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Thread: ACFA FAQs

  1. #1

    Default ACFA FAQs

    This is just a general bases on the questions that seemed to be asked the most, if you have any questions ask them and I will answer to the best of my ability and your question will be added to the list.

    How do I unlock mission _______?

    Mission tree list:
    http://www.cheatmasters.com/author/d...ionTreeeng.png

    How do I beat mission _________?

    The easiest way to beat every mission is by going into ACSIS then to OPTION and select REGULATIONS and change the regulations to 1.2. In this reg your energy bar is almost limitless with the Generator SOBRERO so you'll rarely have to worry about your energy. Energy blades are over powered in this reg because of the speed and lunge distance making it almost TOO easy. For those who don't(for whatever reason) want to use energy blades switching the regs to 1.0 and using SALINES05(WHITE-GLINT's missiles) is another easy option but you must first complete the mission Defeat WHITE-GLINT.

    How do I unlock part ________?

    Unlockable Parts list:
    http://www.xbox360cheats.com/Armored...lockable_Parts

    What does _______ in the Assemble, tune, stabilizers, etc. mean?

    Hitting the select/back button will open up a description box for the selected stat.

    What do stabilizers do?

    Stabilizers have two numbers representing the balance of the AC [(0,0)], you will also see Front, Left, Right, and Rear above these numbers. Depending on the weapons(if you've already attached them) and stabilizers will determine these numbers. The first number represents the "lean" left or right, the higher the number the farther/faster you will quick boost in the direction with the higher left or right and the lower number(left or right) will quick boost slower and short. Now low numbers like (1,0) or (2,0) probably won't effect you much but larger numbers such as (10,0) or (11,0) will. The second number represents the "Lean" Front and Rear. This number can be positive or negative; having a negative number means you'll have more forward "Lean" and having positive means you'll have more backwards "Lean". Whether it's positive or negative the opposite side(front or rear) will be slower and shorter. The higher the positive number the greater the forward "Lean"(0,+10) and the lower the negative the greater the backwards lean(0,-10).

    What does the question above have to do with my staple?

    Depending on the build will be dependent on the build type preference. I.e. an AC that uses blades will preferably have a back number that is negative such as (0,-10) and a back boosting sniper would have a positive back number such as (o,+10). For the first number it's all really about whether you know you like to quick boost to the left or right.

    What do tunes do?

    Tunes allow you to give your AC's stats a "boost". You have 7 different categories of tunes and within the 7 categories are 4 sub-categories.

    The first category CAPACITY deals with the Load an AC can carry and the generator's Energy Capacity, Energy Output, and KP Output. The Load deals with how much stuff your AC can carry before it becomes to heavy and moves slowly or can't move at all. The only part that determines the load are the AC's legs. By tuning this stat it allows for heavier equipment on the AC. Energy Capacity(En Cap) deals with the amount of Energy you're AC has in total. It's the skinny bar below you're PA bar on the HUD. The only part that determines the amount of EN Cap is the generator. Energy Output(En OP) is probably one of the MOST important tunes in this game and I highly recommend to fill this tune to the max. En OP helps determines how quickly you recover you're energy back after you use by quick boosting, Overed boosting, or using energy weapons. Basically every part you use can be utilized by this tune. The last sub category in Capacity is KP Output(KP OP). KP stands for Kojima Particles which surround your AC giving it that protective barrier. KP OP determines how fast your AC's PA bar(The big fat one on the HUD) recovers after it's been hit, Overed boosting or using Kojima Weaponry.

    The next Category is ATTACK which deals with arm part stats Maneuverability, Firing Stability, Aim Precision and EN Weapon Skill. The fist sub-category is Maneuverability, which determines how fast your AC's arms can follow your opponent. Next is Firing stability. Firing Stability is used to help with the recoil of the guns used with the arms. Tuning this stat helps keep the accurate continuous fire by canceling out the recoil as much as possible. Aim Precision helps lock on to the enemy with the weapons on the arms. The higher this stat the better your accuracy your arms weapons will be. Lastly, En Weapon Skill deals is simply a stat that adds bonus damage with En Weapons, so the higher this skill the higher En weapons damage will do.

    The third Category is ACQUISITION which has the 4 sub categories; Lock Speed, Missile Lock Speed, Radar Refresh Rate, and ECM Resistance. Lock Speed(LS) determines how quickly you can lock on to an Enemy. By adding points to this will increase the the speed in which you lock on to an enemy. Missile lock Speed(MLS) determines how fast you can lock on to an enemy wit missiles. Add points to MLS increase the speed in which you lock on to an enemy. Radar Refresh Rate(RRR) determines how fast your radar refreshes itself showing where enemies are after they have moved. A moving target will be in a different spot before your radar has refreshed and by adding points to RRR increases the rate in which it refreshes. The last Sub category is ECM resistance. ECM resistance is how much ECM you can take before your radar gets fuzzy by ECM. Adding tunes in this stat increases the amount of ECM you can handle before the radar gets fuzzy.

