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Welcome to my Armored Core Strategy Page. I have worked pretty hard to get this page up and running. However, my efforts are all paying off, as I am quite proud of this page. If you have any thoughts about it, don't hesitate to MAIL me at nitehorse@hotmail.com.I check my email pretty frequently, so you should get a response pretty soon. If I don't respond, send me another one and remind me. By the way, I borrowed these strategies from another really great AC site, you can go HERE to visit it. Now, for the strategy:

AC BUILDING: Quick Start Guide

There are so many parts in Armored Core that you may be confused as to what is the best way to go about upgrading your AC. I don't claim to know the best way, but based on my playing style, I've found that the following is a pretty efficient way of going through the game.
Always remember that this is merely advice, and to adapt it to what you feel is important. You can sell parts for the same amount you paid for them, so don't hesitate to experiment.

1) At the very beginning, before starting your missions, sell your default RIFLE and SMALL MISSILES, and use the money to buy the WG-HG512 HANDGUN. This will give you more firepower. This early in the game, you cannot afford the ammo cost of missiles.
2) Next, use the money you earn in the missions to upgrade your GENERATOR to the GRD-RX5. This gives you enough power output to support better arms, legs, etc. as well as more charge.
3) Upgrade to a HEAD with AUTOMAP. If the head possesses RADAR, you may also sell your external radar to free up weight or earn money. I would recommend the HD-REDEYE.
4) Next, I would recommend getting a STABILIZER option part. SHELL SCREEN and ENERGY SCREEN are also important. They reduce the amount of damage your AC will take, which increases your chances of survival as well as lowering the repair costs. Get these when you feel you can afford them.
5) Start thinking about the type of AC you are building. This determines the type of legs you want to buy. Remember that fast legs mean high energy drain, which means you probably have to upgrade your generator again. But you'll be keeping a light mech, so you don't have to worry about buying lots of weapons. Slow legs tend to be cheaper, but to be effective, the AC must be heavily armed and armored, which is expensive.
6) Remember to upgrade your FCS and BOOSTERS when you get enough money. ARMS don't really serve any function (except for the fact that they are needed to carry arm weapons), so they are only important for armor. However, they are relatively cheap if you need more armor points. Also by this point, you probably want to be thinking about upgrading your arm weapons. Also, remember to buy the option parts you require, and also to select suitable back weapons.




ANKS Arms and Back Weapons

The ANKS-1A46J arms are the most heavily armored arms in the game, but most back weapons cannot be used with it. To get around this problem, first equip the arms and CATERPILLAR legs, then the back weapons of your choice. After that, simply replace the legs.



Overweight Bug

Well, it's not really a bug. On the Japanese version of the game, after completing all the missions, you are allowed to launch overweight ACs. This feature was supposed to be taken out in the American release, but it was left in. This is also in Project Phantasma.



ENHANCEMENT: How to Become a Plus

Each time you dip below -50,000 credits, a cinematic scene appears where you are surgically enhanced. Your credits are reset to 0 and you begin from the first mission again, but with superhuman powers. You need to get enhanced approximately 10 times (I haven't tested this thoroughly) to obtain all the Plus powers. For some powers, you have to be enhanced several times before they manifest.

The first time you are enhanced, you obtain a very short-range built-in radar. After that, with enough enhancements, you will get the ability to fire back weapons while moving in humanoid or reverse joint legs, the ability to fire a beam from your sword (this is performed by holding the button for activating the sword, then hitting boost before the swing is completed), increased speed, and doubled energy.

The best way to become a Plus is to get really far into the game the first time through, then use all your money to buy equipment and make yourself the most expensive AC you can. Then go into a mission and fire off lots of expensive ammo and get yourself destroyed. When you come back as a Plus, just let yourself get destroyed in the first mission. Repeat until you are fully enhanced, then when you are ready to continue the game, simply sell off excess equipment.



VERSUS BATTLES: Strategy Guide

Armored Core: Strategy Guide
Version 1.0 (24th December 1997)

Eugene Moon
jackr@umich.edu

If you have any questions or criticism concerning this FAQ, please e-mail me. If I use your information, you will be credited at the bottom of the FAQ.

