Just some quick clarification - "OnTarget" Lock does actually exist AC traditionally. There's a "Pre-Lock" and "Locked" state. Pre-Lock usually happens as soon the enemy enters your field of view for the first time. During "Pre-Lock" it behaves the way you would expect in an "OnTarget" system. But, after a few seconds, the FCS will transition from "Pre-Lock" > "Locked". How long it takes for it to transition from "Pre-Locked" > "Locked" is determined by your FCS. Once it's "Locked", now you're AC will aim with "OnIntercept" instead. For the purpose of the video, I'm assuming your enemy has you in their ideal range for their preferred FCS and is "Locked" on. We will talk about the "Pre-Lock" state and go into how firearm-specialization and recoil have been changed for aiming in the next video. For now though, this is how you would dodge a traditional "Locked" FCS system in Armored Core - - If you'd like to hear a more in-depth explanation on how exactly the lock-system work in AC - You can watch my tutorial on "How To Hit Everything!" here: ua-cam.com/video/OiFBV0B3A4E/v-deo.html Hope this helps :)
From my theory, circle strafing should also work on ground against Tetrapods hovering directly above you, with the obvious disadvantage that you are still on the ground and are more vulnerable to Songbirds/Earshot
You need to use QB Grounded ACs suffer from very heavy inertia, think of third gen shifting directions. Quad ACs when hovering have ZERO inertia, so their aim on you will be accurate enough to slap you, but yours on them will be bad.
Basically the key to hitting shots is to make sure your AC is facing ahead of whichever direction the target is moving. Leading the target matters, you can't lead a target if you are behind or on their path of movement. Once you conceptually get this, you will find you hit, and get hit less, quite a bit more often.
Time your dodges late and keep shooting, if they are above you, they limit their own angles as well. You have to pay attention and be patient, and most importantly, stop using lock on. If you can pilot the mech without it, you can optimize your QB inputs and setup clean angles
the drop speed can be increased by letting go of the sticks when you're using a controller, it somehow turns boost mode off and puts you into a "neutral" position (like on cars) so that you'll drop faster, then when you drop, just move the sticks again. you can stay indefinitely in the air using the coral generators (plus the boost kick maneuver, and abusing shoulder weapon and charged shot recoils [that makes you a bit vulnerable in the air since you won't be able to move unless you're using tetrapod legs/tank legs]), though you'll have to wait for the emergency energy to kick in after energy is fully depleted (do the charge shots/shoulder weapon recoils after emptying energy).
I have my main AC- Lobotomy Wasp and I figured out with trial and error that jumping over an enemy to then triple QB over the top of them tends to work
Rewatching with a friend to explain. We both realized, the way you demo'd the dodging here is a phenomenal way of demonstrating the evasive patterns. I think, a "fixed and shooting" method from an enemy perspective would work really well to tutorialize the weaknesses of pursuit over target. The way you explain my buddy thinks, is reminiscent of those old WWII "here's how you do gunnery defending a bomber" videos. Feels like something that with a bit of tweaking could be rolled into a tutorial cutscene that contains story, like a character teaching you how to do something in a game or something. Real character building potential in a tutorial wasn't something either of us had considered either previously. Hope you're having a fantastic day.
Its funny, I'm an AC vet and I could never put this analysis into words myself but I know it to be objectively true according to my own understanding and experience.
You tell me the secrets, you dumb it down, you explain it. You made me better in the game even though I am already good at it. At least I think so. Thank you for these videos!
Reminds me of that one episode in gundam stadust memory that mentioned how experienced pilots dodges the main characters' one hit kill weapons. It's also by fooling the FCS. Ironic that it's the gundam players who're coming in and getting bamboozled by it.
Its funny you should mention this: Stardust Memories scene where the Gundam isn't setup properly for space made a lot of 6dof stuff click for me in game design.
Its been so long since I've played an AC, though I've played them all. I'm 34 now, and the last time I played I was like #3 on the NA leaderboard in 1v1. It was SO hard to figure this out again after not playing. Took a ton of hours, and watching this first would have reminded me of everything. Really appreciate this post.
Ugh! This killed me! My favorite thing to do in Armored core 6 was get hit! Now it never happens! Thanks a lot! (Sarcastically sarcastic serious thanks though!)
