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ARMORED CORE V

Paperclip

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http://www.youtube.com/watch?v=y4aimv4YjT0

HOLY SHIT!!!

MECH PORN!!!!!!

Too bad that I don't know if I would be able to play it though because I have no PS3 nor 360. It does seems to be more tactical looking at how the combat in the vid is presented (e.g. there are "artilery" mechs in the desert).

Thanks to EvilSatan for mentioning this. I was an avid AC player on PS and PS2 but after that, I didn't follow the series anymore because I don't have the next gen consolez.
 

Paperclip

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It turns out that the actual gameplay isn't as glamorous as the trailers. Who would've thought?

Walking will still be of little use because boosting is just quicker.

Apparently you can't go/fly/boost/etc. as high/freely as before so your mobility is more restricted.

You now can wall jump!!! I know where they got their inspiration from (hint: rockman).

Bracing on/static position mode appears to be an important feature. Not sure how this would turn out because the ACs' mobility is still very high.

I'm not sure if the leg shield on bipeds is cool or retarded.

http://www.youtube.com/watch?v=RQiv2IrfUKY&feature=related
http://www.youtube.com/watch?v=_ML5sf0C-_g&feature=related

Some more:

Tanks' projectiles are too slow.

I like it that stored weapons have real storage places (on shoulders?) instead of a magical pocket inside the core.

It seems that back weapons are now gone (not sure).
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Dat CG...

A bit too arcade for my liking. Also; post apo seems a bit weird setting for a mech game, would figure that high tech gizmos like mechs would be the first ones to fall apart when the spare part supply declines.
 

EvilSatan

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From what i've seen, it's online only. Fucking :decline: as hell. It's weak shit. Nothing like the old games. It's like Nine Breaker for PS2, they're trying to branch out into something different and it's going to bomb hard.

When I played AC 4 a long time ago, I enjoyed it because it was your typical AC game, but it's not looking good for AC 5. The same company made Demon and Dark souls btw.
 

zeitgeist

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I wish they would just make a turn-based AC spinoff instead of these. Especially since there's probably not going to be another turn-based Front Mission game in the foreseeable future. Well, except on cell phones and such.
 

Zomg

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Haba said:
A bit too arcade for my liking.

If only, the problem with AC is that the animes and things they are trying to encapsulate (e.g. shit like boosting, flying, missle swarms, swords, etc.) can only be controlled all at once in action game format in the most awkwardly gay ways imaginable. An "arcadey" game would drop the mech sim shit and make something that wasn't sloppy as hell with the interface provided.
 

Vaarna_Aarne

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I'm still pretty pissed off with ditching the NEXTs, since AC4A was the best game in the series and you could a lot further that way.

Bring back the speed and 60 homing missile attacks!
 

Paperclip

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Here are some higher res vids showing the gameplay:
http://www.youtube.com/watch?v=EhWWZ4XPMxQ
http://www.youtube.com/watch?v=pYvNxZ5e6lQ

Haba said:
Dat CG...

A bit too arcade for my liking. Also; post apo seems a bit weird setting for a mech game, would figure that high tech gizmos like mechs would be the first ones to fall apart when the spare part supply declines.
Long story short, the series never had good backstories and there are these megacorps that wage war with each others.

EvilSatan said:
From what i've seen, it's online only.
From what I've read, there's still single player mode and they've made it to be longer than any others in the series. I don't know it if would have "online only" DRM.

Vaarna_Aarne said:
I'm still pretty pissed off with ditching the NEXTs, since AC4A was the best game in the series and you could a lot further that way.

Bring back the speed and 60 homing missile attacks!
The dev made a poll back in 2009 asking people what they want in the next installation (this). So apparently people (the Japanese audience mainly) prefer the ACs to behave more like "real robot" than "super robot". The height of the ACs have been decreased from 10m to 5m too. They said that it would provide a more tactical combat (in cities) but I'm not seeing it.
 