Preface

The strategies in this guide are based on my experiences playing linked Armored Core against several friends. I will try to keep it updated with new info as I learn more about the game. Be sure to refer to the Terminology Section if you see words you don't understand. I've tried to explain things in the text as much as possible, but some terms are used too frequently to do so.

Terminology Section

AC Armored Core.
AP Armor Point. Similar to hit points.
booster AC part that allows your AC to DASH (only with humanoid or reverse-joint legs) or to JUMP (available on all ACs).
charge drain The amount of charge used up by BOOSTER and energy weapons, such as the LS-99-MOONLIGHT LASERBLADE or WC-01QL LASER CANNON. See MAXIMUM CHARGE and CHARGE REDZONE.
charge redzone The portion of your charge meter during which a warning sounds to let you know you're about to run out of charge (and enter RECHARGING MODE).
dash Maneuver in which your AC moves quickly along the ground (available only in ACs equipped with humanoid or reverse-joint legs). Performed by moving in a direction and pressing the boost button.
def_energy Defense against energy attacks.
def_shell Defense against shell (solid) attacks.
energy drain The amount of energy required to power a part. See ENERGY OUTPUT.
energy output The amount of energy put out by your AC's GENERATOR for powering the various parts of your AC: head, core, arms, legs, weapons.
generator AC part that powers your BOOSTERS, energy weapons, and various other AC systems.
jump Maneuver in which your AC lifts off the ground. Performed by hitting the boost button while your AC is stationary or by pressing the boost button during a DASH.
maximum charge The charge capacity of an AC GENERATOR. This is one of the things that determines how much you can boost and fire energy weapons before you run out of charge.
MT Simple two-legged machines without human pilots.
recharging mode Mode entered when you deplete your AC's charge. Lasts until your GENERATOR reaches MAXIMUM CHARGE. You can not boost or fire energy weapons while in this mode.
stability Statistic reflecting how much your AC's speed is affected by shell fire.



Strategies

This section of the FAQ is divided into four parts. The first will cover general AC piloting strategies. The second will cover ground-based combat. The third will cover combat while jumping (in the air). The last will cover special tactics that people might adopt while playing.

General

The first thing every AC pilot needs to work on is acquiring situational awareness. You should try to be aware of your opponent's location at all times or you run the risk of losing a lot of Armor Points (AP) when your opponent hits you with their WC-01QL LASER CANNON. Your tools for accomplishing this should be your radar and your lock-on window. With its God's-eye view of the action, the radar should be your first choice for figuring out whether your opponent is in front of you, behind you, above you, or below you. Sometimes overlooked, however, is the fact that you can use the large lock-on windows of weapons like the WM-X201 MULTI MISSILE to pinpoint the enemy's location. For example, I would use the radar to maneuver my AC so that my opponent is in front of me. While they're in the lock-on window of my multi missiles, I would fire off one or two shots as I center them in the window. Then I would switch to my WG-1-KARASAWA PLASMA RIFLE to really do some damage.

Next, you'll need to gain enough experience with the game so that the controls are second nature to you. Once you've acquired a lock on your enemy, they're going to be doing everything they can to break it. So you'll need to have enough skill to maintain lock or, if they do manage to break it, regain it as quickly as possible.

You'll also want to perfect your dodging techniques. It really isn't that hard to learn how to use your boosters to dodge weapons fire, and this should be thought of as an essential skill. It's nice to build an AC with a lot of Armor Points (AP), but you'll quickly learn that an AP lead of several thousand means nothing when your opponent is equipped with the LASER CANNON or the WC-GN230 GRENADE LAUNCHER.

Two tactics I use for dodging fire are the "juke" and the dash/jump. The juke is very simple. Basically you just walk sideways and reverse direction to walk the other way. Timing is critical with this maneuver. If you reverse directions too early, your opponent's weaponry will adjust its aim to account for your change in direction. Do it too late, and you're still changing directions when you get hit. The distance between you and your opponent also affects your ability to juke properly. Obviously, the farther away you are, the more effective this technique is.

