Don't get me wrong, I believe most of you will enjoy this game. And to my point, 90% (we actually ran a poll) of you reading this have indeed never played an AC game. This is easily a game made for that 90%. It is what it is.. Edit: Answering the ''If you don't like it don't use it'' argument that has been brought up many times: ruclips.net/video/q7mRcugCG3Q/видео.html
I hope the fact that From try to increase sales don't become making easier games or less strategic. I said that because ER is the perfect example of how low effort game play ruined the experience with spamming Ashes of War, unbalanced power stancing damage, slow recovery for colossal weapons, ...
Hey man just wait till the games comes out watch some videos then decide I see a lot of potential for this game but if that not for you that's fine I ain't hating
I dont think so, I didn't wanna play soulsy robots, especially with that lock on which I had problems with already. All this footage look so bland and empty now, as exaggerated animations, looks like as if you're supposed to be doing something behind but it's just an interactive movie, it's sad. Used to have faith in the team but I'm passing this one out, probably next Fromsoft title too if they follow this track onward.
@WillSmith-ui1pbyea but it felt like playing a mech, like Mechwarrior does. AC games after the PS2 era are pretty much Zone of the Enders. And fun is subjective.
What I thought was interesting was that your missile spread was different depending on the lock-on vs more traditional AC combat. So honestly I think there will be a healthy mix of the two combat styles.
Welp, a year later and you were proven right. Hard lock literally removes 100% of in-game skill expression. The only thing that took actual skill was maneuvering your AC relative to your opponent and keeping them on screen and within your crosshairs. With unbreakable hard lock this gameplay loop was just entirely removed lmfao
I’ve seen so many videos like this of people discussing their concerns with the game or how their hype is gone over only 2 points (lock-on and turn speed) after seeing the gameplay trailer. While I don’t discredit the concerns and you have valid reasons to be a bit disappointed, I feel that it’s too early to start drawing conclusions about the game based on just one gameplay trailer. We only know as much as what was shown and we know very little about anything else. For example, we haven’t seen yet how PVP or AC on AC combat will play. Maybe AC’s in this universe are the most advanced machines and can auto-lock and auto-turn while engaging lesser advanced enemies such as the grunts and bosses, but can’t when fighting against other AC’s due to jamming tech and have to switch to a more manual aiming mode with some slight assistance like in previous games. Keep in mind that FCS parts are still in the game and this could be where they come into play. We just won’t know until either a demo, more trailers, or the game itself is released. Also, on turn speed, I see it as irrelevant and does not hinder gameplay at least since after AC 4. Since combat is high-speed with a lot of boosting, turning will be almost instantaneous anyways. As a long time fan of Armored Core, Dark Souls, and of FromSoftware in general, I’m excited to see just how they implement what they have learned since Verdict Day and how they have modernized the franchise. However, calling it Souls-like (as so many people have) feels like it is downplaying its identity as its own franchise. It would be like calling Dark Souls Armored Core-like because of the customization and difficulty of the games share some similarities. So far, I love what I see. The mech design looks amazing, the AC’s are quick and nimble but still feel weighty and like they are war machines, the environments and enemy designs look great, and the soundtrack sounds great too. Can’t wait for August 25.
This whole thing really mirrors the Monster Hunter community. In that case, the changes to Monster Hunter made World and Rise the most successful entries of the series by a more than substantial margin. If MonHun had remained as it was pre-World, it would be dead, as World actually saved Capcom from going under. Which would've caused MonHun to be no more as well. Likewise, FromSoft's recent games enabled them to make a new AC after more than 10 years. If AC6 is as good as it looks, this will likewise revive the series in a way that would be impossible for the old entries' gameplay design. Not to say older AC entries are objectively bad. I've mostly enjoyed them so far. But I'd be lying if I said that there weren't design elements that are needlessly frustrating, archaic, and would do more harm than good in the current gaming landscape. In the end, the AC old guard will have to learn what the same in the MonHun community had to. If you want old-school gameplay design, play the old entries. Crying about the changes in the new one will only make people not want to interact with you and what you're championing while they continue to enjoy the new entry. In the end, it'll only hurt those complaining, not the new game they dislike. Everyone is entitled to their opinion, but not all opinions are objectively correct. And the results are what define whether a course of action was a good one or not. In the case of MonHun, the course Capcom took ended up working out far better than catering to the detractors would have, and I'm pretty sure this will end up similarly. Time will tell all truths, and I'll definitely be along for the ride.
and they're quite literally better games for it. Old Monster hunter games were tedious and cumbersome to play. There's a very weird community that thing convoluted systems make for a better game, I simply disagree.
I agree. Im an old player but Im excited for the changes for two reasons: 1: When you really think about it....most of the old school skill-cap and all this hardcore romanticizing about hardcore maneuvers and such and how hard they were to pull off.....yea duh it was so hard because it was so clunky and involved a lot of extra fighting with the camera. Most of the complaints in this video can be boiled down to "I would like to fight the camera some more, please". Once I had that epiphany I chilled out😂 2: FromSoft has been literally making games Ive enjoyed since I was so young I didnt know or care who FromSoft was. I was playing Kings Field when I was 7. I didnt even know AC and Dark Souls was the same people until I was 24😂. Now Im 34. Of course they are gonna incorporate souls elements into it.....duh thats whats made them successful and let them come out of obscurity. Besides......so what if the new one controls like Zone of the Enders......ZoE fuckin SLAPS! Hidden gem everyone forgot!
This is the correct way to look at this game. The only way Fromsoft had to give Armored Core another realistic chance was to try to ease the soulsborne community into the franchise, through a certain set of compromises. A fully authentic and oldschool new Armored Core game was never going to happen, anyone with those delusions set themselves up for disappointment from the start. It was either no Armored Core or an Armored Core which caters to the soulsborne community in some capacity. And also, let's not act like AC6 is a souslike or something. It is an AC game through and through, with a set of soulslike elements. The two are far and wide apart.
Finally, similarly there was a guy that missed the "old fromsoft" specifically Demon's souls antiquated and archaic design. He more missed the incovenience and tedium of demon's souls (which is designed to be a slog of a game)
I welcome the changes personally. Soft/hard lock on provides a skill ceiling, just like playing locked off in Souls. I trust them. They made Sekiro's combat which is still my favourite to this day. Been playing AC since the 90's for reference ✌️
The soft/hard lock-on comparison to Souls is kinda disingenuous, and I mean no disrespect with that. The game is clearly designed (for everything we see right now) around hard-locking in order to deliver the high octane mech action they said they wanted to accomplish, which is when this game peaks (we assume) design-wise. It's a much more fundamental change than not locking on in Souls (which can be an extension in player freedom, rather than a cull). Jee made a far better comparison on stream: not hard locking is something like not rolling in Souls. Doable? Sure. But wtf is the point of it? You're deviating far from the central formula of the game.
@@kimlee6643 I can almost guarantee they're going to punish you for staying hard locked. Certain bosses and encounters punish you for be hardlocked in many of the souls and Elden ring. Also noticing how much terrain is in the trailer it's probably a bad idea to stay locked on, less you fall off a platform, or run into terrain. One thing people have yet to point out, if you've noticed you lose mobility when you're hard locked.
@@TheClassicDoomGuy That is a complicated take. In BB, being locked on/off completely alters your evasion, so that stating AC6 might have fundamentally different mobility between lock ons is easy to imagine. That's not what we got from Vaati though, at least I don't recall any comments on mobility. Though I understand your point clearly (I believe). If hard lock on is a sort of assault mode, then mobility *has* to be different for it to be meaningful (again, this is another variation of Jee's complaint). I do wonder if these analyses are missing crucial details about combat flow and control schematics variation.
@@kimlee6643 I've been playing AC since it's very first game, the reason I say this is so I can make a somewhat decent point. If we go back to any armored core pre 4th gen console we can see where the difficulties in the game come from. -Cramped controls -Bad builds -fighting with your ACS -going out of bounds -Running into obstacles/getting hinged on terrain -Certain weapons being useless for certain missions (this one will be unpopular) -Statistic bloat By the time Armored core 4A came out alot of things were made more "user friendly" No need for ACS anymore, since as long as the enemy is on your screen you're locked on, this was a major gripe I had since switching targets was almost non existent. You can practically build w/e you want in 4A and it will work, with more or less success. 4A was extremely easy...Except that one mission (looking at you occupation of arteria carpals) hard mode was basically just turning the difficulty setting to normal. And if anyone forgets armored core 5 and Verdict day were good games in their own right...But the sheer amount of numbers exploding in your face is enough to turn someone into a numeric bukkake recipient. That being said, the difficulty in that game was relentless in some missions. If you didn't build the appropriate mech, you were shit out of luck. Going up against an enemy AC that's strong against your weapons? tough it and rebuild your AC. All of this is to say that, just by looking at Armored core 6 I can already tell the first few missions will be easy-ish. But with this combat system in place you're going to see the difficulty cranked up to dark souls level intensity which will absolutely require you to switch between locked modes. Especially considering the difficulty in some of the earlier titles. ESPECIALLY in the trailer we saw, where you're going to have to refit your mech sometimes and that's why they're letting you do it mid mission now (Just like switching playstyles in darksouls). I'm 99.999999 percent certain we're going to get some absolutely ball busting moments.
My hope is they add complexity in other ways. I remember when dual analog control was added to the series in nexus, I thought it was going to be too easy. But they added enough complexity to other aspects of ac control and game design to still scratch the itch. I'll need to see more before I say it's too casual, but I'm not as excited as I was a week ago. Either way I'm sure it will be a good game, even if it's not a good AC game, and maybe perspective is all it will take to have fun :D
When a man says "it is what it is" that means he is truly suffering inside, I hope when AC6 comes out you'll love it and that your worries will be unfounded
Elden ring was garbage but the new fans don't wanna hear it were looking at the death of something beautiful like rockstar and gtav they don't want us old fans anymore.
@@justsomegamer01 it's just rotten "souls games are good because they're inaccessible and me getting into it means im better" thinking, you shouldn't pay too much attention to it, this type of person will always bitch about the next game being "dumbed down" I mean, they've been doing it since Demon's Souls, there is a semi-popular youtuber that hated Bloodborne because it didn't have shields
I’ve never played an armored core game I’ve only watched videos but I find it somewhat confusing that there are people saying his opinion is “elitist” when the past games did not include a souls like lock on mechanic and are acting like this is some minor change for a game such as this. Everything I’ve seen about the past games is focusing on keeping your speed and momentum and outmaneuvering your target while also maintaining accuracy on your target/targets and with this lock on Mechanic its seemingly removing a decent chunk if not all of that gameplay element of needing to maintain accuracy on your own. That doesn’t seem like some small change to me at all.
I could definitely see the decision to do this stemming from the point that they might have more unique, giant, boss-like enemies that need more personal attention to rather than a bunch of enemies in a group, far away, like ac4.
Don't give up hope man. I've got faith in From and you may be surprised by the skill gap. It wouldn't surprise if the speed of combat makes lock on almost required. Remember this demo is likely very early in the game who knows the level of challenge that awaits. Its not traditional armored core, but I hope it grows on you.
@@juliusperseus8612 i think its disingenuous to say this is elitism. its genuinely a different style of play. of course some people are attatched to how the older games played. its like how folks didn't like how cod infinite since it strayed too far from what they initially liked. of course this is not to say this will be a bad game. like with the cod infinite comparison i expect this to also be a pretty good game. its just going to be drastically different. that said i don't think this would not be considered an armored core game its got the customization. its for me its definitely still very much more AC than folks would think. if all different builds do indeed play as differently as they said in the interviews like. all we have seen is biped gameplay we haven't seen threads and quads and they did say they are focusing on those on how to make each mech feel different. so i think angry oldgen fans are probably being hasty rn.
@@juliusperseus8612it's not elitest to be disappointed by major gameplay changes. Target tracking was one of the major skills you needed to play well, hardlock just completely removes that skill gap and isn't necessarily a "good" change. Some will say it is and some will say the opposite, the addition of check points and healing is also a major change that isn't necessarily a "good" change, just cause you do think it's better doesn't make the ones who don't elitest.
3:27 if they keep the old fcs style (the AC's auto aim) that quick delay of your reticule leaving the target will reset the lock timer, meaning youll have to manually lead your shots untill the fcs kicks back in. Its definitely new, and good players will absolutely slap the uninitialted, but i dont think its going to crutch as much as it initially seems. Especially with no hud yet.
Yeah hopefully it's going to be moderated by you fcs or arms or something. If you fcs only determines your range that is gonna suck. But there a lots of things they could do to reduce the power of a hard lock on so I definitely want to see more.
@DisappearBlade I bet they'll have it be affected by the legs too, since it involves being able to turn, and hoping they'll keep the old boost system where you could bypass turning circles with micro inputs. Had a high skill ceiling and was anime af
@@DisappearBlade They might have jammers back in the game for this reason. If not a whole stealth system they're not showing yet. Then some weapons might scrabble sensors upon impact.