In the old games me and my brother called this “spiral dodging” of course in the old ones strafe speed wasn’t linked to boost speed or momentum so this was much easier to do haha
I always wondered why turning off my boost then turning it back on kinda "pump-faked" the AI lol it turns out I was intuitively adapting to the intercept system. Thanks for the informative vid!
Ah, I see why I'm so shit now. I usually just strafe in 1 direction, changing direction once in a blue moon to dodge missiles or something, with a lightweight low stability build, wondering why I take so much damage/can't seem to dodge anything. Damn this is so helpful
It’s thrilling to see another veteran create such an simplistic yet elegant explanation of dodging. Happy to have found you and I hope you keep up the good work.
It's been so long since I've touched the Armored Core games on the PSP. AC6 targeting is much easier than I remember compared to that, and the gameplay is much faster too. Thanks for the tips brother!
I have been playing this franchise for over 20 years (AC:AA) and no one has ever actually broke down like this for me. I played armored Core yesterday, for 6 hours after watching this video. I went 12-3. Heres a new subscriber. Keep it up. Here's hoping you keep breaking things down for new players snd vets alike.
Damn, thanks for the knowledge drop! I am one of those players that came from Gundam games and it makes a lot of sense how the two systems are different. Generally, I've had much more luck dodging in the air, which makes sense from the explanation. This makes the gridwalker thrusters even more appealing lol! With this knowledge in mind, how would you go about improving accuracy besides FCS improvements? Baiting out dodges is one thing, but positioning might be something I'm overlooking(Ex. height advantage). Curious to hear your thoughts on that!
You have the right idea. The key is to use weapons that don't rely on the FCS intercept system to hit your target. Missiles behave more like an "on target" aiming system so proper use of them forces your opponent to move. So you want a combination of both aiming systems to cover for the situation where your opponent swaps between different movements, the one that throws off your FCS and the one that dodges missiles.
Seems like something most people just intuit. Dont know where my brain picked up the pattern, but now i understand why i do what i do, hell, that i was doing it in the first place actually.
You're trully a Raven, sir! I am always a dodge guy, so in AC i tended to move in zigzag or circles, but i kinda didn't thought about it in a technical way, but in a "i'm gonna dodge the shit out of this mofo so i blast it when it's recharging", and empirically favored circles because it rocks. Really cool demonstration, btw! Your games are awesome!
Excellently explained good sir, didn't realize this. while I don't have trouble dodging projectiles I have trouble hitting fast targets especially the flying ones. I'll pay more attention to my trigger finger when enemies start flying in those kind of patterns.
After beating the game 3 times it seems I've picked up most of this instinctively. But being explicitly aware of what's going on is probably immensely helpful in the more "bullet hell" moments when your brain tends to panic and fall back on dumb choices like running away in a straight line because it's faster.
Wow this was amazingly good for my mental health too. Thanks. If i want to plow through my problems, instead of staying grounded, I should fly (find ways to expand my horizons) and keep moving (never getting stuck in a rut). 🎉🎉
Great vid! I started figuring this out around ng+, but this was a really good breakdown of how to shake off lock on. Kinda why I gravitated to the reverse joint legs, that weird hop you do when boosting on the ground is pretty great for throwing off missiles if you time it right
This explains why circle strafing was inconsistent so much for me, and it only worked when I had boosters with a rapid recharge that I could consistently pump the gas constantly. Also, thank you. This should let me survive a bit more in armored Core 6, as I'm new to the franchise.
This is why I've always loved RJ legs in the series. If I'm out of energy I still have one easy way to dodge effectively, jumping. That being said, it does leave me a little more vulnerable while I'm falling (and in older games I would try to time it for when I could use energy again so my fall also didnt leave me vulnerable when I hit the ground) but I can still move a little left and right in this game and usually will have the recovery energy kick in well before the fall finishes. Plus in older games it made them have to adjust their aim and reacquire the lock. It's less good in this game since hard lock is a thing (and missile builds just do not care about hard lock downsides) but still useful.
Wow thank u very much for sharing this tips. I struggled a lot with this game and i have no motivation to play it anymore becoz it was so hard but with this tips i think i will play back AC6. Great job and im your new subscriber. Keep up the good work💪
Ive learned that the fig-8 works really well if you use RJ legs and leap over the enemy where the 8 intersects, firing off vp66ls (or other close range) shots whenever they can be placed
Bosses like Cataphract and Ibis made me wish for a quick down movement. Crazy that we don't have them. Just dropping like a stone works for the most part, but it feels so wrong to just stop all movement.