The dash-jump should be used when juking isn't enough. It starts off with your AC dashing in a direction, then hopping by tapping the boost button again. You can make the maneuver more effective by reversing the direction of movement after you've started to jump. Unlike the juke, this technique is most useful when you're close in. Remember that the most effective way to dodge weapons fire is to make sure it never gets fired in the first place. And the best way to keep the opponent from firing is to break their lock on your AC. By getting vertical up close, you can maneuver your AC out of your opponent's lock-on window fairly easily.

Learn to use cover to your advantage. Use the various hills, buildings, and other objects you find on the stages as shields protecting your AC from enemy weapons fire. It can be quite useful to maneuver your AC into a (temporarily) safe position and spend a little time formulating a plan of attack (and giving your thumbs a rest).

One thing you should keep in mind at all times is how much ammunition you have remaining. A lot of the high-powered weapons come with very little ammo, and you must make sure you kill your opponent before you run out. Also, when equipping your AC with weapons, try not to bias yourself too heavily in favor of energy or shell-based weapons. The various AC parts have different strengths versus energy and shell weapons, and you can find yourself carrying all energy weapons into a fight against an AC with good defense against energy weapons (and a weakness against shell-based weapons). Not exactly a good situation.

If you find yourself going up against someone who loves missiles, your best defense is to stay up close. Not only does being close allow you to break lock easily, it seems that most missile packs have a minimum distance, below which the missiles can not home in on you. However, note that even though the missiles are unguided, they can still hit you for damage if you blunder into their path.

On the other hand, if your opponent is hard to hit, due to their ability to dodge your weapons fire, you may want to consider adding missile launchers to your inventory. They home in on the target, do good damage, and generally have large lock-on windows (so that you can follow your target through all their maneuvers). You will want to stay away from close combat due to the missiles inability to track from close in unless, of course, you're also equipped with a LASERBLADE or other weapon that can do good damage up close.

Ground Combat

Ground-based combat in Armored Core can be quite complex. It is possible to jump into a head-to-head match in Armored Core and just start shooting away at the other player, but there is more to it than that. The presence of obstacles on the various stages and the variety of weapons combinations you can face add up to a game with a lot of depth.

Ground combat can be divided into three separate phases based on how far away you are from your opponent: long range, mid range, and short range.

Though it may seem insignificant, the damage you do to your opponent during long range combat can mean the difference between a win and a loss. At this point in the battle, your strategy is pretty simple: "Hit without getting hit." My favorite tactic is to gain an early lead by hitting my opponent with the WC-01QL LASER CANNON from extremely long range. Remember to use the juke to dodge enemy fire and use cover to avoid taking damage.

The pace picks up a bit when combat enters mid range. Since this is the range at which the majority of Armored Core's weapons are effective, most of the damage to your AC will come during fighting at this range. Concentrate on getting your opponent locked up and hitting them for damage. One thing you may want to keep an eye on is your charge meter. Fights at this range tend to utilize a lot of dashing (and dash-jumping), and you may find yourself in RECHARGING MODE if you're not careful.

Short range is the most fun (IMHO) of the three stages of combat because of the intensity of the battles at this distance. A battle between two skilled AC pilots can be quite exciting to watch. Since ACs rotate fairly slowly, it is much better to use a dash or a jump to maneuver yourself so that your opponent is in front of you than it would be to spin in place. Using your LASERBLADE leaves you quite vulnerable after your swing so choose your strikes well. Also, don't be frustrated if you have trouble connecting with your weapons. It really can be quite difficult to hit a determined human pilot.

Aerial Combat -- by Ken Cho

Aerial combat, as impractical and unrealistic as it may seem to most, can be exhilirating, exciting and, in many cases, death-defying. Obviously, you are not going to be pulling *anything* in a heavily-laden AC but even those medium-weight machines can make like some barnstorming pilot.

You can best prepare for engaging in aerial combat by having a top-of-the-line combination of generator, FCS and several optional parts to supply your AC with as much energy juice as possible. The charge expander, rapid charge, and energy amplifier are essential equipment. Other good options to include are the FCS accelerator and missile jammer, both for combat purposes which will be explained later.

Basic Flight

Now when we are talking about aerial combat, we're not talking about short hops over buildings and simple leaps past each other. What we are describing is full out, up in the air, with a long way to go to the ground, street pizza action. You can mash the jump button until your charge meter bottoms out and chances are that it will recharge before your AC hits ground zero. However, that's not just wasting precious energy (there *should* be a fight going on) but also sacrificing the ability to control your AC in-flight.