I'm just a nobody in the sense of credentials. All you should know about me is that I was born in 2000 and that my first Armored Core game was Armored Core 4, playing it at the age of 7. The order of games I played it was 4, 2AA, 3, LR, V, FA, VD, 3SL, 2, and emulated 1-MOA. I have over 500 hours logged in 3, LR, and VD. I'd like to think at this point i reached veteran status with the franchise. Lol I watched the gameplay demo and noticed a lot of other old AC fans are frustrated with some of the stuff. If I can help ease any anger within the community, I want to try. I think with each reboot we as players find old mechanics from previous games while finding new ones. This isn't anything particularly new with gaming, but it is good to point out that the AC franchise has had so many reboots, we are at a point where we like and dislike certain aspects of each gane respectively. With ACLR, I thoroughly enjoyed the amount of parts available but struggled with finding consistency with heat, generators, radiators, and boosters all while a lot of the back parts require for quad and tank legs in without Human Plus. In AC FA I found to be one of the mpre rewarding AC games with its regulation files and customization. What I dislkled about the game would have to be the lack of details on a portion of maps as opposed to its previous instalment, Armored Core 4. I may be a little niased on this and open to criticism (on all of this lol), but I feel like there was a larger variety of maps and areas in AC4. I know why, but it is something that I feel should be pointed out. Now, I like ACV and VD and spent my time playing it exclusively offline. I did not get the chance to experience fighting other players or take on the bosses. A lot of it being reduced to what it was in 4 and FA, I felt at the time it was something that I could still get on board with. Because no matter the reboot, the theme has always been consistent. Humanity fighting, corporations with their greed, AI attacking humanity, etc. Graphics for V weren't as ideal for me but I liked some of the side characters. Chief and RD were my favorites in V. The sheer energy of Wally Wingert as a villain was wonderful. VD took what they learned from V and refined it to be even better. V had its own checkpoints and could call in for resupply or temporary part swapping. For the story missions it had, it felt somewhat immersive. And while sure it did make things easier to a degree, the game gave you more rewards if you stuck to your old AC routes and tried to tackle everything without these aids. I specifically remember fighting Zodiac ACs and just the effort of getting to them was without the use of resupply and making sure your AP doesn't fall below a certain point. This ket factor here is why I am not worried with AC VI. They will give you all of this support, but it is entirely up to you as a player if you want to use it or not. VD however had its own problems in its own right. I felt customization was the most difficult with this game given the parts and the legs with their load capacity. Unlike other AC games, I couldn't really experiment around for the fun of it. My biggest worry for Fires of Rubicon will be how much I can customize. The amount of parts doesn't always make up for how limiting your energy and equip load will be. My concerns for VI feel somewhat small considering everything FromSoftware has showed us thus far, and will be fine once we start playing. I'm not a particular fan of the reticle for VI, it looks a little too much like V/VD, and seems a little redundant if our weapon data is on the bottom right (thank you Vaati with your photographic memory). I do like the enemy status shown when locking on however. Hard locks and soft locks are of no concern to me as Arnored Core 4 is the biggest example of using that specific mechanic. You can lock on to enemies but by pretting the righy joystick, you pull up a camera view and have a hard lock on that specific enemy. I found it qite helpful due to 4th Gen's extreme speeds with their quick boosting. And even in FA we had a similar hard lock on other enemies and NEXTs, it was an audio que and color shift on your FCS. Everything we've seen thus far with VI has included the use of a melee weapon. Take it however you will, but I think when I first get my hands on my copy, I'm going to see how far I can get with dual wielding any ranged weapons. Staggering in AC isn't anything new, we have had that all the way back since the first AC game on the PS1. From grenade launchers to linear cannons, to heavy missiles, to snipers (4 and up with this specific weapon class), to laser blades, etc. I think what I'm trying to say is that this shouldn't write any AC veterans off. Like all the other AC games, we'll grab it, play it, and find things from older games, things we don't like, and things we do like.
I think the issue lies less in the hard lockon and more with how fast and free turning seems to be. The mechs seems to instantly turn on a dime when the stick is pressed or when a locked target moves under you which immediately removes large part of the skill of moving in AC and is an insane buff to locking on. If enemies could break lock on by moving out of your FOV faster than you could turn I think it would make a good middle ground between souls and AC, but as is I agree it doesn't look that good. Its worth remembering that souls gets away with strong tracking mainly due to long animation recovery and projectiles in general either being exceptionally weak or coming at some kind of cost be it FP or investing in stats dedicated to magic. AC however is primarily a projectile game with tons of guns and missiles already having been shown off. Such strong tracking in such a shooting heavy game runs the risk of being easier than even the easiest parts of souls games. Imagine if you had this kind of lock on and tracking in an FPS. It would be on par with some of the strongest aimbots with even enemies who jump over you not being safe with instant 180 degree tracking and auto aim.
You guys kinda forget the fact how much the world changed in 10,15 year's. When I was a kid we had a totally different idea of mech, they were big robust, slow , mounted with nuclear lunchers and railguns. Today because of the technology improved so much we all know deep down that this type of mech would be destroyed within 2 seconds. So the idea changed to not so big not so robust but mobile. Turning 180° within 1 second shouldn't be an issue for a modern mech even if you only use today's technology. And yeah hard lockon in real life also already exist. But I am not afraid that the game is not going to be challenging for sure.
My only concern is how it’s going to affect PVP. If they have thought of that, I’m not too worried. I would kind of rather the game be about resource management, reflexes, and reading movement than aiming anyway. (Because I’m a gen 4 fan that also sucks at aiming)
@@rhobidderskag1121 armored core? yes, and I've played elden ring and other souls, I know how both function. This isn't what I'm looking for as a long time fan
@@frowningmirror8097 Armored Core 6. It was a rhetorical question. Nobody has played it, so nobody knows enough to know whether it's more or less competitive than Armored Core 4. For all we know movement and combo tech will make up for the lack of emphasis on aiming tech. What you're looking for as a fan is a different matter entirely. For me, an overwhelmingly movement-centric game _is_ what I'm looking for as a long-time fan.
@@rhobidderskag1121 We saw gameplay footage of a game 2 months from release, it should be a pretty accurate demonstration, the PVP doesn't look good to me, go and buy the game if you wish but this isn't something i want to play.
As someone who's never played armored core but is looking forward to this release, I would rather the skill come from gearing the mech, strategizing, and dodging attacks than from making sure the enemy is in the center of my screen at all times. Some hardcore armored core players might be disappointed but the majority of the player base will enjoy the change and FromSoft will profit off of it so tough luck.
For the record every AC game has since inception, the CORE unit the CPU unit and even the Head Unit have always effected your lock on hud size shape, speed ect... Even so much as the info it displays to you "missile incoming" can change depending on what part you equip. The arguments he tried to make here are unfounded and is quite ignorant of the games previous mechanics.
yes you have the right idea. all the complaints in this video are silly because at the end of the day all it really was, was fighting with the camera some more. That wasnt what made AC fun. These changes are gonna make the mechs feel more intuitive to control and like an extension of onesself.....yes more like a gundam or Zone of the Enders type mech......but thats ok. Players like speed, fluidity, and degree of movement in combat. Gets the dopamine going. Its been proven. It will make the game more frenetic and fun. Now we will have to dodge more projectiles Im sure.
My boy Jee, I know how much you have been looking forward to the game so it hurts seeing this down about it. Other than that first ps1 AC game that I genuinely forgot how it plays it out, I pretty much don't much about AC games. As you have said, we don't see a point of reference. However, I think you should give it the benefit of the doubt and see it for what it is. From my AC noob eyes, it looked very smooth to control and when the controls are smooth, I always feel like the gameplay will likely be good. So who knows, maybe that thing u hate might turn out to be something good? Hey just trying bring you some positive vibes so chin up bud.
I understand how you feel. I'm a pretty new AC fan but I've had other series I like shittified to appeal to an audience that never cared about the series. I still hope you can find plenty to enjoy in AC6, maybe the new lock on will allow you to play in a new exciting way, or you'll have so much fun with the other things that you won't notice. Either way, best of luck to you.
@@hikarihakai1285 How so? The old games were balanced around soft lock and they felt more mech like because of it if they had hard lock the games would be completely different. Light speedy ACs are probably gonna be pretty bad now that hard lock is a thing and they can’t dodge anymore
@@MILDMONSTER1234 you could just cancel the lock on And it not like this is 4 or FA so the lock on won't that bad for light speedy AC, actually it is shown through the gameplay trailer than they could dodge quite well with the lock on Overall the new lock on have more benefit People used to soft lock might think differently but overall it is just worse
I’d say you should be able to break the lock with a sharp enough dash kinda how it worked in ACV you had a soft lock-on but people could move out of it. Also because everything is a projectile and not hit scan you can still go absolutely bonkers with your dodges and mix people up hard. Also melee in IV V and VD was CHEEKS so if it’s even marginally better I’ll be happy.
Melee in 4th gen was fine, i played through all of 4/4a with blade focused builds. 4a especially was really forgiving to blades, as the lock on system and speed only made them better. pilepunkers were ass though. On the flipside, pile bunkers were much much easier to land in V/VD and my personal experience was that they were better than whatever they did to blades that gen.
@@APineappleR yeah I remember blades in V/VD being pretty goofy I used to run with some pretty competitive players and we’d use pilebunkers or the OW Lance for a meme and not much else.
wait for more info, and release. if you think the new changes casualise the game, you are very mistaken i believe. I am quite confident AC6 will be more complex than any prior title, all the while having a better interface to allow newer players to enjoy the game
It's a fine line between fast-paced vehicle simulator as opposed to a straight up action game with a vehicle-sim aesthetic. Hopefully AC6 is the former and not the latter.
I watched Vaati's video playing all the AC games and as someone who's never played AC I was actually really excited to get to master the aiming while moving skills since it looked so engaging in his AC4 gameplay
Yeah that's how every ac game plays, but that shit is gone for 6 lol. And fighting cowboy still has the balls to say it isn't a souls like at all, like wtf are you on.
@@gefehede7783 you think lock on is what makes souls game a souls game? If so then you probably have played some different game. Stop judging the book by its cover and reserve your judgement till the game comes out.
@@rhrishikeshsane5450 the thing people dreaded and excited to fight the most, is another AC. Now its big boss with attack pattern and nier automata style bullet hell. Its not 100% souls like but its sure drifting toward it.
@@rhrishikeshsane5450 they will put more inspiration from their souls game into this lmao they know ER players will flock to this game so they want something to make them feel familiar besides its fair to compare gameplay to this if you have actually played older AC games and spot the difference imo
I have so many questions that won't be answered until we have the game in our hands. Can hard lock be broken? Is turning speed a factor? Is being above or below the opponent any different than being on a flat plane if we're both hard locked to each other at all times? I trust From asked themselves these questions and many more during development so I have hope that they carefully designed these mechanics and we might be pleasantly surprised at launch.
Also im wondering if when you stagger someone in pvp do they lose hard lock. There could be a nice strat to launch slow veloicty homing missles and then hit with a bazooka to stagger then flank
Yes, get out out of their sight or range. No........ Though something seems inconsistent here. And in a number of shots even in the last trailer the player's side was exposed to whomever he was locked onto. This is a red flag. Surely there's a way to control it. Otherwise this is going to get as retarded as when Nioh in the very first alpha tried all of this shit. HOPEFULLY! 5 and Verdict Day showed how lost and confused they were. Here something seems very off here. Hell, for some dumb ass reason we can't RUN again. It's WALK or BOOST.
7:25 this feels like a very important part of this video that I think anyone who wants to click off should at least be aware of. You're unhappy with the lock on and that's understandable, but willing to give it a chance and it may end up being like ACV where the different game becomes beloved for you (and it's still okay if it doesn't)
I'm hopeful that there will be a balancing factor in the parts like a "turning speed" or "lock on range/duration" or a higher energy cost for the auto lock or perhaps an emp burst of some sort to break target. It is a bit worrying that juking looks like it's being taken out of the game but I'm staying optimistic.
This is guesswork but I believe that's what the expansion will be, a slot where you can equip some limited use ult ability like the emp we saw in the reveal trailer
For the record every AC game has since inception, the CORE unit the CPU unit and even the Head Unit have always effected your lock on hud size shape, speed ect... Even so much as the info it displays to you "missile incoming" can change depending on what part you equip. The arguments he tried to make here are unfounded and is quite ignorant of the games previous mechanics.
I played every single AC game except for 2. And tbh the lock-on did immediately give souls vibes, but it's too early to say that it's not good. The hard lock-on seemed to only work when you're pretty close to the enemy and if it works like that then it's actually perfect and better than I hoped for. It was very hard to make a melee specific build in the older AC games and very punishing if you went with that(but also rewarding), but now we at least get a viable option for melee. But yeah we should definitely NOT be able to lock on at mid to long ranges. Another way to solve this issue to not make it too casual is to only allow hard lock-on when you have a melee weapon equipped. That would solve it in my opinion. I'm worried more about how the lock-on will work in pvp, because there it seems like it might be too overpowered even though everyone can use it.
I would take everything these Souls-focused content creators like Vaati have to say about the lock-on system with a big grain of salt. From my own viewings of the demo gameplay, I think it's really just a stronger version of Auto-Sight from AC4 (especially at close range, to assist with melee combat), and the demo player's well-executed camera control and quick turning (keep in mind that he's using a lightweight build against the quad-leg AC) makes it look like it's doing more than it really is. When Vaati said that you can toggle between a soft-lock and a hard-lock, I think he's misunderstanding the feature AC already had, where you can manually set the FCS to lock on to a specific enemy instead of allowing it to automatically lock on to different (possibly multiple) enemies.
FYI, Vaati has played every Armored Core game. EVERY SINGLE ONE. (he even got physical copies for all of them) He made a video on it. Hes beaten them all but has not 100% cleared them. He only got interested in AC when AC6 was announced but he wanted to you know, actually know what hes talking about before making videos about AC6. Still, he has a LOT of experience at this point in armored core.
I’ve got no AC experience, but gameplay in this footage does look fun. On the other side though, I think the “shooter” version that requires free aiming would be a more fun challenge that I’d play for longer. You can definitely see how the combat is souls-ish, which is still cool but sad that they are shifting away from their original gameplay that seemed to already be well liked.
This feels like the older ac games, just improved, with more options for gameplay. You don’t have to use the hard lock on and can turn it off like in other fromsoft games
@@minhgiangtuan96yeah i don't understand these players being so stubborn, i always hated this elitist soulsborne fans, but i do get where they're coming from watching some old AC gameplay and seeing how those soft locks on works i say i do somewhat agree with then with this changes catering too much on the mainstream, but then again why would a company built for profit fulfill the wishes of "old fans" that's like 10% of the player base.
yea even as an old ac 2 and 3 player a lot of the complaints are stupid. all this romanticising about basically having to fight the camera some more to keep your target in a little box in front of you. Like ooommmmg shut upppp no one cares THIS much about manually tracking a target holy crap people that wasnt the most fun thing about the old games my god.😂😂
I wouldn't exclude a set of rules for matches that prohibits hard lock-on replacing it with the classic one that we're used to have for online matches, it's plausible that this type of lock on might be only for PvE but I might just be delusional clinging to hope lol
“The game has lock on its bad now” “the game is more accessible to new people it’s bad now” “they’re streamlining features to make it less confusing it’s bad now” I was there back when armoured core was playable macros mussel murder. And “too fast”?! Did you Play 4/4A? The game has taken 10 years and a generation off, few will remember it or how it controls. Of course they want a wider audience, it’s a product, not a game tailor made for YOU.
