Armored Core V
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FAQ And Walkthrough
_____ ___ / _ \_______ _____ ___________ ____ __| _/ / /_\ \_ __ \/ \ / _ \_ __ \_/ __ \ / __ | / | \ | \/ Y Y ( <_> ) | \/\ ___// /_/ | \____|__ /__| |__|_| /\____/|__| \___ >____ | \/ \/ \/ \/ _________ ____ ____ \_ ___ \ ___________ ____ \ \ / / / \ \/ / _ \_ __ \_/ __ \ \ Y / \ \___( <_> ) | \/\ ___/ \ / \______ /\____/|__| \___ > \___/ \/ \/ ________________ ________ \_ _____/ _ \ \_____ \ | __)/ /_\ \ / / \ \ | \/ | \/ \_/ \ \___ /\____|__ /\_____\ \_/ \/ \/ \__> ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Game Name: Armored Core V Platforms: PS3 /Xbox 360 Developer: From Software Authored: FiGhTiNCoWboY Publisher: Namco Bandai Guide Started: 03/30/12 Release: ??/??/12 Last Updated: 03/28/12 Emails: firstname.lastname@example.org Latest Version: 1.10 ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- This document Copyright 2012 William Raymond Plew ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Foreword~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The information listed in this FAQ is written to the best of my knowledge and not guaranteed to be 100% accurate. There is very little information available to the English community about certain mechanics within this game compared to the Japanese community and I'm not the best translator. That being said, the opinions and knowledge of some of the most prominent members of the ACV community has been taken into account during the writing of this FAQ to make it as accurate as possible. Also, I know the Table of Contents skips 3, 4, and 7. Story Missions, Order Missions, and Territory Customization were originally part of the layout but were cut to be included in a later revision so that this FAQ could be released prior to the beginning of the new season. ============================================================================= : TABLE OF CONTENTS : ============================================================================= ~~~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~~ 1] Introduction.......................................................[FC100] 1.1] Author Information . . . . . . . . . . . . . . . . . .[FC101] 1.2] Contact Information . . . . . . . . . . . . . . . . . .[FC102] 1.3] Donations . . . . . . . . . . . . . . . . . . . . . . .[FC103] 1.4] Version Info . . . . . . . . . . . . . . . . . . . . . .[FC104] 2] Basics.............................................................[FC200] 2.1] Overview . . . . . . . . . . . . . . . . . . . . . . .[FC201] 2.2] Controls . . . . . . . . . . . . . . . . . . . . . . . .[FC202] 2.3] World Menu . . . . . . . . . . . . . . . . . . . . . . .[FC203] 2.4] Team Menu . . . . . . . . . . . . . . . . . . . . . . .[FC204] 2.5] Workshop . . . . . . . . . . . . . . . . . . . . . . . [FC205] 5] Invasion/Stronghold................................................[FC500] 5.1] Invasion Overview . . . . . . . . . . . . . . . . . . . [FC501] 5.2] Stronghold Overview . . . . . . . . . . . . . . . . . . [FC502] 5.3] Blitz . . . . . . . . . . . . . . . . . . . . . . . . . [FC503] 5.4] Conquest Battle . . . . . . . . . . . . . . . . . . . . [FC504] 5.5] Obstructive Tactics . . . . . . . . . . . . . . . . . . [FC505] 5.6] Data Recovery . . . . . . . . . . . . . . . . . . . . . [FC506] 6] Conquest...........................................................[FC600] 6.1] Invasion Mission . . . . . . . . . . . . . . . . . . . [FC601] 6.2] Stronghold Mission . . . . . . . . . . . . . . . . . . [FC602] 8] Assembly...........................................................[FC800] 8.1] General . . . . . . . . . . . . . . . . . . . . . . . .[FC801] 8.13] General . . . . . . . . . . . . . . . . . . . . . . . .[FC813] 8.2] Arm Units . . . . . . . . . . . . . . . . . . . . . . .[FC802] 8.3] Shoulder Units . . . . . . .. . . . . . . . . . . . . [FC803] 8.4] Ultimate Weapons. . . . . . . . . . . . . . . . . . . .[FC804] 8.5] Heads . . . . . . . . . . . . . . . . . . . . . . . . .[FC805] 8.6] Cores . . . . . . . . . . . . . . . . . . . . . . . . [FC806] 8.7] Arms . . . . . . . . . . . . . . . . . . . . . . . . .[FC807] 8.8] Legs . . . . . . . . . . . . . . . . . . . . . . . . . [FC808] 8.9] FCS . . . . . . . . . . . . . . . . . . . . . . . . . .[FC809] 8.10] Generators . . . . . . . . . . . . . . . . . . . . . . [FC810] 8.11] Boosters . . . . . . . . . . . . . . . . . . . . . . . [FC811] 8.12] Recon Unit . . . . . . . . . . . . . . . . . . . . . . [FC812] 9] Tips & Tricks......................................................[FC900] 10] Credits & Thanks.................................................[FC1000] _____________________________________ O==================|||-------------------------------|||====================O Armored Core V ||| 1. Introduction ||| [FC100] O==================|||-------------------------------|||====================O ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 1.1] Author Information [FC101] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= My names Bill but online I'm generally known as FiGhTiNCoWBoY. I've been a member of Xbox Live for about 7 years now and have been playing video games for as long as I can remember. I had never played an Armored Core game prior to Armored Core V; in fact the last mech game I'd played prior to this was Mech Warrior 3 which I'm sure some of you remember from back in the day. I had never written a FAQ before but I noticed there was a massive lack of info available to the US & UK community in regards to this game. Seeing as I came to absolutely love it I decided to write a FAQ and hopefully get some information out there in regards to the games mechanics. Enjoy :) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 1.2] Contact Information [FC102] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I'm fairly active on GameFAQs, usually staring at the board for whatever game I'm currently enjoying. Feel free to send me a PM or you can also reach me via email at email@example.com =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 1.3] Donations [FC103] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As said before, my main reason for writing this was the love of Armored Core V. Every time I look at the board for this game there always seems to be a new question up which is why I wanted to do this. That being said, if you'd like to donate it's always appreciated. Feel free to send me donations via Paypal through firstname.lastname@example.org =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 1.4] Version Info [FC104] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version 1.0: Introduction, Basics, Invasion/Stronghold, Conquest, and Assembly sections complete. First round of Tips & Tricks complete. Version 1.1: Some mechanics have been further clarified, specifically Top Cruising Speed, Missile Guidance, Energy Amplifier, and a brief description regarding the difference in Territory Rating and AP. In addition a number of adjustments have been made. _____________________________________ O==================|||-------------------------------|||====================O Armored Core V ||| 2. Basics ||| [FC200] O==================|||-------------------------------|||====================O ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 2.1] Overview [FC201] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Armored Core V is a 3D mech-based video game focusing mainly on shooter style combat. It is the 14th installment and 5th main installment of From Software's Armored Core series. Armored Core V is a return to the more traditional style of gameplay found in the series' original games, and is not a sequel to the series reboot of Armored Core 4 and Armored Core: For Answer. One of the most prominent differences of Armored Core V is the addition of the new territory system where you conquer territories across a world map with a team of friends or hire-able mercenaries. