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Game Concepts
TheWorld
Team Play
New Features
Armored Core Verdict Day is the 2nd
part of Armored Core V(5) series for
both PS3 and XBox360. It takes place
in a world similar to that in ACV but
this time using Earth as the world map.
Known features from ACV such as:
teams up to 20 members, operator
mode, team emblems and colours,
mercenary mode, wall jumps.. Etc. are
still in play in this sequel.
FROM SOFTWARE reworked the
conquest system in ACVD, World Mode,
and taken a relatively different
approach in executing it which will be
explain as clearly as possible
throughout the guide.
New features in ACVD that didn’t exist
in ACV include: Factions, screenshots,
AI customization, part conversion and
much more.
One key detail FROM mentioned is that
save files and data from ACV can be
carried over to ACVD only on the first
game start up.
Overview
• TheWorld (3)
• Conquest Missions (6)
• Territory
Customization (9)
• Team Play (10)
• Combat Roles (14)
• Areas (17)
• New Features (20)
• Part Conversion (24)
• Weapon arms (26)
• Shields (33)
• Game related Concepts (34)
• Factions (36)
• UNAC (40)
• SIGNS (44)
• Story Mode (46)
• Hardcore Mode (52)
• Gameplay Manual (53)
• Misc.Concepts (64)
• World Map
• Factions
• Conquest Missions [World Mode]
• Faction Directives
• Areas
• Mercenary Jobs [SIGNS]
• AI units [UNAC]
• Story Mode
• Garage
TheWorld
With the world plunging into chaos once again, three major
factions vying to claim Earth’s natural resources and Mysterious
Towers, pilots of advanced combat mechs known asArmored
Cores further tip the scale in the favor of their chosen factions in
their war for supremacy and dominance.
“You” can make the difference.
Armored CoreVerdict Day reworked several aspects of the
previous title such as adding Factions which teams must be
affiliated to in order to lead their chosen faction to victory,
adding much more maps to accommodate all sorts of fighting
styles, and of course UNACs.
Armored Core Verdict Day uses our well known
Earth as its world map for the first time in its
series.
The world map is divided into 7 continents or
Areas, each one containing 8 different maps that
are linked up to the Tower. A total of 56 maps.
Factions will hold different territories at the start
of each season and it can be influenced by the
choice of the teams under their affiliation at the
end of a season.
The objective is to aid your faction in conquering
all the other areas before the season is over.
Whether you choose to follow the faction’s
Directives or not is up to you.
*note: Teams do not control individual territories;
this means:
• Any team setting out as defense will face any
team of opposite factions set out as offence.
• Teams can customize all available territories and
save it for their own defense missions.
• Factions
• Towers
• Factions’ Directives
• Areas
• Territory Customization
The World – World Map
A World Divided…
Armored Core Verdict Day introduces 3 major
factions for teams to enlist under their banner.
Allowing teams of the same faction to team up
when members of the same team are
unavailable, as well as finding opposing teams
of the engaged faction much faster than in the
previous installment.
For those neutral guns-for-hire type of players,
the mercenary system is still intact in this game
as well. However, you still need to belong to a
team which is affiliated to one of the factions(
or your own 1-man team )
-The Major Organizations:
• Sirius Corporation
• Veni De
• Ever Green Family
• SIGNS
The World – Factions
“War does not determine who is right - only who is left.” -
Bertrand Russell
Armored Core Verdict Day introduces a reworked conquest system
compared to the previous game; instead of individual teams marching
to control all the territories in the world, teams under the same faction
now have to cooperate and aid their faction conquer other factions’
territories.
In order for a faction to take over an area, assault teams have to
conquer territories in series leading up to the Tower in each continent.
Like in the previous game, every attack reduces the overall “Health” of
each area until the Tower finally collapses and signifies the destruction
of the Area’s defensive forces. Unlike the previous game however, no
team controls individual territories therefor any team under the same
faction can pose as a defense force to intercept any incoming attacks
in any of the faction’s controlled Areas.
Once all other factions are wiped out, or the season ends, whichever
comes first, all territories get reset and the 3 way war starts over again
with each having different set of territories to start with, which can
also be influenced by the teams’ (within a faction) choice.
Speculation: Players from wiped out factions may continue doing story
missions and taking mercenary jobs until the season ends.
Summary of new conquest system:
-Territories are not controlled by individual teams therefor any team can
defend its faction’s territories.
-Teams can customize all maps and save it for their own defense missions of
the ones their faction controls.
-Factions Directives: Factions issue orders to attack specific enemy Areas (
optional to follow )
-Factions’ territory distribution changes every season ( via a vote system by
teams within a faction )
-Match making/finding system is simplified where squads fight any available
squads of opposing factions and same factions (mock battles).
The World – World Mode
When assembling a squad for a mission, you have the
option of waiting for other teammates to join in, hiring
mercenaries or AI-controlled ACs. Unlike ACV, you now
can set mission choice conditions before setting out.
Mission Parameters:
-Belonging force of the opponents [Veni De, Sirius or EGF]
-Battle Area [Opponent’s (Offense), Own(Defense)]
-Important Battle Target [ACs, Defenses, Other Targets]
-Join Elite Unit [Follow Faction’s Chosen Target]
-Joining a mock battle with Teams of same Faction [Practice Team Battles]
Once your team is set, prepare yourselves for a long war of
conquest. The objective to crush 8 territories in sequence
leading up to the Towers in each Area. You will have to
attack the same territory multiple times in order to
completely conquer it. Don’t worry, you won’t be alone in
this; other teams of the same faction will be doing the same
and hopefully be defending the faction’s own territories
while you’re gone.
Territories start out with wide open areas at first, the deeper
you go, the more complex the battle field gets and the more
defenses you face. Once all territories of a faction are
destroyed, the faction gets destroyed as well till one faction
remains standing and ends the season.
The season restarts with all 3 factions up and running again
but with different areas under their control according to the
majority votes in the previous season.
The World – World Mode Cont.
“Ten soldiers wisely led will beat a hundred without a
head.” –Euripides
Going into war without a battle plan will lead to
unnecessary casualties and defeat. As the game
incorporates Factions as major figures in the war,
composed of several individual teams, the success of
a faction’s conquest for domination depends on these
teams’ coordination in both assault and defense.
Each Faction may choose to target a certain Area of
the opposing faction at times and request for
assistance from its supporting teams. Whether or not
the teams decide to follow these directives is up to
them, however, chances of finding other teams
(offense or defense) are better than if a unit decides
to act on its own.
Elite units are the factions’ exclusive force sent to
handle their respective faction’s mission targets. It is
unclear what these units are and whether or not they
will play a role in the actual combat zone.
• Elite Units
• Factions
*The term “Faction Directives” is not an in-game term.
The World – Faction Directives
One of the changes in ACVD is the ability to access
all maps in Verdict Day, as well as the different
variations, to customize its defenses. However, you
can only load custom maps of Areas that your
faction controls.
Like ACV, every territory have limited “power”
resource that is used to activate the defenses built
there. As well as limited Turret slots that restrict the
amount of different types of turrets in a single
territory.
New turrets are available in Verdict Day. ( no
information if some require the team to reach
certain level like in Verdict Day. )
Turrets must be placed on their appropriate Blocks (
super turrets on Blue, regular turrets on Green ).
You can rotate turrets 360 degrees but note that
each turret have their own view range ( light blue
area ) so naturally you’d want them to face where
enemy units are expected to come from.
TheWorld – Territory Customization
Armored Core Verdict Day uses the same team ideas from Armored
Core V when setting up/joining a team with the exception that a
team must now enlist under one of three factions to start.
*Teams can enlist under a different faction every season by editing
team details.
While there might not be a clear way to determine or pick what roles
a member plays in a team, it is recommended that a team has the
basic combat roles set up as soon as possible in order to maintain
organization within the team.
Operators now play a more important role in ACVD than in the
previous game where they can now command AI-controlled units in
the battle field while at the same time provide information to
teammates about the enemy forces.
As in the previous game, teams have operation files should they feel
the need to review their previous battles and observe their own or
enemies’ tactics.