The next step in FCS is alternating between the AC's intercept and a random position around the target based on its average variance in target intercept. Idk just an idea. I think this could solve the circle problem somewhat, since if they were to move in a perfect circle the averages would point towards the center... I think?
while i wouldnt like to see that implemented on ALL fcs, it could definately be interesting to see it amongst more "experimental" fcs types in-game (ie maybe one of the RRI or ADD fcs has the seperate type of tracking) it would definately add some much-needed depth to fcs choice for different builds
Hi i would also like to point out getting behind the opponent from above and from either the left or right side works really well for dodging a certain flying coral disaster
Pure fucking gold. Put nearly 80 hours into the game, finished all endings, and still didn't figure out these fundamental movement basics. Any advice for coral generators? Once you redline those generators you're pretty much a sitting duck in ranged builds. For me corals only work for my melee builds with light-medium mechs.
Yeah. I kinda figured as much. You've covered defensive. But not offensive. Personally, I prefer to dodge with minimal energy usage. So no quick boosts unless absolutely necessary. Offensive is when you want those quick boosts and assault boost/overboost
This actually helped a lot... And Fyi i am an AC vet , played every single game starting with nexus and then forwards and bsckwards. Honestly never cared to dodge more than missles or boost in a circle bsckwards vs certain A.i enemys to get behind them. Ive only ever payed atention to my targeting reticule and trying to stay on top of the enemy not so much trying to dodge everything
Best dodge technique I have found is literally to jump over the enemy, works pretty well since strafing in this kind of position effectively makes you do a circle above them, and also makes for good position to fire plasma missile volleys
I was really good at AC6 PvP when the game first came out. Now UA-camrs like this are giving people tips and I can't win, dammit. This was a joke, I'm very glad people care so much about Armored Core that they're finding every little thing that could help even a little bit. I love this community so much
Absolutely fantastic video! though, i was wondering if you could make a tutorial on how to do that kind of aiming system? probably not what your chanel is about, but i too have been trying to make a game with similar mechanics to armored core for a while now.
I'd argue EXVS targeting system more of mixed of the two. While "just move" can doge a projectile your opponent throw at you, but in red lock range that's another story. Every projectile in the game has it's own tracking. This said tracking become really high(or absurdly high for some weapon) in a red lock range.
You underestimate the AC6 tracking system. Even going in circles the fcs of the enemy will eventually catch up. You can even notice this against enemies like Cel 240. The true way to break the intercept system is merely changing your speed. Fast changes in momentum are often times better than merely flying like a mosquito. AC6 is actually a very balanced pace of movement. You can play like a cracked adhd candidate, or you can go slower than a stoner on their third joint. Rubicon has a playstyle for everyone.
I sort of used some of those techniques during the final bosses etc. Especially if they had blade attacks. I'd move up and back, when I saw the attack coming. I went up and to the side
Good to know, might help make some of those big boss attacks like the giant lasers more manageable. That being said... I've used the tank body for basically the entire game. Its kinda too big and slow and heavy to get fly, so I'm almost always on the ground. In the end I've focused on bulking up and firing really big slow explosives at point blank so they don't miss, and hoping I DPS the enemy while face tanking everything. Tank type bodies don't get boosters and I feel like my generator choices are off (pick the one with the most supply and hope for the best) but hey, if it works at works.
