at the bumpers/triggers. This has forced them to move jump/boost and quick-boost to the face buttons. This means you can't turn and dodge at the same time because you don't have two thumbs on your right hand. And dodging is kinda important, lol. I'm going to be remapping the controls, for sure.
Armored Core was the first game I played (demo disc) when my parents gave me the PS1, from there I followed it on all the consoles, I also always wanted to know how ACs were modeled, that's why today I'm a 3D artist
tbh pal, mastering the techniques just feels like a blast! in AC6 feels like it again! but with auto lock on and no turning speed which i think was the issue and also the solution to against computer players
You forgot boost-driving down, cutting boosters to drop in 5th, quick-turning, the fact that in 5 verticality meant everything versus VD where they flattened out most of the mission arenas. You forgot your instantaneous direction change with glide boost.... How was it easier?
Yup. AC gen 1-3 was always the best and how I've really gotten in to the series. 4 and 5 was my least fav of em all. I didn't put in that much hours as I did before and stopped playing quicker than the previous titles, sadly.
I played the first gen of ac in the last month and i changed my keys to have the movement on the d pad and the camera on the buttons and i find it way easyer that way, but is your way better?
Haha you forgot to add in the factor that im using my phone to play so the control is much, much harder than using actual controller. Still great video!
Mastering the lock, you mean Wide and shallow fcs + wide and shallow lock type weapon. that hasnt failed me until last raven which absolutely showed me the way to the hall of shame. and lost a lot of credit in the vr arena.
One thing worth pointing out is that: The starter AC is really slow, it gives new players time and a chance to get familiarized with the controls and how the AC responds. And because of how the game is designed you tweak and change parts in order to adjust how YOU want YOUR AC to control. So while looking from the outside in and you see players do insane maneuvers on these "complex" controls the truth is that once you've built your own AC you'll be doing similar stuff in literally no time at all. This also applies to Armored Core V/Verdict Day, which sadly shut down its multiplayer servers this past weekend after 11 years of active service...
How did we manage these controls? In the words most famously used by all the Souls-players, we "got gud!" Seriously, you just get used to it. Why didn't you cover the introduction of dual-analogue in Nexus? It was a change that made the controls better and more intuitive without diminishing the freedom of mobility. What I still can't figure out is why it took FromSoftware 4 years (2 games into gen3 of AC) to figure out dual-analogue after Halo popularized them in 2001. AC6's controls, however, are still not as intuitive as you might imagine. All for of your bumper/trigger buttons are being assigned their own weapon function. This allows you to shoot all 4 guns at the same time. "okay, commenter, why might this be a problem?" Well, because you still have to be able to avoid incoming fire with boosting and quick-boosting. The boosting functions have been assigned to Square and X, and the controls are still dual-analogue. In other words, you can't turn and boost at the same time because you don't have two thumbs on your right hand. You might be able to get away with a claw grip, but a game shouldn't _require_ you to adopt an unusual grip to be able to play it. That's bad game design. It means the hard-lock tool, introduced in AC4, is practically mandatory for this control scheme to be viable, and even the devs have admitted to having trouble with this. The director of the AC6 project, Masaru Yamamura, has stated balancing weapons has been the hardest part of developing AC6. If you have a lock-on system that potentially makes it impossible to dodge/miss, what is stopping players from loading their AC with the 4 most over-powered weapons and shooting them all at their opponent at the same time and winning a PvP match in 2 seconds? If you ask me, it's a problem that didn't need to exist. IMO, they should have stuck with L/R firing controls, and swapping weapons. Anyways, I'm still going to try AC6, and probably end up completely remapping these asinine controls.
One of the guys that got to play the game said that they were able to rebuild an AC they had in a previous game. I get to rebuild my favorite mech from AC4A, a lightweight melee speed demon. I called it R.Y.S.Q. And about the controls, its stated that there's a "Hard lock" and a "Soft lock". Hardlock is exactly what it is but Soft lock is stated to be more like traditional, old school locking and is more accurate than Hardlock. This is possibly where the skill potential comes into play.
Also apparently there's an OS upgrade in 6 to add a toggleable 'manual aim' which is either full on 'aim it yourself' or, it has been suggested, old school lockbox mode. I'm not even sure which I find a more awesome option.
I'll be honest I'm not that into mechs. I'm huge into From Software but that's because of the souls series (shocker), but I'm also not huge into feudal japan, yet Sekiro hooked me after giving it a good go. However I was pretty meh at first. Then I saw that first major trailer and went "Fuck, From is making me buy a mech game.". From really has that Midas touch. The story looks dark but grounded, the gameplay looks awesome, the customization looks like it could be fun as hell. So this isn't going to be my first AC game, it's going to be my first mech game.
Hey, I'm always happy to see new players join the fold! It's cool if you're not into mechs, I know what you mean - But, you never know until you try lol - For reals though, you have picked an Excellent choice for your "first" mech game, I have a feeling it will surprise you in ways you don't expect. When you finally make your first design in AC6, take a screenshot and tag me on twitter @TheRoyalSkies - I love seeing new fresh player designs coming from other games/genres because they very often come up with things most mech players don't think of :)
@@TheRoyalSkies If anyone can make me love a new genre it's certainly From, and I've come to learn to have faith in their games at this point. I look forward to a completely fresh experience. I'm certain my AC's will be a thing to behind whether that's positively or negatively will be quustion. The trainwrecks will be a fun part of the process I'm sure either way. I am curious is there any information on whether we will have multiple AC's/Loadouts or will we be repeatedly reworking the same core to different 'builds' of sorts?