What you should do is expend only half of your energy on the initial leap. If you can launch from an above-ground point, so much the better. That leaves you with the other half to maneuver around with. After the initial take-off, use short bursts to 1) stay afloat and 2) move around. With an AC equipped with a good combination of parts (see above), energy recharge should be sufficient to maintain a slow descent, if not actually continuing flight, depending on the weight and make-up of your AC.

Practice basic flight a bit. But also realize, you are not limited to just up and down movement. Dashes to either side can also be achieved. So can forward and backward movement. But beyond that, instead of the two-axis movement you are normally limited to on the ground, a third dimension is added with aerial flight. You're much more free in which way you can move... that is, until you hit the ground.

Flying and Fighting

Flying around in circles can be fun... for the guy who's shooting at you. If you can't fight effectively while in the air, you might as well stay a ground-pounder for the rest of your career. First order of business is to master the usage and control of the up/down views. While a neat and convenient option when your feet are planted on the firm earth, they are absolutely *vital* in aerial combat. As movement is no longer restricted to two axes, neither is combat. Your opponent could be above you, below you, behind you, in front of you or some combination of the above.

Learning to quickly spin between up and down views to keep your eyes on the enemy will take lots and lots of practice. Sorry but there are no quick cheats for this. However, this is where a good FCS comes in. The targeting depth and window size of an FCS is all personal preference but could help a lot in aerial combat. Like ground combat, a deep ranged FCS will help target an enemy almost out of visual range but an FCS with a large window will require less turning time to get the bead on him. If you get the hang of in-flight combat and develop situation awareness, then maybe you can make better use out of a long-range FCS to really reach out and touch someone upside the head. But if you get somewhat easily confused and disoriented while aloft, maybe a wider FCS would help you a bit more.

Weapon choice is important in aerial combat, mainly because you lose the use of any back weapons that require you to kneel (four-legged and tracked ACs will not have this problem but should not be in the air in the first place since they are so damn heavy). So what you are left with are rockets (absolutely worthless in aerial combat), solid shot weapons (okay but will actually require leading of target), beam weapons (better than solid shots in aerial combat because they get to the target quicker, thus lock-ons will actually work) and missiles. Missiles are actually more useful during aerial combat than ground combat, mainly because you will have *nothing* to hide behind. It is just you and the wild blue yonder.

Having a missile jammer would be especially good right about now. And even though you have no structures or ground-effects to utilize, you do have maneuverability on your side. One of my favorite maneuvers is to back/down dash and then juke to either the left or right, depending on where the swarm of missiles is coming from (always head *into* the direction of missiles to cut response time), and then dash forward again.

And yes, I did not forget melee weapons - the flamethrower and laserblade. If both you and your opponent can get close enough to each other - in the air - to use arm weapons, *CAPTURE IT ON VIDEO TAPE*. While we have not experimented at all with aerial usage of the flamethrower, we have actually destroyed an AC in-flight with the laserblade... too cool for words.

Epilogue

All this seems like a lot of explanation for what is in reality only about 5-15 seconds of flight. And with trying to maintain flight, knowing where your opponent is while dodging his missiles and returning fire at the same time, you will sometimes forget about energy levels and drop like a rock. It happens. But if both you and your opponent are game to shooting up to the sky and duking it out, aerial combat can be LOTS of fun. Spiralling around the sky, watching missile contrails zip past you, and hearing the rip of your chain gun launching tracers through the air...

Visions of the legendary duel between Maximillian Jenius and Milia Fallyna come to mind.

Special Strategies

While playing Armored Core in head-to-head mode, you will probably encounter a good variety of ACs and AC pilots. In this section, I will try to describe some of the piloting styles you will encounter and ways to defeat them.

1. AVERAGE JOE
2. RUN AND GUN
3. HEAVY WEAPONS PLATFORM
4. SUICIDAL SAMURAI
5. AERIAL ACE
6. RABBIT, DESERTER, COWARD, etc.
7. KILLER RABBIT
8. CHERRY PICKER
9. PYRO
10. "MAXIMILLIAN JENIUS", "NEWTYPE", etc.