Snailteus and his stupid laser attack can go straight to hell for it belongs, that is probably the most aggravating boss next to phase 3 of the last Iguazu/Allmind fight
Hello! Would you happen to have a video explaining how you went about recreating the AC-style lock-on for combat? It's really crazy that you managed to replicated it that well! Particularly interested in the classic AC style of Lockbox combat
Just some quick clarification - "OnTarget" Lock does actually exist AC traditionally. There's a "Pre-Lock" and "Locked" state. Pre-Lock usually happens as soon the enemy enters your field of view for the first time. During "Pre-Lock" it behaves the way you would expect in an "OnTarget" system. But, after a few seconds, the FCS will transition from "Pre-Lock" > "Locked". How long it takes for it to transition from "Pre-Locked" > "Locked" is determined by your FCS. Once it's "Locked", now you're AC will aim with "OnIntercept" instead. For the purpose of the video, I'm assuming your enemy has you in their ideal range for their preferred FCS and is "Locked" on. We will talk about the "Pre-Lock" state and go into how firearm-specialization and recoil have been changed for aiming in the next video. For now though, this is how you would dodge a traditional "Locked" FCS system in Armored Core -
-
If you'd like to hear a more in-depth explanation on how exactly the lock-system work in AC - You can watch my tutorial on "How To Hit Everything!" here: ua-cam.com/video/OiFBV0B3A4E/v-deo.html
Hope this helps :)
Funny thing is you actually see 617 zig-zaging before he slams into Cataphract in the story trailer
fax
From my theory, circle strafing should also work on ground against Tetrapods hovering directly above you, with the obvious disadvantage that you are still on the ground and are more vulnerable to Songbirds/Earshot
Missiles most likely work too as hovering tetrapod is quite slow
You need to use QB
Grounded ACs suffer from very heavy inertia, think of third gen shifting directions. Quad ACs when hovering have ZERO inertia, so their aim on you will be accurate enough to slap you, but yours on them will be bad.
Basically the key to hitting shots is to make sure your AC is facing ahead of whichever direction the target is moving. Leading the target matters, you can't lead a target if you are behind or on their path of movement. Once you conceptually get this, you will find you hit, and get hit less, quite a bit more often.
@@senhara Tetrapod ACs still have inertia when flying, they just have less.
Time your dodges late and keep shooting, if they are above you, they limit their own angles as well. You have to pay attention and be patient, and most importantly, stop using lock on. If you can pilot the mech without it, you can optimize your QB inputs and setup clean angles
bunny hopping also make enemy overshoot to the air or ground, but the slow drop speed and slow en recovery in air make it less viable than before.
Its insane how well bunny hop still works
the drop speed can be increased by letting go of the sticks when you're using a controller, it somehow turns boost mode off and puts you into a "neutral" position (like on cars) so that you'll drop faster, then when you drop, just move the sticks again. you can stay indefinitely in the air using the coral generators (plus the boost kick maneuver, and abusing shoulder weapon and charged shot recoils [that makes you a bit vulnerable in the air since you won't be able to move unless you're using tetrapod legs/tank legs]), though you'll have to wait for the emergency energy to kick in after energy is fully depleted (do the charge shots/shoulder weapon recoils after emptying energy).
Go faster.
I have my main AC- Lobotomy Wasp and I figured out with trial and error that jumping over an enemy to then triple QB over the top of them tends to work
Shhhh
Rewatching with a friend to explain. We both realized, the way you demo'd the dodging here is a phenomenal way of demonstrating the evasive patterns. I think, a "fixed and shooting" method from an enemy perspective would work really well to tutorialize the weaknesses of pursuit over target. The way you explain my buddy thinks, is reminiscent of those old WWII "here's how you do gunnery defending a bomber" videos. Feels like something that with a bit of tweaking could be rolled into a tutorial cutscene that contains story, like a character teaching you how to do something in a game or something. Real character building potential in a tutorial wasn't something either of us had considered either previously. Hope you're having a fantastic day.
Michigan teaching you how to dodge sounds nice
Oh hey bun mum, i was about to send you this video
Private snafu teaches you how to utilize your AC
As someone who was immediately drawn to hyper-mobile chicken legs, I feel extremely validated watching this.
Its funny, I'm an AC vet and I could never put this analysis into words myself but I know it to be objectively true according to my own understanding and experience.
Same. as he’s explaining I’m thinking oh!!! That’s why I do that
Dodging with a mecha like bobbing and weaving in boxing. This is amazing! Thank you for this!
You tell me the secrets, you dumb it down, you explain it. You made me better in the game even though I am already good at it. At least I think so. Thank you for these videos!
Reminds me of that one episode in gundam stadust memory that mentioned how experienced pilots dodges the main characters' one hit kill weapons. It's also by fooling the FCS. Ironic that it's the gundam players who're coming in and getting bamboozled by it.
Its funny you should mention this: Stardust Memories scene where the Gundam isn't setup properly for space made a lot of 6dof stuff click for me in game design.
