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nine-gear crow
Aug 10, 2013


Oh gently caress it’s been so long since I’ve wrote an LP OP that I’ve forgotten how to do it help.

Anyway, welcome or welcome back to what’s going go be an awesome disaster: Let’s Play Armored Core VI: Fires of Rubicon, not to be confused with Ace Combat 6: Fires of Liberation or Animal Crossing 6: Fires of Isabel or Assassin’s Creed VI: Fires of Ubisoft Is A Literally Evil Company Full of Evil People, Never Buy Any of Their Games, Not Even Used.

Fires of Rubicon is the sixteenth game in the Armored Core franchise not counting the weird mobile games they did or the PSP ports of Armored Core 3, Silent Line and Last Raven. And with sixteen games over the course of 26 years, that’s a lot of franchise ground to tread, but luckily Fires of Rubicon is a very accessible entry point into the franchise. You can tell this because it sold close to one-and-a-half million copies just on PC alone, something literally inconceivable for the one-time niche franchise literally a decade ago.

So what changed? Well, a couple of games called Dark Souls, Bloodbourne and Elden Ring made its developer FROM SOFTWARE a household name in the gaming industry, and FROM took all the insights it gleaned from a decade of making Souls games and applied it to its original “git gud scrub” franchise Armored Core and then parlayed their Souls-borne ( :rimshot: ) popularity into reviving a franchise many thought and feared was deader your average FROM game character after the stinkers that were Armored Core V and Armored Core: Verdict Day.

But, surprise, Armored Core’s back, baby. And what a return it is.



Armored Core VI is a complete reboot of the series universe and story setting. Numbered Armored Cores tend to do that, it helps shake off the baggage of the previous games while still easing you in a setting that’s not all THAT alien from them in the long run.

Set on the remote planet of ISB2262 Rubicon III on the edge of explored space, Armored Core VI places us in the near-braindead head of Augmented Human C4-621 and their boss Handler Walter. Walter and 621 have come to Rubicon in search of a promised mother lode of Coral, a mysterious substance discovered on Rubicon decades ago that made human augmentation possible, among other miraculous feats of science.

However, being a FROM game, things aren’t that simple, as Rubicon III has been sealed off after becoming the locus of a star system-wide disaster known as the Fires of Ibis. Walter and 621 have arrived in the Rubicon system illegally and will have to avoid raising the suspicions of the Planetary Closure Administration, the arm of EarthGov responsible for, well, “closing” planets like Rubicon where poo poo went bad as a result of humanity’s greedy, haphazard expansion across the cosmos.

Armed with nothing but a basic Armored Core and whatever help Walter is able… or willing to provide, 621 must navigate a tense landscape of tinderboxes and powder kegs primed to go off at any moment between the warring factions of the off-world corporations, the native Rubiconians, and the PCA. Some of them might be willing employ their services if the conditions are right, but all of them would be more than happy to see 621 dead as well.

We’re in for a fun time.

For more information on the game, please consult the Armored Core VI thread in Games or the Armored Core series thread in Retro Games.




This is definitely going to be an ad hoc “chaos reigns” kind of LP with no real set schedule or update plan, for reasons we’ll get to in the first update, and you’ll understand why soon enough. If you’re expecting something similar to my Ace Combat LP’s, you might be in for a surprise in terms of how the videos are going to be structured. Instead of going one mission at a time, we’ll be taking things in bits and bites with however many missions I feel make for a good video length and that’s that.

:siren::siren::siren:Audience participation:siren::siren::siren: will also be key to this thread, so make sure you read to the end of at least the first update for the real gimmick of the LP.

Joining me across all videos will be my dear friend and frequent LP disaster collaborator CJacobs, to whom I preached the gospel of Armored Core many months ago and who bought the game sight unseen and fell in love with, minor hiccup involving a certain boss that everyone who’s played the game will instantly know, notwithstanding. He is about as well-versed on Fires of Rubicon as I am, though not as well-versed on the series as a whole, so there will be a slight information disparity here. Regardless, we’re going to endeavor to bring you nothing but the worst best Armored Core commentary and gameplay we can possibly manage.