Damned Registrations

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Height has fuck all to do with it. Factors influencing tactical combat in the AC series were always terrain (Which can as easily involve 200m buildings as 20 m buildings) radar, and temporary vulnerabilities (heat, energy, now primal energy ort whatever they called it) which combined with limited ammo pools relative to your target's health pool, meant if you weren't careful about how you fought, you could end up wasting all your ammo on a target zipping around covering and never overheating, while taking double damage because you're overheating yourself and have no energy to spare for dodging.

I was talking with a friend about the series the other day, and the other thing it needs to get back to is have actual variety in weapons. 200 weapons doesn't mean shit if 80% of them are the same weapon with tweaked ammo supplies and weight, or slightly different firing rates. I don't need 10 fucking bazookas, I need shit like the spread bazooka or a napalm bazooka or an impact bazooka that doesn't cause as much damage but has much more stagger effect. Shit that actually changes the way you fight.

They need to put in more really difficult optional missions too. When the only challenge comes from trying to do a pretty easy mission fast enough to get an S rank shit gets old fast.
 

anus_pounder

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Its just the one though. After getting through that on hard, none of the other missions were particularly challenging (or interesting).
 

Vaarna_Aarne

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I'm a bit late for the party, but I finally got the slice of time to get into AC5...

And I must say, it's really awesome so far. I've gotten over the tonal shift of the series, and I really appreciate the real robot angle they're going for here, and the more brutal and tactical combat. Don't particularly care for the emphasis on online play though, but at least I have a lot of new weapon types to experiment with once I get all the cash I need. One thing I really like is the new Battle Rifles and hanger bay system instead of back weapons, it's a refreshing change to instead have alternate weaponry (currently using a Gatling as my Hanger)

It's hilarious really, people are gushing about a new (and probably shitty/mediocre like always) MechWarrior game, while AC5 is probably the best realism-oriented mecha simulator since Heavy Gear 2.


Anyone else playing it, or played through it?
 

Destroid

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Haven't played it, but MWO is doing quite a few things differently from the old Mechwarrior games (and looking to tabletop Battletech for cues) and is on PC, so it gets points there.
 

Vaarna_Aarne

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Remains to be seen how differently. Last time I saw a gameplay video, it was just as skill-free zone of shallowness as always.

Btw, an interesting aspect is that the Cores are a lot smaller in AC5 (then again the timeline and setting of the series is impossible to understand after one installment's sub-series ends), the average AC is now around 1/4th the size of a NEXT (the super robot style mecha from AC4 and AC4A) being only twice as large than a future main battle tank or artillery platform and are not airborne in the slightest (they can jump off and along buildings to gather height with their more jump jet style boosters and will slowly hover down after jumping). That's not to say they aren't fast and furious in a way BattleMechs can only dream of, they just aren't "800 mph burst twice or thrice a second" fast like NEXTs. Another mechanics I really enjoy is the fact that your HUD info is extremely limited in Combat Mode, and you have to turn on Scan Mode in order to make use of your sensor probes' (three categories of these: Sticky probes that you fire to a set position and can adhere to moving objects, Hover probes that fly in place where you fired them to, and Tracking probes that follow you around) data and waypoints along with more indepth mecha status display but cannot fight while in it. I'm also looking forward to seeing more of the critical hit effects that I've seen a little of.
 

Damned Registrations

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I played it for a bit, but after falling through the terrain twice in a short span of time, was turned off. It also just doesn't *feel* like AC to me this time. Not that it's bad (I didn't play far enough to say honestly, my mech was still mostly starter parts) but it had 2 things working against it: aiming was entirely trivial. If you're facing a target and it's in range, you've aimed at it successfully! Pull trigger to destroy. Stuff just didn't bother dodging anything, and trying to match range/look for an opening when they slow down or turn or whatever to land some shots was a big part of the gunplay. And secondly, the missions I did felt really really linear. Walk down laid out path and exterminate things along the way. AC has always had some missions like that though, but I only played a bit and what I did play these were the norm.

I did really like the whole tracking probe thing though, very cool aspect to the gameplay. But it felt really unnecessary at the point I was at, because everything was easy enoguh to walk up to and murder.
 