It's literally called Armored Core 6... is it that surprising to want the game to actually play like an... Armored Core game??? If the game was just called Armored Core, and was an actual reboot, maybe you would have a decent point. But it's not, so you just sound deluded.
@@sb17899 do you want to go back to using the triggers to control the camera and any form of weapon control confined to a big ol obnoxious rectangle in the middle of your HUD? All I’m seeing is quality of life changes that lets anyone who REALLY want to play the game gets some joy. At the end of the day my optics are showing MORE people love these changes then dislike it (at least constructively) Like I said this game is a product, not a tailor made experience for the 5 of you that want the same game released in ‘97 with updated graphics
I think you might have forgotten to capitalize on a few words to make it more clickbaity Like : "The Armored Core 6 gameplay trailer DESTROYED my hype"
I haven’t played an Armored Core game since the first game, and I welcome the changes. This new game needs to bring in new fans, while keeping the old fans. Because Armored Core 6 is a game that needs to be around for a while and will create more Armored Core games down the line, and maybe not wait another 10 years for a new installment.
Unfortunately it doesn't feel like they care about the original fans. They are making it very casual to pull in new players while leaving what made the game gain its cult following in the dust. I would rather 1 armored core game every 10 years than a dozen armored core games that are skinned over souls games.
I didn't play the original Armored Core games back in the day because I was completely unaware of them at the time, but I did watch a couple of videos of the old games and after your explanation I completely do get your feelings. I understand the heavy impact it has on gameplay, experience, challenge, skill ceiling, etc. It may seem like a small change, except for those who know. Sometimes the old things we enjoyed are just to stay there in the past. We can still revisit them but they are mostly never to return in a new way. Each artistic creation stands on its own and the rest is never guaranteed, even if it's by the same company or artist. I'm sure that even within the OG Armored Core games there's a divide between the different generations. It does seem like a merge with Souls-like elements and a departure from a long defining feature of AC. But I think that From Software are still making some really good games and it's very likely is going to be good, just not the same way. Not excusing this of course, I'm all for unique identities instead of homogenized products, especially right now with modern AAA gaming in general, but don't lose all hope just yet! And even if it's bad, well then again nothing is guaranteed, even From Software aren't immune from disappointing their fans.
@@WFoong98not easy at all seeing as the publishers for the old AC games jumped all over the place from the likes of 505 to groups that don't even exist anymore like AgeTec. So no it really wouldn't be that easy.
@@beatleboy3196 Yeah this is the problem I don't see nearly enough people consider when talking about remakes or re-releasing old games. A studio is almost never an island. They work with other companies and publishers that also have a stake in that IP. It's never as simple as just re-releasing things, especially if some of the other parties involved have either shifted away from that market or outright don't even exist anymore.
@@threesofthree6100 It's especially a problem with smaller teams. Fromsoft is by no means a small group anymore, they're one of the most successful and loved there is, but back when AC was keeping them afloat they were pretty small and wouldn't have had the cash to self publish the games, hence why they kinda hopped from publisher to publisher. It can be easy to forget that tho, especially now with how many remakes and remasters have been coming out and with how much Fromsoft has grown.
I am surprised you feel this way and more since you saw Vatiis video when he clearly said you can play with the soft lock on, hard lock or simply disable all lock on, so I don't see a problem when they are giving us choices.
@Drader THE PROPHET OF AIDEN Nah I'm betting the game will still have it's difficulty and skill mastering, to much judging and crying over a toggle feature with out people even playing the game, we just need to be a bit open minded and give out a chance to try it and be happy AC is back.
Ah yes, just cut out all of the point of it being a MECHA game and just replace it with generic 3rd person lock on action game to please all the normies who can't use two analogue sticks. "quality of life" is massive cope, this is pure dumbing down of the game so they can sell more copies to souls fans.
@@imarock.7662 "shitty, clunky controls" Filtered. Using more than one analogue stick at a time is too hard for the modern audience like you. Your argument is pure cope, "old is bad, new is good." Glad you're excited to play the next generic action soulslike, Consumer No.7662
Fan of AC since the the original on PS1. All games eventually evolve and I’m not at all surprised to see some Souls DNA spliced in to AC6. As much as we love the way the older games have played over the years they have never been what I would call “accessible” to the broader gaming community. It looks to me like they have made the game more fast paced and dynamic and my hope is that will balance out the fact that hard lock is now part of the game. I have no doubt the game will be fun and I’ve waited too long for a new AC to let something like destroy my hype for the game.
I know where you're coming from. I watched the video Vaati posted and at first hearing that part upset me, until I caught the soft lock on part and saw the camera effect the up and down of overboost. This might be our most build influenced Armored Core, but idk what that means without seeing the PvP. I am excited to see things blasting off like Team Rocket from kicking. The initial better shield seems solid on paper.
I'm sorry I don't feel bad for you. Don't use the lock on if you don't like it? It's a non-compliant. You are just mad other people don't have to play the game the way you want them to.
everyone talking about "just limit the hard lock on range" dont realise that hard lock on is most damaging to the core gameplay in close range fights where youre supposed to use movement, positioning and different combinations of parts to keep the enemy in your view and maintain your lock. on the contrary, hard lock on will have little to no effect in medium to long range fights where you're almost always locked on anyway and more focused on dodging and maintaining distance. if theyre hell bent on having hard lock on, best case scenario is it only functions on generic enemies, and not on enemy ac's or bosses
To me it was clear as water that it was 100% going to have Hard lock on, I don't know why people are surprised, personally I like it better than soft lock on which is still in the game, I was actually looking forward to it since I feel previous games always needed it. I am also sure they will make the game hard enough in other aspects
Soft lock is still in the game? Okay but soft lock being the only type of lock is what made the older entries in the series have such a nice skill gap. Nineball would be a piece of cake with hard lock. Imagine call of duty or something with hard lock. It's basically aimbot. Defeats the purpose in my opinion.
It’s not a souls lock on though. First off, souls got its lock on from ac 4 which was the auto sighting system that was basically a lock on in all that you had to aim in the general direction and then you were fine. The lock on doesn’t auto turn for you either, it’s a manual input and some creators like fightin Cowboy confirmed it, and the lock on disables once they leave your line of sight. There’s also stats tied to the lock on for the fcs and different turn speeds between leg types so to assume that that’s gone is weird when people had no other context for how it would work. If they had left it an always on, unable to be broken lock on then people would spam tank tread builds with ultra powerful side cannons to pivot in you every time and melt people, fromsoft knows about what people would do with things like that and they obviously have changed things around that. Go watch ratatoskr and fightin cowboys podcast if you want to see what I’m talking about.
I 100% agree with you. Armored Core's lock-on before now was perfectly fine, fun and unique I loved it and IS undoubebtly Armored Core, it's a core part of its identity like pokeballs in pokemon. Landing attacks within the FCS's range/view always felt rewarding and like a test of skill in and of itself, I think it was done best in 4/for answer, simple and minimalistic yet effective. I wonder how busted PVP will be because of this crap, always being completely locked on will completely destroy any point in getting in enemies blind spots, evasion in general will take a massive hit as well.
i don't get how pvp isn't going to be completely boring with this system, if you don't have to aim at all coz you're constantly locked on then the only thing left to compete in is distance management and dodging - unless you're a melee build, in which case you're just playing a souls game but with flight i hope i'm proven incorrect about this as further information is provided
I also feel like this is very difficult to convey this to the new audience, as you need to have played an AC game before to understand these concepts.. but yeah, we got the short end of the stick, and the Elden Ring players got the long end
@@Jeenine A potential compromise might be fcs affects the 'hard lock' strength. Like distance and stickyness, so you can still shake it off or exploit it with effective movement? We are looking at a CQ fast AC when its most glaring. Fingers crossed.
Jee your teaching approach is always appreciated, your explanations like the note about distance management and how AC is too fast to track compared to Souls games are helpful for someone like me to understand where you're coming from!
So you had to aim manually? If thats the case, i understand. because precision is actually reallllly satisfying. Thats one of the most satisfying aspects of shooting. Think Barrettt from FF7R. Because there was no precision aiming and it was auto, he felt so boring and mindless to control. I havent played the originals, but i can see this being a major downer.
Not just that, having no hard lock make it easier to control when you have to shoot a large crowd of enemies. But now with this and 4 attack buttons... I have no clue the shit they are smoking when designing this.
As a fellow veteran, most re-played titles being gen 1, 3, and 3.5, and a melee/off-meta fan, I'm going to be completely honest: it's just punishing. Sure, melee hits hard, on a high recovery, at an ultra high risk-decent-ish reward, and off meta plays feel cool in this game or any other. But considering how the game is balanced around the limitations of your boosting, ammo, and AP, and most 1v1 encounters are usually decided in a burst rather than a sustained fight (meaning, no matter if you are literally using a burst build, or a sustained dps build, the battle is usually decided when the first bulk of dmg is dealt), having most of the melee systems, and some off-meta weapons, having a poor risk/reward ratio, and the only real part of ''skill expression'' being centered around how much of a handicap you are putting yourself in, is not exactly healthy game design or balancing, and not the best mindset to center your gaming sessions around. Quality of life improvements, an actually functional Melee system, shorter margins between different setup's potential DPS, and a long etc, are more than welcomed, and as weird as it may feel for any veteran player at first, it's for the best in the longrun. Also to consider is, any tool that they give us to make our lives easier, is also a Plus to PvP exchanges, and will more likely than not increase the skill gaps rather than lower them. If a good player does ok with a clunky and outdated game that cares little for comfort, it most likely will do GREAT when put into a comfortable and optimized setup. And great players, might be godlike this time around. The stronger the hypothetical best build can be, and the more options the gameplay gives you, the higher the hypothetical best player can get in their gameplay and expresion. Comfort and Options are not in opposition of Skill gaps and Difficulty. It makes new players to get more enjoyment, and a better understanding of the game, and gives the hardcore players more stuff to minmax on the way of forging an optimized gamestyle.
I assume people are using the dislike button as a disagree button, because otherwise i don't see anything wrong with the video. Very reasonable take from a guy who clearly has experience in this franchise and, on top of that, on a very civil manner. As for me, kinda on the same boat as you ngl, I'm not as experienced in AC and the only AC i played 'properly' (meaning around the time of release) was AC4A, this past year i have gone back and played through old entries (The 3 AC from PS1, really fun on the Vita btw, and AC3 and AC3SL) and i really loved the combat system. I thought FS would have find a way to bring a translation of that in a modern title, but AC6 is seeming more and more like 'Armored Souls'; regardless this gameplay did help shift my expectations, and i'm still willing to just give it a shot as basically another Souls-like but with Mecha (which also sounds cool and fun on paper).
We still don’t know how the hard lock mechanic works yet. Maybe it’s tied to the FCS and requires time or maybe other stipulations. Maybe you can toggle between targets. But one thing to keep in mind is the 1v1 player - both players have the skill. It just means new piloting techniques will be developed by other AC players. But I can understand your strife. Unfortunately with AC being a niche game and from software accumulating so much popularity and them sinking so much money into this title- we knew they might water the mechanics down a bit. I hate they had to compromise- but maybe we’ll love it in the long run
Totally agree. As someone who has been a fan of 4 and FA, I love how much positioning and movement plays a role. That being said, I think it’s going too far to say hype for the game is dead when we haven’t even seen the actual HUD yet or know exactly how it works… In pvp, maybe hard lock on will be disabled, who knows!
i think its safe to say this lock on is a default instead of unique fcs because all the footage with different mechs feature this. theres no reason to choose anything else anyway cause this is very broken compared to all the other AC games. it being turned off on pvp is just wishful thinking
i haven't played an armoured core but the introduction of lock-on has disappointed me; i watched a bunch of Last Raven and AC4 game footage in anticipation of this release and was mentally preparing myself for (and looking forwards to) those aim mechanics, instead they have given you a brainless camera lock that looks like we're just gonna get spoon fed a baby food version of this franchise with a decreased skill ceiling maybe it's too early to truly judge, who knows
There just not showing the hud for some reason yes this is gameplay but Vati said in his video there will be one we just got to see it and give it a chance
I'm in the same boat as you, actually. Just got into mechas very recently and started emulating the older AC's in preparation for AC6, between that and the AC footage Jee has shown before I've been really excited to learn and improve at this new combat system and stick with the PvP for a long time. Sucks that such a core element was stripped away before the series reached us newcomers.
Looking at it another way, its kind of funny to think that my chosen undead has more precise and advanced lock on capabilities than an ultra technologically advanced mech. And also, it's really telling of what kind of game series it is when porting a mechanic from dark souls casualizes it lol I'm sure they'll still manage to capture the spirit of the AC franchise though.
considering they give us access to all 4 guns at once, it just doesn’t make a whole lot of sense not to have very generous lockon mechanics considering you’ll only have 2 thumbs free if you aren’t playing PC. It really isn’t that much different from 4th gen making the entire screen your lockbox, the FCS part is still here so we’ll need to see how it functions and what it affects.
I find it funny that the earlier gameplay trailer showed what looked like 4th gen's quickturn, only for us to find out that quickturning is not actually a skillful thing like it was, but is now automatically done for you via the souls lock on While i doubt it'll capture the feeling of past AC games, I know I'll still have fun with it as a lover of mecha at least.
@@HekateMGOt 5:40 we see the reverse joint ac fighting the giant ac with a blade, and because of the lock on it does multiple 90 degree turns and even a 180. If it is the case that QT is something you do manually, what place does it even have? Idk maybe it's too early to tell or have any real opinions on the lock on, but having a way to break the lock on, a la quickboosting over and past enemies in 4/4a, would be much more in line with AC as we know it.