Also be sure to check out Natural 20 and Yorkshire Tea's playthrough of Armored Core VI also running concurrent to this one.


TABLE OF CONTENTS

nine-gear crow fucked around with this message at 23:04 on Apr 17, 2024

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nine-gear crow
Aug 10, 2013
Illegal Entry

Part 1: Illegal Entry
Part 2: The Garage

Overview: Augmented Human C4-621 and their handler, Walter, arrive on Planet ISB2262 Rubicon III in search of an alleged reservoir of Coral, a valuable substance in space-fairing human society across the galaxy. Having broken through the Planetary Closure System, 621 must now scavenge a valid license from the AC wrecks in the Contaminated City beneath The Grid to hide from the PCA’s Subject Guard.



These write ups are going to be significantly shorter than the ones you might be familiar with from the Ace Combat LPs mainly because FROM SOFT games tend to keep their lore very close to the vest. Usually what’s in the game is all there is to go off of and conjecture and speculation runs wild, unlike folks like Project ACES who put out entire fake magazine articles set in-universe for the sake of world building and poo poo.





C4-621

Our protagonist. Little is known about Augmented Human C4-621 other than what is glimpsed of them in the story trailer for the game. Before being woken up by Handler Walter after the deaths of C4-617, C4-619, and C4-620 on a mission gone wrong, C4-621 was functionally, to quote Jacob Taylor from Mass Effect 2 “nothing but meat and tubes”. The sheet of plastic wrap over their body seen in the story trailer implies that 621 has been comatose for a long time and seems to be among the Surgeon’s dead last stock of Gen 4 augments, going by the “at least you’re helping me clear my inventory” line.

621, as mentioned earlier, is a Generation 4 Augmented Human, as evidenced by the C4- prefix on their designation. We’ll go over what augmentation and its generations are in a bit. But when it comes to 621, they have no name, they have no voice, they have no identity, they have no discernible gender and are in fact never referred to with a pronoun across the entire game. They are the ultimate blank slate. Walter describes them as having a fried brain, and that finding the Coral will help them buy their life back and restore whatever damage was done to them through the augmentation process, however. So there is that.

Who and what C4-621 is is entirely up to the player, and in this case, the thread. You are all 621 now, you are ALL Raven.



HANDLER WALTER

The boss.

Handler Walter, known by some as the “infamous” Handler Walter is the master to 621’s hound. They are not just our mission liaison officer and eye-in-the-sky intel, they are also basically our caretaker. Again, 621 is strongly implied to be a hosed up barely functional automaton, and Walter treats them seemingly more like an asset than a person because it’s unclear if there’s even a person still inside 621. That said, Walter clearly still cares for 621 on some level, like a dog trainer cares for a hound, or a craftsman cares for his tools. 621 is useful to Walter, and it’s in Walter’s best interest to keep them in optimal useful condition.

Much like 621, Handler Walter is also a giant mystery, or at least is at the outset of the game. Terse, private, and distrustful, Walter is on guard against nearly everyone on Rubicon, including 621 it seems. What little we know about him is exactly what he has deigned to reveal about himself, and that is Jack and poo poo, and poo poo is just conjecture at this point. The only glimpse we get of Walter in person is his shadow cast across the Surgeon’s operating bay, the silhouette of a tall thin man who walks with a cane. His voice also suggests that of an old man as well.

Walter makes an interesting counterpart to 621. Both individuals are diminished in complimentary ways and need each other to accomplish their stated goal. Walter is a mind trapped inside a ravaged body, not physically up to the task ahead of him, but knowledgeable of the shitstorm he’s sending 621 into. 621, meanwhile, is an able body governed by a broken brain, reliant on Handler Walter to tell them what to do and where and how to do it.