• Forming a Team
• Player Information
• Combat Roles
• Operator
• Areas
• Operation Files
Team Play
As you start the game, you have the choice of either starting your
own team or joining an existing one similar to how it worked in ACV.
Decide on a team name, emblem, colour, enrollment procedure… etc.
Once you’ve done setting up your team, you will then have to choose
one of 3 factions presented to you.Your team will be recruited under
this faction for the rest of the current season and you can choose
which faction to change to in the next season while setting up your
team.
Once decided on a faction, you will be given an option to pick a
preferred Area for the next season for this faction. ( The game will
take each team’s choice as a vote. )
• Factions
• Areas
• EditingTeam Details
Team Play – Forming aTeam
Ever since in Armored Core V, mastering team battles are becoming
more and more essential than in previous games. Best individual ACs
all being on the same side doesn’t necessarily give the best results.
While there’s no certain way to assign or pick a role in team
strategies, it is recommended that teams sort out their members’
strengths and styles as soon as possible.
Every unit ( squad of 4 ACs with/without an operator ) should consist
of 3 main specialties*:
• Assault ACs
• Mop-up ACs
• Bouncer ACs
*Different teams may have other working strategies, this is only basic recommendations. Look into
Combat Roles (sub) for more creative roles.
-Assault ACs: Regardless of leg types, most likely Tanks, equipped with high
power weapons with aggressive mentality combined. This unit should be
designed to really intimidate and prey on targets without let up.
-Mop-up ACs: Agile and flexible unit that can either act as scout, sniper or
interceptor ( chasers ). Do not combine all the mentioned tasks on a single AC,
however the common purpose of this unit is to target and take out the
damaged/handicapped enemy units.
-Bouncer ACs: This unit’s purpose to take the heat off its allies whenever possible
( not all the time ). This does not mean it acts as a shield and take all the damage,
with 3 types of damage concept still in play ( KE, CE, TE ) this unit will not be able
to survive all 3 types together. This unit is meant to support its allies such that it
breaks any chases that would lead to a loss of ally units.
Team Play – Combat Roles (main)
“In preparing for battle I have always found that plans
are useless, but planning is indispensable.” ― Dwight D.
Eisenhower
Armored Core V introduced a number of new arm equipment which are
not necessarily “weapons” made to kill targets such as: Jammers, Sub
Computers, Anti-Missile Defenses… etc. Allowing more innovative tactics
to be used on the battle field rather than relying the typical “rush in with
all guns blazing”.
Here are some of the units used in ACV:
• Death Blow Dealers: ACs equipped with very low ammo but high damage
weaponry such as Pile Drivers, KARASAWA and Ultimate weapons.
• Close Range Combatants: ACs equipped with short range weaponry such as
shotguns, pulse guns, laser blades… etc. These units dive in head first into
battle and rarely make it out alive… but not without doing serious damage
to the enemy of course.
• Long range bombers: Snipers Cannons, Cannons, Howitzers, Laser Cannons,
Long Range missiles are some of their favorite weapons. These units try
and exterminate targets long before they reach their comfort zones.
• Jammers & Stunners: With the introduction of jamming ( movement,
energy, recon.. Etc.) and high impact weaponries, these units prosper
within the chaos of battle where they can maneuver about the field and set
traps for enemies or render targets helpless in avoiding certain death.
• Aero fighters: The lack of extended vertical boosting did not stop these
units from taking flight and rain pain on their enemies from above.
Whether they are masters of wall jumps or slow descending weapon
platforms, altitude always makes the difference to them.
• Sentries: Whether it’s for protecting vulnerable allies or themselves, sentry
pod users add extra firepower on their side to overwhelm the enemy.
Team Play – Combat Roles (sub)
“The essence of strategy is choosing what not to do. ”
― Michael E. Porter
Armored Core V introduced a new role in team vs.
team fights which is the Operator. Operators acted
as battlefield recon and guides with abilities to scan
and reveal an area for a period of time to find
targets and analyze them, place beacons that only
team members can see either to point out where
enemy units are found or danger areas to keep
away from, and the ability to integrate himself into
a player’s screen. ( friendly or enemy )
Armored Core Verdict Day reworked the Operator
role in team combat by modifying the Operator’s
screen such as having a mini-map on the screen,
detailed information of enemy movements and its
targets and being able to direct AI-Controlled units
on the battle field.
The improvements to the Operator’s abilities is the
beacons; operators can place and drag beacons
freely so as to draw a route for friendlies and AIs to
trace if needed. Other than that, Operators can
adjust AI’s behavior and settings slightly mid battle
such as Evasion, Scanning… etc.
A full squad of AIs and a player as an Operator is
possible and worry not, UNACs are proven to be
capable fighters with proper ACs and strategy.
Team Play – Operator
The World is divided into 7 major Areas, each Area containing 8
individual maps, making a total of 56 maps to for AC battles.
Short Preview of the 56 maps
Area List:
-North Frontier ( North American Continent )
• [Battle Field Analysis to be updated]
-South Frontier ( South American Continent )
• [Battle Field Analysis to be updated]
-New Frontier ( African Continent )
• [Battle Field Analysis to be updated]
-Mid Continent ( European Continent )
• [Battle Field Analysis to be updated]
-Middle East ( Central Asia )
• [Battle Field Analysis to be updated]
-Far East ( North Eastern Asia )
• [Battle Field Analysis to be updated]
-South Islands ( Australia and surrounding islands )
• [Battle Field Analysis to be updated]
Team Play – Areas
1. Mission/Area Name
2. Participating Members
3. Combat Log: Lists important events with time
stamps.
4. AP+EN Graph: Displays AP and EN levels as well as
recon drops with respect to time.
5. AC’s Main Stats
6. AC’s Secondary Stats: Displays when this AC goes
into scan mode and receiving particular buffs.
7. Negative Effects: Displays when the AC is under
effects such as Movement/Energy/FCS Jammers or
Stagger/Stun.
8. Weapons Stats: Full display of the AC’s Weapons
including their attack power, ammo, hit rate/accuracy
and Lock-on status.
9. Timeline
Operation Files had been first introduced in ACV but had little use aside from being a top-down
view replay of previous fights. ACVD reworked this feature and added more details in order for it to
have more strategic value to a team.
Team Play – Operation Files
Notes:
As a Team and as an individual AC Pilot, learning what happened during the last fight and knowing what things you could
change would influence the outcome of the next battle. This does not necessarily mean you’re guaranteed to win but self
improvement is a never ending process.
“Combat Logs” help pinpoint critical times during a fight and that’s usually where you could begin analyzing what
happened. As a team, you would want to know when your teammate encountered trouble or died in order to either
eliminate the cause or take preventive measures. ( like finding the sniper or who killed your team’s sniper )
“AC’s Secondary Stats” helps the more coordinated or tactic-integrated teams. An example would be an AC with slow lock-
on speed weapons such as cannons supported by an AC equipped with sub computers that boost lock-on speed. This would
show how long is the supported unit remained under the buff if that proved to be a critical error in the team’s overall
performance. Otherwise this would just display the ACs that are equipped with particular buff such as EN amplifiers.
Team Play – Operation Files
• Screenshots
• Medals
• World History ( Voice of War )
• Part Conversion & Tuning
• Weapon Arms
• Shields
New Features
One of the most striking new features in ACVD
is the ability to take screenshots Ingame and
Uploading them to the server. While the details
of how many pictures can be stored online is
unknown, you can save up to 50 screenshots on
your game data file.
Taking Screenshots can be done either in the
Garage or in the battlefield via pilot/infantry
mode.You are limited to 5 pictures per battle.
Sometimes screenshots uploaded to the server
may end up on the world menu for other
players to see. Good Luck hitting the front
page!
Screenshots
Medals
Individual Medals
Team Medals
VoW is basically an archive of the
World’s news and background
information that gets unlocked as
players progress through the game.
It does not affect gameplay at all but
it’s for the curious minds that want
to learn more about the pilots,
organizations and history relevant to
this particular game.