I like how people say that we should stop whiny and enjoy. Sure, let's go with that. bruh. It is not about harder AC game or easier AC game. It is about CORE features of AC game.
@@macvadda2318Do u know Ace Combat? The feeling of simulator. The feeling of taking control a vehicle. Manual on almost everything like driving a car. By auto-turn and SUPER strong hard lock-on it killed those feelings.
I have two ideas on how to balance hard lock. A. have it cost energy B. Some fcs can only be locked on at close range or long range and lose lock at anything else
Most likely how it's gonna work, yet hard locks make sense you're using fire control systems. You're now equal to the AI from past games since they for sure had hardlocks
After a decade of arguments that the souls series needed to add an easy mode we have a new counter take: Having one of the few enablement features everpresent in souls games now makes AC too casual. It's going to be a fun August with the discourse around this game.
I'm sure they design and rebalance the game around these new mechanics. Just like 4th and 5th gen when they did massive gameplay style changes. It's not like they simply remastered AC3 and then added this instant turn and hard lock without changing anything else.
They could possibly compensate for the lock-on system in different skill based ways. We haven't seen much and you are assuming a lot. Just like making Souls games faster after Bloodborne didn't make them easier, they compensated for your increased mobility with much faster and more aggressive enemies. Stuff like that you know.
As a fan of the older AC games and a Souls fan as well, you have to give the changes a pass on doing the same old thing done before. At this point, the Souls style is well appreciated and can offer a fresher template to games that aren't 3rd person fantasy adventures, which is a net win to FromSoft as a company and to longtime fans of AC wanting to see a new take on the series without sacrificing too much else. There's already so much AC to play already, and people being dissatisfied with the changes in AC6 will only retroactively strengthen the legacy of the games before it
It must feel kinda bad, but ultimately this probably came down to a business decision. Bandai Namco and FromSoft aren't stupid, they know what will move copies. Everyone loves souls and its gameplay so that's what they went with. Is it going to be a good game? Almost certainly. Amored core? In aesthetics, mostly. The hardcore Amored core fans will feel dissapointed but unfortunately you are too few and far between to cater to, it seems. Such is the nature of the beast with FromSoft getting bigger and having larger budgets.
that’s YOUR and this guy fucking opinion, the idea that let’s keep dacadss old game design for the sake of fans that never saw another game for 10 year says a lot on who to trust on this one, and hardcore fans of AC aren’t an monolith hating hard lock for bizare reasons
@@RavenL1337 If you had reading comprehension you would understand that I am not of that opinion myself and that I am not one of the "hard core" fans of the series. I am merely emphatising with the fact that some of them might be a little dissapointed as the gameplay identity is no longer that of the AC of old. No need to be so damn pressed over this.
@@RavenL1337 "hating hard lock for bizare reasons." If you knew anything at all about AC and what you were talking about, it wouldn't seem bizare at all. But it seems you are just another fromsoft fan bandwagoning the hype for their next game and don't care about AC at all.
"It must feel kinda bad, but ultimately this probably came down to a business decision." It is sad, I really hope this game doesn't end up just a soulless shell of AC painted over a dark souls game with missiles and guns. But sadly this game is looking like it's just gonna be about making money with "safe, more accessible" game instead of a passion project for AC fans.
@@sb17899 Well like I said, such is the nature of the beast with FromSoft having bigger budgets. They will have to cater to the wider audience to a degree. Hell, Elden Ring had about 7000 mechanics to practically play the game for you if you didn't care to git gud. To me it seems disingenious to say the game is about "making money with safe decidions". That's undoubtedly a part of it, but this is far from a soulless cash grab. But yes, is core gameplay identity it doesn't look so much AC as it does souls.
For a series that has pretty much been dead for 10 years now, and a vast majority of noobie Fromsoft fans and soulsborne players not even knowing what Armored Core is, I don’t really see the problem with this revival of the series being more accessible to new players. This one mechanic doesn’t steal away Armored Core’s identity, at the very least not for me anyway.
As an ACVD veteran, you said exactly what I was thinking when I saw the footage. And after all the years of waiting it really is hard to accept such a major change in the gameplay. I scratched a bit of the AC itch w Daemon X Machina but was hoping for a true AC return. Guess we get what we get
I mean its almost certain that they will have balanced the mechanics around this type of lock on, so maybe itll just be different and not explicitly worse?
I don't know man, if lock on make it easier to melee, it may make melee the weakest it has ever been in this franchise just because they will compensate being able to hit a lot with shittier damage now... Welp there goes the 1 shot pile driver urgh...
Yeah like when they used a hard lock on system in AC4. Granted you needed to manually opt into it, which most new players these days don't know about. And this is all assuming auto-center is on. It was so good, for Answer took out the lock on and nerfed auto-center into doing absolutely nothing after the instant you lock on to someone.
They did. hard lockon targets all missiles onto one target and soft lock targets all enemies in range. I assume weapons will behave differently depending on which lock you're using.
If it works with both guns and melee weapons, I don't expect so. And that'd be a weird departure from the FCS system that went into building ac/nexts. The targeting system shouldn't really be tied to weapons
The biggest complaint I have as a hardcore AC fan who has been playing since the first one came out, is that the lock system is clunky. On one hand, having a hard lock is less in line with the historical gameplay, but on the other hand, being able to hard lock allows for different kinds of difficulty that would have been unfair to impossible with the old system. To that point, if we want be AC purists we should be asking why they allowed for analog stick control or why did they allow for you to fire multiple weapons at the same time, or why did they add quick-boosting? If you like any of those things, how is this different? The only time hard locks would make any real difference is when you are in very close which, at that point, it's more of a quality of life change in my opinion. If the hardest enemy in the game is the camera, fix the camera issues, right?
THANK YOU!. Oh my god all this bitching and Im over here like.....wait.....so......you people WANT to fight tbe camera some more?......Wtf is wrong with y'all?😂😂. I played and loved ac 2 and 3 as a kid but cmon people.....
It's sad to see such a shift of the game's identity, but I feel like this type of change opens doors for more intense battles in smaller spaces. The level design is certainly visually more interesting with carefully placed enemies, and the bosses look pretty good too with the melee focus. I only worry that PVP will be dominated by fast melee builds and souls dweebs will complain about "gun users" or something.
there's no way the meta and skill ceiling won't just be melee, how is there any skill in using a gun when the game literally aims for you? likewise keeping track of an enemy then moving in to melee attack them is now gonna be easy because of the camera hard locking you onto the enemy i hope i'm wrong about this, but it looks like it's pretty much just gonna play like a 3 dimensional fast paced souls game, but this time the swift glintstone shard is a rifle
@@hennyboi1523 I don't think there would be much more skill involved in pure melee with spacing being a non factor after the new thrust mechanic and the range of those attacks. I could see PVP being sort of rock-paper-scissors between different builds.
I mean, that mechanic would make the old AC games too easy, sure, because they weren't designed around hard lock on as a mechanic. But you're kind of making the assumption that this is going to play like older AC games. They're obviously going to design it around the new mechanics. I just think this is really jumping to conclusions when we don't really know anything about how the game will play. All we've seen is 10 minutes of what's probably one of the very first missions in the game with one or two mech builds. It looks like there's a slot for targeting components, and we know that different mechs will be more or less maneuverable, and we don't really know how any of that's going to effect things. I understand feeling apprehensive about something being different. I'm in the minority of From Software fans who are pretty mixed on Elden Ring. So of course you don't have to like the game if the changes make it into something that's not really for you, that's a personal thing. I just think that it's a bit early to jump to conclusions when we barely know anything, and the game isn't even out yet.
It is quite funny how any of us thought that elden ring's casual fishing would only be a one time thing, how could they taste er's money and not do it again ?
I dont think it diminishes the skill required to play, only alleviates the problem of past gens when it comes to close quarters combat which this game has more emphasis to, this is a compromise to make the melee combat much more engaging compared to just bull rushing forward hoping to land a blade hit. Just to be clear, this "hard lock on" is only ever present during close quarters, the soft lock on which is the range combat remains the same. That said, I will appreciate if Fromsoft would also include a classic control system in the menu to cater to those who prefer the old controls.
i dont think the lock on is just "dumbing down the mechanic". it simplifies part of it yes and now you can also focus fire specific target if you want. but this also opens up a whole different layers with melee and shield blocking for example. so some compromise to allow the new addition to truly works together well with the core formula. and the part about the distance for melee doesnt seem to matter because of the lock on, id say we dont know that for sure. like, we don't know how much energy cost does it actually take to do the attack, or if the longer distance you need means youd need more energy to close the gap or maybe even miss completely. you can also see in the footage that the player did close the distance first with normal boost before engaging the melee. i think only by playing it yourself with the huds and all the cuztomising section unlocked could truly answer it. i do hope that you will find enjoyment out of the game eventually once the game is out and you can judge it by yourself. i may not be an old ac player, but i know how it feels for your fav franchise to introduce new changes and dumbed down certain mechanic (coming from a total war player here who own most of their titles to date). but eventually i grew to love the new stuff for what they are, since it actually allow the game to grow somewhat and allow more people to enjoy it (thus ensuring the game lives on)
Since I played armored core since the ps1, I agree with some concerns you got, but things are changing. compared to armored core 4 and 4 answer and previous games, the enemy diversity was abysmal. even though in the beginning of the games you usually start as a heavy clunky mech and the enemies will get a bit harder, later on finishing the game as a flying gundam going 1700 kph. This game will get harder with even more unique enemies and have more mini bosses and big bosses. The missions are totally gonna be longer because of how big it is and exploration is gonna be huge compared to past games where you fight the same enemies on barren flat maps. I am gonna miss the controls and the soft lock system that makes me feel like im in a mech, but I believe the quantity and quality of content will overshadow that thought.
I heard that a japanese player said it feels like ac4's lock on, and that it's not the sole or best way to play. The faster pace and sideboosting is more like 4th gen and it helps keep method in the chaos. In that sense, I think the worry over 6th gen might be a little overblown. That game had high speed of combat and flight and introduced the auto sighter
For the record every AC game has since inception, the CORE unit the CPU unit and even the Head Unit have always effected your lock on hud size shape, speed ect... Even so much as the info it displays to you "missile incoming" can change depending on what part you equip. The arguments he tried to make here are unfounded and is quite ignorant of the games previous mechanics.
Don't get me wrong, I believe most of you will enjoy this game. And to my point, 90% (we actually ran a poll) of you reading this have indeed never played an AC game. This is easily a game made for that 90%. It is what it is..
Edit: Answering the ''If you don't like it don't use it'' argument that has been brought up many times: ruclips.net/video/q7mRcugCG3Q/видео.html
I hope the fact that From try to increase sales don't become making easier games or less strategic. I said that because ER is the perfect example of how low effort game play ruined the experience with spamming Ashes of War, unbalanced power stancing damage, slow recovery for colossal weapons, ...
Hey man just wait till the games comes out watch some videos then decide I see a lot of potential for this game but if that not for you that's fine I ain't hating
@@apptec7477none of their games are easy the game looks great there’s really nothing to complain about
I dont think so, I didn't wanna play soulsy robots, especially with that lock on which I had problems with already.
All this footage look so bland and empty now, as exaggerated animations, looks like as if you're supposed to be doing something behind but it's just an interactive movie, it's sad.
Used to have faith in the team but I'm passing this one out, probably next Fromsoft title too if they follow this track onward.
@WillSmith-ui1pbyea but it felt like playing a mech, like Mechwarrior does. AC games after the PS2 era are pretty much Zone of the Enders.
And fun is subjective.
What I thought was interesting was that your missile spread was different depending on the lock-on vs more traditional AC combat. So honestly I think there will be a healthy mix of the two combat styles.
Along with building your very own Armor core
Vaati really came in clutch with his photographic memory
Jeenine, the type of guy to talk about his garlics out of depression for a niche mecha genre
fucking love it i want more jee garlic lore
Suppose he is the warrior in the garden lmao 😂
@@scraggliehonestly i unironically do want more jee garden lore 😭😭
I understand G9s love for garlic. It's a gift from the gods.
Gonna start telling people to "touch garlic" now lol
Welp, a year later and you were proven right. Hard lock literally removes 100% of in-game skill expression. The only thing that took actual skill was maneuvering your AC relative to your opponent and keeping them on screen and within your crosshairs. With unbreakable hard lock this gameplay loop was just entirely removed lmfao
I’ve seen so many videos like this of people discussing their concerns with the game or how their hype is gone over only 2 points (lock-on and turn speed) after seeing the gameplay trailer. While I don’t discredit the concerns and you have valid reasons to be a bit disappointed, I feel that it’s too early to start drawing conclusions about the game based on just one gameplay trailer. We only know as much as what was shown and we know very little about anything else. For example, we haven’t seen yet how PVP or AC on AC combat will play. Maybe AC’s in this universe are the most advanced machines and can auto-lock and auto-turn while engaging lesser advanced enemies such as the grunts and bosses, but can’t when fighting against other AC’s due to jamming tech and have to switch to a more manual aiming mode with some slight assistance like in previous games. Keep in mind that FCS parts are still in the game and this could be where they come into play. We just won’t know until either a demo, more trailers, or the game itself is released. Also, on turn speed, I see it as irrelevant and does not hinder gameplay at least since after AC 4. Since combat is high-speed with a lot of boosting, turning will be almost instantaneous anyways.
As a long time fan of Armored Core, Dark Souls, and of FromSoftware in general, I’m excited to see just how they implement what they have learned since Verdict Day and how they have modernized the franchise. However, calling it Souls-like (as so many people have) feels like it is downplaying its identity as its own franchise. It would be like calling Dark Souls Armored Core-like because of the customization and difficulty of the games share some similarities. So far, I love what I see. The mech design looks amazing, the AC’s are quick and nimble but still feel weighty and like they are war machines, the environments and enemy designs look great, and the soundtrack sounds great too. Can’t wait for August 25.
