With Gen 1 coming to PSN, and me having recently beaten AC1 for the first time on emulator, I figured I probably had some useful advice to give for the newest wave of Ravens.
First and foremost, I see a lot of you (understandably) having trouble with the default controls, and so I have included a graphic showing both in-game and emulator rebinds. Unfortunately Sony's emulator doesn't support binding multiple inputs to the same button (even though by default it has duplicated binds for the dpad) so you will have to choose some kind of trade off. For what it's worth I had similar issues in Duckstation which were only resolved by running it through Steam and fiddling about with that, but that's not an option here (unless maybe you have a Dual Sense, I don't know how those work).
The templates I've included are:
Walk on Dpad/stick, Camera on Face, weapons on shoulders. This most closely resembles a modern control scheme, but the lack of double bindings means you have to look with the face buttons. Only requires in-game rebinds.
The above, but also using emulator rebinds to move camera to the right stick. The problem here is that the lack of dual binds means you'll have to press down on the stick to confirm menus, right to cancel, etc.
Walk on Dpad/stick, Camera on shoulders, weapons on face buttons. This is the closest to the default controls, but for if you have a harder time with the walking than the shoulder camera stuff. Only requires in-game rebinds.
The above, but also using emulator rebinds to move the shoulder inputs to the right stick. The problem with this would be how its nearly impossible to move the camera and shoot at the same time.
You can, of course, do whatever controls you want, but I figured these would be a good starting point for anyone who's having issues with the default controls.
I have also included a non-default starter AC build. If you're already fighting with the controls then you might also find it difficult to earn money for upgrades. Thankfully the game lets you sell your entire starter AC and buy whatever you can afford. By swapping out the legs and FCS with cheaper options, selling the back weapons, and selling and replacing the generator and right hand weapon we can afford a better generator and an energy gun, which is free to shoot unlike ballistic weaponry, and is solid enough to take you through the early game. By finding and selling the secret part on one of the two starter missions you'll have enough money to begin to tweak your AC how you actually want it (though the energy weapons continue to be really good and cost effective).
Finally, I want to explain Human Plus. H+ is a non-standard game over as well as a kind of "easy mode". By going 50,000 credits into debt you're greeted with a cutscene about your horrible lack of wealth and start the game over from the beginning, with a few changes. There's also multiple levels of H+ for going into debt multiple times, but correct information on each tier is kinda hard to get because there's a lot of misinformation about them too, so I will list each stage of H+ and its effects to the best of my ability (I've checked a bunch of stuff so you should be able to trust that I'm at least mostly correct).
Stage 1 (go into debt once): Gives you a permanent radar and allows use of Blade Beams. To fire a blade beam press the boost button during the swing. The blade beam for the Moonlight is one of the strongest projectiles and is used by some Arena opponents in Project Phantasma (it's also self-damaging, so be mindful about close-quarters). The radar is fine, but when I say permanent I mean permanent. You cannot replace the H+ radar with any other head's radar, even if the new radar is better (the H+ one doesn't have a bio sensor, for instance). I don't know if the back-mounted antennas work with the H+ radar or not, I didn't bother to check because I assumed they didn't. I believe the Option parts for things like adding missile warnings to the radar do work with it, though.
Stage 2 (go into debt four times): Fire back weapons without bracing yourself, allowing shooting while moving. Potentially very useful depending on how you tend to build. Unfortunately does not apply to spider legs, for whatever reason.
Stage 3 (go into debt six times): Halved cost for booster energy consumption. A simple straightforward upgrade.
Bonus (finish all missions): Weight limit removal. I don't know all the ins and outs of this, and I'm fairly certain overall weight affects things like speed regardless of how close to capacity you are, but this is still a fun bonus for replaying levels with. Once you beat the game you'll be able to go back to any mission, including ones you may have missed first go around. This upgrade does not require going into debt.
Rename Code: The Human Plus game over sequence replaces your save file's name. If this bothers you it can be changed by highlighting "AC name entry" in the garage then pressing and holding L2, R2, Dpad Right, and Square, and then finally pressing Cross. This will bring up the name entry screen with "pilot name" instead of "AC name".
So with all that said, do you actually want Human Plus? And if so how do you go about getting it efficiently? Well like I said, the radar is permanent, but you also get the ability to shoot sword laser beams, which is probably a worthy trade off. The question would be harder to answer on any version of AC1 that isn't the current PS4/5 emulated release, as Save Importing is a running theme throughout the series, and importing from AC1 to Project Phantasma also brings your Human Plus upgrades (and the weight capacity bonus too), so if you were playing any other version you'd have to ask yourself if you're fine with being stuck with the same radar for three whole games. The new PSN version though does not support save transfers, and instead has some transfer-only stuff unlocked naturally in the later games. You can read more on the pinned thread here. Overall it's up to you, but other than the first stage's blade beams there's little worth the busywork of resetting that many times, imo. The reduced boost cost and easier shoulder weapon use upgrades are nice, but debt-maxing is pretty boring for the low payoff.
That said, how does one debt-max? Simply play the game normally until the mission Worker Robot Removal shows up, spend any credits you can on buying everything possible from the shop, then start the mission and blow yourself and all the beautiful reactors you weren't supposed to touch to framerate-killing ashes. More expensive ACs with higher AP should incur higher penalties, though make sure you do die without finishing the objective, as dying will keep the mission available for if you don't make it to -50k in one go. Once you die at -50k the game will restart from the beginning with your credits set to 0 but all your parts kept and with you being one step further into the Human Plus progression.
And that concludes my crash course. Hopefully there isn't any mistakenly terrible advice in here, but I just beat the game right before the PSN versions were announced and felt like I could at least try to assist the New Semester Students.