Voice of War
ACVD introduces a new concept called Part
conversion where certain AC frame parts (
head, core…etc. ) are modified to have boosted
defenses in another type other than its
inherent resistant type. In other words, a KE
core can be modified to have more CE defense
than the original part. ( Middle picture )
It is still unknown how this concept works as in:
1. Can a player convert any part?
2. Can a part be converted to any of the other two
types?
3. Can a player relatively control the defense stats
distribution?
4. Or are they simply new, separate parts with
abnormal stats?
The important note is that the changed
defense stats do not reach the levels of the
typical type-resistant part. A KE core converted
to have more CE defense will still be majorly
resistant to KE and the CE defense boost will
not reach the levels of a CE core.
Part Conversion
In ACV, players were given the ability to tune their
weapons buy purchasing “Performance” weapons
where players pick the type of tuning they desire on
that particular weapon such as Power, Rapid-Fire, and
Accuracy.
Once decided, players had to take their weapons with
them while doing missions in order to tune them by
filling the tuning progress bar. Once filled, tuning
process is considered complete and results in unique
stat changes to the weapon.The resulting stat changes
were completely random despite having the same
tuning category.
In ACVD, the tuning categories still exists but rather
than picking one category, players are giving 3 tuning
“points” to assign freely for the weapon’s tuning
details. In other words, players can distribute these 3
points to one, two or all 3 tuning categories when
purchasing a weapon.
The Developer of ACVD stated that the resultant stat
changes will no longer be randomize, that is: identical
weapons with identical tuning will have the same final
stats.The only factor that will affect the final stats will
be the tuning points distribution.
ReworkedWeaponTuning
Weapon arms (WA) make a come back to
the series in ACVD but with a minor twist:
they can carry arm weapons like any other
arm part.
The WAs have their own exclusive weapon
built in plus the normal arms to carry
weapons to switch between them and the
built in weapon.
All weapon arms can be fired on the move
despite some of them being classified as
Cannons which are typically deployable
(stationary) weapons.
The only drawback to weapon arms is the
lack of shoulder units. ( no information
given about part stats )
Here are some examples of weapon arms
and note there are more of them than
listed.
Weapon Arms
Sniper Cannon
DefenseType: [no data]
Weapon Damage Type: KE
*Single Weapon Arm
Weapon Arms
Double Cannons
DefenseType: [no data]
Weapon Damage Type: CE
*Double Weapon Arm
Weapon Arms
Double Blades
DefenseType: [no data]
Weapon Damage Type: KE
*Double Weapon Arm
Weapon Arms
Laser Cannon
DefenseType: [no data]
Weapon Damage Type: TE
*Single Weapon Arm
Weapon Arms
Double AS Missiles
DefenseType: [no data]
Weapon Damage Type: CE
*Double Weapon Arm
Weapon Arms
More Weapon Arms
Screenshots
Weapon Arms
Armored CoreVerdict Day’s new parts list
includes handheld shields, for all 3 types of
damage: KE, CE and TE. ( with their pictures
in order )
Shields can be deployed and switched out
with Hanger/Bay weapons at any time.
Typically, shields only absorb damages from
the front so keep that in mind when opting to
use shields to cover your weakness*; it’s no
good if you’re being shot from behind.
Shields are not permanent throughout the
entire fight. Each come with its own set AP
and gets destroyed once it runs out.
*KE-type shields aren’t completely resistant to KE damage,
but they take far less damage from KE than CE or TE. Same
applies to other shields. That means using shields against
other non-resistant damage types would reduce its AP rapidly
and render it useless. Therefor, picking when to switch shields
in and out is vital.
Shields
• The Towers
• Factions
• Elite Units
• UNAC
• Signs
• Story Mode
• Hard Mode
Game related Concepts
• Story: The Towers play the role of
resource capitals in Armored Core
Verdict Day. Unknown origin and
containing secrets which lead to the
creation of UNACs.
• Gameplay: They are an Area’s final
stronghold in World Mode ( conquest )
where their destruction lead to the loss
of territories in their Areas.
It is unknown yet if the towers can be
targeted and destroyed during an assault.
There are 7 Towers in total ( due to having
7 Areas/continents ). Destruction of all the
towers under a single faction’s control
leads to the faction’s wipe out in the
Verdict War.
Speculation:Teams within wiped out factions cannot
participate in the World Mode. Unless they play as
mercenaries.
Towers
The world in Armored Core Verdict Day is at war, split between 3 major forces vying to control
the mysterious Towers and resources. Each with their own background and ideals, their success
relies on the people fighting for them.
When creating a team, you will be required to pick one of these factions in order to begin. You
will be fighting under this faction’s banner for the entire Verdict War until one faction is left
standing or the season ends. You may switch factions on different seasons though.
Registered Mercenaries, however, can receive and accept missions from other factions if the
option is set to allow it.
*Description of the factions translated thanks to DeathSeraphim
Factions
The remaining members of the once
known Men of Honor [MoH] searched the
World for inhabitable lands to settle in.
Leaders of these broken groups united and
formed the Sirius Corporation.They had a
head start in claiming resources which
aided them in their war againstVeni De.
Factions – Sirius Corporation
The Corporation is composed of several leaders and promotes equal rights to
people.They are mainly focused in their war againstVeni De who are against their
ideals and aim for supremacy and dominance in the World.
They are highlighted as blue on the world map.Their territories change each season
according to the poll results from teams affiliated to this faction.
Veni De follows an Hierarchical
government system where the
leader’s orders are absolute. It was
through that and their code of
using force to claim resources and
territories that saw the rise of Veni
De. Their continued rivalry with the
Sirius Corporation sparked out an
all out war between them.
Factions – Veni De
Veni De’s command structure classifies people into tiers where the lower tiers obey
and follow higher tiers with one leading figure, their Leader.The leader’s orders are
absolute and must be carried out by his followers.Veni De forces rely on brute force
in claiming resources.
Speculation: Father and his City Police Force maybe?
They are highlighted as red on the world map.Their territories change each season
according to the poll results from teams affiliated to this faction.
Evergreen Family are the people that
chose not to side with either Sirius
norVeni De in the war. However, their
curiosity about the Towers’ origins put
them in the position of claiming them
for themselves. In spite of their late
entry to the race, they seemed to
have the most advanced
technologies.
Factions – Ever Green Family ( EGF )
Not much is known about the EGF aside from their technological superiority and
that they had claimed someTowers for themselves.While they’re not openly
against either of the other factions, they do have sufficient military might to repel
attacks against them.
Speculation: Sounds like another tech-gone-bad research group that exist in almost all AC series.
They are highlighted as green on the world map.Their territories change each
season according to the poll results from teams affiliated to this faction.
UNAC: Unmanned Armored Core.
Armored Core Verdict Day introduces UNAC as
way for players to create non-human (AI) partners
for whatever missions they go on ( excluding free
battles ). Players can get to choose from pre-set
UNACs to customizing their own AIs ( can have
multiple UNACs ) as partners in story missions or
conquest missions, this opens the possibility of
having 1-player teams in Verdict Day and having
replacements when teammates are unavailable.
UNACs require their own set of parts when
designing the ACs; your AC cannot share the same
parts but rather you need to buy another part (
even if it is the exact same one ) for the UNACs.
Another strain on your money will be the cost to
upgrading the AI in order to unlock more operation
chips and enhance the AI’s performance.
• Operations
• Tuning
• Combat
UNAC [AI]
UNAC AIs’ “personality” depend on the
Operation Chips installed on the AI’s
Operations. An Operation simply reads the
chips in sequence like a script that tells the
AI how to act while the chip is active.
Each Operation serve as a set behavior,
skills and combat patterns of the AI
equipped with the operation; that means
each UNAC will have its own AI settings
where changing the AC design idea might
affect the AI’s performance negatively.
AIs can “level up” in several categories such
as Movement, system…etc. which improves
the AIs’ performance and unlocks more
operation chips to further customize their
“personality” in weapon mastering,
movement patterns, range control…etc.
Leveling up an AI can be done by either
loading Operation Files ( battle logs from
previous battles ) or by buying through the
upgrades.