The analog stick support in the older AC games is kinda shit they function much like buttons ie they always move your aim at max speed which is not as effective due to the nature of start stop aim speed if they were actually dynamic with the analog sticks it would be better. It’s still technically an issue (it’s different; not it acting like a button this time around) with the new AC6 game but that’s because of lack of options (notably they have an pretty big deadzone along side the fact that the vertical aspect of the analog stick function is very literal; if you deflect the analog stick the the upper left/right corner you won’t continuously move to the upper left/right corner rather you’ll move to a determined height and continuously rotate left/right. Also aim axis snap factor is pretty big too which TL;DR for that is there should be an option for no aim axis snap factor) the game has nor do they want to experiment with gyroscopic functionality
i did really wish the lock on wasnt as sticky as 6 is going to be because one of the things that makes me hate mech games is always that zelda like lock on made combat really boring at high level and one of the things i loved about armored core was that it never suffered that problem
All I can say is just.… what are these scrambled egg controls bro? Like I sat here taking in those controls and I still ask that. But tbf that’s how it was back then before improvements so yeah. I would honestly still play it and try it out when given the chance. Also…I’m so sorry… for the MASSIVE AC6 INFO DUMP that you might have to talk about 😅now it is your choice to talk about it but there’s just so much like broooo. And also it’s not just gameplay that Bandai posted to look into but also other ppl that went and got to play the demo for AC6. But yeah how you feeling about AC6 now? Cuz holy sh!t
You just didn't mention the part that not only you had to deal with those awful controls, but you also had to deal with enemies that acted like actual monkeys that moved faster than you could keep up. Oh and people mostly remapped the controls for the camera being handled on the Cross, Circle, Triangle and Square buttons. Because, although you had great control over your AC, that control scheme made your hands hurt a lot and was far from a ideal scheme with Nexus and the games after it showing that. From lost a lot of opportunities keeping this shitty control scheme.
10 months later… nope, they did not learn from the mistakes. It’s still a disgrace compared to what the series use to be. Overboost side jumping was 100% the movement meta back in the day.
"Once you get used to it" - You are permanently fucked. I still can't get used to the new controls. Had to rig 6 up to play the same by connecting boost and jump. The quick boost and quick turn was introduced earlier than 4, but they were only accessible through extension parts. You had to choose between fire power or fun movement. Making quick boost/turning a default ability was the best thing they ever did. Shame 6 fucked that over.
You shouldn't say shit like "ac5 wasn't anyone's favourite". It's a rather disingenuous statement. Unless you only consider "old fans" in which case it's also.kinda elitist. Not everyone had opportunity to play this series from the very beginning.
So don't play the older armored cores and wait for AC6 to give us casuals a control scheme that actually made sense . Also ignore the vets because they got traumatized into accepting the punishment they got during the original AC games. Thank you for the heads up.
@@blackmage471what are you talking about? The control over the lock on system, the more logical movement schemes, the more forgiving health pack system, the easily accessible way you can change weapons and cores mid-mission, CHECKPOINTS? It's going to be way more forgiving and easier to get through than the old QC games. Casuals will only have to fight the enemies in the game, and not the controller or the gamepad.
@@janematthews9087 I can't tell if you're trolling or not, or just being sarcastic. If you are trolling, well FU, have a nice day, bye-bye. If you're not, consider the following... - FromSoftware designed AC6 with the goal of onboarding their Souls/Ring players, this only means they're providing tools those players might be familiar with. It may be casual _for an Armored Core game,_ but FromSoftware does not make easy, casual games, period. - If you've ever played a FromSoftware game, you'd know it's the camera the player is fighting against the most, not the controller or enemies. If you'd actually watched the video, you'd understand FromSoftware was working with what they had, and they actually did a fantastic job. All you had to do was get used to the controls, and since there was nothing else to compare it to, there was no real reason to complain. You can't compare modern gaming standards to how things _had_ to be done in the past due to hardware limitations. - Replenishing health is not new in Armored Core. This was done in past games for the player in longer missions to make them viable. The only difference is that power is in the player's hands. But if you have to use them it means you're performing poorly. You won't earn an S rank. You won't get your S rank if you die and reload a checkpoint either. And past AC games were known for rewarding S ranks with more high quality parts. There is no reason to expect AC6 won't do the same. - Modern dual-analogue controls were introduced in Armored Core: Nexus (2004) and has been available in all AC games ever since. But the controls for AC6 are still a mess _because_ they decided to give each weapon slot its own dedicated button, rather than swapping weapons. They're all mapped to the bumpers/triggers, and boosting has been shoved over to Square and X. Since this is still a dual-analogue control scheme, this means the default controls do not allow you to turn and dodge at the same time in soft-lock mode. You don't have two thumbs on your right hand. So yeah, the controls are garbage. These are controls you'll actually be fighting - and I know you will because the default controls in AC4 were similar and made it impossible to shoot and turn at the same time. Even if you remap the controls, you're still going to run into mapping issues simply because there are no fewer than 6 vital functions, and only 4 bumper/trigger buttons. You can try mapping some of those functions to L3 and R3, but it's still going to be awkward. So, good luck, Mr. Casual, but luck isn't going to be enough.
THe microtaps, wtf? Bro Ive been playing these games since they came out and ive NEVER ONE TIME IN MY LIFE seen anyone do that shit on ANY AC game of the past. We didnt microtap, we just learned to use the pressure sensitivity we were given in the PS2 era for what it was worth. Also, anyone with half a brain flipped the triggers to make aiming while strafe boosting easier. All these dudes I see bunny hopping or essentially trying to fly missed the most effective way to play, which was translated into the newer movement of skating while boosting. You may have played the older games but you damn sure dont represent us all who did this in any way shape or form.