This whole thing really mirrors the Monster Hunter community.
In that case, the changes to Monster Hunter made World and Rise the most successful entries of the series by a more than substantial margin.
If MonHun had remained as it was pre-World, it would be dead, as World actually saved Capcom from going under. Which would've caused MonHun to be no more as well.
Likewise, FromSoft's recent games enabled them to make a new AC after more than 10 years. If AC6 is as good as it looks, this will likewise revive the series in a way that would be impossible for the old entries' gameplay design.
Not to say older AC entries are objectively bad. I've mostly enjoyed them so far.
But I'd be lying if I said that there weren't design elements that are needlessly frustrating, archaic, and would do more harm than good in the current gaming landscape.
In the end, the AC old guard will have to learn what the same in the MonHun community had to.
If you want old-school gameplay design, play the old entries. Crying about the changes in the new one will only make people not want to interact with you and what you're championing while they continue to enjoy the new entry.
In the end, it'll only hurt those complaining, not the new game they dislike.
Everyone is entitled to their opinion, but not all opinions are objectively correct. And the results are what define whether a course of action was a good one or not.
In the case of MonHun, the course Capcom took ended up working out far better than catering to the detractors would have, and I'm pretty sure this will end up similarly.
Time will tell all truths, and I'll definitely be along for the ride.
and they're quite literally better games for it. Old Monster hunter games were tedious and cumbersome to play. There's a very weird community that thing convoluted systems make for a better game, I simply disagree.
@@rexsybimatrimawahyu3292Have to agree, absolutely based take
I agree. Im an old player but Im excited for the changes for two reasons:
1: When you really think about it....most of the old school skill-cap and all this hardcore romanticizing about hardcore maneuvers and such and how hard they were to pull off.....yea duh it was so hard because it was so clunky and involved a lot of extra fighting with the camera. Most of the complaints in this video can be boiled down to "I would like to fight the camera some more, please". Once I had that epiphany I chilled out😂
2: FromSoft has been literally making games Ive enjoyed since I was so young I didnt know or care who FromSoft was. I was playing Kings Field when I was 7. I didnt even know AC and Dark Souls was the same people until I was 24😂. Now Im 34. Of course they are gonna incorporate souls elements into it.....duh thats whats made them successful and let them come out of obscurity. Besides......so what if the new one controls like Zone of the Enders......ZoE fuckin SLAPS! Hidden gem everyone forgot!
This is the correct way to look at this game. The only way Fromsoft had to give Armored Core another realistic chance was to try to ease the soulsborne community into the franchise, through a certain set of compromises. A fully authentic and oldschool new Armored Core game was never going to happen, anyone with those delusions set themselves up for disappointment from the start. It was either no Armored Core or an Armored Core which caters to the soulsborne community in some capacity.
And also, let's not act like AC6 is a souslike or something. It is an AC game through and through, with a set of soulslike elements. The two are far and wide apart.
Finally, similarly there was a guy that missed the "old fromsoft" specifically Demon's souls antiquated and archaic design. He more missed the incovenience and tedium of demon's souls (which is designed to be a slog of a game)
I welcome the changes personally. Soft/hard lock on provides a skill ceiling, just like playing locked off in Souls. I trust them. They made Sekiro's combat which is still my favourite to this day.
Been playing AC since the 90's for reference ✌️
It's amazing how the high level souls players utilize unlocked combat
The soft/hard lock-on comparison to Souls is kinda disingenuous, and I mean no disrespect with that. The game is clearly designed (for everything we see right now) around hard-locking in order to deliver the high octane mech action they said they wanted to accomplish, which is when this game peaks (we assume) design-wise.
It's a much more fundamental change than not locking on in Souls (which can be an extension in player freedom, rather than a cull). Jee made a far better comparison on stream: not hard locking is something like not rolling in Souls. Doable? Sure. But wtf is the point of it? You're deviating far from the central formula of the game.
@@kimlee6643 I can almost guarantee they're going to punish you for staying hard locked. Certain bosses and encounters punish you for be hardlocked in many of the souls and Elden ring.
Also noticing how much terrain is in the trailer it's probably a bad idea to stay locked on, less you fall off a platform, or run into terrain. One thing people have yet to point out, if you've noticed you lose mobility when you're hard locked.
@@TheClassicDoomGuy That is a complicated take. In BB, being locked on/off completely alters your evasion, so that stating AC6 might have fundamentally different mobility between lock ons is easy to imagine. That's not what we got from Vaati though, at least I don't recall any comments on mobility. Though I understand your point clearly (I believe). If hard lock on is a sort of assault mode, then mobility *has* to be different for it to be meaningful (again, this is another variation of Jee's complaint).
I do wonder if these analyses are missing crucial details about combat flow and control schematics variation.
@@kimlee6643 I've been playing AC since it's very first game, the reason I say this is so I can make a somewhat decent point.
If we go back to any armored core pre 4th gen console we can see where the difficulties in the game come from.
-Cramped controls
-Bad builds
-fighting with your ACS
-going out of bounds
-Running into obstacles/getting hinged on terrain
-Certain weapons being useless for certain missions
(this one will be unpopular)
-Statistic bloat
By the time Armored core 4A came out alot of things were made more "user friendly"
No need for ACS anymore, since as long as the enemy is on your screen you're locked on, this was a major gripe I had since switching targets was almost non existent.
You can practically build w/e you want in 4A and it will work, with more or less success.
4A was extremely easy...Except that one mission (looking at you occupation of arteria carpals) hard mode was basically just turning the difficulty setting to normal.
And if anyone forgets armored core 5 and Verdict day were good games in their own right...But the sheer amount of numbers exploding in your face is enough to turn someone into a numeric bukkake recipient. That being said, the difficulty in that game was relentless in some missions. If you didn't build the appropriate mech, you were shit out of luck. Going up against an enemy AC that's strong against your weapons? tough it and rebuild your AC.
All of this is to say that, just by looking at Armored core 6 I can already tell the first few missions will be easy-ish. But with this combat system in place you're going to see the difficulty cranked up to dark souls level intensity which will absolutely require you to switch between locked modes. Especially considering the difficulty in some of the earlier titles.
ESPECIALLY in the trailer we saw, where you're going to have to refit your mech sometimes and that's why they're letting you do it mid mission now (Just like switching playstyles in darksouls). I'm 99.999999 percent certain we're going to get some absolutely ball busting moments.
My hope is they add complexity in other ways. I remember when dual analog control was added to the series in nexus, I thought it was going to be too easy. But they added enough complexity to other aspects of ac control and game design to still scratch the itch. I'll need to see more before I say it's too casual, but I'm not as excited as I was a week ago. Either way I'm sure it will be a good game, even if it's not a good AC game, and maybe perspective is all it will take to have fun :D
When a man says "it is what it is" that means he is truly suffering inside, I hope when AC6 comes out you'll love it and that your worries will be unfounded
Elden ring was garbage but the new fans don't wanna hear it were looking at the death of something beautiful like rockstar and gtav they don't want us old fans anymore.
😂
@@nebulousblack5764 the game has major issues yes, but garbage?
@@justsomegamer01 it's just rotten "souls games are good because they're inaccessible and me getting into it means im better" thinking, you shouldn't pay too much attention to it, this type of person will always bitch about the next game being "dumbed down"
I mean, they've been doing it since Demon's Souls, there is a semi-popular youtuber that hated Bloodborne because it didn't have shields
@@GuelermeDias nah, its a dumbass gatekeeping because he started playing a type of game in 2017 instead of 2020.
I’ve never played an armored core game I’ve only watched videos but I find it somewhat confusing that there are people saying his opinion is “elitist” when the past games did not include a souls like lock on mechanic and are acting like this is some minor change for a game such as this. Everything I’ve seen about the past games is focusing on keeping your speed and momentum and outmaneuvering your target while also maintaining accuracy on your target/targets and with this lock on Mechanic its seemingly removing a decent chunk if not all of that gameplay element of needing to maintain accuracy on your own. That doesn’t seem like some small change to me at all.
I could definitely see the decision to do this stemming from the point that they might have more unique, giant, boss-like enemies that need more personal attention to rather than a bunch of enemies in a group, far away, like ac4.
Don't give up hope man. I've got faith in From and you may be surprised by the skill gap. It wouldn't surprise if the speed of combat makes lock on almost required. Remember this demo is likely very early in the game who knows the level of challenge that awaits. Its not traditional armored core, but I hope it grows on you.
As someone who never played armored core, this gameplay looks very cool
I played the Older Games, And His complaining are some elitists shit.
IMHO, They Made the Game Better.
@@juliusperseus8612 i think its disingenuous to say this is elitism. its genuinely a different style of play. of course some people are attatched to how the older games played.
its like how folks didn't like how cod infinite since it strayed too far from what they initially liked.
of course this is not to say this will be a bad game. like with the cod infinite comparison i expect this to also be a pretty good game.
its just going to be drastically different.
that said i don't think this would not be considered an armored core game
its got the customization. its for me its definitely still very much more AC than folks would think. if all different builds do indeed play as differently as they said in the interviews like. all we have seen is biped gameplay we haven't seen threads and quads and they did say they are focusing on those on how to make each mech feel different. so i think angry oldgen fans are probably being hasty rn.
@@juliusperseus8612 what does IMHO mean
@@xan.xet. imo = in my opinion
imho = in my humble opinion
@@juliusperseus8612it's not elitest to be disappointed by major gameplay changes. Target tracking was one of the major skills you needed to play well, hardlock just completely removes that skill gap and isn't necessarily a "good" change. Some will say it is and some will say the opposite, the addition of check points and healing is also a major change that isn't necessarily a "good" change, just cause you do think it's better doesn't make the ones who don't elitest.
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3:27 if they keep the old fcs style (the AC's auto aim) that quick delay of your reticule leaving the target will reset the lock timer, meaning youll have to manually lead your shots untill the fcs kicks back in. Its definitely new, and good players will absolutely slap the uninitialted, but i dont think its going to crutch as much as it initially seems. Especially with no hud yet.
Yeah hopefully it's going to be moderated by you fcs or arms or something. If you fcs only determines your range that is gonna suck. But there a lots of things they could do to reduce the power of a hard lock on so I definitely want to see more.
@DisappearBlade I bet they'll have it be affected by the legs too, since it involves being able to turn, and hoping they'll keep the old boost system where you could bypass turning circles with micro inputs. Had a high skill ceiling and was anime af
@@DisappearBladethere are still fcs parts. Soo im thinking it will have a hardclock stat
@@DisappearBlade They might have jammers back in the game for this reason. If not a whole stealth system they're not showing yet. Then some weapons might scrabble sensors upon impact.
@@ExeErdna Stealthed ACs sounds cool af
I'm just a nobody in the sense of credentials. All you should know about me is that I was born in 2000 and that my first Armored Core game was Armored Core 4, playing it at the age of 7. The order of games I played it was 4, 2AA, 3, LR, V, FA, VD, 3SL, 2, and emulated 1-MOA. I have over 500 hours logged in 3, LR, and VD. I'd like to think at this point i reached veteran status with the franchise. Lol
I watched the gameplay demo and noticed a lot of other old AC fans are frustrated with some of the stuff. If I can help ease any anger within the community, I want to try.
I think with each reboot we as players find old mechanics from previous games while finding new ones. This isn't anything particularly new with gaming, but it is good to point out that the AC franchise has had so many reboots, we are at a point where we like and dislike certain aspects of each gane respectively.
With ACLR, I thoroughly enjoyed the amount of parts available but struggled with finding consistency with heat, generators, radiators, and boosters all while a lot of the back parts require for quad and tank legs in without Human Plus.
In AC FA I found to be one of the mpre rewarding AC games with its regulation files and customization. What I dislkled about the game would have to be the lack of details on a portion of maps as opposed to its previous instalment, Armored Core 4. I may be a little niased on this and open to criticism (on all of this lol), but I feel like there was a larger variety of maps and areas in AC4. I know why, but it is something that I feel should be pointed out.
Now, I like ACV and VD and spent my time playing it exclusively offline. I did not get the chance to experience fighting other players or take on the bosses. A lot of it being reduced to what it was in 4 and FA, I felt at the time it was something that I could still get on board with. Because no matter the reboot, the theme has always been consistent. Humanity fighting, corporations with their greed, AI attacking humanity, etc. Graphics for V weren't as ideal for me but I liked some of the side characters.
Chief and RD were my favorites in V. The sheer energy of Wally Wingert as a villain was wonderful. VD took what they learned from V and refined it to be even better.
V had its own checkpoints and could call in for resupply or temporary part swapping. For the story missions it had, it felt somewhat immersive. And while sure it did make things easier to a degree, the game gave you more rewards if you stuck to your old AC routes and tried to tackle everything without these aids. I specifically remember fighting Zodiac ACs and just the effort of getting to them was without the use of resupply and making sure your AP doesn't fall below a certain point. This ket factor here is why I am not worried with AC VI. They will give you all of this support, but it is entirely up to you as a player if you want to use it or not.
VD however had its own problems in its own right. I felt customization was the most difficult with this game given the parts and the legs with their load capacity. Unlike other AC games, I couldn't really experiment around for the fun of it. My biggest worry for Fires of Rubicon will be how much I can customize. The amount of parts doesn't always make up for how limiting your energy and equip load will be.
My concerns for VI feel somewhat small considering everything FromSoftware has showed us thus far, and will be fine once we start playing.
I'm not a particular fan of the reticle for VI, it looks a little too much like V/VD, and seems a little redundant if our weapon data is on the bottom right (thank you Vaati with your photographic memory). I do like the enemy status shown when locking on however. Hard locks and soft locks are of no concern to me as Arnored Core 4 is the biggest example of using that specific mechanic. You can lock on to enemies but by pretting the righy joystick, you pull up a camera view and have a hard lock on that specific enemy. I found it qite helpful due to 4th Gen's extreme speeds with their quick boosting. And even in FA we had a similar hard lock on other enemies and NEXTs, it was an audio que and color shift on your FCS.