    The fourth category is PRIMAL ARMOR which has 4 sub-categories of Rectification. All four sub-categories deal with the PA Rectification of a different frame piece. The first deals with the head, next the core, then the arms, and finally the legs. PA rectification determines the amount of damage weapons do when you have a(n) PA bar(The big fat bar on the HUD). The higher the bar the better the damage reduction. Also PA rectification deals with the amount o damage Assault Armor does when you use it. So by tuning any of these stats you can reduce the damage you receive and strengthen the damage of Assault Armor.

    The sixth Category is BOOST Which deal with the Thrust of your boosters. The first Sub-category is Horizontal Thrust of your Main booster. This stat determines how fast you can normally boost around by holding the L2/ Left Trigger. Adding tunes to this stat boost the speed of the main boosters Horizontal thrust. Next is the Vertical Thrust of the main booster. Vertical Thrust determines how fast your AC can vertically lift itself in the air and by adding tunes to Vertical Thrust increases the speed in which you lift. Horizontal Boost of the back booster determines how fast you boost backwards, and by adding tuns to it increase the speed at which you back boost. Horizontal Boost of the side booster deals with how fast you boost to the left and right, and by tunes to it increase the speed in which you boost to the left and to the right.

    Next is the category SPECIAL BOOST which deal with the power of each booster's Quick Boost(QB) and the Overed Booster Thrust. The first Sub-category deals with the main booster's QB power and by tuning it increases the power of the main booster's QB. The next Sub deals with the Back booster's QB power and like the previous sub increase it adds power to the booster. The third sub determines how powerful the side booster's QB is. Adding tunes to the QB of the side booster increases the power of the Side booster's QB. The finally sub determines the thrust of the OB booster and by adding tunes to it increase the thrust of the OB.

    The final Category, CONTROL, deals with the overall control of your AC. It has 3 Sub-categories of Stability(Head, Core, Legs[Arms is in the ATTACK Category]). Each deals with the recoil of every gun/cannon fired. Adding tunes in these Subs increase the resistance to recoil. The final Tune, Turning Ability deals with how well your AC turns, whether it has a short and quick turning radius or a long and wide turning radius. By adding tunes to this stat increase the speed of the turn and decrease the radius at which it turns.

    What did that incredibly long explanation have to do with my Staple?

    Each tune has it's own unique attribute to it and can contribute to each individual design. Out of all the Tunes by far the most important is Energy Output at least in my opinion. I highly suggest to add all the FRS points you can to EN output because of how much energy you can recover is essential for energy management. Most might want to tune something their AC is lacking like if they have RJ legs tuning the turning ability or a quad with vertical thrust. Or they could add tunes in area's their AC's excel such as faster ACs would tend to but more tunes in the SPECIAL BOOST and boost category while heavier ACs might want to put it in the PRIMAL ARMOR category(Though I don't because I find this category to be the least effective from all the categories). ACs with lots of missiles might want to fill the missiles lock tune and agile ACs want to fill the lock speed tune. AC's with EN weapons on their arms might want to add tunes in the EN weapon skill. Experimenting with every tune is the best way to fin the best results for your stable. I normally don't have anything less than 25 FRS points in whatever tune I'm using becaue anything less seems minuscule if effect to the stat.

    How is perfect balance an advantage when the control calibration number is at 100 but it could go to 813?
    Are you saying that Control calibration is not important?
    Is the Control calibration an overall number for the Next or is it just for the part it is on?
    I noticed the Control calibration number doesn't change sometimes but the Lean numbers do if I put a stabilizer on one side of the Core or on the right arm. Is this an either or situation?


    Quote Originally Posted by Fek315 View Post
    So here is another obvious new discovery I think I just made, its for Knewbs like me ... the Calibration number refers to the category of parts you are stabilizing in combination with the over all Next.
    For example if the Calibration number for the current foot stabilizer is 200 on your Next's foot and you roll over another stabilizer for the same foot and the number is a blue 302 then choosing that stabilizer for booth feet will give you better control over all.
    So what is Assault Armor? When do you use it? Does it hurt you when you ignite it? Anything else we should know?


    Quote Originally Posted by ACRaven View Post
    AA (Assault Armor) is used as a way of turning all of that PA into a huge attack. AA's are often used as a "last resort", but can also be used as a distraction or even as a main weapon.

