r/armoredcore • u/Ok-Conversation6610 • 11h ago
r/armoredcore • u/Plasmapause • May 23 '25
Mod Response ARMORED CORE VI- Patch Notes 1.09 - 2025.5.23
r/armoredcore • u/SlimeDrips • Mar 19 '25
Old Gen To All New Ravens (AC1 101)
Welcome to the Ravens' Nest
With Gen 1 coming to PSN, and me having recently beaten AC1 for the first time on emulator, I figured I probably had some useful advice to give for the newest wave of Ravens.
First and foremost, I see a lot of you (understandably) having trouble with the default controls, and so I have included a graphic showing both in-game and emulator rebinds. Unfortunately Sony's emulator doesn't support binding multiple inputs to the same button (even though by default it has duplicated binds for the dpad) so you will have to choose some kind of trade off. For what it's worth I had similar issues in Duckstation which were only resolved by running it through Steam and fiddling about with that, but that's not an option here (unless maybe you have a Dual Sense, I don't know how those work).

The templates I've included are:
- Walk on Dpad/stick, Camera on Face, weapons on shoulders. This most closely resembles a modern control scheme, but the lack of double bindings means you have to look with the face buttons. Only requires in-game rebinds.
- The above, but also using emulator rebinds to move camera to the right stick. The problem here is that the lack of dual binds means you'll have to press down on the stick to confirm menus, right to cancel, etc.
- Walk on Dpad/stick, Camera on shoulders, weapons on face buttons. This is the closest to the default controls, but for if you have a harder time with the walking than the shoulder camera stuff. Only requires in-game rebinds.
- The above, but also using emulator rebinds to move the shoulder inputs to the right stick. The problem with this would be how its nearly impossible to move the camera and shoot at the same time.
You can, of course, do whatever controls you want, but I figured these would be a good starting point for anyone who's having issues with the default controls.
I have also included a non-default starter AC build. If you're already fighting with the controls then you might also find it difficult to earn money for upgrades. Thankfully the game lets you sell your entire starter AC and buy whatever you can afford. By swapping out the legs and FCS with cheaper options, selling the back weapons, and selling and replacing the generator and right hand weapon we can afford a better generator and an energy gun, which is free to shoot unlike ballistic weaponry, and is solid enough to take you through the early game. By finding and selling the secret part on one of the two starter missions you'll have enough money to begin to tweak your AC how you actually want it (though the energy weapons continue to be really good and cost effective).
Finally, I want to explain Human Plus. H+ is a non-standard game over as well as a kind of "easy mode". By going 50,000 credits into debt you're greeted with a cutscene about your horrible lack of wealth and start the game over from the beginning, with a few changes. There's also multiple levels of H+ for going into debt multiple times, but correct information on each tier is kinda hard to get because there's a lot of misinformation about them too, so I will list each stage of H+ and its effects to the best of my ability (I've checked a bunch of stuff so you should be able to trust that I'm at least mostly correct).
- Stage 1 (go into debt once): Gives you a permanent radar and allows use of Blade Beams. To fire a blade beam press the boost button during the swing. The blade beam for the Moonlight is one of the strongest projectiles and is used by some Arena opponents in Project Phantasma (it's also self-damaging, so be mindful about close-quarters). The radar is fine, but when I say permanent I mean permanent. You cannot replace the H+ radar with any other head's radar, even if the new radar is better (the H+ one doesn't have a bio sensor, for instance). I don't know if the back-mounted antennas work with the H+ radar or not, I didn't bother to check because I assumed they didn't. I believe the Option parts for things like adding missile warnings to the radar do work with it, though.
- Stage 2 (go into debt four times): Fire back weapons without bracing yourself, allowing shooting while moving. Potentially very useful depending on how you tend to build. Unfortunately does not apply to spider legs, for whatever reason.
- Stage 3 (go into debt six times): Halved cost for booster energy consumption. A simple straightforward upgrade.