Everything we've seen thus far with VI has included the use of a melee weapon. Take it however you will, but I think when I first get my hands on my copy, I'm going to see how far I can get with dual wielding any ranged weapons. Staggering in AC isn't anything new, we have had that all the way back since the first AC game on the PS1. From grenade launchers to linear cannons, to heavy missiles, to snipers (4 and up with this specific weapon class), to laser blades, etc.
I think what I'm trying to say is that this shouldn't write any AC veterans off. Like all the other AC games, we'll grab it, play it, and find things from older games, things we don't like, and things we do like.
@@macvadda2318
I am hoping we continue with dual copies of weapons like 4-VD.
I think the issue lies less in the hard lockon and more with how fast and free turning seems to be. The mechs seems to instantly turn on a dime when the stick is pressed or when a locked target moves under you which immediately removes large part of the skill of moving in AC and is an insane buff to locking on. If enemies could break lock on by moving out of your FOV faster than you could turn I think it would make a good middle ground between souls and AC, but as is I agree it doesn't look that good.
Its worth remembering that souls gets away with strong tracking mainly due to long animation recovery and projectiles in general either being exceptionally weak or coming at some kind of cost be it FP or investing in stats dedicated to magic. AC however is primarily a projectile game with tons of guns and missiles already having been shown off. Such strong tracking in such a shooting heavy game runs the risk of being easier than even the easiest parts of souls games. Imagine if you had this kind of lock on and tracking in an FPS. It would be on par with some of the strongest aimbots with even enemies who jump over you not being safe with instant 180 degree tracking and auto aim.
You guys kinda forget the fact how much the world changed in 10,15 year's.
When I was a kid we had a totally different idea of mech, they were big robust, slow , mounted with nuclear lunchers and railguns.
Today because of the technology improved so much we all know deep down that this type of mech would be destroyed within 2 seconds.
So the idea changed to not so big not so robust but mobile. Turning 180° within 1 second shouldn't be an issue for a modern mech even if you only use today's technology.
And yeah hard lockon in real life also already exist.
But I am not afraid that the game is not going to be challenging for sure.
I did read that the FCS does change the efficacy of the lock on, as well as melee tracking, so different FCS parts will be for different ranges.
It will probably only change lock on range, speed and target amount for soft lock when using missiles
My only concern is how it’s going to affect PVP. If they have thought of that, I’m not too worried. I would kind of rather the game be about resource management, reflexes, and reading movement than aiming anyway.
(Because I’m a gen 4 fan that also sucks at aiming)
Even gen 4 was more competitive than this
@@frowningmirror8097 Have you played it yet?
@@rhobidderskag1121 armored core? yes, and I've played elden ring and other souls, I know how both function. This isn't what I'm looking for as a long time fan
@@frowningmirror8097 Armored Core 6. It was a rhetorical question. Nobody has played it, so nobody knows enough to know whether it's more or less competitive than Armored Core 4. For all we know movement and combo tech will make up for the lack of emphasis on aiming tech.
What you're looking for as a fan is a different matter entirely. For me, an overwhelmingly movement-centric game _is_ what I'm looking for as a long-time fan.
@@rhobidderskag1121 We saw gameplay footage of a game 2 months from release, it should be a pretty accurate demonstration, the PVP doesn't look good to me, go and buy the game if you wish but this isn't something i want to play.
As someone who's never played armored core but is looking forward to this release, I would rather the skill come from gearing the mech, strategizing, and dodging attacks than from making sure the enemy is in the center of my screen at all times. Some hardcore armored core players might be disappointed but the majority of the player base will enjoy the change and FromSoft will profit off of it so tough luck.
For the record every AC game has since inception, the CORE unit the CPU unit and even the Head Unit have always effected your lock on hud size shape, speed ect... Even so much as the info it displays to you "missile incoming" can change depending on what part you equip. The arguments he tried to make here are unfounded and is quite ignorant of the games previous mechanics.
yes you have the right idea. all the complaints in this video are silly because at the end of the day all it really was, was fighting with the camera some more. That wasnt what made AC fun. These changes are gonna make the mechs feel more intuitive to control and like an extension of onesself.....yes more like a gundam or Zone of the Enders type mech......but thats ok. Players like speed, fluidity, and degree of movement in combat. Gets the dopamine going. Its been proven. It will make the game more frenetic and fun. Now we will have to dodge more projectiles Im sure.
They should just offer a hardcore mode with lock-on mechanic disabled. Problem solved.
never seen a lower iq take
Well thank god i'm not an AC vet. Because i don't know which is harder, me or the lock-on.
My boy Jee, I know how much you have been looking forward to the game so it hurts seeing this down about it. Other than that first ps1 AC game that I genuinely forgot how it plays it out, I pretty much don't much about AC games. As you have said, we don't see a point of reference. However, I think you should give it the benefit of the doubt and see it for what it is. From my AC noob eyes, it looked very smooth to control and when the controls are smooth, I always feel like the gameplay will likely be good. So who knows, maybe that thing u hate might turn out to be something good? Hey just trying bring you some positive vibes so chin up bud.
all u need is just an anti auto lock module in pvp (i never played ac but just speculating game mechanics)
They had lock on jammer in four onwards. They were memes unless you ran specific setups, but they were there. Took a weapon slot, though.
Not a bad idea tbh
I understand how you feel. I'm a pretty new AC fan but I've had other series I like shittified to appeal to an audience that never cared about the series. I still hope you can find plenty to enjoy in AC6, maybe the new lock on will allow you to play in a new exciting way, or you'll have so much fun with the other things that you won't notice. Either way, best of luck to you.
They are good changes just some old fan do not like it
Most other old fan I know do love it
Not everyone love changes even if it good one
@@hikarihakai1285it’s not bad not good just different style of game
@@MILDMONSTER1234 it is good though
@@hikarihakai1285 How so? The old games were balanced around soft lock and they felt more mech like because of it if they had hard lock the games would be completely different. Light speedy ACs are probably gonna be pretty bad now that hard lock is a thing and they can’t dodge anymore
@@MILDMONSTER1234 you could just cancel the lock on
And it not like this is 4 or FA so the lock on won't that bad for light speedy AC, actually it is shown through the gameplay trailer than they could dodge quite well with the lock on
Overall the new lock on have more benefit
People used to soft lock might think differently but overall it is just worse
I’d say you should be able to break the lock with a sharp enough dash kinda how it worked in ACV you had a soft lock-on but people could move out of it.
Also because everything is a projectile and not hit scan you can still go absolutely bonkers with your dodges and mix people up hard.
Also melee in IV V and VD was CHEEKS so if it’s even marginally better I’ll be happy.
Melee in 4th gen was fine, i played through all of 4/4a with blade focused builds. 4a especially was really forgiving to blades, as the lock on system and speed only made them better. pilepunkers were ass though. On the flipside, pile bunkers were much much easier to land in V/VD and my personal experience was that they were better than whatever they did to blades that gen.
The melee in vd was probably the best.
@@APineappleR yeah I remember blades in V/VD being pretty goofy I used to run with some pretty competitive players and we’d use pilebunkers or the OW Lance for a meme and not much else.
That was 4th gen, not 5th gen.
As an OG AC player, this makes me wish they named it something else.
wait for more info, and release. if you think the new changes casualise the game, you are very mistaken i believe. I am quite confident AC6 will be more complex than any prior title, all the while having a better interface to allow newer players to enjoy the game
It's a fine line between fast-paced vehicle simulator as opposed to a straight up action game with a vehicle-sim aesthetic. Hopefully AC6 is the former and not the latter.
So either its boring for everyone else but fun for boring people or its fun for people but unoriginal and therefore bad. You people are never pleased.
I watched Vaati's video playing all the AC games and as someone who's never played AC I was actually really excited to get to master the aiming while moving skills since it looked so engaging in his AC4 gameplay
Yeah that's how every ac game plays, but that shit is gone for 6 lol. And fighting cowboy still has the balls to say it isn't a souls like at all, like wtf are you on.
@@gefehede7783 you think lock on is what makes souls game a souls game? If so then you probably have played some different game. Stop judging the book by its cover and reserve your judgement till the game comes out.
@@gefehede7783 wait until you see the craziness that is fast paced pvp of armored core for answer
@@rhrishikeshsane5450 the thing people dreaded and excited to fight the most, is another AC. Now its big boss with attack pattern and nier automata style bullet hell.
Its not 100% souls like but its sure drifting toward it.
@@rhrishikeshsane5450 they will put more inspiration from their souls game into this lmao they know ER players will flock to this game so they want something to make them feel familiar besides its fair to compare gameplay to this if you have actually played older AC games and spot the difference imo
so many dislikes who didnt even watch the video, and all they got is "armored core bad, your fav video game is bad, cry about it"
I have so many questions that won't be answered until we have the game in our hands.
Can hard lock be broken?
Is turning speed a factor?
Is being above or below the opponent any different than being on a flat plane if we're both hard locked to each other at all times?
I trust From asked themselves these questions and many more during development so I have hope that they carefully designed these mechanics and we might be pleasantly surprised at launch.
You can break a lock-on in the souls games so I expect the same
Also im wondering if when you stagger someone in pvp do they lose hard lock. There could be a nice strat to launch slow veloicty homing missles and then hit with a bazooka to stagger then flank
Yes, get out out of their sight or range.
No........ Though something seems inconsistent here. And in a number of shots even in the last trailer the player's side was exposed to whomever he was locked onto. This is a red flag.
Surely there's a way to control it. Otherwise this is going to get as retarded as when Nioh in the very first alpha tried all of this shit.
HOPEFULLY! 5 and Verdict Day showed how lost and confused they were. Here something seems very off here. Hell, for some dumb ass reason we can't RUN again. It's WALK or BOOST.
@@Apple_Beshy dude just been copy pasting this shit in other comment sections 😂 get a life
@@dangerwarg9682 there was a run though at the beginning he used his wheels to go faster
7:25 this feels like a very important part of this video that I think anyone who wants to click off should at least be aware of. You're unhappy with the lock on and that's understandable, but willing to give it a chance and it may end up being like ACV where the different game becomes beloved for you (and it's still okay if it doesn't)
I'm hopeful that there will be a balancing factor in the parts like a "turning speed" or "lock on range/duration" or a higher energy cost for the auto lock or perhaps an emp burst of some sort to break target. It is a bit worrying that juking looks like it's being taken out of the game but I'm staying optimistic.
This is guesswork but I believe that's what the expansion will be, a slot where you can equip some limited use ult ability like the emp we saw in the reveal trailer
For the record every AC game has since inception, the CORE unit the CPU unit and even the Head Unit have always effected your lock on hud size shape, speed ect... Even so much as the info it displays to you "missile incoming" can change depending on what part you equip. The arguments he tried to make here are unfounded and is quite ignorant of the games previous mechanics.
I played every single AC game except for 2. And tbh the lock-on did immediately give souls vibes, but it's too early to say that it's not good. The hard lock-on seemed to only work when you're pretty close to the enemy and if it works like that then it's actually perfect and better than I hoped for. It was very hard to make a melee specific build in the older AC games and very punishing if you went with that(but also rewarding), but now we at least get a viable option for melee. But yeah we should definitely NOT be able to lock on at mid to long ranges. Another way to solve this issue to not make it too casual is to only allow hard lock-on when you have a melee weapon equipped. That would solve it in my opinion.
I'm worried more about how the lock-on will work in pvp, because there it seems like it might be too overpowered even though everyone can use it.
All 4 weapons are constantly active now. You don't equip them like in the older games
@@NAmania umm what does that have to do with what I was saying?😅
I would take everything these Souls-focused content creators like Vaati have to say about the lock-on system with a big grain of salt. From my own viewings of the demo gameplay, I think it's really just a stronger version of Auto-Sight from AC4 (especially at close range, to assist with melee combat), and the demo player's well-executed camera control and quick turning (keep in mind that he's using a lightweight build against the quad-leg AC) makes it look like it's doing more than it really is. When Vaati said that you can toggle between a soft-lock and a hard-lock, I think he's misunderstanding the feature AC already had, where you can manually set the FCS to lock on to a specific enemy instead of allowing it to automatically lock on to different (possibly multiple) enemies.
True. We may be jumping to conclusions all too quickly.
That's the hope my friend. I think the lack of turning speed hurts this theory tho...
FYI, Vaati has played every Armored Core game. EVERY SINGLE ONE. (he even got physical copies for all of them) He made a video on it. Hes beaten them all but has not 100% cleared them. He only got interested in AC when AC6 was announced but he wanted to you know, actually know what hes talking about before making videos about AC6. Still, he has a LOT of experience at this point in armored core.
There is turning speed
@@ni9274 how do you know that? What are tou seeing that makes you think that?
I’ve got no AC experience, but gameplay in this footage does look fun. On the other side though, I think the “shooter” version that requires free aiming would be a more fun challenge that I’d play for longer. You can definitely see how the combat is souls-ish, which is still cool but sad that they are shifting away from their original gameplay that seemed to already be well liked.
Idk, fighting with the controls doesn't seem fun to me
This feels like the older ac games, just improved, with more options for gameplay. You don’t have to use the hard lock on and can turn it off like in other fromsoft games
@@jovedo27 Nah, you have to act like those hard lock is must use like other "old" AC's fan then call the game for casual. Who need new player.
@@minhgiangtuan96yeah i don't understand these players being so stubborn, i always hated this elitist soulsborne fans, but i do get where they're coming from watching some old AC gameplay and seeing how those soft locks on works i say i do somewhat agree with then with this changes catering too much on the mainstream, but then again why would a company built for profit fulfill the wishes of "old fans" that's like 10% of the player base.
yea even as an old ac 2 and 3 player a lot of the complaints are stupid. all this romanticising about basically having to fight the camera some more to keep your target in a little box in front of you.
