Also note that, with generators, the red bar is the emergency cap. You will consume energy at a reduced rate when under this threshold, but it works both ways - it will take forever to regenerate energy. With locking on, note that in PS2 ACs, you had to wait just a little longer after your lock turned red to fire accurately, when the camera suddenly shifts in front of the target. This delay is removed in PSP. Avoiding hard landings - don't boost the very moment before you hit the ground, you physically won't be able to accelerate in time no matter what. Start boosting half a second beforehand with high acceleration boosters, or a second, even 1.5s before with lower accel.
I remember pulling off EFFECITVELY a drifting motion by landing a certain way and boosting, skidding me into cover. I hadn't intended it, it just happened once.
Somethnig about hard landings. they also happen if your Ac lands at a height lower than their jump's take off height, Ie: you jump over a ledge, Or if your AC is understressed weight wise(you dropped equipement)
So knowing how to negate a Hard Landing is INCREDIBLY important. In my case especially as my AC build is two Micro Missiles (7 a lock), Relation Missiles, Linear Rifle, Laser Gun in Right hangar, Bazooka and Blade in Left Hangar. My strat against ACs is use Missiles much as I can, extension goes first when it runs dry, so on and so forth. A cape of missile swarms, with occasional shots of the Bazooka to persuade enemies to stay still and eat the entire barrage.
Eh wrong yellow means it will fire directly on the ac meanwhile red will fire ahead of the ac depending on its speed which means youre more likely to hit someone with it.Even more with single fire weapons like sniper rifles
@raynaldo arlen k.eman It's what the AI does considering people like Bolt can use the Back Mounted Cannons while maintaining mobility DESPITE being Bipedal.
Also note that, with generators, the red bar is the emergency cap. You will consume energy at a reduced rate when under this threshold, but it works both ways - it will take forever to regenerate energy.
With locking on, note that in PS2 ACs, you had to wait just a little longer after your lock turned red to fire accurately, when the camera suddenly shifts in front of the target. This delay is removed in PSP.
Avoiding hard landings - don't boost the very moment before you hit the ground, you physically won't be able to accelerate in time no matter what. Start boosting half a second beforehand with high acceleration boosters, or a second, even 1.5s before with lower accel.
thank you for the trick to dodge missiles! i always have a hard time for dodging enemy's swarm of missiles and i guess this is very helpful to me.
No problem!
I am always glad to hear this tutorial helping out people still!
I remember pulling off EFFECITVELY a drifting motion by landing a certain way and boosting, skidding me into cover. I hadn't intended it, it just happened once.
thank you, im starting to get into armored core and im starting with the older ps2 ones and this helped clear some things up
I'm glad this helped, good luck on your AC adventure!
Somethnig about hard landings.
they also happen if your Ac lands at a height lower than their jump's take off height, Ie: you jump over a ledge, Or if your AC is understressed weight wise(you dropped equipement)
So knowing how to negate a Hard Landing is INCREDIBLY important. In my case especially as my AC build is two Micro Missiles (7 a lock), Relation Missiles, Linear Rifle, Laser Gun in Right hangar, Bazooka and Blade in Left Hangar. My strat against ACs is use Missiles much as I can, extension goes first when it runs dry, so on and so forth. A cape of missile swarms, with occasional shots of the Bazooka to persuade enemies to stay still and eat the entire barrage.
Some advanced movement tech: ruclips.net/video/tiNaeFvqJpc/видео.html
Eh wrong yellow means it will fire directly on the ac meanwhile red will fire ahead of the ac depending on its speed which means youre more likely to hit someone with it.Even more with single fire weapons like sniper rifles
But... that is exactly what I said, you just worded it slightly different XD
ye but tbh its kinda misleading saying it will have a high chance of missing :P
tldr then :
Yellow: soft lock, fires on the spot
Red: Hard lock, the FCS will attempt to predict the target
How to get human plus/op intensify in ac last raven?
@raynaldo arlen k.eman It's what the AI does considering people like Bolt can use the Back Mounted Cannons while maintaining mobility DESPITE being Bipedal.
Man play this thing in a phone suck bad...