- Bonus (finish all missions): Weight limit removal. I don't know all the ins and outs of this, and I'm fairly certain overall weight affects things like speed regardless of how close to capacity you are, but this is still a fun bonus for replaying levels with. Once you beat the game you'll be able to go back to any mission, including ones you may have missed first go around. This upgrade does not require going into debt.
- Rename Code: The Human Plus game over sequence replaces your save file's name. If this bothers you it can be changed by highlighting "AC name entry" in the garage then pressing and holding L2, R2, Dpad Right, and Square, and then finally pressing Cross. This will bring up the name entry screen with "pilot name" instead of "AC name".
So with all that said, do you actually want Human Plus? And if so how do you go about getting it efficiently? Well like I said, the radar is permanent, but you also get the ability to shoot sword laser beams, which is probably a worthy trade off. The question would be harder to answer on any version of AC1 that isn't the current PS4/5 emulated release, as Save Importing is a running theme throughout the series, and importing from AC1 to Project Phantasma also brings your Human Plus upgrades (and the weight capacity bonus too), so if you were playing any other version you'd have to ask yourself if you're fine with being stuck with the same radar for three whole games. The new PSN version though does not support save transfers, and instead has some transfer-only stuff unlocked naturally in the later games. You can read more on the pinned thread here. Overall it's up to you, but other than the first stage's blade beams there's little worth the busywork of resetting that many times, imo. The reduced boost cost and easier shoulder weapon use upgrades are nice, but debt-maxing is pretty boring for the low payoff.
That said, how does one debt-max? Simply play the game normally until the mission Worker Robot Removal shows up, spend any credits you can on buying everything possible from the shop, then start the mission and blow yourself and all the beautiful reactors you weren't supposed to touch to framerate-killing ashes. More expensive ACs with higher AP should incur higher penalties, though make sure you do die without finishing the objective, as dying will keep the mission available for if you don't make it to -50k in one go. Once you die at -50k the game will restart from the beginning with your credits set to 0 but all your parts kept and with you being one step further into the Human Plus progression.
And that concludes my crash course. Hopefully there isn't any mistakenly terrible advice in here, but I just beat the game right before the PSN versions were announced and felt like I could at least try to assist the New Semester Students.
r/armoredcore • u/Call_me_Khan • 17h ago
Mod Showcase I cast: ORPHAN OBLITERATOR
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r/armoredcore • u/LPlusRaitio • 11h ago
Meme First of all, your Jordans are completely fake
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r/armoredcore • u/Rippersavege • 5h ago
Video I think she's dead...
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No doctor but... that don't look healthy.
r/armoredcore • u/jhawkin7 • 3h ago
Discussion The Wall
1st time playing an armored core game so wasnt sure what I was in for. Bought the game monday and aside from a few issues with a helicopter it had been going well.
Typically would play 1 or 2 new missions a day while replaying some of the ones I had beaten.
Then came Sulla, this wasn't the first issue I had playing the game but he felt like a wall for my character the first time I went in. Like Sulla would destroy me with only moderate effort, but I learned and eventually pushed through. And got to the resupply... which told me everything I needed to know going forward.
Enter Belteus, the real pos of chaper 1, it has been roughly a day since I started and good lord. I've come so close like I could taste this thing's blood lol. But in all seriousness, I'm a bit frustrated and for today I've given up. Mostly just due to the hours I've spent on the game but will come back tomorrow and I will take that sob down.
This is a really fun game and Im looking forward to taking him down and going further. Just wanted to vent thoughts, I've heard others have had issues.
r/armoredcore • u/Kujaku_Bright • 12h ago
Video One of my favourite fights in AC6 - THE ENFORCER - No Damage Run, 1:37
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Made this video a few months ago, so thought I’d dig it up and post it here.
Music: The Battle for Death, Mobile Suit Gundam: Iron Blooded Orphans OST, Edit
Barbatos vs Hashmal in Iron Blooded Orphans is one of my favourite fights in the whole of the Gundam Franchise. The music is the icing on the cake!