For those of you wondering "Why the gloves?", It's to hide the scars I have from piloting an AC for 20 years -
I thought it might be some high level technique where the plastic on plastic action allowed for easier transition between buttons or pressing multiples at once.
What medieval torture device do you put your hands in to undo the multiple deformations that come with the unnatural hand positions? Not sure if mine will ever return to normal. xD
But all is worthwhile in the pursuit of those legendary laser blade kills.
I imagine the gloves are more for privacy, but I like your reason ;-)
Hey Skies, what AC game (Or games) do you recommend for newcomers while waiting for the new one?
Ive always been fascinated by Armored Core, i downloaded many of them to emulate them in the past, but something always stopped me, sometimes it was a new game i was really interested and also wouldnt have a huge learning curve, others because i was rarely playing video games because of my job.. But now im so into it.
I have been playing LOTS of warframe and im just craving for more cool sci fi stuff with great customization and fast paced controls, and i can already feel that the new AC is gonna be the perfect choice, so i would love to check out some earlier entry while i wait for the release!
@@SeaSerpentLevi In all honesty, I genuinely think it would be best if your first introduction to Armored Core was AC6 - The controls wont frustrate you, and the graphics will feel normal - If I had to pick one of the older ones for you, it would probably be 2, since that is one of the easier ones and it's also one of the "prettiest" with the funnest Arena - If I may though, recommend a cool sci-fi game that would probably keep you happily occupied until 6 that has "Excellent" gameplay and controls, I highly recommend you get your hands on "Zone of the Enders - The Second Runner" - That mech game is a masterpiece, and it will feel very similar to AC6 -
@@TheRoyalSkies YOOO i actually already downloaded Zone of the enders 2 but i just beat the first and forgot to play the second because Elden Ring had just come out when i finished 1 LOL thanks for reminding me! Will absolutely look into AC 2, even if i dont stick with it it will be amazing to at least have a point of reference when i play the new one. Thanks for the recommendations! :D
Do you by any chance plan on streamming the new AC when it comes out? That would be fun
Piloting Air Conditioners must be hard
"It's about time to open the gates to a New Generation of Pilots (Ravens)"
See the thing is that the Gate was never closed or kept as it was always open, it was just heavily boobytrapped and covered in copious amounts of barbed wire. it was never " you can't come here", it was more of a "Oh you are welcome here, the question is CAN YOU get in here?".
I love how the greatest pilot on the planet in ac6 is an unaugmented human, likely using something equivalent to the old controls to demolish everyone (apart from Raven, of course). Feels like a nod to the older fans.
Whats interesting is that the hard lock is actually a punished crutch, as apparently the tutorial clarifies you take an accuracy penalty for hard locking over the traditional screen soft lock on.
There’s even the option to unlock true free aim like a shooter, so really it seems like the game gives you options to help you at the start and then gives you incentive to really master the controls as openly as possible
You are an absolute gem. Legit the in-depth explanation is amazing and goddamn handcam demonstration is second to none.
I like how he casually whip out the Mario Switch Pro Controller and basically said "This is how you play Armored Core back in the days". But yeah, old school control is quite difficult to wrap around your head when there are a lot of stuff going on the screen already.
using Verdict Day/V to show off "easy" controls gave me a humongous laugh, 5th gen had THREE boost buttons. a separate vertical mobility button, a series of buttons you have to hold while pressing other buttons and directional inputs for others, it was a nightmare to the point i remapped everything
Edit: i haven't played ACV/VD's online since the USA servers shut off, but you absolutely had options for evasion, glide boost allowed you to outpace hard tracked weapons like WNGIX's missiles, while different classes of boosters allowed you to decide how you wanted to dodge, power boosters giving you a longer charged, higher burst speed dodge while the accel boosters give you spammable, quick acceleration but lower top speed boosts.
exactly, glide on high acceleration boosters alongside high energy conductivity on the core offers an insanely precise level of control even at high speeds
Exactly.
Just like everyone else who shits on gen 5, he's never actually played it.
Or worse didn't take the time to understand what v/vd was asking either way he's wrong.
@@Phantasmar or using the efficiency boosters to get higher sustained movement speeds and near instant direction changes like for the fight against WNGIX with a non cheese build
The amount of new players coming to AC via From Software making the Dark Souls series will be unreal.
Mech Warrior is falling flat on it's face with hacky sandbox levels that feel like paper.
This is going to be legendary.
I dunno if that is a good thing I say the more Mecha we get the better
Battletech, Armored Core maybe some Gundam or Gundam style mecha
Skies, after watching a few of your videos recently, you're now one of my favorite AC content creators. You got skill, and you're so welcoming to the new players. I like your takes on the changes in mechanics for the franchise to move forward.
Keep up good work bro, and see you in Rubicon III
- From Gen 3 Raven who just recently learned how to use OB properly.
this is funnily immersive because the controls are so unintuitive that it really feels like you are learning how to control an actual mecha lol (Which is BADASS). And its very fun to see your hand executing it too, kinda like smash bros or gunz the duel, the beauty of the complex fast paced controls is entertaining on its own.
From what I heard, these are "tank" controls. So, in a way, you are not only learning how to pilot a mech, you are also learning how to pilot a tank too!
Part of the reason WE mastered those controls is due to there being literally no other titles that offered mechs in 3D with fast paced combat. Mech Warrior was slow and clunky, still great, but I had Earth Siege, the MW rip-off, literally.
Also first PS1 demo disk crew!
Reading this made me remember how wild it is that a lot of old mech titles were going for an outright flight simulator type feeling.
Nowadays that pretty much doesn't exist anymore.