Like ooommmmg shut upppp no one cares THIS much about manually tracking a target holy crap people that wasnt the most fun thing about the old games my god.😂😂
I wouldn't exclude a set of rules for matches that prohibits hard lock-on replacing it with the classic one that we're used to have for online matches, it's plausible that this type of lock on might be only for PvE but I might just be delusional clinging to hope lol
There is no way such a basic mechanic changes between modes
@@glatykoffi6672 in response to feedback, they could patch such a mode in pretty easily.
idk, are AC fans complaining about from elevating camera issues? it's not fun trying to hit things that zoom out of your screen
“The game has lock on its bad now” “the game is more accessible to new people it’s bad now” “they’re streamlining features to make it less confusing it’s bad now”
I was there back when armoured core was playable macros mussel murder. And “too fast”?! Did you Play 4/4A?
The game has taken 10 years and a generation off, few will remember it or how it controls.
Of course they want a wider audience, it’s a product, not a game tailor made for YOU.
It's literally called Armored Core 6... is it that surprising to want the game to actually play like an... Armored Core game??? If the game was just called Armored Core, and was an actual reboot, maybe you would have a decent point. But it's not, so you just sound deluded.
his favorite armored core is ACV so that's why he said it's "too fast".
@@sb17899 do you want to go back to using the triggers to control the camera and any form of weapon control confined to a big ol obnoxious rectangle in the middle of your HUD?
All I’m seeing is quality of life changes that lets anyone who REALLY want to play the game gets some joy.
At the end of the day my optics are showing MORE people love these changes then dislike it (at least constructively)
Like I said this game is a product, not a tailor made experience for the 5 of you that want the same game released in ‘97 with updated graphics
@@Faba145 then he should play the 4A PvP and I think he’ll revaluate “fast”
I think you might have forgotten to capitalize on a few words to make it more clickbaity
Like : "The Armored Core 6 gameplay trailer DESTROYED my hype"
Lmao that’s what disappointing, let’s be honest AC skill ceiling was never that high. Stop the cap
false, 5th gen skill ceiling couldve easily been esports
@@Jeenine the kids section I’m sure
I haven’t played an Armored Core game since the first game, and I welcome the changes. This new game needs to bring in new fans, while keeping the old fans. Because Armored Core 6 is a game that needs to be around for a while and will create more Armored Core games down the line, and maybe not wait another 10 years for a new installment.
Unfortunately it doesn't feel like they care about the original fans. They are making it very casual to pull in new players while leaving what made the game gain its cult following in the dust.
I would rather 1 armored core game every 10 years than a dozen armored core games that are skinned over souls games.
I didn't play the original Armored Core games back in the day because I was completely unaware of them at the time, but I did watch a couple of videos of the old games and after your explanation I completely do get your feelings. I understand the heavy impact it has on gameplay, experience, challenge, skill ceiling, etc. It may seem like a small change, except for those who know.
Sometimes the old things we enjoyed are just to stay there in the past. We can still revisit them but they are mostly never to return in a new way. Each artistic creation stands on its own and the rest is never guaranteed, even if it's by the same company or artist. I'm sure that even within the OG Armored Core games there's a divide between the different generations.
It does seem like a merge with Souls-like elements and a departure from a long defining feature of AC.
But I think that From Software are still making some really good games and it's very likely is going to be good, just not the same way.
Not excusing this of course, I'm all for unique identities instead of homogenized products, especially right now with modern AAA gaming in general, but don't lose all hope just yet! And even if it's bad, well then again nothing is guaranteed, even From Software aren't immune from disappointing their fans.
The easiest way they could at least rectify this shit is just fucking releasing the old games on modern platform but nah... urgh...
@@WFoong98not easy at all seeing as the publishers for the old AC games jumped all over the place from the likes of 505 to groups that don't even exist anymore like AgeTec. So no it really wouldn't be that easy.
@@WFoong98 not enough schmoney in that
@@beatleboy3196 Yeah this is the problem I don't see nearly enough people consider when talking about remakes or re-releasing old games. A studio is almost never an island. They work with other companies and publishers that also have a stake in that IP. It's never as simple as just re-releasing things, especially if some of the other parties involved have either shifted away from that market or outright don't even exist anymore.
@@threesofthree6100 It's especially a problem with smaller teams. Fromsoft is by no means a small group anymore, they're one of the most successful and loved there is, but back when AC was keeping them afloat they were pretty small and wouldn't have had the cash to self publish the games, hence why they kinda hopped from publisher to publisher. It can be easy to forget that tho, especially now with how many remakes and remasters have been coming out and with how much Fromsoft has grown.
When u said it, now I realize, all ac dont have lock on enemy unless u pan the camera to them. Then the missile lock will function.
I am surprised you feel this way and more since you saw Vatiis video when he clearly said you can play with the soft lock on, hard lock or simply disable all lock on, so I don't see a problem when they are giving us choices.
"giving us choices." Those choices basically come down to hard lock on being easy mode. Playing without it is just handicapping yourself.
@Drader THE PROPHET OF AIDEN Nah I'm betting the game will still have it's difficulty and skill mastering, to much judging and crying over a toggle feature with out people even playing the game, we just need to be a bit open minded and give out a chance to try it and be happy AC is back.
Lock on is gonna make the game 10 times better imo
Im a part of the 1% like you... thankyou for making this video as i share your thoughts
AC hardcore fans sees a Quality of Life improvement on gameplay: Is this a casul game?
Ah yes, just cut out all of the point of it being a MECHA game and just replace it with generic 3rd person lock on action game to please all the normies who can't use two analogue sticks. "quality of life" is massive cope, this is pure dumbing down of the game so they can sell more copies to souls fans.
@@imarock.7662 "shitty, clunky controls" Filtered. Using more than one analogue stick at a time is too hard for the modern audience like you. Your argument is pure cope, "old is bad, new is good." Glad you're excited to play the next generic action soulslike, Consumer No.7662
Fan of AC since the the original on PS1. All games eventually evolve and I’m not at all surprised to see some Souls DNA spliced in to AC6.
As much as we love the way the older games have played over the years they have never been what I would call “accessible” to the broader gaming community. It looks to me like they have made the game more fast paced and dynamic and my hope is that will balance out the fact that hard lock is now part of the game.
I have no doubt the game will be fun and I’ve waited too long for a new AC to let something like destroy my hype for the game.
I know where you're coming from. I watched the video Vaati posted and at first hearing that part upset me, until I caught the soft lock on part and saw the camera effect the up and down of overboost. This might be our most build influenced Armored Core, but idk what that means without seeing the PvP. I am excited to see things blasting off like Team Rocket from kicking. The initial better shield seems solid on paper.
I'm sorry I don't feel bad for you. Don't use the lock on if you don't like it? It's a non-compliant. You are just mad other people don't have to play the game the way you want them to.
everyone talking about "just limit the hard lock on range" dont realise that hard lock on is most damaging to the core gameplay in close range fights where youre supposed to use movement, positioning and different combinations of parts to keep the enemy in your view and maintain your lock. on the contrary, hard lock on will have little to no effect in medium to long range fights where you're almost always locked on anyway and more focused on dodging and maintaining distance. if theyre hell bent on having hard lock on, best case scenario is it only functions on generic enemies, and not on enemy ac's or bosses
To me it was clear as water that it was 100% going to have Hard lock on, I don't know why people are surprised, personally I like it better than soft lock on which is still in the game, I was actually looking forward to it since I feel previous games always needed it. I am also sure they will make the game hard enough in other aspects
Soft lock is still in the game? Okay but soft lock being the only type of lock is what made the older entries in the series have such a nice skill gap. Nineball would be a piece of cake with hard lock. Imagine call of duty or something with hard lock. It's basically aimbot. Defeats the purpose in my opinion.
It’s not a souls lock on though. First off, souls got its lock on from ac 4 which was the auto sighting system that was basically a lock on in all that you had to aim in the general direction and then you were fine. The lock on doesn’t auto turn for you either, it’s a manual input and some creators like fightin Cowboy confirmed it, and the lock on disables once they leave your line of sight. There’s also stats tied to the lock on for the fcs and different turn speeds between leg types so to assume that that’s gone is weird when people had no other context for how it would work. If they had left it an always on, unable to be broken lock on then people would spam tank tread builds with ultra powerful side cannons to pivot in you every time and melt people, fromsoft knows about what people would do with things like that and they obviously have changed things around that. Go watch ratatoskr and fightin cowboys podcast if you want to see what I’m talking about.
I 100% agree with you. Armored Core's lock-on before now was perfectly fine, fun and unique I loved it and IS undoubebtly Armored Core, it's a core part of its identity like pokeballs in pokemon.
Landing attacks within the FCS's range/view always felt rewarding and like a test of skill in and of itself, I think it was done best in 4/for answer, simple and minimalistic yet effective.
I wonder how busted PVP will be because of this crap, always being completely locked on will completely destroy any point in getting in enemies blind spots, evasion in general will take a massive hit as well.
i don't get how pvp isn't going to be completely boring with this system, if you don't have to aim at all coz you're constantly locked on then the only thing left to compete in is distance management and dodging - unless you're a melee build, in which case you're just playing a souls game but with flight
i hope i'm proven incorrect about this as further information is provided
I also feel like this is very difficult to convey this to the new audience, as you need to have played an AC game before to understand these concepts.. but yeah, we got the short end of the stick, and the Elden Ring players got the long end
@@Jeenine A potential compromise might be fcs affects the 'hard lock' strength. Like distance and stickyness, so you can still shake it off or exploit it with effective movement? We are looking at a CQ fast AC when its most glaring. Fingers crossed.
@@Jeenineonly played 3 and Silent Line, but this looks infinitely better.
@@hennyboi1523it will play more like virtual on. Which was a great game but not ac
Jee your teaching approach is always appreciated, your explanations like the note about distance management and how AC is too fast to track compared to Souls games are helpful for someone like me to understand where you're coming from!
So you had to aim manually? If thats the case, i understand. because precision is actually reallllly satisfying. Thats one of the most satisfying aspects of shooting. Think Barrettt from FF7R. Because there was no precision aiming and it was auto, he felt so boring and mindless to control. I havent played the originals, but i can see this being a major downer.
Aiming and positioning has always been the core concept of armored core, but it seems like neither of those are going to matter in ac6
Not just that, having no hard lock make it easier to control when you have to shoot a large crowd of enemies. But now with this and 4 attack buttons... I have no clue the shit they are smoking when designing this.
@WFoong98 you are not forced to use hardlock though so I think you'll still be able to crowd control the way you used to.
As a fellow veteran, most re-played titles being gen 1, 3, and 3.5, and a melee/off-meta fan, I'm going to be completely honest: it's just punishing.
Sure, melee hits hard, on a high recovery, at an ultra high risk-decent-ish reward, and off meta plays feel cool in this game or any other.
But considering how the game is balanced around the limitations of your boosting, ammo, and AP, and most 1v1 encounters are usually decided in a burst rather than a sustained fight (meaning, no matter if you are literally using a burst build, or a sustained dps build, the battle is usually decided when the first bulk of dmg is dealt), having most of the melee systems, and some off-meta weapons, having a poor risk/reward ratio, and the only real part of ''skill expression'' being centered around how much of a handicap you are putting yourself in, is not exactly healthy game design or balancing, and not the best mindset to center your gaming sessions around.
Quality of life improvements, an actually functional Melee system, shorter margins between different setup's potential DPS, and a long etc, are more than welcomed, and as weird as it may feel for any veteran player at first, it's for the best in the longrun.
Also to consider is, any tool that they give us to make our lives easier, is also a Plus to PvP exchanges, and will more likely than not increase the skill gaps rather than lower them.
If a good player does ok with a clunky and outdated game that cares little for comfort, it most likely will do GREAT when put into a comfortable and optimized setup.
And great players, might be godlike this time around.
The stronger the hypothetical best build can be, and the more options the gameplay gives you, the higher the hypothetical best player can get in their gameplay and expresion.
Comfort and Options are not in opposition of Skill gaps and Difficulty.
It makes new players to get more enjoyment, and a better understanding of the game, and gives the hardcore players more stuff to minmax on the way of forging an optimized gamestyle.
I assume people are using the dislike button as a disagree button, because otherwise i don't see anything wrong with the video. Very reasonable take from a guy who clearly has experience in this franchise and, on top of that, on a very civil manner.
As for me, kinda on the same boat as you ngl, I'm not as experienced in AC and the only AC i played 'properly' (meaning around the time of release) was AC4A, this past year i have gone back and played through old entries (The 3 AC from PS1, really fun on the Vita btw, and AC3 and AC3SL) and i really loved the combat system. I thought FS would have find a way to bring a translation of that in a modern title, but AC6 is seeming more and more like 'Armored Souls'; regardless this gameplay did help shift my expectations, and i'm still willing to just give it a shot as basically another Souls-like but with Mecha (which also sounds cool and fun on paper).
Sorry for your loss Jee
We still don’t know how the hard lock mechanic works yet. Maybe it’s tied to the FCS and requires time or maybe other stipulations. Maybe you can toggle between targets. But one thing to keep in mind is the 1v1 player - both players have the skill. It just means new piloting techniques will be developed by other AC players. But I can understand your strife. Unfortunately with AC being a niche game and from software accumulating so much popularity and them sinking so much money into this title- we knew they might water the mechanics down a bit. I hate they had to compromise- but maybe we’ll love it in the long run
Totally agree. As someone who has been a fan of 4 and FA, I love how much positioning and movement plays a role. That being said, I think it’s going too far to say hype for the game is dead when we haven’t even seen the actual HUD yet or know exactly how it works… In pvp, maybe hard lock on will be disabled, who knows!
i think its safe to say this lock on is a default instead of unique fcs because all the footage with different mechs feature this.
theres no reason to choose anything else anyway cause this is very broken compared to all the other AC games.
it being turned off on pvp is just wishful thinking
i haven't played an armoured core but the introduction of lock-on has disappointed me; i watched a bunch of Last Raven and AC4 game footage in anticipation of this release and was mentally preparing myself for (and looking forwards to) those aim mechanics, instead they have given you a brainless camera lock that looks like we're just gonna get spoon fed a baby food version of this franchise with a decreased skill ceiling
maybe it's too early to truly judge, who knows
There just not showing the hud for some reason yes this is gameplay but Vati said in his video there will be one we just got to see it and give it a chance
I'm in the same boat as you, actually. Just got into mechas very recently and started emulating the older AC's in preparation for AC6, between that and the AC footage Jee has shown before I've been really excited to learn and improve at this new combat system and stick with the PvP for a long time. Sucks that such a core element was stripped away before the series reached us newcomers.