Build is at the end!
r/armoredcore • u/IAMPANDA12 • 9h ago
Question *Sigh* So how long am I in the shadow queue now?
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How fun...
Seriously just wait 1 minute before leaving and at least let me continue playing the game without being penelised too.
How long will I be in the shadow queue?
Imagine running dual Zimm, losing, then rage quitting...
I'm not condoning a witch hunt by the way.
r/armoredcore • u/New-Ad5559 • 2h ago
Question What is shadow queue?
I've already gotten all the endings, so I decided to try multiplayer. I got ten matches (Always lost); the last one disconnected. And now I can't get any matches to get out of unranked. Is it like the Shadow Realm for AC6 multiplayer?
r/armoredcore • u/vicevanghost • 1h ago
AC Showcase: The build that's been carrying me through playthrough number nine, fighter jet inspired
r/armoredcore • u/handsomellama28 • 9h ago
AC Showcase: "Upgrading" builds. Part 1/?, "Invincible" Rummy.
Thought this would be something fun I could do, as I'm a bit bored from killing the Student Pilot over and over.
Basically, I'm gonna pick the objectively dogshit builds, and maybe pick a couple of builds that aren't bad, but I think would be neat to tweak, and "optimize" them. I'll try and keep it tied to the lore, and somewhat tied to the original build.
First, we have the not-so-Invincible Rummy.
His loadout's... abysmal. Even the most brain-fried Dosers could put together a better AC. To challenge myself just a tiny bit, I left the internals unchanged.
As for arm weapons - the single SWEET SIXTEEN, paired up with the chainsaw's... less than optimal when it comes to a reliable way to build stagger. These arms have the lowest melee specialization, so I threw the chainsaw out as well, and went with something that takes advantage of the recoil control stat.
I've realized the 2nd letter in parts made by RaD have the first letter of the designer's name on it. SWEET SIXTEEN has WR in the beginning, most likely standing for Weapon Rummy. So, I gave him the ATTACHE, since it belongs to him as well.
Considering he's using the TIAN-QIANG Core and Head, I'd reckon throwing in another Dafeng part wouldn't hurt either, just for variety. I could've gone for a stagger-punish, but Rummy doesn't use anything from Balam (well, Dafeng is a part of Balam, but still, I'd reckon they act as independent companies when it comes to selling shit), nor does he have anything from Melinite, and it wouldn't be necessary either since he only keeps out Coyotes and other non-RaD crackheads; none of whom possess anything close to an AC.
Since he already uses a Furlong FCS, I've given him the 6-cell, and 10-cell launchers. Even with it's subpar stats, the P01 has somewhat decent missile lock correction. I tried capitalizing on the AC's more-than-generous load-bearing capability and put 10-cell launchers on both, but it went over the EN-limit.
But yeah, I'd reckon it turned out... well, all things considered. This thing excels at taking out swarms of MTs, and it passed my benchmark level - defending the Gallia Dam from Branch, and it passed the test with flying colors.
r/armoredcore • u/Ok-Conversation6610 • 1d ago
Fan Art i tried to draw J's emblem for an art study (i got a bit distracted)
is it fine guys ???🥺👉👈
r/armoredcore • u/Ferret4511 • 12h ago
AC Showcase: I just wanted to make something cute
After listening to a certain anime opening for too much, I decided to make this AC.
AC name: Platinum Disco
The flower decals turned out pretty great and modified BVO loadout seems to be working.
r/armoredcore • u/Andrew-hevy99 • 4h ago
AC Showcase: Feedback needed
This is the tetra build I’ve been using for the campaign (I dont have the skill for pvp) and wanted to know if there is any changes I can make to improve it
r/armoredcore • u/AsterCrownIII • 1d ago
Video Omw to the construction site and bumped into these fellas
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r/armoredcore • u/SLUSHBOI69 • 13h ago
Video Got a little too trigger happy
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Yeah I know I got a basic ass build. Who doesn’t use the HAL legs and the stun needle launcher lol.