UNAC [AI] – Operations
In order to modify an AI’s (UNAC) Operation,
first decide on an AC schematic ( or build the
AC yourself ) then “Customize Operation”. At
first this part will be time consuming and
confusing but once you settled on what your
AI’s purpose is, it turns into just minor
adjustments and upgrading.
The customization process goes down from AC
frame parts, movement patterns to weapons.
All by picking operation “chips”.You can obtain
more chips as the AI improves in the multiple
categories such as Offense, movement… etc.
Certain operation chips ( such as movement or
weapon related chips ) allow you to fine tune
certain attributes related to the chip such as*
Duration, Target Range and Distance
Uncertainty**
*Movement Chip used as example.
[1]Duration: how long the chip remains active
[2]Enemy’s range relative to UNAC
[3]The allowed range to and away from the target
**Target range = 100m, uncertainty : +20m allows
the AC go back further between 100~120m
UNAC [AI] – Tuning
Armored Core Verdict Day introduces
UNACs as reliable substitute partners for
players going on whatever missions they
take. ( excluding free battles )
The player can direct his AI to engage
specific targets as both an active pilot
fighting along side the UNACs or as an
Operator manipulating UNACs in RTS
fashion.
Only difference is: as an Operator, you
can also adjust UNAC’s behavior* in
battle, set routes for UNACs to follow and
select targets that are normally
impossible to do in an AC busy fighting
and dodging.
*Attributes like: Evasion, Attack, Special
movement, Boost charge, Scan.
UNAC [AI] – Combat
Signs is a neutral organization that handles
requests from any individuals wanting to
hire mercenaries for what missions the
clients have prepared for them. In ACVD,
Signs replace the infamous Men of Honour
( MoH ) organization from ACV. They are
also responsible for the use of UNACs.
Registering as a Mercenary is done on the
World Map, from there it takes you to the
Mercenary screen where you can:
-View your details and AC.
-Adjust the camera to capture your AC’s best side.
-Edit comment ( your message to the clients )
-Customize your AC.
-Edit order ( set what kind of missions you prefer
and allow team invitations )
Once you’re all set, select the Registration
option and your form will be posted for all
the other players looking for mercs to see
while you wait (patiently) for a job request
to reach you.
SIGNS
Armored Core Verdict Day limits players to
one fully customizable UNAC per person,
however, you can hire multiple preset
UNACs from SIGNS to fill the remaining
slots in a squad that’s being set out on a
mission ( not in the team ). SIGNS UNACs
are preset and locked, they have their own
Operations ( programming ) that cannot be
modified. Operators can still adjust their
behaviors during combat.
SIGNS include different types UNACs to
suit a player’s needs such as snipers,
tanks… etc. No information if a player can
hire multiple clones of the same UNAC.
*For those who plan on having a full squad of
customizable UNACs, there will be DLCs to
acquire more fully customizable UNACs. As well as
FROM SOFTWARE exclusive and completed
UNACs. ( finalized Operations )
SIGNS – UNACs
Armored Core Verdict Day’s story mode is a
continuation of ACV’s story where it takes
place several decades after the lone AC
pilot, the “Dark Raven”, single handedly
brought death and destruction anywhere he
went.
60 missions in total divided into 10 story
missions with 5 sub missions each ( new
term for Order missions in ACV ).
This is the Single Player aspect of the game.
( Co-op option available online by hiring
mercenaries, UNACs or team mates. )
• Story Line
• Characters
• Organizations
• Story missions
• Sub missions
• Hard mode
Story Mode
The 3-way War: With the world still finding ways to survive for generations, the
discovery of mysterious Towers that became the new centers of resources lead to the war
between the 3 major factions: Sirius, Veni De and EGF. Mercenaries of different backgrounds
pounced on the opportunity to earn a living through the war. One in particular, was going to
find out that this war is not all as it seems to be.
Armored Core Verdict Day is set several decades after the previous title though some
remnants of the past may still linger in this story.
• Characters
• Organizations
• Factions
Story Mode – Story Line
• You:The player of Armored Core Verdict
Day.
• Fatman: Fatman is quite active even at an
older age, and is considered a super Storker
veteran. “Fatman” is simply a nickname he
goes by, as his real name currently remains
unknown. Due to the way he speaks, many
considers him to be a somewhat
irresponsible person; however, he has left
his name behind in countless battlefields,
and is considered a first class carrier.*
• Maggie: She is Fatman’s partner and acts as
his operator. She was previously a hired
mercenary, and has proven herself on many
occasions. She’s at a young age where one
may consider her as Fatman’s daughter, but
when it comes to being partners, they’re
considered equals.*
*Source: http://www.siliconera.com/2013/07/11/meet-armored-
core-verdict-days-mysterious-death-god-
units/#4DLClJf571DSIVOp.99
Story Mode – Characters
• The Foundation: The Foundation is a group
of researchers who offer their technology
to help the three major forces. No one
knows about how they were founded or
anything regarding their internal
circumstances. Aside from the one person
who represents the group, it is still
unknown as to how many people are
actually part of the group.They may seem
like a neutral group who offer technology
to the three major forces, but some may
also feel that they’re encouraging them to
fight.*
• Reaper Squad: Group of Elite Mercenaries.
Not much is known about them other than
they are the best of the best. Rumors that
their ACs have superior modifications.
*Source: http://www.siliconera.com/2013/07/11/meet-armored-
core-verdict-days-mysterious-death-god-
units/#4DLClJf571DSIVOp.99
Story Mode – Organizations
Story missions are the base story of
the game in which the player takes
on missions as any other mercenary
in the business.
Each story mission, once completed,
unlocks 5 sub missions as well as the
next part of the story line. There are
10 story missions in total.
After completing a mission, a brief
summary of the battle will pop up on
the screen reporting the story
behind it as part of the VoW ( Voice
of War ).
Story Mode – Story Missions
Upon completing a Story Mission, 5
sub-missions become unlocked to the
player as either continuation to the
main story, side-line missions, or AC
fights.
Sub-missions are not required to be
completed to move on to the next
story mission but they’re good for the
extra credits and for fun since sub
missions tend to be pretty short
compared to story missions.
Like in story missions, completing a
mission will bring up the VoW
summary of the battle that took
place or a profile of the defeated AC.
Story Mode – Sub Missions
Hardcore mode is a new feature in
ACVD. As the name implies, it is
simply a harder version of the story
missions. Made available after
completing the story at least once.
The catch is, ACVD has “multiple
hard core modes”. Each settings
have different parameters than the
other regarding damage taken,
damage received, repair cost… etc.
giving player all sorts of challenges
to keep them busy.
Also, Co-op is disabled in HC mode
so as to remain true to the intent of
making it “Hard”.
Players have to complete the entire
story mission run under one of the
HC modes before changing to other
modes. ( picking another HC mode
will restart the entire story. )
Story Mode – Hardcore Mode
• Combat
• DamageTypes
• Scan Mode
• Button Configuration
• Garage
• ACAssembly
• Vital Stats
• Detailed Stats Explanation
• Paint & Emblem
• Misc. Concepts
• DefenseThresholds
• Stun
• Jamming
• Lock-On
o SubComputers
o Optical Chaff
o UAV &Target Guns
• Ultimate Weapons
Gameplay Manual
This section will explain as much as possible about everything related to combat in
Armored CoreVerdict Day. After all, in order to play the game, you must first know the
rules.The purpose of this section is to share the collective knowledge about AC
mechanics and functions; building your own weapon of mass destruction is up to you.
Armored CoreV series reworked the weapon damage categories into 3:
• Kinetic Energy
• Chemical Energy
• Thermal Energy
This of course lead to the change in AC defenses to reflect the 3 damage types.
Scan Mode was introduced in Armored CoreV which of course is used to scan an enemy
target for weaknesses ( against certain damage types ), however, there was more to scan
mode than originally thought.
Getting familiar with your controller can take some of the fighting handicap off you in an
AC fight, especially when you have to use several buttons for the entire fight to keep you
alive.