AVERAGE JOE

The average Joe is a type of player you may encounter frequently. Their ACs are not biased in any direction, carrying a good mix of weapons, having decent maneuverability and speed, and loaded with an average amount of armor.

Pilots of these ACs tend to be on the above average level (but not as good as the "NEWTYPE"), quite skilled in various forms of AC combat from ranged warfare to close combat. They have few weaknesses and are quite difficult to kill.

You should play a patient game and try not to get frustrated if they get an early lead on you. The weapons in Armored Core are such that large leads can be both attained and lost in a matter of seconds. Maintain your cool and do your best to hit them with what you can. Your best bet for defeating this type of player is to break their lock on you (with whatever maneuver you can muster), hit them a couple of times, and break their lock again. Just be sure that you don't deplete your boost charge.

RUN AND GUN

A run-and-gunner keeps their AC in constant motion. Their whole objective is to move so much (and so fast) that you have difficulty hitting them. In my experience, though, it's been very hard to dominate other players with this style of play.

Combat range will vary greatly depending on the preferences of the AC pilot. Some will prefer getting "up close and personal." Others will prefer to fight primarily from mid-range. A truly effective run-and-gunner will change directions often to keep their opponent guessing as to what they're next move is going to be. A head-to-head match in Armored Core between two veteran run-and-gunners will often end up looking a lot like a chaingun battle in DOOM or a nailgun fight in Quake.

Your best bet for defeating a run-and-gunner is to use cover effectively. Try to keep at least one side of your AC protected by an obstacle, and if they come too close for your comfort, run. But make sure you don't leave yourself open to attack while you're running away. Change directions wildly. Use dashes and jumps. Oh, and the one thing that is guaranteed to get you killed against a run-and-gunner is to sit in one place. Remember, if in doubt, get the hell out of Dodge.

HEAVY WEAPONS PLATFORM

The pilot of a heavy weapons platform will usually load up their AC with lots of weapons that do a great deal of damage and build their AC out of parts with a lot of AP. As a result, their ACs end up heavy and slow and have difficulty dealing with quick, manueverable ACs. But one hit from one of their weapons can often leave you playing catch up.

Generally, a heavy weapons platform will try to fight primarily from long to mid distances. They will be using cover heavily to attack you while remaining relatively shielded from any counterattack you may mount. A fight against a heavy weapons platform can sometimes be nerve-wracking as you try to avoid getting hit.

The best way to take these guys out is to use an AC with lots of speed and maneuverability. You should be able to dodge a good deal of their weapons fire, and it shouldn't be too difficult to keep yourself out of their FCS's lock-on window. If you don't, however, be prepared to pay for your mistake. Also remember, cover is your best friend against heavy weapons fire.

SUICIDAL SAMURAI - "The slice is the life.... The life is the slice...."

A possible choice of skilled AC pilots, this strategy entails having enough skill to doggedly hunt down the other AC and slice them before they can move away. In theory, this could be a highly successful strategy as both the LS-3303 LASERBLADE and the LS-99-MOONLIGHT LASERBLADE do good damage, but in actuality it is quite difficult to hit an AC piloted by someone as skilled as yourself. In fact, going up against a skilled pilot who has equipped his AC with a WG-1-KARASAWA, or even the WG-XC4 PLASMA RIFLE, is suicide. Hence, the name.

Note that since the LASERBLADE is a left arm weapon and the WG-FG99 FLAMETHROWER is one for the right arm, it is possible to create an AC that is heavily biased towards close combat. You will likely have more success, however, connecting with the flamethrower than the laserblade since you retain the ability to maneuver your AC while firing the flamethrower.

The best way to defeat this type is to keep running away. Just as you would against the run-and-gunner, you should be making wild directional changes and jumping all over the place.

See PYRO below.

AERIAL ACE - "Come on, baby. Lock up, baby. Lock up, baby. Come on...."

The aerial ace takes advantage of the fact that ACs seem to be more maneuverable in the air by spending most of their time away from the ground. The true aerial aces will equip themselves with lightweight ACs that have a lot of booster power, but you will encounter variants that sacrifice aerial agility for weapons or armor.