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 2.2] Controls [FC202] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Below are the controls used while operating an AC. Controls specific to Combat Mode or Scan Mode will be listed with CM or SM, respectively. Pressing Start on non-combat screens will give you a list of button functions for whatever you're doing at that moment. MICROSOFT XBOX 360 CONTROLS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _.-'`¯`-._ _,-'¯`'-._ ,-' `-.,____________,.-' .-. `-. / .---. ___ ( Y ) \ / ,' ,-. `. __ / X \ __ .-. `-` .-. \ / | | | | (__) | / \ | (__) ( X ) ( B ) \ / `. `-' ,' __ \___/ `-` ,-. `-` \ | `---` ,-` `-. .---. ( A ) | | / -' `- \ ,' . `. `-` | | | | |: : | | ! \ -. ,- / `. ' ,' | | `-.__,-' `---` | | ________________ | | _,-'` ``-._ | | ,-' `-. | \ ,' `. / `.__,-' `-.__,' o------------+--------------------------------------------------------------o |- LB button | = Toggle Boost On/Off. | |============+==============================================================| |- LT button | = (CM) Uses weapon currently active in left arm. | (SM) Spot: Marks a locked target. | |============+==============================================================| |- L analog | = Use glide boost: This is used for extended fast movement. | *Note* Booster must be ON to active glide boost. | [push] | | |============+==============================================================| |- R analog | = Switch between Combat and Scan Modes. | | [push] | | |============+==============================================================| |- RB button | = Use Shoulder Unit. | |============+==============================================================| |- RT button | = (CM) Uses weapon currently active in right arm. | (SM) Scan: Analyze status of locked-on target. | (SM) Use Workshop Site: Use a workshop site to resupply | or repair (only applicable to Story Missions) | |============+==============================================================| |- D-pad | = Right: Team Chat | Down: Purge: Hold Down and press RT or LT to purge weapon | Left: Buzzer | |============+==============================================================| |- L analog | = Moves player forward/back and strafes left/right. | |============+==============================================================| |- R analog | = Look Up/Down & Rotate Left/Right. | |============+==============================================================| |- Start | = Pause the game. Will not work in Multiplayer. | |============+==============================================================| |- Back | = Brings up menu with Subquests, Quit, Resume. | |============+==============================================================| |- A button | = Jump/Boost Drive: Press to Jump | Hold A to Boost Drive (Higher Jump) | *Note* Pressing A will active Boosters similarly to pressing LB | |============+==============================================================| |- X button | = Boost Charge: Performs a short boost in a designated | direction. | -Can also be used to charge into an enemy dealing KE damage. | |============+==============================================================| |- Y button | = Bay Shift/Use Ultimate Weapon. | - Holding down Y while pressing LT or RT will switch between | arm unit and bay unit | -When an Ultimate Weapon is installed hold Y to equip it. | |============+==============================================================| |- B button | = Use Recon Unit. | o------------'--------------------------------------------------------------o SONY PLAYSTATION 3 CONTROLS _,.--.,_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯_,.--.,_ | _____ | | _____ | |-' `'.__________________________,'` `-| ,' __ `. ,' .,. `. / | | \ SONY / (/_\) \ ! __ \/ __ | ! ,-. `-' ,-. | | |__ > < __| !__SELECT START__| ([ ]) ( O ) ! ! /\ ___`-. ,-'___ `-' ,-. `-' | |\ |__| ,' `. \ / ,' `. ( X ) /| | `. / \ | | / \ `-' ,' | | `-.____,-. \ / |____| \ / ,-.____,-' | | ,'\ `.___,' / \ `.___,' /`. | | / `-.___,-' `-.___,-' \ | \ / \ / \ / \ / `.__,-' `-.__,' o------------+--------------------------------------------------------------o |- LB button | = Toggle Boost On/Off. | |============+==============================================================| |- LT button | = (CM) Uses weapon currently active in left arm. | (SM) Spot: Marks a locked target. | |============+==============================================================| |- L analog | = Use glide boost: This is used for extended fast movement. | *Note* Booster must be ON to active glide boost. | [push] | | |============+==============================================================| |- R analog | = Switch between Combat and Scan Modes. | | [push] | | |============+==============================================================| |- RB button | = Use Shoulder Unit. | |============+==============================================================| |- RT button | = (CM) Uses weapon currently active in right arm. | (SM) Scan: Analyze status of locked-on target. | (SM) Use Workshop Site: Use a workshop site to resupply | or repair (only applicable to Story Missions) | |============+==============================================================| |- D-pad | = Right: Team Chat | Down: Purge: Hold Down and press RT or LT to purge weapon | Left: Buzzer | |============+==============================================================| |- L analog | = Moves player forward/back and strafes left/right. | |============+==============================================================| |- R analog | = Look Up/Down & Rotate Left/Right. | |============+==============================================================| |- Start | = Pause the game. Will not work in Multiplayer. | |============+==============================================================| |- Select | = Brings up menu with Subquests, Quit, Resume. | |============+==============================================================| |- X button | = Jump/Boost Drive: Press to Jump | Hold A to Boost Drive (Higher Jump) | *Note* Pressing A will active Boosters similarly to pressing LB | |============+==============================================================| |-  button | = Boost Charge: Performs a short boost in a designated | direction. | -Can also be used to charge into an enemy dealing KE damage. | |============+==============================================================| |- /\ button | = Bay Shift/Use Ultimate Weapon. | - Holding down Y while pressing LT or RT will switch between | arm unit and bay unit | - When an Ultimate Weapon is installed hold Y to equip it. | |============+==============================================================| |- O button | = Use Recon Unit. | o------------'--------------------------------------------------------------o =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 2.3] World