Combat
Kinetic Energy ( KE )
Easily known as solid weapons
using solid projectiles ( bullets
) to do damage. KE weapons
are usually the most reliable
type of the 3 categories by
having weapons of various
ranges such as:
• Hand Guns
• Shotguns
• Rifles
• Sniper Rifles
• Gatling Guns
• Cannons
• Sniper Cannons
• Railgun Cannons
• Solid Blades
Combat – DamageTypes
Chemical Energy ( CE )
Otherwise known as
explosive weapons. CE
weapons tend to do greater
damage than KE type
weaponries, plus they do
splash damage from their
explosive shells. The
category includes:
• Battle rifles
• H.E.A.T Howitzers
• H.E.A.T Gatling Guns
• H.E.A.T Cannons
• Howitzer Cannons
• Pile Drivers
Thermal Energy ( KE )
Another way of saying Laser
weaponries. While they can
potentially do the highest
amount of damage in a
single shot, they require
energy to fire. Laser Rifles
and Cannons can charge
before firing a shot to
increase damage output.
• Pulse Guns
• Pulse Machine Guns
• Plasma Guns
• Laser Rifles
• Laser Cannons
• Pulse Cannons
• Laser Blades.
The Basics: Scan Mode is a completely new feature
in the Armored Core V (5) series which partially
makes up for the lack of Radars that has been a
consistent feature in all games prior. Switching to
Scan mode allows the player to see through objects
( range depends on equipped parts ) as well as
conduct a full scan on a target’s combat related
stats such as defenses, attack capabilities and
weapons.
The Perks: Scan mode increases the Energy
regeneration rate since it shuts off several systems
on the AC such as the weapons. In ACV a fellow player
and web admin of ReachingPerfection forums,
GodlyPerfection, figured out what parts were disabled ( their
energy drain nullified ) while in scan mode up until patch 1.4
where the scan mode mechanics were altered. No
information if ACVD’s Scan mode mechanics were
altered from what they were in ACV.
Players in Scan mode can Tag one target to appear
in squad mates’ screen as a way to alert others of
the target’s position ( as long as the tagger keeps
his sights on the target ). For UNACs, tagging a
target acts as ordering the UNACs to engage
tagged target.
Combat – Scan Mode
“If it doesn’t feel right, it won’t fly right.” –Anonymous.
Having an AC built to perfection is one thing on the battlefield, being able to pilot it effectively is
another. What better way to easy the pilot’s transition to a new game than being able to customize
the control layout for his own convenience and ease of use.
Every button on the controller does something and is required to do something in order for the
game to accept the configuration.Typically the Default set-up is designed to be as easy and
effective as possible with the tutorial mission given to accommodate the set-up. It is still
recommended to set-up your own control layout even if it’s just switching a couple of buttons from
the default since not every player have the same thinking pattern.
Combat – Button Configuration
*Shoulder
Unit
*RightArm*LeftArm
*Hold+Arm
Unit: Switch
weapons
*Recon Unit
*Hi-Boost
*Hold: Boost
Charge
*Jump
*Boost Drive /
Wall Jump
*Not Used
*Buzzer /
Ping
*TextChat
*Hold+Arm
Unit: Purge
Weapon
*Boosters
on/off
*Aim
*Press:
Change Mode
*Movement
*Press:
Glide Boost
Welcome to the Garage. Home of mechanics, artists, strategists, mathematicians,
programmers, and all the other AC pilots with their own philosophy in AC design.
Here is where players tend to spend most of their time in game building, painting…
just fully customize their AC to whatever they need. In ACV, the Garage itself is
customizable and is the same in Verdict Day. Allowing the player to pick their
preferred background scenery and lighting with their emblems displayed behind
them ( not all backgrounds ) just to give it that “Home” feeling.
The Garage in ACVD not only allows players to build their AC but also their
customizable UNAC partner with the same freedom as their own AC. ( paint, name,
emblem.. Etc. )
The Parts Shop is located in the garage where you can buy new parts as your team
levels up. Note that UNACs need their own separate parts in order to build them.
Painting an AC is probably the most defining aspect that makes an AC yours so why
not make full use of its capabilities and come out with an AC that world may one day
recognize?
Garage
A complete AC would have to have these
parts ( excluding weapon units )
otherwise you will not be permitted to
exit the assembly screen without them:
• Head: Camera, Stability, Scan
• Core: Thermal Resistance, Conductivity,
Recon Units
• Arms: Firing Stability, Shoulder Slots
• Legs: Deflection, Movement Aptitude,
Recoil Buffering, Jump Power
• Boosters: Power, Acceleration, Efficiency
• Generator: Output, Capacity, Critical EN
• Fire Control System [FCS]: Lock speed,
Range, Radius
• Recon Unit: Range, Duration,Type
• Shoulder Unit
• Arm Units
• Bay/Hanger Units
Garage – AC Assembly
The AC’s weapons aren’t the only thing that plays a role in combat and determining the outcome;
certain stats on the AC’s part also matter in its overall performance. Might be too much to take in
at first but eventually you will be able to comprehend what certain stats do and the extent of
their effects. It doesn’t end just here, a combination of stats also come into play when facing
certain game mechanics such as Stun, jamming… etc.
• Energy Drain: The least noticeable stat in AC building but may well have the most impact on an AC. Every
part have its own energy drain to equip it. The energy supply comes from the AC’s Generator part,
specifically its “output”.The amount of Energy an AC regenerates in combat is dependent on the difference
between total EN drain and EN output. ( no direct formula yet ) Having high EN drain parts simply mean your
EN bar will get drained much quicker and regenerate slowly compared to low drain parts when using the
same generator. EN drain must not exceed the EN output.
• Total Weight: The most obvious stat in AC building. If the parts’ total weight exceed the legs’ Load
Capacity, the AC will be considered Overweight. It is still usable and can taken to the battlefield but it will
suffer drastic speed reduction.Total weight does affect the AC’s mobility while within the load capacity but
the difference is barely noticeable within same leg category ( with the exception of certain leg stat ).
• Defense Stats: (KE/CE/TE) Obviously the higher the defense, the less likely you are going to die within minutes or
even seconds. However, the defense stats distribution on frame parts make it so that no one part can be well rounded
against all 3 types of damage. In fact, every part will be resistant to only 1 type of damage and either equally
handicapped on the other two or leaning slightly to one of the two weaknesses.
• Combining parts resistances does not necessarily mean better defense all around, in most cases, the AC will be handicapped against all 3 types instead
[see defense threshold]
• Targeting/Lock-On: majorly dependent on the equipped FCS which sets the range, lock ring’s radius ( width ),
and speed ( for weapons and missiles ). Head’s camera performance and weapon’s range and Lock Speed factor into
the overall Lock-On performance of an AC. Depending on the type of FCS equipped, you can either have a fast lock
speed, long range or big/wide lock ring to keep enemies in your sight.
Garage – Vital Stats
Head
• Stability Computation: Dictates the AC’s stability and resistant to Stun. It also
affects the AC’s movement speed.
Legs
• Movement Control: Determines the AC’s effectiveness in movement and
boosters. HigherValue = Better Mobility.
• Attitude Control: Determines the AC’s Stability along with the head’s Stability
Computation.
• Deflection Enhancement: [Biped Legs] Determines the amount of defense
increase when using stationary weapons like Cannons.
• Recoil Buffering: [4-Legs]The higher the value the more accurate and faster
the reload of stationary weapons equipped become.
Boosters
• Boost Ignition Efficiency:The “burst” power of the boosters when using Hi-
Boost.
Garage – Detailed Stats Explanation
Weapons
• MuzzleVelocity: Shot velocity of the weapon without the effect of
decay.
• Optimal Range: Maximum range where the shot maintains 100%
damage.
• Decay Rate: The range after which the shot begins to lows velocity and
power.
• Decay Range: [Laser Rifles]The maximum range of the shot before it
evaporates/vanishes.
• Scope Magnification: The “zoom” power when using stationary
weapons on non-tank legs.
Garage – Detailed Stats Explanation
Personalizing an AC doesn’t end by building and naming your AC. Pilots can paint as
well as apply Decals on theirs ACs. To finish it all off, pilots can stamp on their desired
Emblem on the AC which identify their AC in combat.