Most often equipped with some form of missile launcher, these pilots will be trying their best to stay out of your lock-on window while taking pot shots at you from above. They tend to prefer long range combat, though there are some who like to use their maneuverability advantage to kill you with their LASERBLADE.

See SUICIDAL SAMURAI above.

You will find your opponent a lot easier to kill if your weapons load includes homing weapons, like the missile packs, or rapid fire weapons which have large lock-on windows. You will also need an FCS that won't narrow your lock-on window, like the TRYX-QUAD.

RABBIT, DESERTER, COWARD, etc. - "Run away! Run away!"

A deserter is forever running away from you. They may turn to face you, but that doesn't last. As soon as they've shot at you, they'll turn tail and go back to running away again.

This type of player is one of the most difficult to kill. Your best bet is to doggedly hunt them down. Keep chasing them down, taking off bits of life whenever possible. If you can manage to hit them with your WC-01QL LASER CANNON or the WM-X201 MULTI MISSILE enough times, you'll be well on your way to taking them down.

KILLER RABBIT

This type of player can be somewhat tricky to identify. They like to pretend that they're running away like the RABBIT, but they're actually luring you into position so that they can pounce. Usually you'll be able to identify them by their AC. KILLER RABBIT ACs will generally have decent maneuverability and heavy weapons with which to do heavy damage rapidly.

Your best chance of defeating this type of player is to never leave yourself open. Don't charge across open spaces towards your enemy. Take a long winding route behind whatever cover there is available.

CHERRY PICKER

This type of player likes nothing more than getting his AC to high ground and taking pot shots at you from above. If their position is such that you can't hit them back without jumping, all the better. Playing against this type of player can be quite annoying as you will spend a lot of time chasing them all around the arena.

The best defense against this type of player is to never stay in one spot. Your best chance of defeating this type of player is to hope that they're sufficiently confident in their position to allow you to get close. Otherwise, you may find yourself facing a COWARD who will spend a lot of time running away from you.

PYRO - "Feel the burn!!!"

AC pilots who have found the WG-FG99 FLAMETHROWER tend to go pyro for a little while. It's a new weapon that is hidden in a place you might not look (though the stage it's hidden on is obvious as hell). And it doesn't suck ... that much. :)

As noted above, it is possible to create the ultimate sword-wielding, flame-spewing AC by combining the LASERBLADE and the WG-FG99 FLAMETHROWER. But why would you want to? Is it a kick-butt AC that will win you a lot of matches? Not really. Is it easy to use? Not unless you consider working your butt off to stay in close range easy. Can you use it to intimidate your opponent? Man, only an AC newbie would get freaked by this thing. :p Is it fun? Hell yeah. 8)

"MAXIMILLIAN JIINASU", "NEWTYPE", etc. - "Damn! How'd you do that?!?"

This type of player is a bastard to play against. They may use one of the above strategies. They may not. Characteristics of this type of player include: the ability to magically hit you no matter where you are, a knack for dodging everything you fire at them, and wild maneuvers that make you wonder whether they somehow figured out a way to use the analog sticks with the game.

If you ever find yourself up against one of these players, well, prepare to meet your maker. Your only hope is that: 1) they go easy on you 2) you get lucky 3) they make mistakes. ;)

Special Thanks

I owe a great deal of gratitude to the following people for their help in writing this FAQ.

Ken Cho (ken.cho@aquila.com) for his Aerial Combat FAQ
Mike Ho (mikeho@umich.edu) for serving as a sparring partner (and a damn good one, too) during our various head-to-head matches
Joe Salazar (shdwcat@netcom.com) for invaluable input on how to improve the FAQ
Ivevei Upatkoon (arashi@gol.com) for her excellent Armored Core FAQs
Dana Weaver (weaverd@email.uc.edu) for information about AC missile systems and their effectiveness in battle




Changing Camera Angles

To get first person perspective while in battle, hold Square and Triangle and press Select to pause the game, then release the buttons and unpause. To revert, just pause with Select and then hold down the aforementioned buttons and unpause again with Select.



Emblem Wallpaper

To tile your emblem as wallpaper in non-battle mode, hold R1 and L1 and press Select during the emblem edit screen.



Many Thanks To:

Eugene Moon
Ken Cho
Mike Ho