I was going to let him go for a change, and fight Rokumonsen, but after accepting, I got curious about what would happen if I attacked. I was not disappointed.
As title implies, I don't have a catapult prompt to progress through the tutorial mission. I don't want to miss any other new content later in the level by loading a save file with the tutorial already done, so is there a fix to this?
Alright, I'm back at it again. This time, it's the bricklayer himself, the man who took part in building the Grids that push me one step closer to developing megalophobia everytime I look at them.
Same rules as before; keep it tied to the lore as much as I can, and leave the internals as is.
Right, here's the thought process behind it-
First, drop the vertical launcher, it's unfettered ass. In place, we use the ordinary 4-cell launcher. Saves a couple thousand COAM as well. At first, I tried keeping the rest of the loadout as true to its original as I could, while making it so that you could reliably build stagger. My way was just adding a RANSETSU-RF to the left hand. It was a dual-trigger build to begin with, so no harm in switching the bazooka with a rifle. The SAMPU has ungodly recoil, and go together with the BASHO arms like milk and carbonated water. Besides, I'm a sucker for rifles, so I didn't go with it.
As for the Little Gem, I put it on the left shoulder. It came along quite well... that is until I realized I'd just made a shittier Tsubasa, so I decided to change it to the AR.
Not the best choice, I know, but again I wanted it to be a rifle, and Balam's not exactly all buddy-buddy with the RLF. The delay inbetween the bursts cancels out most of the recoil, leaving the BASHO arms with only the Etsujin to wrangle. Plus, the AR gets some extra points for having a cool silhouette.
Since this is a BASHO frame with KIKAKU boosters and no melee weapons, I wanted to add the pulse blade. His color-scheme is similar to Dolmayan's, so I thought it wouldn't be too out of place for him to get his hands Takigawa's butter knife. But I wanted to keep the theme of his AC being semi-junk. The pulse blade still seems a bit too high-tech for Dunham. Sure, Dolmayan has one, but he's got an Aorta generator as well, so he's an exception.
After half a minute of thought, I slapped the chainsaw on the shoulder. The RaD and RLF are on pretty good terms, so I can see Dunham running this. It's bulky, but cheap, and has the lowest EN load when it comes to melee weapons.
It actually performs pretty good, I won't lie. The guns, I mean.
I know Mind and Hal are the meta central parts, but I keep using melander because it performs well (a bit tankier and lighter than mindhal) and looks cool
In this build that I typically use, is melander a noticeable disadvantage?
Oh also I'm in A Rank (early A2 as of now) so meta stuff is showing up more
I wasnt sure if everyone goes back to older posts so I just decided to make a new one.
My AC is a bipedal with 12000 ac and around 296 boost. Its bulky and has some pretty strong weapons but not the most maneuverable or agile.
Armed with the pulse gun, laser blade and dual shoulder lasers, i engaged Balteus again. I was a bit worried with this attempt since I had been struggling really hard with Sulla today for some reason. So I was a little surprised that I managed to defeat Balteus after only 1 death.
Anyway melted thru about 2/3 of his health while he was staggered allowing me a lot of breathing room for part 2 of the fight.
Which I needed as he proceeded to catch me in that fire attack. I managed to kill him with 2000 ac remaining while he was mid attack with a blade strike.
I almost roared at my TV as he blew up. It felt great but gonna take a minute to just enjoy b4 pushing thru chapter 2. Thanks to everyone who wished me luck. If anyone ever needs a good hang im there you got this thrown their way Im definitely gonna pay it forward.
I made a similar post yesterday, but with quite a bit of the LOADER 4 frame swapped out, while still trying to keep the basic form. It's a cool build, I think, but it's not really the LOADER 4 anymore. So, I thought I'd have another go, keeping the frame as it is and just changing the internals and the weapons.
Anyway, I hope someone enjoys this. Comments are welcome and appreciated. Honestly, I just want to talk about the build. And your builds, too, if you want.
You all have spoken, and I have listened, for I am a man of the people.
I swapped out the CHANG-CHEN back for the SWEET SIXTEEN, and re-added the chainsaw. Kept the ATTACHE and the MLT-10, as the former was made by Rummy as well. Still feels quite good to use, I won't lie. Really fun.
I've been wanting to play through 5th gen for a while now, however all in game BGM is completely muted regardless of audio settings. I've heard this was also an issue on authentic hardware triggered by saving the game to your system's SSD, and I have been struggling to find any information on a fix for this issue. (especially since i'm not super tech literate) Any advice is appreciated.
1st time playing an armored core game so wasnt sure what I was in for. Bought the game monday and aside from a few issues with a helicopter it had been going well.
Typically would play 1 or 2 new missions a day while replaying some of the ones I had beaten.
Then came Sulla, this wasn't the first issue I had playing the game but he felt like a wall for my character the first time I went in. Like Sulla would destroy me with only moderate effort, but I learned and eventually pushed through. And got to the resupply... which told me everything I needed to know going forward.
Enter Belteus, the real pos of chaper 1, it has been roughly a day since I started and good lord. I've come so close like I could taste this thing's blood lol. But in all seriousness, I'm a bit frustrated and for today I've given up. Mostly just due to the hours I've spent on the game but will come back tomorrow and I will take that sob down.
This is a really fun game and Im looking forward to taking him down and going further. Just wanted to vent thoughts, I've heard others have had issues.
I've already gotten all the endings, so I decided to try multiplayer. I got ten matches (Always lost); the last one disconnected. And now I can't get any matches to get out of unranked. Is it like the Shadow Realm for AC6 multiplayer?