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ACV Patch 1.02 (JP)


Harakiri Tiger

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Since I've mentioned patch 1.02 quite a few times around here, I figured I'd at least try to translate the general patch notes that FROM SOFTWARE released with 1.02 however long ago. This patch is only on the JP servers right now and I have no idea if it's going to hit the other servers or not. I would imagine that it will be brought over after another few weeks (if not sooner), but maybe it won't be. I don't know.

 

ACV Patch 1.02 was released to the JP servers on February 24th, of 2012.

 

=======

CORE

=======

- TE-RESIST TYPE

--- Increased EN conductivity.

 

=======

ARMS

=======

Adjusted stability ratings.

 

=======

LEGS

=======

- MW Bipedal

--- Reduced the decrease in performance due to load weight.

--- Improved the performance of boost drive.

 

- HW Bipedal

--- Reduced the decrease in performance due to load weight.

--- Improved the performance of boost drive.

--- Improved the increase in movement speed granted by HEAD stability.

 

- LW Reverse Joint

--- Reduced the decrease in performance due to load weight.

--- Reduced the EN consumption of jumping when the BOOSTER is on.

 

- HW Reverse Joint

--- Adjusted the decrease in performance due to load weight.

--- Degraded the performance of boost drive.

 

=======

GENERATOR

=======

Improved EN output for all generators.

 

=======

ARM UNIT

=======

- HAND GUN

--- Increased attack power.

--- Reduced base lock-on time.

--- Increased optimal range.

 

- SHOTGUN

--- Decreased attack power.

--- Increased reload time.

--- Decreased accuracy.

--- Decreased bullet velocity.

 

- GATLING GUN

--- Decreased falloff.

 

--- [individual Adjustment]

----- USG-23 GENEVA

----- USG-23/H

-------- Decreased attack power.

-------- Increased reload time.

-------- Decreased optimal range.

-------- Decreased bullet velocity.

 

- RIFLE

--- Reduced reload time.

--- Increased optimal range.

--- Increased benefits from affinity tuning.

 

--- [individual Adjustment]

----- CALENDULA RF11

----- TANSY RF12

-------- Do not receive reload time changes.

 

- SNIPER RIFLE

--- Increased optimal range.

--- Increased falloff.

 

--- [individual Adjustment]

----- USR-12 LAUREL

-------- Increased attack power.

 

- HEAT HOWITZER

--- Adjusted attack power.

--- Increased reload time.

 

- BATTLE RIFLE

--- Increased optimal range.

 

- PULSE GUN

--- Decreased attack power.

--- Decreased accuracy.

--- Increased EN consumption.

--- Increased bullet termination range.

--- Decreased damage of AoE explosion.

 

- PULSE MACHINEGUN

--- Decreased bullet velocity.

--- Reduced EN consumption.

--- Increased bullet termination range.

--- Decreased damage of AoE explosion.

 

- PLASMA GUN

--- Decreased ammunition.

--- Increased bullet velocity.

--- Increased bullet termination range.

--- Decreased damage of AoE explosion.

 

- LASER RIFLE

--- Reduced charge-up time.

 

--- [individual Adjustment]

----- LR-81 KARASAWA

-------- Does not receive charge-up time changes.

 

- LASER BLADE

--- Reduced EN consumption.

 

- AUTO CANNON

--- Increased attack power.

 

- RAIL CANNON

--- Increased optimal range.

--- Reduced charge-up time.

 

- SNIPER CANNON

--- Reduced the decrease in reticle mobility while kneeling.

 

- LASER CANNON

--- Reduced charge-up time.

 

- HOWITZER

--- Decreased ammunition.

--- Increased reload time.

 

- PULSE CANNON

--- Increased reload time.

--- Decreased bullet velocity.

--- Increased EN consumption.

--- Decreased bullet termination range.

--- Decreased damage of AoE explosion.

 

=======

SHOULDER UNIT

=======

- FLASH ROCKET

-- Decreased duration.

 

Feel free to discuss them or ask me questions about them, etc.

 

 

 

Note: My translations are just quick ones, so they're not literal.

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Buffing autocannons? Is that really needed? Really? The last thing we need are more tank buffs.

 

Also, dissapointed to see lightweight bipedss not getting anything from the patch. I understand that they're more skill based then before, but I find that they sacrifice too much in the name of speed. It really begs the question of why not use a tank instead, since they just seem to get everything. Of course, the answer to that one is because LWs are just way more fun, but it would be nice to see them a little more useful. I appreciate the hit and run/support/recon style of play, and I've been working with my team towards the niche of being the team's sniper hunter, but I still feel they're a little weak considering just how unforgiving they are.

 

Also, I hope the pulse guns don't get nerfed hard. Between gatlings, shotguns, and pulse guns getting nerfed, it'll be really hard to actually fit the roll of a sniper killer if I can't actually kill them quickly at close range.

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EN conductivity is a stat on your core. Anyway, it modifies the energy that your generator sends to your boosters and OW when you have an OW activated. OWs are called UWs in the english version. Basically, you turn on your OW and your generator switches over to its OW output (critical output) then your core modifies that output to a different number and charges your OW with it.

 

Using an example is probably better. If you have 100,000 output with an OW on and a core with 150 EN conductivity, you'll produce 50% more energy for charging up your OW and your booster will fly 50% faster. This means you can charge up your OW faster and you can get in range to use it easier.

 

Since OWs need to charge up roughly 1,000,000 energy to be used this means you can charge it much faster than if you were using a generator with just 40,000 output with an OW on and a core just 75 EN conductivity, as you would only produce 75% of 40,000 in that case. Booster output only increases in the standard boost area, as far as I know. I don't think it affects quick boost or overboost. The TE cores all had relatively bad EN conductivity, so that was boosted so they also worked somewhat with OWs.

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Falloff = Decay Rate. When you fire inside your optimal range your guns maintain maximum damage and stun, but once they exit optimal range they'll enter their falloff increment. In falloff they lose damage and impact over distance traveled. The lower the falloff (Decay Rate) the worse the gun is at shooting outside of optimal range.
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