Either way, Walter is clearly the one pulling the strings here. The question is, is he just pulling 621’s, or EVERYONE’S strings…

Walter fills a role that’s in basically every Armored Core game of the player’s mission control operator. The Operator character is the one who arranges mission contracts from the player, and then keeps an eye on them while they’re out in missions, providing mission-critical updates or information for the protagonist. Generally, this role is filled by a female character, with notable examples being Lana Nielsen from Master of Arena, Nell Aulter from Armored Core 2 or Fiona Jardenfelt from Armored Core 4. Walter is one of the rare male operators in the franchise, and shares a lot of similar characteristics to Emil Gustav from Armored Core 4 as well.

Handler Walter is voiced by Patrick Seitz, known for his roles as Dio Brando on JoJo’s Bizarre Adventure, Artanis in StarCraft II and other Blizzard properties, Scorpion from Mortal Kombat (prior to Mortal Kombat 1), and as Cyclops 1 Wiseman in a little niche game called Ace Combat 7: Skies Unknown.





RUBICON LIBERATION FRONT

The first major faction we encounter on Rubicon is that of the Rubicon Liberation Front or RLF. Made up native Rubiconian citizens, the RLF was founded by original survivors of the Fires of Ibis with the stated goal of kicking the PCA and the corporations off of Rubicon for good. Though few in numbers and strapped for weapons, funding, and equipment, the RLF have one thing the corps and the PCA don’t: an intimate knowledge of Rubicon, it’s history, culture, and landscape, as well as a respect for and connection to the Coral. They fight for the Coral because no one else will, and some in their numbers witnessed firsthand what happened when the wrong people abused it and will stop at nothing to prevent that from happening a second time. Their battle cry, “Forged in ash, we stand as one!” serves as a testament to that.

Given their natural status as an impediment to finding the Coral, Walter views the RLF as a complication, if not an outright adversary right from the get-go, so it’s unlikely we’ll be accepting any mission requests from the Liberation Front any time soon.



THE PLANETARY CLOSURE ADMINISTRATION

Known by the initialism PCA, the Planetary Closure Administration is an arm of the Earth Government military charged with “closing” planets like Rubicon III that have been deemed too hazardous to allowed continued colonization either because of disaster, or social upheaval, or just a general collapse in viability. How the PCA closes a planet varies based on the scale of the hazard, but one thing is clear: a closed planet is permanently closed, and the PCA will not abide any attempt to circumvent their authority.

We’ll leave it at that for now, but I have a feeling we’ve not had a last encounter with the PCA after that scrape with the Closure System’s rail cannon or the SG attack helicopter.



SUBJECT GUARD

The planetside arm of the PCA, the Subject Guard, or SG for short, is tasked with ensuring that closed planets remain closed. Even the corporations are wary with picking a fight with the SG directly. The Subject Guard on Rubicon III have perhaps a more involved assignment than other SG branches on closed planets across the galaxy given the overwhelming scale of the Fires of Ibis disaster and the lingering traces of Coral on Rubicon that still draw outsiders to ISB2262 despite all warnings, implied and explicit alike.

It appears that for the duration of their stay on Rubicon, Walter and 621’s secondary objective is going to be staying off the Subject Guard’s radar. Because unlike the RLF or the corporations, the SG can’t be bargained with, bribed, or intimidated.






RUBICON

Officially known as ISB2262 Rubicon III (also written as Rubicon 3), Rubicon is the third planet in the Rubicon star system, a marginally habitable planet on the farthest extreme of explored territory away from Earth. Travel to Rubicon is extremely prohibitive, both in resources and time at relativistic speeds, but it was a highly sought-after destination for its primary resource export: Coral.

With the discovery of Coral, Rubicon became, for a brief time, the jewel of the galaxy. Being the only place in the known universe abound in this valuable, rare, and revolutionary resource, anyone who could afford the trip rushed to Rubicon looking to claim a piece of the new interstellar gold rush.