Menu [FC203] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The World Map options are details below. - Start Mission: Allows you to organize a sortie unit and select a mission * From here you can choose a Story Mission, Order Mission, or Invasion/Stronghold Mission - Rendezvous: Rendezvous with team members preparing for a sortie * This option is used to meet up with friends in multiplayer while they are waiting in a lobby. - Mock Battle: Set the map and rules and perform combat training with team members * This also serves as a practice ground for the Invasion/Stronghold gameplay types. * Especially useful for testing out custom Territory Data. - Team News: View team news that has been released * This will bring up a small news feed detailing the most recent occurrences with your team including: rank changes, member changes, new titles, and territory changes along with a timestamp. - Mercenary Registration: Edit/register a profile and go on joint missions with other teams * This allows you to set up a mercenary profile which includes: a comment to potential recruiters, a camera angle picture of your AC, any received messages from previous recruiters, and the Assembly/AC Data menus. * Selecting Register will put you into a pool of available mercenaries for hire with the settings you had specified on the Mercenary page. - Free Battle: Battle against other players * Includes Ranked Match & Player Match. * Both Ranked and Player Match have Duel (1v1 battle) and Battle Royal (8 man FFA) styles of gameplay. * Player matches also have a Team style of gameplay which is 5v5. - Leaderboards: View Leaderboards * From the Leaderboards list you can view the current standings for various gameplay types. These include: o 8 Core Territories: View the top 3 teams and your team. o Mercenary Rankings: View the top 100 and your rank. o Free battle Rankings: View the top 100 and your rank. - Extra: View opening cinematics and credits - Conquest: Battle another team over territory claims * Includes Offense and Defense type Conquest Missions. * Conquest missions require a specified amount of Team Points to begin. * More detailed information regarding Conquest is later in the FAQ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 2.4] Team Menu [FC204] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Team Menu functions as an information headquarters for your team. The three main vital of pieces of information under this menu include: - Team Level * Your team level increases as your successfully complete missions * A team level of 50+ grants all team-based item unlocks - Team Rating * 3 Different Levels, represented by the yellow shields * Your team rating directly impacts the potential Territory Rating for areas you wish to invade. * As you team rating increase, the Territory Rating you can target through Conquest also increases as well. o No Level: 0-999 o Level 1: 0-999 & 1,000-9,999 o Level 2: 0-99;, 1,000-9,999; 10,000-infinity o Level 3: This is the Max Team Rating. At this point you can perform a Conquest in any of the 3 territory categories listed above. * Successfully completing conquest missions will go towards increasing your team rating. - Team Points * Team points are earned as you successfully complete missions. * They are necessary to go on Conquest Invasion missions. * They can be farmed back up if lost from a failed Conquest. The Team Menu also includes the following 8 submenus: - Team Data: Edit team's overall settings and profile * Here you can set your Team Emblem, Team Color, and change other various bits of information about your team. * Aside from general information, this submenu is also where you can set the pay apportionment and enlistment method if you are the team leader. - Member List: View information on members of your team * Here you can view the various members of your team and have the option to send them parts or money. * The Blacklist option allows you to forcibly boot a member of the team with either a leader or majority vote. * The team leader can pass leadership to a member here as well. - Trading Room: Create a trading room for trading a variety of data with team members * The trading room can be used to send or swap data relevant to the following four categories: o AC Data o Emblems o Custom Territory Data o Operation Files * It should be noted that when sending something such as AC Data you're not actually trading away your AC. This option basically sends a blueprint of your AC to the recipient. * The Trading Room will only function with another teammate in the room with you; it has no use in offline single-player. - Personal Data: Edit your personal data * Three main items of relevance: o Personal Emblem o Pilot name o Team ID: The number that your AC is associated with * You can also modify a few other less critical pieces of information here. - Territory Customization: Customize territories you hold and deploy defense systems * This option is unlocked once you successfully complete a Conquest mission and obtain territory. * You can select a territory that you own and can modify the defensive layout * Completing successful Stronghold missions for your territory will increase its rating, allowing you to install more defenses. * The AP of your territory is basically the durability it has at any given time, when looking at your territories in the Territory Customization screen you will see a yellow bar next to each, this represents that territories current AP - Operation Files: View and delete operation files, set and edit comments, and perform other operations * Operation files show you a vertical play-by-play of recently completed missions from the perspective of the Briefing screen * Useful for analyzing the events of a recent match * Relevant mission info pertaining to targets/ACs/objectives is included in the battle log. * Operation files are only generated for Invasion/Stronghold styles of gameplay. This includes Conquest missions and Mock Battles. - Edit Chat Messages: Edit the messages to use for text chat * Customize the chat messages for: o Menu o Combat o Auto Chat * I'd highly recommend doing this, it adds some personality to the game and the default chat messages get rather dull - Manage Enlistees: Screen prospective enlistees, transfer team registration, or leave team. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 2.5] Workshop [FC205] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Workshop is your central spot for anything that has to do with your AC. It includes 7 submenus and the Settings menu. - Assembly: Change weapons and AC configuration * More detailed information regarding this system is later in the FAQ - Paint: Set AC coloring, emblems, etc. * Here you can set a specific Emblem for an AC, customize you paint with patterns and different coloring, and apply various pre-set and created decals to your AC. * Changing or swapping out an existing part will remove any decals you had applied - Name AC: Change AC name - AC Data: Save, load, and edit AC data **********************************IMPORTANT********************************** Although the game frequently autosaves, changes made to an AC will not be saved if you load up a different AC. It is HIGHLY suggested that after making significant changes to an AC you go to this option and either overwrite the existing save or create a new one so that you do not lose your AC configuration. ***************************************************************************** - Shop: Buy/sell parts and other items * Buy Parts: Here you can buy brand new parts that are freshly manufactured and still have that new part shine to them o Most weapons purchased from here can have a performance specialization and engraving added to them. o Newly unlocked parts may be purchased here. o Performance will be explained more in-depth in the Assembly section of the FAQ. * Buy New Parts: The most recent parts that have been listed for sale by players **********************************IMPORTANT********************************** Although this submenu is titled New parts, actual new parts that you have unlocked may not be listed here. It is important to note that the use of New in this context is only referring to newly listed parts by other players and not necessarily new parts that you have unlocked. ***************************************************************************** * Popular Parts: A great place to pick up some pre-performance specialized weaponry. o If you're looking for a "cookie-cutter" type of weapon, it's more than likely listed here with 10-15 versions of it for sale at once. * Buy Decal: Get all the crazy pieces your heart desires to make that epic decal you've always wanted. * Buy Workshop: Your workshop serves as the backdrop behind your AC while you're in the Workshop and functions as a garage of sorts as well. o The quality of your workshop impacts the number of parts that you can hold at once. o Also includes various aesthetic upgrades for your Workshop. o You won't need more than the basic workshop at the start of the game * Expand Workshop: Add 50 to your workshop capacity for 5 million Au. o 1 part = 1 capacity o This increases the maximum number of parts that can be owned * Sell Parts: Sell off what you don't want for some easy cash or just to clear up some capacity. o You can't sell Junk parts o You can't sell items currently equipped on your AC As a special note for the shop, you can only own 1 of any specific part at a time with the exception of offensive arm units. Even though you might only own one UBT-25 Gale Booster, you can still use it on every AC you have. - AC Test: Go on sorties on a variety of special maps where you can test AC performance * Includes 6 scenarios with different types of enemies to test your AC against. * Target 1: No enemies: This scenario is mainly useful for testing movement control, booster capabilities, and mobility * Target 2: F17 Flamingos and T-106E Slons: These are some of the most basic enemies that you'll encounter throughout the Story & Order missions. If you're dying here, it's DEFINITELY time to go back into assembly and do the tutorial mission a few more times. * Target 3: AS-12 Aves, R2B Shchit, Sz12 Speer L: Still considered basic enemies but more difficult than the previous targets. These 3 enemy types will be encountered repeatedly throughout the story and order missions. o AS-12 Aves is a quick, flying AC that employs hit/run tactics o R2B Shchit is a slow moving AC with high resistances o Sz12 Speer L is a long-ranged AC with a Sniper Cannon. * Target 4: MoH P001: A medium weight bipedal AC with a focus on mobility. Has a diverse load-out which includes TE, KE, & CE weaponry. * Target 5: MoH P002: A heavy tank AC with a focus on high AP. It has a mix of KE and CE based weaponry and while slow can be deadly. * Target 6: MoH P003: A tetrapod AC with a focus on ranged attacks. It has mostly CE and KE based weaponry with 1 TE weapon as well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Words of Wisdom~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Targets 4/5/6 represent 3 common AC archetypes that you will encounter while playing this game. If you can build an AC that can comfortably destroy these 3 enemies in a quick and efficient fashion, then your AC should be able to handle just about anything this game can throw at you (aside from other players as that's a whole different ballgame). That being said, there's a reason for multiple AC slots. A long-ranged Sniper AC may be effective against a slow moving Tank AC, but not very effective against a high mobility AC that employs hit-and-run tactics. Don't be discouraged to make multiple ACs. Having the right tool for the job makes for efficient gameplay and makes you a more diverse player. No one wants to a repair man that drives nails with a screwdriver and uses his hammer for screws. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Workshop Customization: Customize workshop site * Allows you to toggle on/off the various aesthetic upgrades you've purchased for your Workshop. A * Allows you to select which Workshop you'd like to be "active" from the ones you have purchased. _____________________________________ O==================|||-------------------------------|||====================O Armored Core V ||| 5. Invasion/Stronghold ||| [FC500] O==================|||-------------------------------|||====================O ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.1] Invasion Overview [FC501] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Invasion missions involve 4 possible types of gameplay in which you invade enemy territory to lower their territories AP. - When the AP of a territory reaches zero, the opposing team will have 12 hours to defend their territory through a Conquest mission and restore its AP or it will be defaulted to the AI at which point any team may perform a Conquest mission and capture it. - Going after a territory after it has been defaulted to the AI basically results in a free territory as the AI does not have the same advanced base defenses that a player would have set up. - Aside from an "Emergency" occurring, you have 5 minutes to complete the objectives. - An "Emergency" occurs when a team is doing a Stronghold mission in the same territory you are attacking. * This will trigger turn the battle into a Conquest type of mission in which you WILL lose a large chunk of team points if you're defeated. * Despite this, you will NOT gain the enemies territory if you win. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.2] Stronghold Overview [FC502] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Stronghold missions are similar to Invasion missions with the same 4 types of gameplay. In a Stronghold mission however, you will be defending your territory against other players in an attempt to raise your territories rating/AP. - Winning a Stronghold mission will increase the rating of your territory and slightly raise the territories AP value. - Losing a Stronghold mission will result in losing AP and territory rating. - Upon selecting Stronghold mission, you must wait for an opposing team to attack your territory. - The opposing team can achieve victory by either destroying all of your team's ACs or by completing the objective, whichever occurs first. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.3] Blitz [FC503] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Blitz missions involve destroying 5 large helicopters in the enemy territory before the mission time expires. - In addition to the helicopters, you will also have to contend with any base defenses that the enemy team has set up. - These are the best type of Invasion missions to use as practice for a Conquest mission as all Conquest missions involve facing enemy ACs and helicopters. - While Blitz missions can be solo'd it is considered harder than the other 3 gameplay types as you have to contend with the base defenses and helicopters all within the allotted time period. - As a general rule, 3 of the helicopters will be weak against CE weaponry, 1 is weak against TE weaponry, and 1 is weak against KE weaponry. * One trick to handling all the helicopters solo is instead of having to worry about having a KE weapon in your AC build, you can use your Boost Charge attack to deal high KE damage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.4] Conquest Battle [FC504] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Conquest Battle missions, not to be confused with Conquest mode, involve destroying all the defenses or "interception facilities" that the enemy has set up in their territory before the mission time expires. - Conquest battles are slightly easier that the Blitz missions as you don't need to concern yourself with killing the helicopters in time as well. - They can be solo'd although they are still difficult enough where you may require teammates. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.5] Obstructive Tactics [FC505] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Obstructive Tactics are similar to the Conquest Battle except that instead of having to destroy all the defenses, you only have to cause a specified amount of damage. - These can be performed fairly quickly and are the easiest Invasion types to solo. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.6] Data Recovery [FC506] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Data Recovery involves standing next to designated data points though-out the enemy territory and "stealing" important data. - The data is downloaded automatically by standing in close proximity to the information point. - You download data significantly faster will multiple ACs gathered around one point. - As a general tip, due to there being multiple download points and being on a time limit, moving in teams of 2 to hit the download points is the most suggested strategy. - It is HIGHLY suggested to not attempt to do Data Recovery solo. Even if you can destroy the defenses in the territory solo, you will still have to deal with hitting all of the data points within the allotted time limit which can be extremely challenging even with a fast AC. _____________________________________ O==================|||-------------------------------|||====================O Armored Core V ||| 6. Conquest ||| [FC600] O==================|||-------------------------------|||====================O ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Conquest focuses on assaulting enemy controlled territory and defending your team's territory from enemy attacks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.1] Invasion Mission [FC501] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When selected a territory to begin an offensive type Conquest mission (Invasion), there is a required amount of Team Points that must be forfeit as a "cost" for performing the Conquest. - Regardless of winning or losing, the stated Team Points that are required to go on the Conquest will be forfeit as they are a "cost" for performing the mission. - Victory awards you with the territory you attacked. - Failure results you in being down Team Points and having your pride broken. One of the more important and frustrating things to understand with Conquest is that a mission will not occur unless there is a team defending the territory you are attacking. Many people will sit at the Briefing screen and assume their game is bugged and/or broken but I assure you this is not the case. - In addition, prior to joining a Conquest mission, if a member of your team's name is highlighted in Blue or Yellow in the lobby this indicates that they don't have an Open-NAT with their connection. - It is the general consensus that attempting to perform a Conquest while a member of your party does NOT have an Open-NAT connection will result in an even lesser chance of being paired up with a team that is defending. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 5.2] Stronghold Mission [FC502] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When selecting a territory you currently hold for a defensive type Conquest mission (Strongold), there is no Team Point cost associated with going on the mission. - Successfully completing a Stronghold Conquest mission will restore AP to the territory you were defending in addition to awarding you with the offensive team's Team Points. - If you lose a Stronghold Conquest mission, you will forfeit over your territory and have your pride crushed. - It is important to understand that the attacking team needs only to destroy your teams ACs or complete the objective. If either occurs you will lose. _____________________________________ O==================|||-------------------------------|||====================O Armored Core V ||| 8. Assembly ||| [FC800] O==================|||-------------------------------|||====================O ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Before we get too deep into Assembly I'd like to thank GodlyPerfection for the Armored Core V: AC Assembly Excel Spreadsheet he created for this game. A direct link to the download is included below. - This tool will help you to optimize your AC much easier than what's available in game. If you're comfortable using Excel I'd HIGHLY recommend using this spreadsheet. http://www.mediafire.com/?xcszh1atuciq5 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.1] General [FC801] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As there are a massive number of available parts in this game, I will not be detailing the statistics for every single item. They're all there directly in front of you on the screen and it would be silly to go through and write them all over again. I will however be explaining the less understood attributes within each item that you should be aware of to successfully build your ACs. For more detailed information regarding your weapons, make sure to press Y or /\ to toggle the more advance info regarding them on the Assembly screen. Back or Select may be pressed for a more in-depth description of each attribute. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.13] Performance Tendency [FC813] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Whenever you purchase an Arm Unit from the shop, you have the ability to add a performance tendency to it for Power, Speed, or Accuracy. This performance can be either general or specialized as well. It is important to understand that this is not simply a bonus to boosting all other stats, but it will also take away from some as well. Adding a performance tendency to Rapid Fire will reduce the Power of the weapon while boosting Rapid Fire and the other attributes shown on the graph when you're selecting a Performance. Also not all weapons end up the same as others, even with the same performance tendencies selected. As you purchase a weapon with a performance tendency, it will have a rating of 7, 8, or 9. - What I mean by this is that it will take 7, 8, or 9 missions to fully level up that weapons performance. - There is no direct number to show you this and the only way to tell is checking the progress of the "Performance" bar after a mission to see how much the weapon has increased compared to an identically purchased one. - Weapons that are rated as "9s" will take longer to level up but will finish with the best possible results for the chosen performance tendancy. - Special thanks to TheExiledOne for this explanation, a link to his video detailing this can be found here: http://www.youtube.com/watch?v=DGANG8ZCLy0 - Non-combat weapons can NOT be purchased with a performance tendency * This includes Jammers, Sentry Guns, and Target Guns * Shoulder Weapons and Ultimate Weapons can NOT be purchased with a performance tendency - A more detailed guide to the performance mechanic for the weapons can be found here: http://www21.atwiki.jp/armoredcoreforever/pages/405.html * The link is for a Japanese wiki page detailing it so you will need to use Google Translate or some other software to be able to get anything out of this site. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.2] Arm Units [FC802] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Arm Units are your weapons. These are our tools of destruction and must be chosen wisely. - As a note, it is important to understand that any weapon that requires the ready-position when firing can NOT be added in as a Bay Unit. - Also, any weapon that requires the ready-position must be purged BEFORE you will be able to switch to a weapon in the Bay Unit. * This applies to Tank Legs as well even though you don't go into a ready-position. - Impact Force: You never see it without toggling the display but oh how important it is. This dictates the amount of "force" a particular weapon with exert on a target which in turn reduces their mobility. * As an example, an Oxeye HG25 Handgun with the proper performance can achieve an Impact Force of 1,771. That's on-par and even HIGHER than some of the Cannon weapons that require a ready- position. * If you ever feel like you're being "stun-locked" by a weapon, this mechanic is what's causing it. - Reload Time: This is your Rate of Fire, the lower this value, the faster your weapon can fire. * You never technically "reload" your weapons as you do in other shooter games so this one confuses plenty of people. - Muzzle Velocity: This dictates the speed of your ammunition as it's fired. It's important to know that a high muzzle velocity will result in more shots staying straight on their path to the target. * Ever use a Howitzer or H.E.A.T. Howitzer and notice that parabolic trajectory? That's due to Muzzle Velocity. - Ammo Cost/EN Consump During Use: This is the cost that firing the weapon will have on your energy total. * As a general rule, most KE and CE weapons are rather low on this with the exception of the Rail Cannon * TE weapons have a much higher EN usage than KE/CE weapons - Firing Accuracy: This also works along the lines of Muzzle Velocity but slightly different. If you've every shot a gatling gun and noticed how some bullets tend to fly to the left or the right of where you're actually aiming, that's firing accuracy in effect. - Sentry Guns are unique in that their attack values are independent of parts that dictate values for the rest of your AC. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.3] Shoulder Units [FC803] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= An important note with Shoulder Units is that the number of shoulder units available on your Arms will have an impact on your shoulder unit's effectiveness. Having 2 Shoulder Unit Storage slots will increase the number of missiles you can fire at once compared to 1 shoulder unit and will also increase the effectiveness of other shoulder units like CIWS/Auto-Attack Gun, Subcomputer, etc. - Top Cruising Speed: This is the same dynamic as Muzzle Velocity, but for missiles instead. It dictates how quickly your missile will be able to reach the target. - Missile Guidance: Another value that you have to toggle your display to view yet so incredible important. This dictates the maneuverability and guidance that your missiles will possess when fired. * It's important to note that Top Cruising Speed and Missile Guidance have an inverse relationship when you consider the dynamics of each. * The faster you missile is going towards the target, the less ability it will have to make multiple direction adjustments. * Along the same lines, a slower missile won't hit the target as fast but will have a much greater range of motion and maneuverability, being able to mark sharper turns and stick closer to the target as they Boost in various directions. - Ammo Capacity: An important note with ammo and rockets is that you will go through it MUCH faster than expected as in some cases you fire off multiple rockets per volley. * Take the UHR-65 Kolkata as an example. You have a capacity of 60 initially. With 1 shoulder unit, each use will fire 3 rockets. With 2 shoulder units, each use will fire 6 rockets. * It's very easy to hold down the rocket button for 3-4 seconds and suddenly you're bone dry of shoulder ammo, don't let it happen to you. - Optical Chaff and Flash Rockets: The frequently overlooked masters of the battlefield. Although Flash rockets are frequently considered a cheap weapon, they are indisputably one of the most currently over- powered weapons in the game. * General rule of thumb is to use Flash Rockets in team scenarios since your target won't be able to target you or the rest of your team back. * Use Chaff in 1v1/Recon play as it's much easier to prevent yourself from being targeted that attempting to hit your target in a 1v1 or exposing your position during Recon. - CIWS: Another overlooked powerhouse that's frequently ignored. While player rockets aren't commonly what are going to kill you, Vertical Missile Turrets encountered in Invasion/Conquest will. * A few hits from the missiles in Invasion/Conquest and you can be stun-locked into oblivion by the Impact Force. CIWS will ensure this never happens for you or your teammates. - Auto-Attack Gun: Although not the most useful shoulder unit for PvP combat, the auto-attack gun excels in Story Missions and Order Missions for taking down those pesky weaker troops without you having to expend ammo from the big guns. * Another useful note is that Auto-Attack guns will fire at approaching targets while you are in ready-position - Reserve Magazine: The two reserve magazines available to you list the additional ammo as 20 and 35, respectively. Note that this means 20% more ammo and 35% more ammo. * With 2 shoulder slots this comes out to 40%/70%. - Subcomputer: Another overlooked powerhouse. The beauty in Subcomputers is that it not only affects your lock-on ability but it also affects your teammates as well. * An AC running 2 shoulder slots with Subcomputers makes for a huge asset to any team in the heat of battle. * I personally find using these with Tank style AC works extremely well when you're staying to close proximity to your team. - Energy Amplifier: If you enjoy being a monster of TE weaponry, this is the shoulder unit for you. * It's important to note that the enhancements provided by the Energy Amplifier will NOT show changes to TE weaponry on the stats in the Assembly screen for those weapons. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.4] Ultimate Weapons [FC804] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= One of the most important things to remember regarding Ultimate Weapons is that when you use then, if you have ready-position type weapons on, they will be PURGED. Going into battle with dual-autocannons and a Giga Missile sounds "awesome" in theory until you activate that Giga Missile and then realize you've just lost both your auto-cannons. Along with that, you of course can't have any bay weapons equipped while using a UW. The Grind Blade will also purge whatever weapon you have on your Left Arm, 100% of the time. Although they are the most powerful weapons in the game, UWs are extremely situational and may result in you dying in an attempt to use them while you're a sitting duck as they charge. - To help reduce the chances of this happening it's important to look at 3 values that are not located on the stats for the UW. * Thermal Resistance (Core): This dictates how much defense you have against that heat generated from using an UW, the higher this is, the less damage you'll inflict upon yourself while charging a UW. * Energy Conductivity (Core): This dictates the time it takes to charge an UW. If you plan to fire off that Giga Missile or Cannon twice when you pull it out, you want this value HIGH. * Critical Power (Generator): This dictates the amount of energy you can pump out when charging a UW. The higher this is, the faster you can charge it. - If you plan on using UWs, the Zeus CR210 Core under the C.E. Resistant Type and the KV-3D2/Xinzang Generator under the Balanced Type are the best Core and Generator in the game if you are focused on UW usage. General Rules Concerning the 5 UWs: 1) Once you activate an UW, you can't use other weapons or scan mode while it is activated, you CAN however still use recon units. 2) You still retain full movement once the UW has been activated, however while charging both the Giga Cannon and Giga Missile to fire, you will be unable to move. You can still move while charging the Grind Blade, Legion Pulse, and Mass Blade. a. If moving while the Giga cannon/Missile are activated, by holding the trigger to begin firing you will stop movement and begin charging to fire regardless of the type of movement. 3) You can only fire off the Legion Pulse once. 4) Giga Missile, Giga Cannon, and Mass Blade can be used twice. 5) Mass Blade can be used three times. The multiple usages of ultimate weapons stated were tested with the ideal generation/core mentioned above. It's doubtful that you'll get 3 uses out of a Mass Blade in the middle of a combat situation but it IS possible. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.5] Heads [FC805] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Four important stats exist within Heads that you need to toggle to be aware of. - Stability Computation: This is considered movement stability. It will affect the amount of recoil you experience from Impact force and will also affect your booster speed to an extent - Camera Performance: This augments the range that you can lock on to a target along with the FCS. Similar to the Energy Amplifiers, you will NOT see these performance upgrades when looking at your FCS stats if you change to a different Head. - Scanning Performance: This affects the analysis speed of Scan Mode. While this may not seem very important, if you're trying to use Scan Mode to find out what a target is weak against while your dashing behind buildings in the middle of a firefight, you'll be sorry if your scanning performance is trash. - Anti-Jam Performance: Can't stress the important of this enough. This is your resistance to jammer parts. * It's important to note that while you may not encounter traditional jammers all that often, this stat will also affect your resistance against Flash Rockets. Once you get hit by a few flash rockets you'll learn VERY quickly that they can be the end of you in a firefight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.6] Cores [FC806] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There's not many additional stats fore Cores to be all that worried about but if you plan on using UWs make sure to take into account your Thermal Resistance and Energy Conductivity. Both these attributes are discussed in the UW section above, it should also be known that Energy Conductivity has an effect on movement speed with boosters as well. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.7] Arms [FC807] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ever get tired of starting at the scrolling text at the bottom of the screen in Assembly to find out how many Shoulder Units it has? Toggle your display and be amazed at how quickly you can scroll through the arms and check. The one other value of important to Arms is Firing Stability. - Firing Stability has a direct effect on the accuracy of your shots. Similar to the Firing Accuracy attribute under your weapon. o Taking Firing Accuracy and Firing Stability into consideration is extremely important when you want plan on using weapons that need to be 100% accurate (i.e. sniper rifles/sniper cannons). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.8] Legs [FC808] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Toggling the display with legs gives you a plethora of new information. - Attitude Control: Same dynamics as the stability computation from your head part. Main difference is while the head part does the software side of Stability, think of this state as the hardware side. A low value here and the highest Stability Computation in the game won't do much if you have some uncoordinated floppy legs. - Turning Performance: Left Turn. Right Turn. This one's pretty self- explanatory. If you want to be able to spin faster to keep up with a moving target, keep it high. - Jumping Performance: Very important to consider when building an AC for mobility. You should also be aware that although Jumping Performance stats are lower compared to a lot of stats, a change of approximately ~1000 will have a MASSIVE impact on the jumping ability of your AC. * For example, a pair of light bi-pedal legs has a jumping performance around ~3200. A pair of heavy bi-pedal legs has a jumping performance around ~2300. * 3 Boost Jumps using the light bi-pedal legs and you're completely over the roof of the highest building in the AC Testing area. * It takes 4 Boost Jumps using the Heavy Bi-Pedal legs to clear the roof of the same building. - Charge Attack Power: When you hold X or  to perform a Boost Charge at an opponent, this value represents the amount of KE damage you can cause with your Boost Charge. There are also a few unique attributes for each style of Legs. These will be briefly explained below. - Deflection Enhancement (Bipedal l=Legs): This value is only important when using a ready-position type of weapon. * With Bipedal leggings you may notice shield on the one leg, this is deployed while using a ready-position weapon to provide you with additional defense by deflecting enemy fire. - Jump Enhancement (Reverse-Joint Legs): This is a % increase to your Boost Jump ability. You will be able to jump much MUCH higher and stay suspended in air for longer as well based off this stat. * A high value here will give you the closest experience to a "flying" AC that you can achieve, aside from Glide-Boosting which will of course drain your energy rather quickly. - Recoil Buffering (Tetrapod): This is basically a ultra-stability stat for using ready-position weapons with these legs. With a high Recoil Buffering value you can effectively fire off multiple sniper cannon shots in succession with little-to-no deviation in your aim. - Ascent Performance (Tank): This is basically Jumping Performance with the exception that your Tank can't jump multiple times to scale a building. This value dictates how high your big ol' tank will rise in the air before falling like a rock. - St Turning Rate (Tank): One of the greatest and often misunderstood benefits of Tank leggings is that you have the FASTEST turn speed in the game. The limitation to this is that you must be stationary. * With a high St Turning Rate value, you can effectively spin in circles firing your Auto-Cannons or whatever weapon you enjoy, and manage to keep up with the Lightweight AC that's been sprinting around you pelting you with annoying bullets. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.9] FCS [FC809] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= First off I need to say that I am not 100% on the Lock Computation mechanics within the FCS. The description says that a lower value equates out to a shorter time for lock-on but switching to an FCS with a higher value shows the stat in Blue (which generally means good). Not sure if a lower or higher value is actually optimal here but during my testing I did not notice a significant different in performance between the FCS with the highest and lowest Lock Computation values which were 180 and 75. That aside, 4 main pieces of hidden interest! - Missile Locks: This value dictates the number of missiles that you can simultaneous have in the air when using KE or CE Missiles * If you are not using Homing Missiles (either KE or CE) This value has no effect on your AC. - Max Sub-Units: If you like having fun with Sentry Guns, make sure to get this to at least 3 or 4. This impacts the amount of sentry guns you can have active at once - Max Jammers: Similar to Sentry Guns but with Jammers instead. - Lock Jamming Resist: Another hidden gold mine. If you've ever encountered a locking jammer you know how annoying it can be when you can't manage to get a lock onto your target and end up aiming furiously all over the screen, effectively spraying nothing. * This prevents that from happening. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.10] Generators [FC810] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Energy Output and Capacity are self-explanatory so I won't touch on them. - It's good to note that until you get more experience it's suggested to stick with the Balance Generators. * Even after having a few territories under your belt most veterans agree that the Prochnyi is still one of the best generators available. * In short, don't think you HAVE to take one extreme or the other with High-Capacity or High-Output. Each generator type has a situation in which it's useful; pick one that fits the play-style of your AC. - Critical Power is only important when using UWs. An explanation is in the UW section above. - Power Jamming Resist: This is what I consider to be possibly the most situational yet most important stat on any generator. If you plan on doing Invasions or Conquest frequently, you can bet your AC that you'll run into bases and there will be jammers waiting for you. * A low value here will result in your falling out of the sky like a plane out of fuel when you come into contact with a Power Jammer. * Just to further clarify, if you become the victim of a power jammer, there's a 99.9% chance you're dead. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.11] Boosters [FC811] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There is a load of information available for boosters when toggling your display. Two of these values have a direct impact on your mobility while using boosters and should be taken into consideration. - Time to Max Accel & Initial Ignition Eff: Both these values need to be taken into consideration when building a high speed mobility AC. * These values dictate your maneuverability while in boost states and are what's going to allow you to swing between buildings and around corners as quick as possible =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~-~ ~-~ 8.12] Recon Units [FC812] ~-~ ~-~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are three types of Recon Units to choose, each with a bit of a specialized use. As a general note, the operation time is on a scale of 60 operational time = 1 second. The 5 potential operation times for the various Recon Units break down to: - 1200 = 20 seconds - 1500 = 25 seconds - 1800 = 30 seconds - 1 minute - 9000 = 2.5 minutes - Sticky Type: You launch it to a specified area and it stays there * The main benefit of Sticky Types is that if you are sniping or want to check what's in an area prior to advancing, you can launch them as far as the eye can see and get the scan data you need. - Tracking Type: The Tracking type is launched above your head and basically functions as personal radar. * It has decent range and operational time and if useful if you are moving frequently as you can maintain awareness of your surroundings. - Hover Type: The hover type is interesting in that it gives you a smaller recon area compared to the other choices, but has a duration time that more than doubles that of the other recon units. * This type of recon is particularly useful for "Recon" based ACs as you can speed around the enemy territory and throw up a number of Hover Type's relatively fast. _____________________________________ O==================|||-------------------------------|||====================O Armored Core V ||| 9. Tips & Tricks ||| [FC900] O==================|||-------------------------------|||====================O ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ GodlyPerfection does a number of youtube videos detailing tips & tricks to help get you better in general and more specifically in PvP combat. The following is a link to a playlist of all Tips & Tricks videos he has made thus far. http://www.youtube.com/playlist?list=PL8195BB2205611812 _____________________________________ O==================|||-------------------------------|||====================O Armored Core V ||| 10. Credits & Thanks ||| [FC1000] O==================|||-------------------------------|||====================O ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ~~FAQ Contributions~~ - The Armored Core wikia for the basic information incorporated into the general overview. http://armoredcore.wikia.com/wiki/Armored_Core_5 - Johnathan Sawyer for the awesome ASCII controllers used in the Controls section - GodlyPerfection for the AC Assembly spreadsheet, Tips & Tricks videos, and every other piece of information he's contributed towards this FAQ. He has an active multi-platform community forum for ACV which can be found here: http://forum.reachingperfection.com/Armored-Core-V-f3791263.html - TheExiledOne for the explanation of the Performance system with the weapons ~~Personal Thanks~~ - Bkstunt_31 for his awesome guides which I used as references for the structure of this FAQ - My girlfriend Amanda for putting up with the multiple sleepless nights getting woken up by the "EMERGENCY" screen while I tested various mechanics _____________________________________________________________________________ Document (c) FiGhTiNCoWBoY, 2012 Armored Core V (c) 2012 For Software E N D O F D O C U M E N T 0000000001000000000200000000030000000004000000000500000000060000000007000000000