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Page << 1 2much like the start of the demo mission for 'for answer' where your flying at about 500mph, its an exception to the rule, most of the time its a slow ass clunky game. not much fun at all.
i mean, i search armored core 4, first gameplay footage that comes up is this
http://uk.youtube.com/watch?v=8GmEUHMtKCk
not the most exciting thing in the world is it, and sadly, thats what most of the game is like. just cos you have a rocket booster doesnt = fast paced gameplay. compared to ZOE this is like a snail battling a turtle.
First of in the demo you aren't going 500mph, the mechs can easily exceed this, in the demo its closer to 2000kph at the start of the mission, an overboost alone brings you close to 1300kph, which is useable at any time during gameplay, so even if you try to discredit the vangaurd rocket boost, how are you going to discredit the normal overboost? oh wait "it prolly doesn't last long"... wrong.
As seen in the following video, after the rocket booster detaches and he dispatches the enemy, he overboosts straight to the giant fortress thing, and has LOTS of energy to spare:
http://uk.youtube.com/watch?v=19rzJ29LyJM&feature=...
also note how he is airborne here almost the entire time:
http://uk.youtube.com/watch?v=9Q0eqaaxblc&feature=...
and here it certainly doesn't look like a slow paced battle at all.
http://uk.youtube.com/watch?v=lg4L8dMuE7w&feature=...
slow paced is the likes of chromehounds and even mechwarrior, this stuff is fast, if you dont keep track of your enemy and dodge, you are dead.
Just cause the footage you checked of AC4 seemed slow doesn't deem AC4A as "slow", its a different game after all.
AC4A has been made with much more airtime and speed in mind, where in AC4 speed and agility were more things based on the type of frame you made, AC4A is far more forgiving, making the fastest suits fast as hell.
HDTran: well a SIMULATION of operating a mech would involve somewhat more complex controls than just boost, shoot and switch weapon. And the only thing you need to keep your eye on during a mission is ammo and HP. I miss many things that would make AC in to a simulation, and i don't think it strives to be a simulation either. I'm not saying that you need the Steel Battalion controller to play a simulation game, i just think you need to have more...simulation. At least i imagine that operating a huge hunk of metal like that would be a rather complex task. Fuel, handling, performance base on terrain/weight/wind...there are loads of factors just there. And i think it's hard to have convoluted controls in a sim. You want authentic or simplistic? You want Sim or action game?
AC has pretty much the deepest customization available, yes, and you get briefings and shit before missions, yes, but that does not make it into a simulation of operating a mech, that makes it into a game that has great customization and briefings. Both of which has nothing to do with the actual simulation as far as i've experienced the series.
Granted stuff like flipping the 5 switches in order to start your mech in Tekki is unnecessary, it could just as well be skipped, but it's also a great way to set the mood.
You do know all the factors that you just listed in sim are factors people take into building mechas, right?
Armored Core does have... terrain, weight, wind (affecting trajectories), heat, energy (replaces fuel), and it definitely has handling. And all of those factors can constantly be tweaked and modified. It even goes on beyond that and factors in a lot of the gravity, lock-on based on heat/speed/etc. and all these ridiculous miniscule details that you can clearly see even just on the numerical statistics of parts. You even have to worry about radars (range, speed, intervals, etc.) not to mention everything you can think of based on weaponry from the basics of ammo and weapon speed to range, how much energy it's taxing on your engine to even power, weapon mounting stance (sitting or standing), weapon recoil, etc.
I mean you even go down to the question of how your mecha is powered, what engine is it running, how is it getting cooled, what rate of cooling is it getting cooled at, how much heat does each equipped piece tax you, how much shell/energy/etc. damage you can take, how much they'll affect your engines, etc. What more do you need for it to be a "sim" and not "simplistic"?
This is one of the reasons why AC is so newbie-unfriendly. You pull up any piece of equipment in AC and you get a screens spewing at least 30-40 statistics at you for each item.
As for the complexity of controls, are you serious?
I mean your definition of a sim is all control-based. AC has everything you need for a sim as a mecha pilot and everything you should do as a player. No, it doesn't have nav charts you have to read or an entire mecha pilot manual you should have chained to your desk, but I think some level of abstraction is needed for "a game." What other mecha games besides SB do you think qualifies as a simulation? Is SB the only mecha sim?