Its been so long since I've played an AC, though I've played them all. I'm 34 now, and the last time I played I was like #3 on the NA leaderboard in 1v1. It was SO hard to figure this out again after not playing. Took a ton of hours, and watching this first would have reminded me of everything. Really appreciate this post.
What an absolutely excellent way to demonstrate!!
Ugh! This killed me! My favorite thing to do in Armored core 6 was get hit! Now it never happens! Thanks a lot! (Sarcastically sarcastic serious thanks though!)
equipping booster with long QB jet duration can also help you draw circle and fake your velocity.
All new info for me. Exceptionally educational. Thank you
In the old games me and my brother called this “spiral dodging” of course in the old ones strafe speed wasn’t linked to boost speed or momentum so this was much easier to do haha
I always wondered why turning off my boost then turning it back on kinda "pump-faked" the AI lol it turns out I was intuitively adapting to the intercept system. Thanks for the informative vid!
Ah, I see why I'm so shit now. I usually just strafe in 1 direction, changing direction once in a blue moon to dodge missiles or something, with a lightweight low stability build, wondering why I take so much damage/can't seem to dodge anything. Damn this is so helpful
It’s thrilling to see another veteran create such an simplistic yet elegant explanation of dodging. Happy to have found you and I hope you keep up the good work.
It's been so long since I've touched the Armored Core games on the PSP. AC6 targeting is much easier than I remember compared to that, and the gameplay is much faster too. Thanks for the tips brother!
I was wondering why I was constantly taking rounds to the face. Thanks!
Way better than I expected. Your explanation and presentation was spot on. I'm going to try to implement these patterns going forward, thank you!
I have been playing this franchise for over 20 years (AC:AA) and no one has ever actually broke down like this for me.
I played armored Core yesterday, for 6 hours after watching this video. I went 12-3. Heres a new subscriber. Keep it up.
Here's hoping you keep breaking things down for new players snd vets alike.
Damn, thanks for the knowledge drop! I am one of those players that came from Gundam games and it makes a lot of sense how the two systems are different. Generally, I've had much more luck dodging in the air, which makes sense from the explanation. This makes the gridwalker thrusters even more appealing lol! With this knowledge in mind, how would you go about improving accuracy besides FCS improvements? Baiting out dodges is one thing, but positioning might be something I'm overlooking(Ex. height advantage). Curious to hear your thoughts on that!
You have the right idea. The key is to use weapons that don't rely on the FCS intercept system to hit your target.
Missiles behave more like an "on target" aiming system so proper use of them forces your opponent to move.
So you want a combination of both aiming systems to cover for the situation where your opponent swaps between different movements, the one that throws off your FCS and the one that dodges missiles.
I dodge pretty good but knowing the science behind the mechanics helps break the game even more! Gg
Seems like something most people just intuit. Dont know where my brain picked up the pattern, but now i understand why i do what i do, hell, that i was doing it in the first place actually.
In boxing they tell you to never retreat straight backwards, always circle off backwards diagonally 😊
Karate and other martial arts have this too, in Tai Subaki, AKA: change body or body movement.
You're trully a Raven, sir! I am always a dodge guy, so in AC i tended to move in zigzag or circles, but i kinda didn't thought about it in a technical way, but in a "i'm gonna dodge the shit out of this mofo so i blast it when it's recharging", and empirically favored circles because it rocks. Really cool demonstration, btw! Your games are awesome!
Been having lots of trouble in pvp, hope these tips help, thanks.
Oh my god it makes so much sense now
Useful for the future wars against ChatGPT/Hyper-Altman
Extremely valuable material here in this video and also your other video about targeting was very, very helpful. Thank you, thank you!!
Excellently explained good sir, didn't realize this. while I don't have trouble dodging projectiles I have trouble hitting fast targets especially the flying ones. I'll pay more attention to my trigger finger when enemies start flying in those kind of patterns.
After beating the game 3 times it seems I've picked up most of this instinctively. But being explicitly aware of what's going on is probably immensely helpful in the more "bullet hell" moments when your brain tends to panic and fall back on dumb choices like running away in a straight line because it's faster.
im loving AC6 and you're making me love it more
but also
what is that music at the end, its a vibe
Very interesting, the demonstration really help me to understand your explanation.