• Paint:-
When Painting an AC, pilots have the choice to either paint the entire AC at once or
each part individually. Not only that, but they can save their paint schemes should
they need it again on a different AC. ( or save it as Team Color )
Pilots have multiple ways to color their ACs such as: Picking one of the preset paint
schemes, picking preset ( or saved ) color pallets, or adjusting the RBG ratio.
• Emblem & Decals:-
Emblems are always stamped on the left shoulder of an AC and it acts as the Avatar of
the pilot and his AC. Emblems can either be the pilot’s creation or one of the preset
emblems present in game. Decals are emblems but can be placed anywhere on the
AC. With enough creativity, Decals can act as decorations or battle scars/trophies.
Garage – Paint & Emblem
In AC vs. AC combat, it’s not always about the weapons that determines the victor.
There are alternative and creative ways to win for those who dig deep into the
game mechanics by using tools and weapons out of the ordinary. Or simply by
knowing how to exploit or cover an AC’s flaws and weakness. This section provides a
sufficient insight into the unseen gears that work the complex machines known as
Armored Cores.
• Defense Thresholds
• Stun
• Jamming
• Lock-On
o Sub Computers
o Optical Chaff
o UAV & Target Guns
• Ultimate Weapons
Misc. Concepts
You might notice from time to time when taking damage that the AC sometimes
break and pieces gets blown out and scattered around the AC. This happens when the
AC's defenses fail due to constant damage, and it happens a lot faster when it's been
hit by weapons it is weak against. When this happens, the AC is likely to receive
increased damage from that point on.
This is what players call “DefenseThresholds”, or limits, which is basically the
minimum value of a certain defense type that resists most weapons of that category
without breaking. Of course if the AC remains under constant fire then eventually it
will break but by stack enough defenses the AC will be able to lower the effectiveness
of weapons it is weak to.
Typically 1800~2000 points ( minimum ) in any defense category should be enough to
resist weapons of that type. Again this does not mean the AC’s armor will not break
for the entire match, just that it is more resistant to break up to a point. An AC is not
supposed to be able to resist all 3 types ( even though certain heavyweights and tanks
are capable of stacking high enough defenses to appear like it is ) so mixing different
defense types might end up crippling the AC rather than boost its survivability.
DefenseThresholds
Stun is one of the simplest mechanics to grasp. Although the effect is temporary, the
advantage gained from stunning an opponent is too good to ignore. The major
contributing factor to stun is Impact Force which is a weapon related stat. Protection
against Stun relies on 3 stats: Stability ( head ), Attitude Control ( legs ) and the
overall weight of the AC.
Stun locks the AC for a very short while, unable to move nor shoot. Additionally, the
AC’s defenses degrade while stunned and the screen shakes violently for the pilot
affecting his vision. That make weapons like Handguns, certain Shotguns and Sniper
Rifles that have high Impact Force a typical choice for close range fighters ( except
sniper rifles ) since they can use stun effectively to keep the pressure on their targets
and maintain their position behind them.
Similarly, Tanks can make use of Cannons’ high impact force to keep agile ACs from
ever coming too close to them or set up them for another high powered weapon.
Player tips:-You can use Stun weapons to set-up targets for high powered but inaccurate
weapons such as Battle Rifles or Plasma guns.
Stun
Jammer units aren’t new to the AC series as a whole.They came in the form
of internal and shoulder parts, either as active tools, stationary units or
projectiles that affect the targets they hit. In ACV, jammers were introduced
as arm weapons that shoot radiating spheres with different effects
depending on the weapon. Like all jammers, their effects aren’t permanent
therefor a lot of consideration and planning is required before hand.
Jammers’ effects can be stacked and the number of active jammer spheres
per AC is dependent on the AC’s FCS.
The available types of jammers are:
• Movement: Affects the movement ( slow ) and stability ( stun ) of units in range. ( friendly
and enemy but not user )
• Energy: Affects the generator output ( regenerating rate ) of both normal and critical ( UW )
energy. ( friendly and enemy but not user )
• Lock-on: Affects the FCS’ lock on computation ( speed ) but does not break lock-ons. (
Enemy units )
• Recon: Affects the recon performance of enemy units if the user is within the jammer’s
range. ( Enemy cannot see user within jammer’s range in scan mode )
Jamming
Lock-on can be either the simplest AC function or the most complicated, but without a doubt it is
the most important to understand. In all the Armored Core games to date, Locking-on targets
happens in two stages: Green/Blue Lock and Red Lock which translates to "Initial Lock and Perfect
Lock".The moment the target gets into the Lock-on frame and range ( targets can be in frame but
out of range ) that is called the Initial Lock ( green/blue ) up until the FCS correctly adjusts its aim
and prediction, depending on lock speed, which is then called the Perfect Lock ( red ).
The difference is: Blue Locks direct the weapons towards the target's current position even if it is
moving therefor unless the weapon's shot/muzzle velocity is extremely high or you are in very
close range, the shots will most likely land behind any moving target. Red Locks adjusts the
weapons aim towards the target's predicted path in order for the shot to land almost perfectly on
the target which is why normally you'd want to hold your fire until the Red Lock before pulling the
trigger.
In the case of the player's own AC, the only two main direct factors that determine Lock-on Speed
are:
• FCS: Not only determines Lock-on Speed but also the range and size ( of the targeting frame ).
• Weapon: Every weapon has its own base lock-on speed which can be affected by tuning.
Note: FCS' Lock-on Computation has to have a high value to increase lock speed while weapon's
lock on time has to have a low value.
There are, of course, other factors that play into the whole Lock-on concept and each of these
will be explained as clearly as possible.
*Pictures are screenshots from ACV.
Lock-On
Lock-on Range can be affected by
FCS, Head part, and Weapons.The
most obvious stats that determine
lock-on range is FCS's Lock Range
and the weapon's Optimum Range*.
The hidden factor that also affects
range is the Head Part used,
specifically it's Camera Performance.
The higher the value of the camera
performance, the further your AC can
detect, lock-on to and scan targets.
*One of the benefits of tuning weapons to
Accuracy is the increase in optimum range.
Lock-On – Range
Sub-Computers are shoulder units that
accelerate Lock-on speed, its effect can be
increased if the Arm Part has two Shoulder
Slots.These units are used automatically and
are active throughout the entire fight. Lock
speed still relies on the combination of FCS and
weapon so sub-computers' effect will vary
depending on the AC's set-up. Also, since sub-
computers are shoulder units, ACs' equipped
with them give up potential extra weapons (
missiles, rockets… etc ) and other tools ( anti-
missile, extra ammo… ) for increased lock-on
speed.
Sub-Computers don't just work on the AC
equipped with them, they have Parallel
Processing Enhancement and Range stats
which translates to ally lock speed
enhancement ( buff ) and the effect Range. In
other words, allied ACs can receive part of the
Sub-computers' effect if they are in range of
the AC equipped with sub-computers.
Lock-On – Sub Computers
Sub-Computers' counterpart where Chaffs
lower lock-on speed of enemy units. Unlike
subs, Optical Chaffs have limited uses and need
to be activated manually. It is important to
note that Chaffs just slow down lock-on speed
only on the AC equipped with them and does
not disrupt/break "Red Locks". Using Optical
Chaffs releases glowing particles that surround
the AC in a bubble to give the impression that
they distract/make it harder for FCS to lock on
to the AC.
Player tips: Optical chaffs are quite useful against slow
lock on weapons such as sniper rifles, cannons… etc.
The extra mili-seconds you delay their lock-ons could
be enough to get you into cover or escape their
targeting frame.
Lock-On – Optical Chaffs
UAVs & Target Guns do not affect Lock-on directly
but they were made to assist in Lock-ons for both
the User and Friendly Units. A simple way of looking
at these specific parts is as Tagging Signal Flares.
Target Guns are Arm weapons that fire special
projectiles that barely do any damage but direct
hits on a target will cause the projectile to stick and
release green smoke that extend several meters
above the target wherever it goes. The practical
benefit of this is the ability for the User and Friendly
Units to lock-on to the tagged target even when
behind cover as if seeing the hidden target in scan
mode.