Yeah, I'm surprised at how niche the mech genre is. Mechwarrior is fun too, but it's a whole different experience. Mechwarrior's Battlemechs are more like armored bipedal tanks. Armored Core is one of the few games gives you a fast paced flying Mech feel similar to a Gundam. There have been other Mech games in various scenes, but in the past none combined the level of customization with the flying mech gameplay.
Old Guard here, thanks for bringing back the memories with this tech showcase! I'm sure the newer game won't play like we're used to with the older titles but I can't wait to see so many new faces get their hands on AC for the first time. I can't wait to jump in myself. I played a bit during AC4 and ACVD but didn't dedicate anywhere near as much time as I did in the older titles. Cheers for the memories and I'll see you in AC6, Pilot!
Before this video, I had no idea what Armored Core looked like or played like. Your video explaining it me makes me want to play it.
I PLAY ARMORED CORE GEN 1 TO GEN 5 Went was processed as well
Quick boost in AC5 and AC4/ACFA had a cooldown on each booster direction e.g front, back, left, right and could be combined together essentially quickboosting without any cooldown. Quickboost also was heavily affected by the booster you were using making you move further or shorter. Quickboost in these armored cores also allowed for twists on the spot and change direction instantly and aim yourself on the target more efficiently and in AC5 and V you could now kick yourself off walls alongside a quickboost allowing for hyper mobility to cross large distances to one side.
Alongside quickboost they added stabilisers exclusively to acfa and 4 which allowed you to fine tune the aerodynamics of your ac to allow for better mobility in specific directions.
It’s disingenuous to call it simple when it added more layers of gameplay. The reason original armored core’s gameplay was difficult wasn’t because of genuinely difficult and challenging content but rather the game controls were not accurate enough for this type of game. Its partially the reason they gave such a generous lock box to begin with.
There is no reason to keep the camera controls like they were for nearly 10 years. They had controllers with analogue support and chose not to use that and this itself was the major barrier to entry into the game not the games content.
I came from ZOE 1 and 2 to Armored Core in the playstation2 era. felt confined and confused. never realized how the movement system was distributed over the controller. thanks.
going to try out that old AC again and pick up 6. Lets go Giant Robots!
Screw the Steam reviews. I'm waiting for yours.
Honestly I play the AC games on Type A which I started at Nine Breaker (my childhood game) and it was a good start since it’s training. But when I found out about the older games and their controls and I switched to Type B,I realized I will suck till I found out there is remapping option in the setting so I tried it and match it to the Type A since everything is almost the same except camera movements since it’s Cross, Circle, Triangle, and Square I mastered it pretty quickly and finished AC 3, Silent Line, 2, and Another Age. So technically FromSoftware did offer players the option to remap the controllers 😅
I saw an OST tuning option for "manual aiming" un vaatividyas video, so maybe thats the old fcs style system.
This series has literally made me turn to spreadsheets to optimize my builds thoroughly. I mean it's also satisfying to be able to rank my builds with math but that's just a tertiary thing. I even started using a finger for each trigger/bumper to be even more effective/efficient. I was so happy to see all of this still applies to AC6.
Loved seeing this! As an old AC vet myself, whose come to consider the old AC controls second nature, its cool to see someone explain the old piloting techniques for those who may not know and are curious. Keep up the good work, fellow Raven!
I remember playing armored core Silent Line and being utterly trash at it. Regardless I still loved every bit of it, I can literally hear the intro music playing in my head right now as I'm typing this. I can't wait for armored core VI
From AC3 I changed up and down to face buttons and dodge left and right to the shoulders. Worked like a charm. Nowdays both set of face buttons are movement while boosting and shooting is shoulders. It's easy to do with Steam for early gens 1-2.
The PVP will be insane o.o 1v1 and 3v3
Honestly what got me hooked on Mech games besides Robot Alchemic Drive was Virtua On this is Virtua On on steroids
I gres up playing AC and i never figured out the micro tapping technique for up / down looking. That is genius. I would always just fly up to keep my enemy in sights or do my best to get around having to look up or down.
Trying to get into the series with Ac3 on psp, and i gotta to say, thanks you for telling me how to position my finger on the controller, i am really struggling with the control of this game
Guy has good takes 👍
you're telling me I was developing classic Armored Core with modern controls then my development crashed because of my situation? -_- bruh... now you're making it harder for me to wait till I'm back on my feet to boot the project back up.
Also, great to hear you finally got the community, I can relate a lot, cheers mate, let's see the AC 6 veteran now.
I'm gonna tell you something crazy, I'mma play it on mouse and keyboard.
Um I'm playing armored core for the first time in an emulator. I'm learning alright.
I'm gonna have to start with Master of Arena first because F it. I wanna kick arse.
My current AC weighed 100k. Because, tanky, 9800 AP. I'm still keeping the Red-eye head.
Here's my load out:
Left weapon, standard machinegun.
Right weapon, the laser blade that has ranged.
Left back weapon is a missile that launches upward so that I hide behind cover and attack in hiding for a bit.
Right back was a radar, octagon size, range of 18000
FCS has 4 locks, has wide and shallow range
Generator has 52000 or something. Probably gives 9800 max EP
I might not be correct on what I'm saying here but... You get the idea.
Booster that has 19000 charge or something.
Again, I am learning.
Ain't as bad as it seems. I just basically assigned controls like dual analog (Kinda). Then M3 for OB, E for extensions, Q for swapping weapons.
@@critzhater8680 what keybinds do you use?
@@Zeg-eh5ik
WASD for movement
Numeric keys (the right side of the keyboard, not the alphanumeric)
Q and E (L1 and 2, horizontal aim)
3 and 6 (R1 and 2, vertical aim)
1 Square (L Arm, fire back weapon)
2 O (Laserblade, action)
4 X (Boost, jump)
5 Triangle (Switch)
@@critzhater8680 nice config, I just resorted to using mouse mapping with max sens
We veterans need option turn on old controls
Back in my day...