That was, until the Fires of Ibis. The mysterious disaster that swept across Rubicon 50 years ago left the planet in a blasted ruin, a hollow shell of its former self. Since then, it has slowly rebounded, but it will never truly recover to its pre-Fires greatness. Now under the strict control of the PCA, travel to and from Rubicon is tightly regulated and prohibited to all unauthorized entities such as Walter and 621.



ACs

Formally known as the “Armored Core,” ACs are an evolution of the MT mech platform. Originally starting out as a “Cored MT,” these reinforced mechs were intended to tackle jobs deemed to big for standard MTs to handle either on their own or at all. Further improvements and technology drift saw the platform move away from its MT roots completely and the modern Armored Core was born.

Unlike MTs, which tend to be cookie cutter and easily mass-produced, ACs are modular creations, built to endlessly re-configurable from their chassis parts to their internals. No two ACs are ever truly alike, even those with the same part loadouts. The trade-off, however, is that ACs are prohibitively expensive to build, operate, and maintain. Even the massive interstellar corporations like Balam and Arquebus don’t deploy ACs in large numbers, and their AC-based special forces rarely number in the double digits respectively.

An AC, however can be configured for virtually any combat situation and deployed in any number of parts combinations. Some ACs are bipedal, others are quad-legged platforms, other still have reverse jointed chicken leg setups, while some are literally just massive tanks. An AC designer’s only limits, aside from their imagination, are their weight leg limit and generator capacity.

In terms of scale, ACs are roughly 10 meters (32 feet 9 inches) tall, or about the size of a three story building. So big enough to crush a car in a single step, but not ridiculously large like certain other mecha across the genre spectrum like Gundams or EVAs. There will be plenty of time across the game to stop and get a sense of scale compared to the background elements. To verify the scale of ACs in Fires of Rubicon, someone actually went through the trouble of porting Loader 4 into Elden Ring and discovered that the model was in fact to scale with the human-sized world of Elden Ring, standing roughly 10m tall when compared to the player character.

We’ll talk quite a bit more about ACs over the course of the LP, as one would imagine from a game called “Armored Core”.



MTs

Short for “Muscle Tracer,” MTs are large scale up-armored exoskeleton frames originally designed to aid in construction of massive heavy industry facilities and products like starships, but were eventually implemented in combat roles as well.

The term comes from the by-now ancient original muscle tracer movement system used to pilot the first generation of MTs, which operated based on a pilot’s physical movements as interpreted through a haptic feedback suit. Modern MTs are more automated, requiring less, if any, physical input from their pilots to operate, with some units even operating directly through neural interfacing.

MTs come in all sizes and configurations. The most common type seen on a battlefield are bipedal units armed with small arms weapons, missiles, or explosive projectile launchers. Heavier MT units such as the BAWS-manufactured tetrapod type are usually only deployed in special circumstances when a great show of force is needed to defeat or deter an attacker.

MTs will be the primary form of opposition 621 will encounter on Rubicon, but they won’t be the only kind…



AUGMENTATION

Human Augmentation is the process of surgically altering the human body with mechanical and/or biological hardware upgrades intended to enhance the body’s capabilities beyond that of a standard human. Many augmented humans undergo the procedure to better endure the stresses of piloting an AC under combat conditions, however, augmentation is not a hard requirement to be an AC pilot.

The augmentation process itself is an arcane one, known only to a select group of augmentation surgeons, and due to its reliance on Coral to bridge the gap between the human and the machine, the number of augments produced has been slowly dwindling as the galaxy’s Coral reserves dry up. The surgery also poses significant risk to its subjects both physically and mentally. While each successive generation of augmentation has become safer over time, the farther back you go, the more failures you find, with Gen 1 augmentation survivors being a rarity, and currently living Gen 1s being veritable unicorns.