UAVs are mini-satellites that are launched from an
AC's shoulder and hovers above in a similar fashion
to tracking/follow type Recons. Once launched, the
user's screen switches to a top-down ( eagle-eye )
view of the area surrounding the user's AC. Enemy
Targets that are in range ( spotted by the user's AC )
will be marked on the user's screen with boxes and
tagged with flares on the actual battlefield ( for
friendly units to see ) while the UAV is active. Like
the target guns, tagged targets can be seen and
locked onto even behind cover.
Player tips: Tagging targets helps a lot when a partner is
using long range missiles such as Vertical Missiles and Giga
Missile ( UW ). Can also be used with weapons with slow
reload or charge time ( sniper rifles, cannons, KARASAWA…
etc. )
Lock-On – UAV &Target Guns
Ultimate Weapons are the newest
class of weapons in ACV. Designed for
instant one hit kills, these gigantic
weapons take up both hangar slots and
are difficult to use. While the UW is
active, your AC will slowly take damage
which is why they are often best
utilized in a team situation that allows
one to use the Ultimate weapon while
the opponent is distracted.
Ultimate Weapons were designed
beyond a regular AC’s capabilities.Thus
explaining the abnormalities (errors,
damage and static) caused when using
an UW in combat since these weapons
break the limits of the AC in order to
function.
In general, any AC can use UWs but
there are ways to maximize their uses.
*Section written by FromCheng.
UltimateWeapons
UWs are good team weapons. If used
correctly, they will easily allow a team to
turn the tide of battle in their favor by
quickly killing one or more of the enemies.
While using the UW, the users AC enters UW
mode where they gain infinite energy and
are stagger proof for the duration of the
period that UW mode lasts.
Of course with such advantage comes a
price. The downsides of the UW are that you
cannot enter scan mode nor use any other
weapon while using an Ultimate weapon,
and it takes time to activate and charge
before firing. Also, it can be very hard to see
in UW mode as the HUD becomes distorted
with glitches, small text screens and small
explosions.
Lastly, Ultimate Weapons cannot be
purged/dropped like normal weapons; once
equipped, it will remain on the AC
regardless of whether it is used or not.
UltimateWeapons – Use
When using Ultimate Weapons, the screen goes into UW mode where the AI voice alerts you of the
system errors and the AC going into critical conditions due to the Unknown Unit attached to the AC.
The screen glows orange, glitchy and error messages pop up everywhere. Scan mode is also disabled
while in UW mode so you’ll have to rely on your eyes on finding your target. Be quick though, it won’t
be long before the system repairs itself and disables the UW permanently.You can activate the UW
only once, but while you’re in UW mode you may be able to use the weapon multiple times but only
after you’ve charged it completely.
UltimateWeapons – UW Screen
UW Charge
Meter
Energy MeterAP Meter
UWTimer
There are 3 specific stats that are
important for efficiently using UWs:
• Critical Power [Generator]: determines how
long a UW needs to charge before it can be
used. The higher the number the quicker your
UW will charge.
• Thermal Resistance [Core]: determines how
much damage your AC will take in UW mode
due to heat build up. The higher the stat the
less damage you will take over time.
• Energy Conductivity [Core]: determines not
only how much faster your AC will move while
in UW mode but also how long it takes for the
UW to charge. The higher this number the
faster your AC will move and the shorter time
it will take to charge your UW.
Using ACV’s parts, a typical UW specialized
AC would use:
• UCR-10/A ( KE core with high thermal
resistance )
• HERMESCR212 ( CE core with high EN
conductivity)
• KV-3D2/XINZANG ( Balanced generator with
highest critical power
Note: Might not be the case in ACVD due to new parts
and possible stat changes
UltimateWeapons – AC set-up
Up to this point you should have enough knowledge about what UltimateWeapons are. Here’s a few notes
to keep in mind when planning to design an AC using UltimateWeapons not mentioned previously:
• Ultimate Weapons can be activated only once. It’s number of uses during the UW mode varies by AC set-
up and weapon.
• Ultimate Weapons purge arm weapons that require the AC to kneel rather than store them. ( cannons )
• Certain UWs purge an arm when activated and that arm is lost for the entire fight. ( Grind Blade and
possibly a new one in ACVD )
• It is advisable to find ways to pinpoint where your targets are before and during the period you are in UW
mode, otherwise you might waste the only use of the UWs. ( such as teammates marking/tagging targets
)
• Generally UWs do not lock-on and require precise manual aiming. ( Giga Missile can lock-on a single
target but require sufficient range for the missile to land on target )
• It is possible for ACs to die from internal damage due to use of UWs.
UltimateWeapons – Player notes

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Armored Core Verdict Day User Guide

  • 2. Armored Core Verdict Day is the 2nd part of Armored Core V(5) series for both PS3 and XBox360. It takes place in a world similar to that in ACV but this time using Earth as the world map. Known features from ACV such as: teams up to 20 members, operator mode, team emblems and colours, mercenary mode, wall jumps.. Etc. are still in play in this sequel. FROM SOFTWARE reworked the conquest system in ACVD, World Mode, and taken a relatively different approach in executing it which will be explain as clearly as possible throughout the guide. New features in ACVD that didn’t exist in ACV include: Factions, screenshots, AI customization, part conversion and much more. One key detail FROM mentioned is that save files and data from ACV can be carried over to ACVD only on the first game start up. Overview • TheWorld (3) • Conquest Missions (6) • Territory Customization (9) • Team Play (10) • Combat Roles (14) • Areas (17) • New Features (20) • Part Conversion (24) • Weapon arms (26) • Shields (33) • Game related Concepts (34) • Factions (36) • UNAC (40) • SIGNS (44) • Story Mode (46) • Hardcore Mode (52) • Gameplay Manual (53) • Misc.Concepts (64)
  • 3. • World Map • Factions • Conquest Missions [World Mode] • Faction Directives • Areas • Mercenary Jobs [SIGNS] • AI units [UNAC] • Story Mode • Garage TheWorld With the world plunging into chaos once again, three major factions vying to claim Earth’s natural resources and Mysterious Towers, pilots of advanced combat mechs known asArmored Cores further tip the scale in the favor of their chosen factions in their war for supremacy and dominance. “You” can make the difference. Armored CoreVerdict Day reworked several aspects of the previous title such as adding Factions which teams must be affiliated to in order to lead their chosen faction to victory, adding much more maps to accommodate all sorts of fighting styles, and of course UNACs.