    The best time to use an AA is the same as the best time to use any other weapon: when an enemy is in range and can be hit by it.

    Does using an AA hurt? No, not that I have seen or heard. The only thing that is affected is the PA, not the AP.

    Some more to add:

    When the AA is used, the player's primal armor is utterly taken away after being used, and therefore can leave the player defenseless as far as taking damage goes. However, the PA will start to recharge itself after a give amount of time depending on two factors: The KP output that the player's generator has (the higher the faster) and the regulations. The regulations alter the time it takes for the PA to start recharging after using an AA attack.

    There are two weapons that have a direct affect on the AA: The shoulders (MARROW) and the back weapon (LETHALDOSE). The MARROW will amplify the radius and power of the AA, while the LETHALDOSE will convert the AA into a focused beam of Kojima. Supposedly combining the MARROW and LETHALDOSE will not give the beam an extra boost in power from the MARROW, but I could be wrong on that regard.

    Also take some time to look over the AA stats of the overed boosters. Some have a larger radius, and others have a larger attack, and one (the RIGEL) can act as a efficient, though underpowered, regular overed booster in addition to being an AA overed booster.

    Also, it is said that the amount of PA one has will effect the attack of the AA. Supposedly more PA equals more attack power, but I could be wrong.

    One last thing: The ADDICT shoulder weapons can help recharge one's PA quicker, so they could be useful for an AA-using AC.

    Now if I got any other this wrong, I do hope someone(s) can help correct or clarify what I have just said, and if all is correct I do hope it helps
    Quote Originally Posted by Kaleidoscope View Post
    You basically hit it on the ball. AA is an odd one to use. only one person I know of on the old ACO(that I personally fought) used AA effectively. AA is a large explosion of Kojima particles released from your Overed Boost unit.

    AA does three things to an Enemy AC; it's wipes the PA away, it damages the AP, and it momentarily blinds the enemy AC and depending on the head they use determines how long they are technically blind(or can't lock). The down side to using AA is it wipes your PA bar clean as AC Raven said. Also as ACRaven said using a generator with high KP output is essential for an AA AC.

    Using AA is totally up to the up to the pilot but using it at the beginning of the battle is usually unwise. IMO using AA when the enemy's AC PA bar is down is a great way to deal heavy damage as the other AC won't have any protection against it. Also if your enemy seems to be always hitting you cancelling his lock for a moment can ruin his momentum and could give you a break.

    Igniting it can hurt you metaphorically if you activate it at the wrong time. It leaves you almost completely defenseless and very vulnerable.

    Here are some weapons that work well AA:
    -Energy blades
    -Machine Guns
    -Shotguns
    -Grenades
    -Plasmas
    -Sniper Cannons
    -Bazookas
    Really anything that is used to strip PA or stun someone. Using certain combinations of weapons can make the most of AA but you must make sure you don't use it at the wrong time because timing for AA is key if you want to use it effectively.



    This isn't every question that's out there but it's a start and like I said I'll add more questions once they're asked. Hope this helps and I hope to get this done for AC5 =3

    Contributors:
    -Fek315
    -ACRaven
    Last edited by Kaleidoscope; 04-05-2010 at 12:03 PM. Reason: Adding questions
    So throw your diamonds in the sky,
    we'll stay gold forever

  2. #2

    Default

    I vote for this to be sticky'd.

    For what is a man, if he has not,
    to say the things, he truely feels,
    and not the words, of one who kneels,
    the record shows, I took the blows,
    and did it my way

  3. #3

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    GIGANTIC HELP!!! WOOOT! THank you

  4. #4

    Default

    Quote Originally Posted by NIbbsy View Post
    I vote for this to be sticky'd.
    I agree. It is a great source of info for those who are still learning

  5. #5

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    Have you got any more info you would like to share?

  6. #6

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    Is there anything you'd like to ask?
    So throw your diamonds in the sky,
    we'll stay gold forever

  7. #7

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    Yeah, Is this getting sticked?

  8. #8

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    Holy jesus this is helpful. I just got fa monday and this helped a ton

  9. #9

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    STABLIZERS -Some times I go through the Stabilizers, role over one and then the control calibration number turns red or blue. Is it good to have a high number? It says" the higher the number the more center of gravity will be corrected" Should I have the highest number I can get?
    If that is the case then i will always have the CLS01-Aurora-A fins on right?

  10. #10

    Default

    0 0 is perfect balance, and this whole post is in the game. Doesn't anyone press the back button over a stat? This isn't hidden knowledge or anything.

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