Wow this was amazingly good for my mental health too. Thanks. If i want to plow through my problems, instead of staying grounded, I should fly (find ways to expand my horizons) and keep moving (never getting stuck in a rut). 🎉🎉
Great vid! I started figuring this out around ng+, but this was a really good breakdown of how to shake off lock on. Kinda why I gravitated to the reverse joint legs, that weird hop you do when boosting on the ground is pretty great for throwing off missiles if you time it right
This is incredibly helpful for me coming from the souls games where dodging has invincibility frames.
This explains why circle strafing was inconsistent so much for me, and it only worked when I had boosters with a rapid recharge that I could consistently pump the gas constantly.
Also, thank you. This should let me survive a bit more in armored Core 6, as I'm new to the franchise.
This is why I've always loved RJ legs in the series. If I'm out of energy I still have one easy way to dodge effectively, jumping. That being said, it does leave me a little more vulnerable while I'm falling (and in older games I would try to time it for when I could use energy again so my fall also didnt leave me vulnerable when I hit the ground) but I can still move a little left and right in this game and usually will have the recovery energy kick in well before the fall finishes. Plus in older games it made them have to adjust their aim and reacquire the lock. It's less good in this game since hard lock is a thing (and missile builds just do not care about hard lock downsides) but still useful.
Wow thank u very much for sharing this tips. I struggled a lot with this game and i have no motivation to play it anymore becoz it was so hard but with this tips i think i will play back AC6. Great job and im your new subscriber. Keep up the good work💪
That explains so much. Thanks!
Looking forward to more AC6 inspired UE5 tutorials-
We know you wanna!
Heres hoping the algorithm gives this to all pilots who are trying to learn AC games. Not just 6
Ive learned that the fig-8 works really well if you use RJ legs and leap over the enemy where the 8 intersects, firing off vp66ls (or other close range) shots whenever they can be placed
its funny how similar people talking about irl fighting techniques and game techniques sound
Dude, how sick would it be if they added downward thrust to the game? Being about to thrust down while airfighting would be crazy.
Tbh, 2 did have a down thrust extension. I would be willing to trade the other ones in 6 for a down thrust
@@hf117j Honestly, they need to add Extensions into 6. Having extra tactical options is always good, imo.
Bosses like Cataphract and Ibis made me wish for a quick down movement. Crazy that we don't have them. Just dropping like a stone works for the most part, but it feels so wrong to just stop all movement.
The next step in FCS is alternating between the AC's intercept and a random position around the target based on its average variance in target intercept. Idk just an idea. I think this could solve the circle problem somewhat, since if they were to move in a perfect circle the averages would point towards the center... I think?
while i wouldnt like to see that implemented on ALL fcs, it could definately be interesting to see it amongst more "experimental" fcs types in-game (ie maybe one of the RRI or ADD fcs has the seperate type of tracking)
it would definately add some much-needed depth to fcs choice for different builds
Hi i would also like to point out getting behind the opponent from above and from either the left or right side works really well for dodging a certain flying coral disaster
Pure fucking gold. Put nearly 80 hours into the game, finished all endings, and still didn't figure out these fundamental movement basics. Any advice for coral generators? Once you redline those generators you're pretty much a sitting duck in ranged builds. For me corals only work for my melee builds with light-medium mechs.
Very cool explanation. Thank you RS.
As an old time LW user shifted to heavies esp Tetra/Quads. This vid really helped.
This is awesome! ❤
I've been dodging in AC for 20 years and I just now realized I subconsciously dodge in a circle. Also if you see a quad flying try assault boosting.
Excellent video, showing this to my buddy that's new to the game series.
ah yes, the reason my tactics basically ended up as "Boing"
Unfortunately no matter how well I dodge, lasers which clearly missed me by like 50 metres still do damage. OCE life is pain
laser get assisted by latency. that's why I spam laser drone lol.
Try Asia, its like rubicon after the fire of raven ending
Yeah. I kinda figured as much. You've covered defensive. But not offensive. Personally, I prefer to dodge with minimal energy usage. So no quick boosts unless absolutely necessary. Offensive is when you want those quick boosts and assault boost/overboost
Very nice breakdown!
Liked, subscribed, shared with a friend… This video just made me better at all shooters. Great content!