Thankfully I read on reddit that when you lock on, it’s slow and when you manual aim, the lock on is faster
Bringing more capital to Robot francise so they can make ANOTHER CENTURY EPISODE Francise again
I love all of these discussions of PvP meta, even though I'm not a very competitive player myself. Heavier craft always start out with the advantage of higher AP and more firepower, so the lighter craft have to be the ones to abuse their positioning. In AC3, the skill check is keeping the enemy in your sights while you try to break the enemy's lock on yourself. Now with the way the FCS works in AC6, it looks like that skill check is going to be keeping yourself within your optimal range and outside of the optimal range of your opponent.
It's such a smart compromise to add a hard lock-on, since using your right thumb to move the camera means you can't use your right thumb on any of the face buttons. It makes the controls more intuitive without sacrificing how much overall control you have over your Armored Core. And it allows FromSoftware to add skill-checks in other areas. I think they've done a fantastic job of both incorporating elements from all 15 of the existing AC games while still evolving the series and making it more approachable for new fans.
Honestly, I never minded the controls because I was good with my hands and fast enough to switch modes.
Granted, I never mastered the controls to the extent I would have crushed in PvP, but i made up for it in single player, with part selection and combat strategy based on the opponent's weapon loadout and build.
Bra, Armored core needs it's own controller. Armored core really pumps your adrenaline, keeping your opponent in sight and dodging the homing type attacks.
but we already do... its called the Steel Battalion controller
@@lesslighter I'll try it out.
You already know some madlad is going to run this on a dual stick setup with pedals
wow, I've been playing through the AC series for the first time from the beginning to prepare for AC6 (on Master of Arena now), except I'm on emulator and just remapped the controls to play like a regular shooter, but with face buttons on back paddles.
but seeing the original control scheme in action like this makes me want to go back and learn it at some point.
It's worth saying you at least tried them. And maybe be able to honestly appreciate how game development has improved over the years.
Most modern gamers too young to remember the years before Halo don't understand how good they got it. We can all thank Halo for popularizing dual-analogue controls.
Quite importantly, using hard locks in AC6 apparently reduces "aiming precision" which some people are interpreting as poorer target tracking for the FCS itself, and one of the "OS chips" you can get lets you aim _completely manually_ which seems batshit insane.
I only just started with AC1 and I pretty much got used to boosting around everywhere, although I didn't _quite_ think of just spam-tapping the camera controls for more precision yet. I remapped them to the face buttons and used the triggers for weapons and boosting. I honestly love that ACs were cumbersome to pilot, it felt a little like they managed to recreate the feeling of using a joystick. Like, a real joystick. With a controller, somehow. I get why it's changed eventually but there's something special about it, it was a design choice, not just a "stupid PS1 gen" thing.
Is it weird that Armored Core reminds me a lot of Monster Hunter? Japanese franchise with a few super-dedicated western fans, wacky "clunky" controls, structured around replayable missions and an obscure multiplayer scene, now finally getting it's time in the spotlight with a lot of the jackassery toned down.
Yes, it's very weird that it reminds you of Monster Hunter. These two games are not at all alike.
@@blackmage471 You're missing that I"m not talking about gameplay. _At all._
Oldgen controls were so engrained into muscle memory that even when Nexus rolled around with twin stick aiming I opted to stick with the original.
As for AC6, while I'm still on the fence about how I feel about the changes of the game so far, I'll still give it a chance since seeing how it works and feeling how it works are usually two different things. I understand why the changes were made, though.
My AC journey began with AC3P on ppsspp emulator. Because I used an emulator and a dual sticks gamepad, I was free to bind any keys that were suitable for me(L stick for movements, R stick for aim, L R for left and right weap, R2 for boost...) so I have no idea how hard was it for vets back then. Thanks to your video, I'm really glad that I joined this community. There is rarely any cheese set-ups, the only way to move on is to learn the control, understand the mechanics and get good. Hope that one day I will be good enough to master the old PS1 control.
People refusing to play a game because of unusual controls? Tell me about it... I'm a Gothic fan ;_;
As someone who's hands sometimes get sore playing fighting games, I'm really curious now what the hand stress/injury situation with the competitive AC scene was like. It looks very high APM and on regular old gamepads no less
It really only got bad when you needed to fire two weapons at the same time - That's really the only point where my hands felt stressed if I did it too long. Luckily, AC gave you some pretty good incentives to not have 2 weapons, so I often designed my builds around single arm weapon tactics and it worked out pretty well - BUT, something that was also an option that I didn't talk about is, after AC Nexus they did give players the ability to use the sticks to aim and move if they wanted - So, a lot of the later gen people learned to play with those type of controls as well -
@@TheRoyalSkies yeah, when you showed firing both weapons I thought for sure that can't be comfortable lol
As a veteran myself, especially during the 3rd generation, I cannot stress enough how much I fell in love with the Nexus control rework. I always found that style to be a great improvement in mostly every aspect. Hell even in the 4th generation, I reworked the entire controller layout to mimic late 3rd gen as best as possible.
You had fine control of everything except targeting the enemy. You struggled more with your sight picture than anything the opponent actually did. Wish they found a happy medium other than eliminating the third person shooter element of Armored Core.
I remember "cheating" to activate 1st person to finish off some of the super pesky Arena matches when your sight picture was horrendously impossible to keep track of and see what was going on. That old camera delay was a killer, literally. It adds style but not when you're pulling 10Gs of aerial combat. (There were hidden in game options you could activate in the pause menu with certain button combinations that would enable/disable 1st person and other effects)
In AC2 I just went for human+ 😆
That's incredible in so many ways.