As a Gen 4 augment, 621 is in the middle of the game’s spectrum of augments. Recent enough to not be completely hosed up like the Gen 1s and Gen 2s, but not recent enough to still be a fully functional person like the Gen 7s or 8s. According to Walter, Gen 4s are usually mentally withdrawn and require active stimulation from time to time to keep from going completely catatonic. This isn’t ALWAYS the case, mind you, as we’ll meet some Gen 4s with particularly strong personalities over the course of the game, but in the case of 621 it at least helps explain why they’re such a dangerous mute lunatic.

Walter’s promise of 621 being able to “buy their life back” eventually implies that augmentation can either be reversed, or at least improved to give the subject better functionality and quality of life. Or Walt’s just bullshiting us, we’ll see. That said, several characters we’ll be meeting HAVE undergone successive rounds of augmentation… “without issue” is the sticking point though.


PLANETARY CLOSURE SYSTEM

Glimpsed briefly in the opening sequence the Planetary Closure System is a massive automated defense grid centered around the shattered remains of one of Rubicon’s moons designed to deter unauthorized landings on Rubicon through overwhelming force. Any starships detected approaching Rubicon without clearance are destroyed by the railguns lining the orbital rings around the planet, and any unauthorized breach of restricted planetside areas of Rubicon are targeted by the laser satellite grid in low orbit.

The PCS is by no means perfect, but it sure drat near ended Walter and 621’s excursion to Rubicon before it even started. But just getting past it doesn’t mean the danger it poses is passed either…



CONTAMINATED CITY

One of Rubicon’s many surface settlements, the Contaminated City was once a massive oil refinery and general purpose storage facility, as well as a place of residence for workers in the ground facilities and the Grid a short distance away. Since the Fires of Ibis, the city has been largely abandoned. Its massive stores of crude oil have burst from their tanks and flooded the entire area, rendering it uninhabitable and earning it the “contaminated” moniker.

These days, the city is used primarily as a staging ground for the Rubicon Liberation Front’s actions against the corporations and the PCA.



THE GRID

A massive elevated industrial complex situated on the central and southern regions of the Belius continent of Rubicon III. The Grid is Rubicon’s manufacturing and processing powerhouse and rises some 7,000 meters above the planet’s surface at its height, and around 100 meters in its lower reaches. The massive sprawl stretches for hundreds, possibly thousands of miles in all directions and shows signs of a near-constant state of expansion and construction as Rubicon developed as a colony.

That expansion halted, however, with the Fires of Ibis. Large sections of the Grid were obliterated in the firestorm, but those located deeper inside the Grid itself were able to survive the blaze.

In the half century since the Fires, the Grid has slowly been reclaimed by various factions, such as the off-world corporations like Balam Industries, Arquebus Corporation, their various subsidiaries, the RLF, and native Rubiconian firms like BAWS and RaD.

While large stretches of the grid are uninhabited or automated, certain key sectors have found themselves repeated battlegrounds between the corps as they vie for strategic infrastructure or simply advantageous positions within the sprawl.


CORAL

A strange substance of unfathomable value as both a consumable resource and data conduction conduit. The strange red ember-like energy was found within Rubicon’s water table during a routine survey and after years of research, its strange physics-defying properties were on the brink of being unlocked. And then the Fires of Ibis happened.

Coral is the key to many of humankind’s recent advancements, primarily Human Augmentation, and without it, those fields have stagnated and even regressed. And while Rubicon has been sealed off by the PCA, rumors have persisted of a massive vein of untapped Coral still hidden somewhere on Rubicon, deep beneath the planet’s surface. The detection of trace amounts of Coral on Rubicon’s surface have drawn the corporations back to the planet, and other scavengers as well.

The persistent mystery of the game is going to be “just what IS Coral, anyway?”



THE FIRES OF IBIS

A well-known, yet little-understood disaster that befell the Rubicon star system originating from a point somewhere on Rubicon III over 50 years ago. Ignited by the Coral itself, the Fires of Ibis quickly swept across the system, causing cataclysmic damage to the facilities and settlements on Rubicon III and significant damage to other infrastructure elsewhere in the system.