Absolutely nobody:
UA-cam subtitles at 2:19 : Norman core
This actually helped a lot... And Fyi i am an AC vet , played every single game starting with nexus and then forwards and bsckwards. Honestly never cared to dodge more than missles or boost in a circle bsckwards vs certain A.i enemys to get behind them. Ive only ever payed atention to my targeting reticule and trying to stay on top of the enemy not so much trying to dodge everything
Me.
Cries in Nexus Generation Hoverlegs, and I'm guessing the wheelchair legs, when I finally play AC6.
Its also great you make games with the AC style targeting system. I'd love to play them too.
When under heavy fire, twerk. Understood.
clarified so much! thank you!
Best dodge technique I have found is literally to jump over the enemy, works pretty well since strafing in this kind of position effectively makes you do a circle above them, and also makes for good position to fire plasma missile volleys
Awesome video, awesome content dude, wish you a great weekend.
This dude has been playing AC before I was even born, respect
This guy has the secret sauce.
Instant sub ty 😊
As if we needed any further confirmation that Quads are the best legs.
I was really good at AC6 PvP when the game first came out. Now UA-camrs like this are giving people tips and I can't win, dammit.
This was a joke, I'm very glad people care so much about Armored Core that they're finding every little thing that could help even a little bit. I love this community so much
Absolutely fantastic video! though, i was wondering if you could make a tutorial on how to do that kind of aiming system? probably not what your chanel is about, but i too have been trying to make a game with similar mechanics to armored core for a while now.
perfectly explained nice job
Armored core 6 has the best graphics out of all the games in the franchise.
Awesome vid!
The diagonal back is my go to in pvp, funny seeing people keeps chasing me makes them an easy target.
Gonna change my callsign to now *Raven- 808*
I been trying to time quickbost and get eating up every time. Thank for the tip bro. Now to give ibis boss fight another try
Nice video!
Great vid tysm
this is super helpful, thank you
I'd argue EXVS targeting system more of mixed of the two.
While "just move" can doge a projectile your opponent throw at you, but in red lock range that's another story. Every projectile in the game has it's own tracking. This said tracking become really high(or absurdly high for some weapon) in a red lock range.
Not the hero we deserved, but the hero we needed.
Thank you so much!!!
Manual aim has entered the chat
I have 2 methods: max out range, minimize weight, sky snipe, OR max AP, max firepower, don't bother dodging when you can kill them faster lol
You underestimate the AC6 tracking system. Even going in circles the fcs of the enemy will eventually catch up. You can even notice this against enemies like Cel 240.
The true way to break the intercept system is merely changing your speed. Fast changes in momentum are often times better than merely flying like a mosquito.
AC6 is actually a very balanced pace of movement. You can play like a cracked adhd candidate, or you can go slower than a stoner on their third joint. Rubicon has a playstyle for everyone.
I sort of used some of those techniques during the final bosses etc. Especially if they had blade attacks. I'd move up and back, when I saw the attack coming. I went up and to the side
Good to know, might help make some of those big boss attacks like the giant lasers more manageable. That being said... I've used the tank body for basically the entire game. Its kinda too big and slow and heavy to get fly, so I'm almost always on the ground. In the end I've focused on bulking up and firing really big slow explosives at point blank so they don't miss, and hoping I DPS the enemy while face tanking everything.
Tank type bodies don't get boosters and I feel like my generator choices are off (pick the one with the most supply and hope for the best) but hey, if it works at works.
Snailteus and his stupid laser attack can go straight to hell for it belongs, that is probably the most aggravating boss next to phase 3 of the last Iguazu/Allmind fight
I dont play Armored Core 6 and probably never will but DAMN! Solid advice and gamedev knowlegde!
Hello! Would you happen to have a video explaining how you went about recreating the AC-style lock-on for combat? It's really crazy that you managed to replicated it that well!
Particularly interested in the classic AC style of Lockbox combat
Killer. Thank you.
What are all those old AC games style?... Looks interesting. Also nice video, kinda having problems on timing dogde well.
this video should come standard during the ac 6 tutorial, super weird of fromsoft to upload it to a youtube channel instead
this is some high quality content SUBBING!
In other words : Dance , dance till the job is done, Ravens!!
I remember when you showed this during the stream on your birthday
Thanks for the info dude ✊