Ngl after they showed armored core 6 I Livestreamed armored core 1 on the ps1 emulator which isn't my first time playing it because I played a little bit earlier but haven't finished and I do enjoyed it.
I will admit, it is amazing to see how far AC has come. I remember the old controls, and both loved and hated them at the same time. Took me awhile to get used to them, but you are right. Once I got them mastered, I never got hit. While I didn't really enjoy 5, I have to admit that seeing the game evolve as it has, has been beautiful. And definitely, as someone who has painstakingly already 100% 6, I am so glad to see them bring back the full mobility, and to make it also accessible to the newer generation.
And one of the cool thing about the build setup is that it is entirely possible to just have lock on help come with heads, and introduce stealth mechanics to reward that ability to maintain a lock manually! I have no idea if they are going to do this, but the system naturally lends itself to putting a gradient on skill requirement, so it can be both accessible and skill heavy and anywhere in between, depending on player preference.
One of the hardest skills to master in the older AC games was "Kentucky Windage" Rocket Sniping. Rockets did some of the most damage in game, dealing overheat status as well as splash damage. Direct hits dealt high damage even if the rockets were low damage, they dealt good damage... but since rockets are an aimed weapon and do not track targets, they were hard to direct unless your target got stuck. You never want to incure overheat. Overheat over taxes your radiator and generator effecting your overall energy pool and if you take too much heat your armor will start draining.. the higher your overheat, the faster you burn. Rockets are nice since they don't weigh too much and are very low energy. Have a few builds where my ACs can actually stay air born almost indefinitely and are loaded out with mirvs and rockets
I may be late to this but i just got into armoured core for the first time and im trying it on psp idk if thats good or bad but it is very interesting and exciting game knowing that you cant just hop on and expect master it, i am actively trying to learn everything i can to get better and very soon i will be getting armoured core 6 bc all my friends started to play it, but i wanted to ask what the best one to learn the games mechanics?
(Briefing on)Attention! to all new GENERATION RAVENS WE ALL OF THE VETERAN RAVENS Would welcome you all to see how quickly you adapt, how creatively you make your own AC, How fast can you guys can analyze the situation of the battlefield. We veterans will see how good you guys are good at this game ,Remember this is not a souls like game Every time you lose doesn't mean you have a skill issue,You lose because you don't master the controls, you did not mastering the battlefield, You have absolutely no information on what enemy you are facing So make it a habit to always pay attention to briefings. Goodbye young Revan That's it's all that I can say we will meet again on the battlefield🐦⬛🐦⬛🐦⬛(Briefing finished)
AC1 is my first game lol Trying to control the AC and mastered it felt so good back then.
Love the gloves!!
I'm so glad AC VI will have mouse and keyboard support.
All controls are crazy until you get used to them. We are just blessed to have a relative standard for most things now a days. (I just wish WINDOWS would REALIZE this and stop changing basic shit every update but I digress) But yeah, first time I used a mouse and keyboard to play the original half life, I could not even aim...at all, like... I'd be aiming up at the ceiling, down at the floor, it was nuts, possbily due to a sticky trackball on the mouse, no idea. I just vividly remember being so bad at it I couldn't hit a stationary target with a rocket launcher. Now it's like 2nd nature for me to have no issue controlling a zero-g wall running rocket jumping you name it character doing whatever with keyboard and mouse lol
also another technique is to "paint" your AC in the most painful way possible the ITA-CORE lifestyle has to live on
Man, looks like the fast track to arthritis lol
Yo! A armored core veteran happy with auto lock, color me surprised. But fr tho, while i am extremely new to the franchise (starting with ac3 back to late last year) I am in love with the series despite the odd ball controls of gen 1-early 3, tho I cheated by editing the the controller layout on my emulator which segways into the point I want to make. While I loved these games, there's definitely a decent amount of built in gatekeeping that'll keep newcomers afraid to play it. Honestly I felt they nailed it with simplifying the gameplay while keeping the depth of the series with 4th gen.
Glad to have you onboard, young Raven.
It still would have been nice if this reboot of Armored Core wasn't so simplified. But FromSoftware is trying to get the Souls/Ring fans into the AC series. I can understand it, but that doesn't mean I can't gripe about it. I'm still not thrilled about the new controls. It's not that I preferred how it was pre-Nexus. I prefer dual-analogue. The issue for me is eschewing weapon-swapping for giving all 4 weapon slots their own dedicated buttons at the bumpers/triggers. This has forced them to move jump/boost and quick-boost to the face buttons. This means you can't turn and dodge at the same time because you don't have two thumbs on your right hand. And dodging is kinda important, lol.
I'm going to be remapping the controls, for sure.
I like the gloves man. That keeps your controller dry from sweat for sure 😂
Armored Core was the first game I played (demo disc) when my parents gave me the PS1, from there I followed it on all the consoles, I also always wanted to know how ACs were modeled, that's why today I'm a 3D artist
playstation undergrounddddddd
tbh pal, mastering the techniques just feels like a blast! in AC6 feels like it again! but with auto lock on and no turning speed which i think was the issue and also the solution to against computer players
I've come on for Armored Core 6; using a controller, it's got the best of both worlds.
You forgot boost-driving down, cutting boosters to drop in 5th, quick-turning, the fact that in 5 verticality meant everything versus VD where they flattened out most of the mission arenas. You forgot your instantaneous direction change with glide boost....
How was it easier?