When the fires subsided, Rubicon was left nearly uninhabitable, gripped by a nuclear winter, and all trace of Coral had vanished. Few human inhabitants of Rubicon survived the blaze, and those that did were branded with the moniker “Cinder” in remembrance of their ordeal.

The cause of the Fires of Ibis is currently unknown.



ALLMIND

ALLMIND is the mercenary support system. It provides access to cutting-edge training through simulated combat encounters, monitors AC pilot performance, and provides useful feedback and encouragement of pilot development through AC part incentives. The purpose of ALLMIND is strictly benevolent.

ALLMIND exists for all mercenaries.









AC NAME: LOADER 4
PILOT: C4-621 “Raven
PARTS LAYOUT
HEAD: HC-2000 FINDER EYE
CORE: CC-2000 ORBITER
ARMS: AC-2000 TOOL ARM
LEGS: 2C-2000 CRAWLER
R ARM WEP: RF-024 TURNER
L ARM WEP: HI-32: BU-TT/A
R BACK WEP: BML-G1/P20MLT04
L BACK WEP: NONE
GENERATOR: AG-J-098 JOSO
BOOSTER: BST-G1/P10
FCS: FCS-G1/P10
EXTENSION: NONE







So this is where the real gimmick of the LP comes into play. So if you bothered to watch Video 2, you will know that we’re going to be letting YOU design the AC 621 will be deploying in across the game, right down to the very paint job, if you so desire.

After every update, we’ll be lobbying for new AC designs to see how awesome or awful you can make an Armored Core. Feel free to be as vague or specific as you’d like to be, from submissions like “I’d like you to pilot an orange and purple tank with a flamethrower” to “Here’s an exact list of the parts I would like to see you use in a mission.”

Also, if you feel so inclined and you have a copy of the game yourself, feel free to post your AC Sharecodes in the thread for me to grab, download and take out for a spin for a mission, or more if I like it. If you’re feeling proud of an AC you’ve built and want to show it off for all to see in the LP, throw your hat in the ring. Or if you’ve made an amazing pile of dogshit and want to see me suffer, ring my proverbial doorbell and light that bag on fire.

PLEASE NOTE: Because Sharecodes are system-locked, we’ll only be accepting PC Sharecodes. PS5 and Xbox codes will not work, sadly. Though feel free to post your AC and loadout in the thread anyway, and I can see about trying to roughly replicate it.





nine-gear crow fucked around with this message at 03:28 on Jan 8, 2024

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

MAIN SYSTEM: ENGAGING LP MODE

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
All designs must include S(uper)PAS-12

nine-gear crow
Aug 10, 2013

Jobbo_Fett posted:

All designs must include S(uper)PAS-12

There is a shotgun that resembles that one. We won't get it for a bit though.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




As a small rock once said: YEEEEEEEEAAAAAAAAAAAH! :D

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

The Rub
The Rub
The Rub is on fire
We don't need no water
Let the motherfucker burn

Chakan
Mar 30, 2011
Exciting, I won’t miss a video! I’ll try to submit some fun builds when I can.

ManSedan
May 7, 2006
Seats 4
I love giant robots?!

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

ManSedan posted:

I love giant robots?!

Are you or are you not a chick

BraveLittleToaster
May 5, 2019
Heck yeah, an Armored Core VI LP to watch. Giant mechs for the win.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

here's a not very good but not crippled core that should be makeable with early-ish game parts:

nine-gear crow
Aug 10, 2013

Captain Foo posted:

here's a not very good but not crippled core that should be makeable with early-ish game parts:

Sweet! I can put that to use.

Also I should clarify when it comes to Sharecodes and builds, you're more than welcome to contribute designed with later-game parts loadouts as well. I've got my own late-game save file and a couple of 100% saves from Nexusmods that I'm willing to swap in and save scum with to show off designs through mission replay mode as well. I'll hold off on ACs with overly spoilery loadouts until later in the LP, but feel free to chuck anything onto the pile from here on out.