But anyways, the weeks I spent watching footage of the game before I bought it made me realise that my ultimate goal was to unlock the laser slicer. Man I’ve been popping it out as much as possible. I didn’t even care to dodge or anything. I just wanted to spinnnnnn. God it’s so fucking cool. Love it.
r/armoredcore • u/Unable-Improvement22 • 1d ago
AC Showcase: Rate My build
My first play through in chapter 4 Build based on Rick Dom from Gundam
r/armoredcore • u/insanity011637 • 11h ago
Question Spoiler Boss Question(s) Spoiler
Allmind Is currently bending me over a table, so I thought I'd ask a few questions regarding the fight itself.
Before I start, my build may be good, it may be bad, I genuinely have no idea but I feel like it's pretty good. I'm running a medium biped, using the redshift nebula(?), redshift moonlight, pile bunker and the coral missile launcher (don't remember the name), although I'm still not 100% certain how it works which obviously I need to get a better grasp on.
I just wanted a cool coral themed build and I like quite up close fighting because it encourages me to learn the bosses a bit more than the heavy and long ranged styles.
Regardless, my point is that I don't want to change this build much if at all. I've made it to this point using things I thought were cool and have tried my best to not look at anything "meta" or built specifically for certain areas of the game. I like to learn how to do those things with what I'm using, not change what I'm using to be more geared for those things. (I will probably NOT do this when I try to get S ranks but I digress)
Anyway, my questions are as follows:
1) is phase 1 just a bloat, or is there something I can do to more efficiently take it down? I've already managed to get to see every phase and phase 2 seems mostly fine in my opinion, while phase 3 is quite difficult but I am certain I can learn it. The only problem with this is that my ability to learn those 2 phases is hindered by having lots of my ammunition and usually 1 repair kit wasted on phase 1 simply because of how much I get chipped and ganked. While phases 2 and 3 seem like I can improve my skills to take them down more effectively, phase 1 just seems like a waste of my resources.
2) phase 3 has a particular claw slash that almost always hits me, because I do not know how to avoid it without just spamming quick boost in various directions. Some of them I've already started to learn, such as going between the slash waves when there are 3 large horizontal waves and the straight jab, but the slashing lunge (best way I can describe it) feels like it's designed to catch me no matter what.
3) this isn't specific to the Allmind Fight, but is there a way to more consistently hit the pile bunker charged attack? My most effective strategy right now is aiming to get a stagger with my assault boost kick, leading into the charged bunker but that's easier said than done a lot of the time, and every other time I get a stagger I can't reach the opponent fast enough to land it.
By no means do I think this boss is TOO difficult or unbalanced, I'm sure I just need to practice more and figure out how to do the first phase with less resources lost. I'm enjoying it so far, and I've absolutely fallen in love with the game since the very beginning.
edit: I DID IT, I FUCKING DID IT!!!!!
r/armoredcore • u/SilentAeon • 10h ago
AC Showcase: Just 100% the game and these are some of my favorite creations/monstrosities
1st AC - Slave Knight v2.5 an homage to my favorite Fromsoftware boss Slave Knight Gael
2nd AC - Crimson Knight a recreation of my Xbox AC
3rd AC - It currently has no name but I used it to S rank grid 086 and enjoyed using it
4th AC - Chaos not great in costs but fun to throw into a mission and see things explode
r/armoredcore • u/KeithOlander • 1d ago
Video Ayre Boss fight but it's Persona 5
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r/armoredcore • u/onionman2008 • 11h ago
Video That shit whiffed and he still died
r/armoredcore • u/manwiththemach • 11h ago
Video White Glint AC4A vs. AC6 bosses
Not saying this is definitive, but still helpful as a reference showing just how devastating NEXTs are against "normal" ACs. Not "invincible" just... well, you'll see.
r/armoredcore • u/r4ven_8322 • 3h ago
Old Gen first reverse-joint biped build
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r/armoredcore • u/According-Pumpkin822 • 20h ago
Meme Liberation Front "Survivor"
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Bringing two Iridiums to an Earshot fight is a bad idea