Yup. AC gen 1-3 was always the best and how I've really gotten in to the series. 4 and 5 was my least fav of em all. I didn't put in that much hours as I did before and stopped playing quicker than the previous titles, sadly.
You can customize the controls from the very first game. No analog, but still way more manageable
Insane mode: Play AC3, Silent Line and Last Raven on PSP with default control scheme.
I played the first gen of ac in the last month and i changed my keys to have the movement on the d pad and the camera on the buttons and i find it way easyer that way, but is your way better?
Haha you forgot to add in the factor that im using my phone to play so the control is much, much harder than using actual controller. Still great video!
Mastering the lock, you mean Wide and shallow fcs + wide and shallow lock type weapon.
that hasnt failed me until last raven which absolutely showed me the way to the hall of shame.
and lost a lot of credit in the vr arena.
1:27 we are call a RAVENS NOT A LINKS we work with what we have that's mean by RAVENS
One thing worth pointing out is that: The starter AC is really slow, it gives new players time and a chance to get familiarized with the controls and how the AC responds. And because of how the game is designed you tweak and change parts in order to adjust how YOU want YOUR AC to control. So while looking from the outside in and you see players do insane maneuvers on these "complex" controls the truth is that once you've built your own AC you'll be doing similar stuff in literally no time at all.
This also applies to Armored Core V/Verdict Day, which sadly shut down its multiplayer servers this past weekend after 11 years of active service...
How did we manage these controls? In the words most famously used by all the Souls-players, we "got gud!" Seriously, you just get used to it.
Why didn't you cover the introduction of dual-analogue in Nexus? It was a change that made the controls better and more intuitive without diminishing the freedom of mobility. What I still can't figure out is why it took FromSoftware 4 years (2 games into gen3 of AC) to figure out dual-analogue after Halo popularized them in 2001.
AC6's controls, however, are still not as intuitive as you might imagine. All for of your bumper/trigger buttons are being assigned their own weapon function. This allows you to shoot all 4 guns at the same time. "okay, commenter, why might this be a problem?"
Well, because you still have to be able to avoid incoming fire with boosting and quick-boosting. The boosting functions have been assigned to Square and X, and the controls are still dual-analogue. In other words, you can't turn and boost at the same time because you don't have two thumbs on your right hand. You might be able to get away with a claw grip, but a game shouldn't _require_ you to adopt an unusual grip to be able to play it. That's bad game design.
It means the hard-lock tool, introduced in AC4, is practically mandatory for this control scheme to be viable, and even the devs have admitted to having trouble with this. The director of the AC6 project, Masaru Yamamura, has stated balancing weapons has been the hardest part of developing AC6. If you have a lock-on system that potentially makes it impossible to dodge/miss, what is stopping players from loading their AC with the 4 most over-powered weapons and shooting them all at their opponent at the same time and winning a PvP match in 2 seconds?
If you ask me, it's a problem that didn't need to exist. IMO, they should have stuck with L/R firing controls, and swapping weapons.
Anyways, I'm still going to try AC6, and probably end up completely remapping these asinine controls.
One of the guys that got to play the game said that they were able to rebuild an AC they had in a previous game.
I get to rebuild my favorite mech from AC4A, a lightweight melee speed demon. I called it R.Y.S.Q.
And about the controls, its stated that there's a "Hard lock" and a "Soft lock". Hardlock is exactly what it is but Soft lock is stated to be more like traditional, old school locking and is more accurate than Hardlock. This is possibly where the skill potential comes into play.
Also apparently there's an OS upgrade in 6 to add a toggleable 'manual aim' which is either full on 'aim it yourself' or, it has been suggested, old school lockbox mode. I'm not even sure which I find a more awesome option.
The old control r… 😅
still use old school control but in an emulator pcs2 or ppsspp version crazy control 👍🏻
I'll be honest I'm not that into mechs. I'm huge into From Software but that's because of the souls series (shocker), but I'm also not huge into feudal japan, yet Sekiro hooked me after giving it a good go. However I was pretty meh at first.
Then I saw that first major trailer and went "Fuck, From is making me buy a mech game.".
From really has that Midas touch. The story looks dark but grounded, the gameplay looks awesome, the customization looks like it could be fun as hell.
So this isn't going to be my first AC game, it's going to be my first mech game.
Hey, I'm always happy to see new players join the fold! It's cool if you're not into mechs, I know what you mean - But, you never know until you try lol - For reals though, you have picked an Excellent choice for your "first" mech game, I have a feeling it will surprise you in ways you don't expect. When you finally make your first design in AC6, take a screenshot and tag me on twitter @TheRoyalSkies - I love seeing new fresh player designs coming from other games/genres because they very often come up with things most mech players don't think of :)
@@TheRoyalSkies If anyone can make me love a new genre it's certainly From, and I've come to learn to have faith in their games at this point.
I look forward to a completely fresh experience. I'm certain my AC's will be a thing to behind whether that's positively or negatively will be quustion. The trainwrecks will be a fun part of the process I'm sure either way.
I am curious is there any information on whether we will have multiple AC's/Loadouts or will we be repeatedly reworking the same core to different 'builds' of sorts?
oNe oF uS! oNe oF uS! oNe oF uS! 😆
The analog stick support in the older AC games is kinda shit they function much like buttons ie they always move your aim at max speed which is not as effective due to the nature of start stop aim speed if they were actually dynamic with the analog sticks it would be better. It’s still technically an issue (it’s different; not it acting like a button this time around) with the new AC6 game but that’s because of lack of options (notably they have an pretty big deadzone along side the fact that the vertical aspect of the analog stick function is very literal; if you deflect the analog stick the the upper left/right corner you won’t continuously move to the upper left/right corner rather you’ll move to a determined height and continuously rotate left/right. Also aim axis snap factor is pretty big too which TL;DR for that is there should be an option for no aim axis snap factor) the game has nor do they want to experiment with gyroscopic functionality
Thank you. These memes about 'the armored core crip', aside from being funny, are just wildly inaccurate.