TheWeedNumber
Apr 20, 2020

by sebmojo
I only ask that the weapon systems and playstyles are interesting and varied. No cookie cutter meta poo poo unless you gotta clear a stage or S rank something. And feel free to change the AC up to boot.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

nine-gear crow posted:

Sweet! I can put that to use.


Thanks, i hope it gives some opportunity to talk about strength and weakness of various parts

Pyro Jack
Oct 2, 2016
As someone who completed everything besides Achievements and some optional stuff that you need to go out your way to get, Armored Core VI is one of the best games that I've played this year and if I ever feel like replaying it wholesale, I'll probably do it.

Tirazon
Apr 28, 2014
So happy we got this game after years of thinking the series was dead, and even happier to see this LP is in your capable hands. Got a build for ya after some shop updates happen, one I used for a good chunk of the mid game, making minor swaps here and there based on how viable the tried and true "bury them with missiles" strat went or not. CW0422CKACJ7

Sally
Jan 9, 2007


Don't post Small Dash!
ooo ooo make the White Knight as a mech!!! or make a Mecha Dash Rendar!!

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I got all the cheevos, been waiting for an lp to ride along some more

Obligatum VII
May 5, 2014

Haunting you until no 8 arrives.
I didn't make much use of them myself in my playthrough because I preferred light mechs and the recoil was crippling, at least in my opinion, but the Linear Rifles are pretty neat weapons and seeing someone make them shine would be cool.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Obligatum VII posted:

I didn't make much use of them myself in my playthrough because I preferred light mechs and the recoil was crippling, at least in my opinion, but the Linear Rifles are pretty neat weapons and seeing someone make them shine would be cool.

the Harris is a solid weapon, the Curtis less so.

nine-gear crow
Aug 10, 2013

Captain Foo posted:

the Harris is a solid weapon, the Curtis less so.

One of my venial sin in this game is repeatedly putting the Curtis on builds trying to see if it'll prove useful against something and coming up empty every time. The secret is it works okay if you charge it up, but who the gently caress has the time to charge a shot with that piece of poo poo?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

nine-gear crow posted:

One of my venial sin in this game is repeatedly putting the Curtis on builds trying to see if it'll prove useful against something and coming up empty every time. The secret is it works okay if you charge it up, but who the gently caress has the time to charge a shot with that piece of poo poo?

i keep trying too! i have a heavyish build that runs a ranratsu-rf and a curtis and never uses the curtis for anything but charge shots... but the thing is just garbage, i think.

E: it’s still only the second worst rifle

Captain Foo fucked around with this message at 00:34 on Oct 29, 2023

vilkacis
Feb 16, 2011

nine-gear crow posted:

The purpose of ALLMIND is strictly benevolent.

Sounds good then!!







Anyway my vote is to make something out of G Gundam and clear a level using nothing but your (robot's) bare hands :getin:

preferably the nobel gundam but

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
This game is in the (large) category of ones that look incredible, but I will probably never play, so super happy to see an LP of it.

Gotta have at least one level where you're stuck with sniper rifles only or whatever the equivalent to that is.

Crazy Achmed
Mar 13, 2001

Once we unlock a decent heavy machine gun (I haven't got quite that far in the game myself), let's do the classic AC build: midweight biped, machinegun and blade, cluster missiles on one shoulder and grenade cannon on the other. For old times's sake.

nine-gear crow
Aug 10, 2013

Crazy Achmed posted:

Once we unlock a decent heavy machine gun (I haven't got quite that far in the game myself), let's do the classic AC build: midweight biped, machinegun and blade, cluster missiles on one shoulder and grenade cannon on the other. For old times's sake.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Crazy Achmed posted:

Once we unlock a decent heavy machine gun (I haven't got quite that far in the game myself), let's do the classic AC build: midweight biped, machinegun and blade, cluster missiles on one shoulder and grenade cannon on the other. For old times's sake.

the default Turner rifle and pulse blade (in particular) are good weapons!

