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Redrum

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Posts posted by Redrum

  1. 1v1 is not properly supported by this game's engine (i.e. mechanics and balance). AC leg classes and weight types are all designed as hard counters to other AC leg classes and weight types rather than soft counters. To facilitate a proper 1v1 in ACV you have to implement some serious bans into the game or your results will be highly erratic. It's best to think of it like this: each leg class available is a hard counter to two other leg classes, is about even with two other leg classes, and is hard countered by two other leg classes. There are seven leg classes, so it works out pretty well like that.

     

    If you want to test player skill a few 3v3s are probably best and most efficient to run. One operator on each side and two players, with the person you're testing filling whichever role he or she wants to be accepted for. 2+1vs2+1 is normally a very stable matchup as there isn't enough power to just charge in, but there's an abundance of information to defend with and make informed choices off of. 2+1vs2+1 only really goes haywire when someone tries to suicide rush someone else.

     

    You can also be a bit more fair on new guys and make it a D2vsA2+1 match (D = Defenders, A = Attackers). In a match like that, the defenders will have their homebase turrets to help them while the attackers have an operator. Operators are basically required for proper invasion, so there is no way any remotely legitimate team will reach high rankings without one once the game has been out for a while. This is a bit easier than the D2+1vsA2+1 setup, as the defenders also get turrets while matching the attackers team size in that setting. Basically, a few 2v3s or 3v3s are probably best for testing player skill.

     

    I wasn't really paying attention to the 1v1 discussion up until now, though I was reading it. My brain was mostly in automod mode, haha. Sorry.

     

    Wow, that's really disappointing.

  2. Way to misunderstand. Cannons= weapons that only tanks and quads can use without kneeling. Pre AC4 cannon mechanics. I know back weapons are gone, and shoulder weapons are the new thing. You still answered my question though, so thanks.

     

    I was hoping to see a return to the PS2 cannon mechanics, but if FROM can balance out the harder hitting guns by needing a combination good stability, frame weight, being on the ground, or some other variable, then I guess it can work.

  3.  

     

    All frames can use cannons, I guess your referring to if they can move with the large sniper cannons. Though as far as I can tell there still is no video featuring a tank using the sniper cannon. I believe Noob or Niji stated that the tanks can in fact move while firing the weapon. As to whether the other frames can at least perform some sort of skid while firing the weapon is yet to be confirmed

     

     

    I meant cannons, as in back cannons from the PS2 AC games.

    • - Arm Unit L/R:
      All kinds of hand-held weapons, like guns and canons. Many weapon types from the previous series has had their abilities and names changed, as well as new types are in the game.
       
      - Hangar Unit L/R:
      An arm unit which hangs off the sholders. This allows you to change your weapons when needed, and allows the player to have 4 arm units at any one time.

     

    Right there PD. Plus, in one of the ACV trailers, I distinctly remember seeing a tank dual wielding two quad-barrelled rifles/cannons. It fits the description of the Autocannon.

  4. So, actual cannon type weapons are going to be handheld and interchangeable with hangers? So we can make a tank/quad (hopefully) with four cannons? I'm gonna abuse the shit out of that.

     

    I'm liking the new jump and boost mechanics. Seems like a better way to dodge fire then the old twitch dodging mechanics of the PS2 era and QB. This is what AC4 should've been.

     

    EDIT: Good shit Griffon.

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