Vaarna_Aarne

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I've faced the first enemy AC so far, and it does dodge a bit, I'd expect them to get a bit better at it later. Some aerial enemies also take a few more shots or longer lock-on with most weapons to take down. So far I figure most early missions are basically just like the "kill some poor Muscle Tracer bastards who don't have ANY chance against you and your psychically-tuned WMD giant robot" missions in the early sections of AC4 and AC4A. But yea, it feels a lot more like Heavy Gear 2 than an Armored Core sequel, especially after the kind of stuff the series did with NEXTs. I hope they'd had the cutscene tech they have now when doing AC4A though, they clearly have been putting effort on improving this aspect, since I liked the set-up and ideas AC4A clearly was working on.

EDIT: Also, there's some really enticing new weapon types added that I'm going to play around with once I get stuff unlocked. So far I feel comfortable that Battle Rifles + Gatling is the winning combination all the way for beating the game to the stage where all their stuff are belong to me.

PS: I like the fact I could buy a naval vessel as the Workshop look. It's just part of the deal with this kind of thing. Sadly it's some freighter thing and not a proper battle-carrier submarine.
 

Vaarna_Aarne

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Been getting ahead with things. First of all, the gameplay does get a LOT faster than at the start, once actual flying enemies (not puny helicopters) show up and the Defense ACs (those tank-tread things) start coming with shields (make them considerably better at soaking fire, but you can get behind them if you're fast), along with enemy sniper cannons, missile batteries and howitzers. Not to mention actual enemy Armored Cores, obviously. Obviously not the same kind of speed as AC4 series where combat was about not getting hit at all because you were a super-sonic whirlwind of destruction, but it's still faster than the PS2 era games. Quick Boost (now called High Boost) is still in for example, and one of your most important tools for survival. Because Energy is more limited this time around, so is your Quick Boost, which you now use to dodge missiles at the last moment and rapidly shift your position so you can avoid enemy fire, but you must conserve it. Instead your standard means of increased mobility comes from WALLS, as Armored Cores can leap up, off and along walls at High Boost speeds without the energy cost, which is probably why ACs are so small now and more buildings indestructible. It also presents a more involved form of environment you need to adapt to, because now the difference between an urban and more open levels is extremely notable (especially due to how vertically limited you are) and you need to adapt your tactics accordingly.

You also take a lot more hits this time around, but damage resistance has been upped to eleven. I play a mobile medium-heavy bipedal AC, but I can still have a ton of shit hit me before I start feeling the heat due to smaller weapons simply bouncing off. Compared to previous games, damage resistance types are of paramount importance, with enough resistance making you almost immune to the damage type. It's also why damage has now been divided between Kinetic Energy, Chemical Energy and Thermal Energy, to create a fuller rock-paper-scissors circle. It can get a bit annoying though, since some AI ACs have ridiculously high resistance to Chemical and Kinetic Energy, while Energy weapons seem to just suck donkey balls. Might be that the pendulum has swinged more in favour of the Tank legs again, after the supremacy of medium bipeds in AC4. In general it seems heavier legs are better, my AC is mostly medium parts but the legs are heavy, and it has lead to better turning and stability with no loss in Boost mobility.

Probes are definately useful, because you need to move fast in order to get the best rating. And in order to do that, it pays off to be able to find any bastards hiding. There's several missions where you have to locate enemies that are hiding.

There's also a new melee weapon now, actual Physical Blades. So far seems to me they suck, but melee in general is a lot weaker now it seems. In general there's a lot of new weapons, though I'll start testing them out once I get everything unlocked and can start getting creative. Getting cash isn't hard (you can get 500k with a very easy 1-on-2 AC duel where both of the opponents have paper-thin armor), it's just the part of getting things to the shop in the first place. So far I've only played Order missions (approaching #50), so I don't know how Story missions would change this.
 
In My Safe Space
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It's hilarious really, people are gushing about a new (and probably shitty/mediocre like always) MechWarrior game, while AC5 is probably the best realism-oriented mecha simulator since Heavy Gear 2.
And you haven't posted in my Heavy Gear 2 thread.
 

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