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Laser x 4 while perma hovering on quads is where it's at

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I vote melee heavy, use the good melee arms, YOU KNOW WHICH ONE, and the appropriate booster as is planned. start with the blade, go to the bunk, then the lance, and then finalize the build with... the final log hunt sword, the good one.

forward firing missiles on the back and a plasma gun for your right hand.

AtomikKrab fucked around with this message at 01:53 on Oct 29, 2023

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY
Hell yes I am so on this ride, luv your posting Crow

NGDBSS
Dec 30, 2009






Make the Pegasus from Lancer into a mech.

NGDBSS fucked around with this message at 03:52 on Oct 29, 2023

chiasaur11
Oct 22, 2012



Crazy Achmed posted:

Once we unlock a decent heavy machine gun (I haven't got quite that far in the game myself), let's do the classic AC build: midweight biped, machinegun and blade, cluster missiles on one shoulder and grenade cannon on the other. For old times's sake.

I've always thought of the classic build as having an energy weapon instead of a machine gun, for the cost savings.

Sure, that doesn't apply in this one, but old time's sake, you know?

Dr. Snark
Oct 15, 2012

I'M SORRY, OK!? I admit I've made some mistakes, and Jones has clearly paid for them.
...
But ma'am! Jones' only crime was looking at the wrong files!
...
I beg of you, don't ship away Jones, he has a wife and kids!

-United Nations Intelligence Service

Rubicon was such a great surprise to see come out and goddamn does this game go hard in ways that haven't been seen since For Answer. (As can be seen by the 'beloved' Filter Chopper in the beginning for starters)

AC-wise, my only suggestion would be to rock twin vertical plasma missile launchers once you get access to them at least once. I swear by those beauties - they're equally good at crowd control and maintaining pressure on harder targets.

White Coke
May 29, 2015

TheWeedNumber posted:

I only ask that the weapon systems and playstyles are interesting and varied. No cookie cutter meta poo poo unless you gotta clear a stage or S rank something. And feel free to change the AC up to boot.

Same. I've never played or even seen an Armored Core game except for some clips from this, so as long as the builds are varied and entertaining I don't have the knowledge to ask for anything specific.

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
EDIT: The original call in this post was the following design as a consistent, in-between gimmicks decal:

6 1
1 6

with a 2 "chaining" the two 1s together, but with my limited art skills there was no way to draw it cleanly/presentably. If salvageable, I still think it would be a cool design, but it might be better just to keep the two number columns by themselves, or maybe with some other flourish surrounding the whole thing instead.

Jossar fucked around with this message at 05:39 on Oct 29, 2023

Grizzwold
Jan 27, 2012

Posters off the pork bow!

Sally posted:

ooo ooo make the White Knight as a mech!!! or make a Mecha Dash Rendar!!

Someone give Crow a giant decal of Dash Rendar's face to plaster all over his robit

Kesper North
Nov 3, 2011

EMERGENCY POWER TO PARTY

NGDBSS posted:

Make the Pegasus from Lancer into a mech.



I know right, wtb Lancer mod

It really needs a mod because none of the back weapons in AC6 are an adequate substitute for the Ushabti omnigun.

Ibblebibble
Nov 12, 2013

As someone firmly in the laser slicer ride or die camp I would like to request you use the laser slicer once it's unlocked.

Edit: also try out the kinetic pistols they have insanely high style points, extremely cool.

Ibblebibble fucked around with this message at 05:48 on Oct 29, 2023

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Sel Nar
Dec 19, 2013

Jossar posted:

This game is in the (large) category of ones that look incredible, but I will probably never play, so super happy to see an LP of it.

Gotta have at least one level where you're stuck with sniper rifles only or whatever the equivalent to that is.

That would be Linear Rifles, which are basically chargeable Railguns. They do stupid damage, but temporarily immobilize you before firing, meaning sufficiently shifty foes become absolute bastards.

They're great fun.

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