Bad take
@@alstenfung5508 *Good take
Looking at it another way, its kind of funny to think that my chosen undead has more precise and advanced lock on capabilities than an ultra technologically advanced mech.
And also, it's really telling of what kind of game series it is when porting a mechanic from dark souls casualizes it lol
I'm sure they'll still manage to capture the spirit of the AC franchise though.
You should play death stranding if you haven't. It has skill based walking. I think you'd like it
considering they give us access to all 4 guns at once, it just doesn’t make a whole lot of sense not to have very generous lockon mechanics considering you’ll only have 2 thumbs free if you aren’t playing PC.
It really isn’t that much different from 4th gen making the entire screen your lockbox, the FCS part is still here so we’ll need to see how it functions and what it affects.
This game is for Mages.
I haven't played any AC games yet and I still think the manual rectangular aming box is so much cooler than the hard lock on
Jee got so disappointed that starting uprooting weed in his garden lmao 😂
We haven’t gotten a decent mech game in a hot min. Gotta take what we can get. It’s like my love for racing games. Sucks to suck.
Oh i feel so bad for the elite players like you who are making this type of videos without even trying the game.
I find it funny that the earlier gameplay trailer showed what looked like 4th gen's quickturn, only for us to find out that quickturning is not actually a skillful thing like it was, but is now automatically done for you via the souls lock on
While i doubt it'll capture the feeling of past AC games, I know I'll still have fun with it as a lover of mecha at least.
QT is done manually, confirmed by people who were there.
@@HekateMGOt 5:40 we see the reverse joint ac fighting the giant ac with a blade, and because of the lock on it does multiple 90 degree turns and even a 180. If it is the case that QT is something you do manually, what place does it even have?
Idk maybe it's too early to tell or have any real opinions on the lock on, but having a way to break the lock on, a la quickboosting over and past enemies in 4/4a, would be much more in line with AC as we know it.
@@APineappleR The interviewer that saw the gameplay presentation and yongyea both confirmed it manual quick turn. Pressing down + a button.
I like how people say that we should stop whiny and enjoy. Sure, let's go with that. bruh.
It is not about harder AC game or easier AC game. It is about CORE features of AC game.
@@macvadda2318 filtered. you play on easy mode.
@@macvadda2318Do u know Ace Combat? The feeling of simulator. The feeling of taking control a vehicle. Manual on almost everything like driving a car. By auto-turn and SUPER strong hard lock-on it killed those feelings.
respect that you are still willing to give ACVI a chance first
I have two ideas on how to balance hard lock.
A. have it cost energy
B. Some fcs can only be locked on at close range or long range and lose lock at anything else
Holy fucking shit it's the same bullshit with ER all over again THE GAME ISN'T EVEN OUT YET
Most likely how it's gonna work, yet hard locks make sense you're using fire control systems. You're now equal to the AI from past games since they for sure had hardlocks
After a decade of arguments that the souls series needed to add an easy mode we have a new counter take: Having one of the few enablement features everpresent in souls games now makes AC too casual. It's going to be a fun August with the discourse around this game.
I'm sure they design and rebalance the game around these new mechanics. Just like 4th and 5th gen when they did massive gameplay style changes. It's not like they simply remastered AC3 and then added this instant turn and hard lock without changing anything else.
Yeah, that's what worries me
My thoughts exactly
You do realize more than Vati got the video right? He’s not the only one.
Vaati was the first to explicitly give rights to his footage to other creators and also sent me uncompressed raw footage, you do realize that right?
From software trying to please Armored Core and Souls community may end up pleasing none, but hopefully I'm wrong!
They could possibly compensate for the lock-on system in different skill based ways. We haven't seen much and you are assuming a lot. Just like making Souls games faster after Bloodborne didn't make them easier, they compensated for your increased mobility with much faster and more aggressive enemies. Stuff like that you know.
As a fan of the older AC games and a Souls fan as well, you have to give the changes a pass on doing the same old thing done before. At this point, the Souls style is well appreciated and can offer a fresher template to games that aren't 3rd person fantasy adventures, which is a net win to FromSoft as a company and to longtime fans of AC wanting to see a new take on the series without sacrificing too much else. There's already so much AC to play already, and people being dissatisfied with the changes in AC6 will only retroactively strengthen the legacy of the games before it
It must feel kinda bad, but ultimately this probably came down to a business decision. Bandai Namco and FromSoft aren't stupid, they know what will move copies. Everyone loves souls and its gameplay so that's what they went with.
Is it going to be a good game? Almost certainly. Amored core? In aesthetics, mostly. The hardcore Amored core fans will feel dissapointed but unfortunately you are too few and far between to cater to, it seems. Such is the nature of the beast with FromSoft getting bigger and having larger budgets.
that’s YOUR and this guy fucking opinion, the idea that let’s keep dacadss old game design for the sake of fans that never saw another game for 10 year says a lot on who to trust on this one, and hardcore fans of AC aren’t an monolith hating hard lock for bizare reasons
@@RavenL1337 If you had reading comprehension you would understand that I am not of that opinion myself and that I am not one of the "hard core" fans of the series. I am merely emphatising with the fact that some of them might be a little dissapointed as the gameplay identity is no longer that of the AC of old. No need to be so damn pressed over this.
@@RavenL1337 "hating hard lock for bizare reasons." If you knew anything at all about AC and what you were talking about, it wouldn't seem bizare at all. But it seems you are just another fromsoft fan bandwagoning the hype for their next game and don't care about AC at all.
"It must feel kinda bad, but ultimately this probably came down to a business decision." It is sad, I really hope this game doesn't end up just a soulless shell of AC painted over a dark souls game with missiles and guns. But sadly this game is looking like it's just gonna be about making money with "safe, more accessible" game instead of a passion project for AC fans.
@@sb17899 Well like I said, such is the nature of the beast with FromSoft having bigger budgets. They will have to cater to the wider audience to a degree. Hell, Elden Ring had about 7000 mechanics to practically play the game for you if you didn't care to git gud. To me it seems disingenious to say the game is about "making money with safe decidions". That's undoubtedly a part of it, but this is far from a soulless cash grab. But yes, is core gameplay identity it doesn't look so much AC as it does souls.
For a series that has pretty much been dead for 10 years now, and a vast majority of noobie Fromsoft fans and soulsborne players not even knowing what Armored Core is, I don’t really see the problem with this revival of the series being more accessible to new players. This one mechanic doesn’t steal away Armored Core’s identity, at the very least not for me anyway.
You can't kill anyone's hype, the game looks amazing.
Hype is the mind killer
As an ACVD veteran, you said exactly what I was thinking when I saw the footage. And after all the years of waiting it really is hard to accept such a major change in the gameplay. I scratched a bit of the AC itch w Daemon X Machina but was hoping for a true AC return. Guess we get what we get
Its funny cause people hated VD for being different too
Just throwing this out there but this lock-on isn't new to Armored Core, this just the Auto-Sight option from For Answer.
I mean its almost certain that they will have balanced the mechanics around this type of lock on, so maybe itll just be different and not explicitly worse?
I don't know man, if lock on make it easier to melee, it may make melee the weakest it has ever been in this franchise just because they will compensate being able to hit a lot with shittier damage now... Welp there goes the 1 shot pile driver urgh...
Yeah like when they used a hard lock on system in AC4. Granted you needed to manually opt into it, which most new players these days don't know about. And this is all assuming auto-center is on.
It was so good, for Answer took out the lock on and nerfed auto-center into doing absolutely nothing after the instant you lock on to someone.
You're not the only one, I liked just the radar lock on, not full lock on. See how it feels
Maybe they will make it so that some weapons work better without the tracking. They’ve got an opportunity to make the lock on tied to certain parts
They did. hard lockon targets all missiles onto one target and soft lock targets all enemies in range. I assume weapons will behave differently depending on which lock you're using.
If it works with both guns and melee weapons, I don't expect so. And that'd be a weird departure from the FCS system that went into building ac/nexts. The targeting system shouldn't really be tied to weapons
we are the 1% my friend, i feel you
but, regardless, ill play it
Most positive G9 video
The biggest complaint I have as a hardcore AC fan who has been playing since the first one came out, is that the lock system is clunky. On one hand, having a hard lock is less in line with the historical gameplay, but on the other hand, being able to hard lock allows for different kinds of difficulty that would have been unfair to impossible with the old system.
To that point, if we want be AC purists we should be asking why they allowed for analog stick control or why did they allow for you to fire multiple weapons at the same time, or why did they add quick-boosting? If you like any of those things, how is this different?
The only time hard locks would make any real difference is when you are in very close which, at that point, it's more of a quality of life change in my opinion. If the hardest enemy in the game is the camera, fix the camera issues, right?
THANK YOU!. Oh my god all this bitching and Im over here like.....wait.....so......you people WANT to fight tbe camera some more?......Wtf is wrong with y'all?😂😂. I played and loved ac 2 and 3 as a kid but cmon people.....
It's sad to see such a shift of the game's identity, but I feel like this type of change opens doors for more intense battles in smaller spaces. The level design is certainly visually more interesting with carefully placed enemies, and the bosses look pretty good too with the melee focus.
I only worry that PVP will be dominated by fast melee builds and souls dweebs will complain about "gun users" or something.
there's no way the meta and skill ceiling won't just be melee, how is there any skill in using a gun when the game literally aims for you? likewise keeping track of an enemy then moving in to melee attack them is now gonna be easy because of the camera hard locking you onto the enemy
i hope i'm wrong about this, but it looks like it's pretty much just gonna play like a 3 dimensional fast paced souls game, but this time the swift glintstone shard is a rifle
@@hennyboi1523 I don't think there would be much more skill involved in pure melee with spacing being a non factor after the new thrust mechanic and the range of those attacks. I could see PVP being sort of rock-paper-scissors between different builds.
@@karisaparolampinen that sounds miserable. let's hope not
Doesn't AC have an identity though. I've heard that the games have gone through a lot of drastic changes In terms of movement, speed controls etc
@@ThePsuedo this is really the biggest change armored core has had. way bigger than ac4 extended flights
I mean, that mechanic would make the old AC games too easy, sure, because they weren't designed around hard lock on as a mechanic. But you're kind of making the assumption that this is going to play like older AC games. They're obviously going to design it around the new mechanics. I just think this is really jumping to conclusions when we don't really know anything about how the game will play. All we've seen is 10 minutes of what's probably one of the very first missions in the game with one or two mech builds. It looks like there's a slot for targeting components, and we know that different mechs will be more or less maneuverable, and we don't really know how any of that's going to effect things. I understand feeling apprehensive about something being different. I'm in the minority of From Software fans who are pretty mixed on Elden Ring. So of course you don't have to like the game if the changes make it into something that's not really for you, that's a personal thing. I just think that it's a bit early to jump to conclusions when we barely know anything, and the game isn't even out yet.
It is quite funny how any of us thought that elden ring's casual fishing would only be a one time thing, how could they taste er's money and not do it again ?
I dont think it diminishes the skill required to play, only alleviates the problem of past gens when it comes to close quarters combat which this game has more emphasis to, this is a compromise to make the melee combat much more engaging compared to just bull rushing forward hoping to land a blade hit. Just to be clear, this "hard lock on" is only ever present during close quarters, the soft lock on which is the range combat remains the same. That said, I will appreciate if Fromsoft would also include a classic control system in the menu to cater to those who prefer the old controls.
i dont think the lock on is just "dumbing down the mechanic". it simplifies part of it yes and now you can also focus fire specific target if you want. but this also opens up a whole different layers with melee and shield blocking for example.
so some compromise to allow the new addition to truly works together well with the core formula.
and the part about the distance for melee doesnt seem to matter because of the lock on, id say we dont know that for sure. like, we don't know how much energy cost does it actually take to do the attack, or if the longer distance you need means youd need more energy to close the gap or maybe even miss completely. you can also see in the footage that the player did close the distance first with normal boost before engaging the melee. i think only by playing it yourself with the huds and all the cuztomising section unlocked could truly answer it.
i do hope that you will find enjoyment out of the game eventually once the game is out and you can judge it by yourself.
i may not be an old ac player, but i know how it feels for your fav franchise to introduce new changes and dumbed down certain mechanic (coming from a total war player here who own most of their titles to date). but eventually i grew to love the new stuff for what they are, since it actually allow the game to grow somewhat and allow more people to enjoy it (thus ensuring the game lives on)
Since I played armored core since the ps1, I agree with some concerns you got, but things are changing. compared to armored core 4 and 4 answer and previous games, the enemy diversity was abysmal. even though in the beginning of the games you usually start as a heavy clunky mech and the enemies will get a bit harder, later on finishing the game as a flying gundam going 1700 kph. This game will get harder with even more unique enemies and have more mini bosses and big bosses. The missions are totally gonna be longer because of how big it is and exploration is gonna be huge compared to past games where you fight the same enemies on barren flat maps. I am gonna miss the controls and the soft lock system that makes me feel like im in a mech, but I believe the quantity and quality of content will overshadow that thought.
I heard that a japanese player said it feels like ac4's lock on, and that it's not the sole or best way to play.
The faster pace and sideboosting is more like 4th gen and it helps keep method in the chaos. In that sense, I think the worry over 6th gen might be a little overblown. That game had high speed of combat and flight and introduced the auto sighter
For the record every AC game has since inception, the CORE unit the CPU unit and even the Head Unit have always effected your lock on hud size shape, speed ect... Even so much as the info it displays to you "missile incoming" can change depending on what part you equip. The arguments he tried to make here are unfounded and is quite ignorant of the games previous mechanics.