Facts
i did really wish the lock on wasnt as sticky as 6 is going to be because one of the things that makes me hate mech games is always that zelda like lock on made combat really boring at high level and one of the things i loved about armored core was that it never suffered that problem
All I can say is just.… what are these scrambled egg controls bro? Like I sat here taking in those controls and I still ask that. But tbf that’s how it was back then before improvements so yeah. I would honestly still play it and try it out when given the chance.
Also…I’m so sorry… for the MASSIVE AC6 INFO DUMP that you might have to talk about 😅now it is your choice to talk about it but there’s just so much like broooo. And also it’s not just gameplay that Bandai posted to look into but also other ppl that went and got to play the demo for AC6. But yeah how you feeling about AC6 now? Cuz holy sh!t
Love os
You just didn't mention the part that not only you had to deal with those awful controls, but you also had to deal with enemies that acted like actual monkeys that moved faster than you could keep up. Oh and people mostly remapped the controls for the camera being handled on the Cross, Circle, Triangle and Square buttons. Because, although you had great control over your AC, that control scheme made your hands hurt a lot and was far from a ideal scheme with Nexus and the games after it showing that. From lost a lot of opportunities keeping this shitty control scheme.
Those controls look painful
Yeah learning the controls proper was hellish wasnt it? But so worth it.
You need to never talk about Armored Core ever again you are just talking out of your ass about things you don't even understand properly.
10 months later… nope, they did not learn from the mistakes. It’s still a disgrace compared to what the series use to be.
Overboost side jumping was 100% the movement meta back in the day.
"Once you get used to it" - You are permanently fucked. I still can't get used to the new controls. Had to rig 6 up to play the same by connecting boost and jump.
The quick boost and quick turn was introduced earlier than 4, but they were only accessible through extension parts. You had to choose between fire power or fun movement. Making quick boost/turning a default ability was the best thing they ever did.
Shame 6 fucked that over.
You shouldn't say shit like "ac5 wasn't anyone's favourite". It's a rather disingenuous statement. Unless you only consider "old fans" in which case it's also.kinda elitist.
Not everyone had opportunity to play this series from the very beginning.
So don't play the older armored cores and wait for AC6 to give us casuals a control scheme that actually made sense .
Also ignore the vets because they got traumatized into accepting the punishment they got during the original AC games.
Thank you for the heads up.
AC6 is still not for you casuals, lol.
@@blackmage471what are you talking about? The control over the lock on system, the more logical movement schemes, the more forgiving health pack system, the easily accessible way you can change weapons and cores mid-mission, CHECKPOINTS?
It's going to be way more forgiving and easier to get through than the old QC games.
Casuals will only have to fight the enemies in the game, and not the controller or the gamepad.
@@janematthews9087 I can't tell if you're trolling or not, or just being sarcastic. If you are trolling, well FU, have a nice day, bye-bye. If you're not, consider the following...
- FromSoftware designed AC6 with the goal of onboarding their Souls/Ring players, this only means they're providing tools those players might be familiar with. It may be casual _for an Armored Core game,_ but FromSoftware does not make easy, casual games, period.
- If you've ever played a FromSoftware game, you'd know it's the camera the player is fighting against the most, not the controller or enemies. If you'd actually watched the video, you'd understand FromSoftware was working with what they had, and they actually did a fantastic job. All you had to do was get used to the controls, and since there was nothing else to compare it to, there was no real reason to complain. You can't compare modern gaming standards to how things _had_ to be done in the past due to hardware limitations.
- Replenishing health is not new in Armored Core. This was done in past games for the player in longer missions to make them viable. The only difference is that power is in the player's hands. But if you have to use them it means you're performing poorly. You won't earn an S rank. You won't get your S rank if you die and reload a checkpoint either. And past AC games were known for rewarding S ranks with more high quality parts. There is no reason to expect AC6 won't do the same.
- Modern dual-analogue controls were introduced in Armored Core: Nexus (2004) and has been available in all AC games ever since. But the controls for AC6 are still a mess _because_ they decided to give each weapon slot its own dedicated button, rather than swapping weapons. They're all mapped to the bumpers/triggers, and boosting has been shoved over to Square and X. Since this is still a dual-analogue control scheme, this means the default controls do not allow you to turn and dodge at the same time in soft-lock mode. You don't have two thumbs on your right hand. So yeah, the controls are garbage. These are controls you'll actually be fighting - and I know you will because the default controls in AC4 were similar and made it impossible to shoot and turn at the same time.
Even if you remap the controls, you're still going to run into mapping issues simply because there are no fewer than 6 vital functions, and only 4 bumper/trigger buttons. You can try mapping some of those functions to L3 and R3, but it's still going to be awkward.
So, good luck, Mr. Casual, but luck isn't going to be enough.
9:30 have ya ever seen that gatekeeping comic? be careful what you wish for
THe microtaps, wtf? Bro Ive been playing these games since they came out and ive NEVER ONE TIME IN MY LIFE seen anyone do that shit on ANY AC game of the past. We didnt microtap, we just learned to use the pressure sensitivity we were given in the PS2 era for what it was worth. Also, anyone with half a brain flipped the triggers to make aiming while strafe boosting easier. All these dudes I see bunny hopping or essentially trying to fly missed the most effective way to play, which was translated into the newer movement of skating while boosting. You may have played the older games but you damn sure dont represent us all who did this in any way shape or form.