  • 4. Armored Core Verdict Day uses our well known Earth as its world map for the first time in its series. The world map is divided into 7 continents or Areas, each one containing 8 different maps that are linked up to the Tower. A total of 56 maps. Factions will hold different territories at the start of each season and it can be influenced by the choice of the teams under their affiliation at the end of a season. The objective is to aid your faction in conquering all the other areas before the season is over. Whether you choose to follow the faction’s Directives or not is up to you. *note: Teams do not control individual territories; this means: • Any team setting out as defense will face any team of opposite factions set out as offence. • Teams can customize all available territories and save it for their own defense missions. • Factions • Towers • Factions’ Directives • Areas • Territory Customization The World – World Map
  • 5. A World Divided… Armored Core Verdict Day introduces 3 major factions for teams to enlist under their banner. Allowing teams of the same faction to team up when members of the same team are unavailable, as well as finding opposing teams of the engaged faction much faster than in the previous installment. For those neutral guns-for-hire type of players, the mercenary system is still intact in this game as well. However, you still need to belong to a team which is affiliated to one of the factions( or your own 1-man team ) -The Major Organizations: • Sirius Corporation • Veni De • Ever Green Family • SIGNS The World – Factions
  • 6. “War does not determine who is right - only who is left.” - Bertrand Russell Armored Core Verdict Day introduces a reworked conquest system compared to the previous game; instead of individual teams marching to control all the territories in the world, teams under the same faction now have to cooperate and aid their faction conquer other factions’ territories. In order for a faction to take over an area, assault teams have to conquer territories in series leading up to the Tower in each continent. Like in the previous game, every attack reduces the overall “Health” of each area until the Tower finally collapses and signifies the destruction of the Area’s defensive forces. Unlike the previous game however, no team controls individual territories therefor any team under the same faction can pose as a defense force to intercept any incoming attacks in any of the faction’s controlled Areas. Once all other factions are wiped out, or the season ends, whichever comes first, all territories get reset and the 3 way war starts over again with each having different set of territories to start with, which can also be influenced by the teams’ (within a faction) choice. Speculation: Players from wiped out factions may continue doing story missions and taking mercenary jobs until the season ends. Summary of new conquest system: -Territories are not controlled by individual teams therefor any team can defend its faction’s territories. -Teams can customize all maps and save it for their own defense missions of the ones their faction controls. -Factions Directives: Factions issue orders to attack specific enemy Areas ( optional to follow ) -Factions’ territory distribution changes every season ( via a vote system by teams within a faction ) -Match making/finding system is simplified where squads fight any available squads of opposing factions and same factions (mock battles). The World – World Mode
  • 7. When assembling a squad for a mission, you have the option of waiting for other teammates to join in, hiring mercenaries or AI-controlled ACs. Unlike ACV, you now can set mission choice conditions before setting out. Mission Parameters: -Belonging force of the opponents [Veni De, Sirius or EGF] -Battle Area [Opponent’s (Offense), Own(Defense)] -Important Battle Target [ACs, Defenses, Other Targets] -Join Elite Unit [Follow Faction’s Chosen Target] -Joining a mock battle with Teams of same Faction [Practice Team Battles] Once your team is set, prepare yourselves for a long war of conquest. The objective to crush 8 territories in sequence leading up to the Towers in each Area. You will have to attack the same territory multiple times in order to completely conquer it. Don’t worry, you won’t be alone in this; other teams of the same faction will be doing the same and hopefully be defending the faction’s own territories while you’re gone. Territories start out with wide open areas at first, the deeper you go, the more complex the battle field gets and the more defenses you face. Once all territories of a faction are destroyed, the faction gets destroyed as well till one faction remains standing and ends the season. The season restarts with all 3 factions up and running again but with different areas under their control according to the majority votes in the previous season. The World – World Mode Cont.
  • 8. “Ten soldiers wisely led will beat a hundred without a head.” –Euripides Going into war without a battle plan will lead to unnecessary casualties and defeat. As the game incorporates Factions as major figures in the war, composed of several individual teams, the success of a faction’s conquest for domination depends on these teams’ coordination in both assault and defense. Each Faction may choose to target a certain Area of the opposing faction at times and request for assistance from its supporting teams. Whether or not the teams decide to follow these directives is up to them, however, chances of finding other teams (offense or defense) are better than if a unit decides to act on its own. Elite units are the factions’ exclusive force sent to handle their respective faction’s mission targets. It is unclear what these units are and whether or not they will play a role in the actual combat zone. • Elite Units • Factions *The term “Faction Directives” is not an in-game term. The World – Faction Directives
  • 9. One of the changes in ACVD is the ability to access all maps in Verdict Day, as well as the different variations, to customize its defenses. However, you can only load custom maps of Areas that your faction controls. Like ACV, every territory have limited “power” resource that is used to activate the defenses built there. As well as limited Turret slots that restrict the amount of different types of turrets in a single territory. New turrets are available in Verdict Day. ( no information if some require the team to reach certain level like in Verdict Day. ) Turrets must be placed on their appropriate Blocks ( super turrets on Blue, regular turrets on Green ). You can rotate turrets 360 degrees but note that each turret have their own view range ( light blue area ) so naturally you’d want them to face where enemy units are expected to come from. TheWorld – Territory Customization
  • 10. Armored Core Verdict Day uses the same team ideas from Armored Core V when setting up/joining a team with the exception that a team must now enlist under one of three factions to start. *Teams can enlist under a different faction every season by editing team details. While there might not be a clear way to determine or pick what roles a member plays in a team, it is recommended that a team has the basic combat roles set up as soon as possible in order to maintain organization within the team. Operators now play a more important role in ACVD than in the previous game where they can now command AI-controlled units in the battle field while at the same time provide information to teammates about the enemy forces. As in the previous game, teams have operation files should they feel the need to review their previous battles and observe their own or enemies’ tactics. • Forming a Team • Player Information • Combat Roles • Operator • Areas • Operation Files Team Play
  • 11. As you start the game, you have the choice of either starting your own team or joining an existing one similar to how it worked in ACV. Decide on a team name, emblem, colour, enrollment procedure… etc. Once you’ve done setting up your team, you will then have to choose one of 3 factions presented to you.Your team will be recruited under this faction for the rest of the current season and you can choose which faction to change to in the next season while setting up your team. Once decided on a faction, you will be given an option to pick a preferred Area for the next season for this faction. ( The game will take each team’s choice as a vote. ) • Factions • Areas • EditingTeam Details Team Play – Forming aTeam
  • 12. Ever since in Armored Core V, mastering team battles are becoming more and more essential than in previous games. Best individual ACs all being on the same side doesn’t necessarily give the best results. While there’s no certain way to assign or pick a role in team strategies, it is recommended that teams sort out their members’ strengths and styles as soon as possible. Every unit ( squad of 4 ACs with/without an operator ) should consist of 3 main specialties*: • Assault ACs • Mop-up ACs • Bouncer ACs *Different teams may have other working strategies, this is only basic recommendations. Look into Combat Roles (sub) for more creative roles. -Assault ACs: Regardless of leg types, most likely Tanks, equipped with high power weapons with aggressive mentality combined. This unit should be designed to really intimidate and prey on targets without let up. -Mop-up ACs: Agile and flexible unit that can either act as scout, sniper or interceptor ( chasers ). Do not combine all the mentioned tasks on a single AC, however the common purpose of this unit is to target and take out the damaged/handicapped enemy units. -Bouncer ACs: This unit’s purpose to take the heat off its allies whenever possible ( not all the time ). This does not mean it acts as a shield and take all the damage, with 3 types of damage concept still in play ( KE, CE, TE ) this unit will not be able to survive all 3 types together. This unit is meant to support its allies such that it breaks any chases that would lead to a loss of ally units. Team Play – Combat Roles (main) “In preparing for battle I have always found that plans are useless, but planning is indispensable.” ― Dwight D. Eisenhower
  • 13. Armored Core V introduced a number of new arm equipment which are not necessarily “weapons” made to kill targets such as: Jammers, Sub Computers, Anti-Missile Defenses… etc. Allowing more innovative tactics to be used on the battle field rather than relying the typical “rush in with all guns blazing”. Here are some of the units used in ACV: • Death Blow Dealers: ACs equipped with very low ammo but high damage weaponry such as Pile Drivers, KARASAWA and Ultimate weapons. • Close Range Combatants: ACs equipped with short range weaponry such as shotguns, pulse guns, laser blades… etc. These units dive in head first into battle and rarely make it out alive… but not without doing serious damage to the enemy of course. • Long range bombers: Snipers Cannons, Cannons, Howitzers, Laser Cannons, Long Range missiles are some of their favorite weapons. These units try and exterminate targets long before they reach their comfort zones. • Jammers & Stunners: With the introduction of jamming ( movement, energy, recon.. Etc.) and high impact weaponries, these units prosper within the chaos of battle where they can maneuver about the field and set traps for enemies or render targets helpless in avoiding certain death. • Aero fighters: The lack of extended vertical boosting did not stop these units from taking flight and rain pain on their enemies from above. Whether they are masters of wall jumps or slow descending weapon platforms, altitude always makes the difference to them. • Sentries: Whether it’s for protecting vulnerable allies or themselves, sentry pod users add extra firepower on their side to overwhelm the enemy. Team Play – Combat Roles (sub) “The essence of strategy is choosing what not to do. ” ― Michael E. Porter
  • 14. Armored Core V introduced a new role in team vs. team fights which is the Operator. Operators acted as battlefield recon and guides with abilities to scan and reveal an area for a period of time to find targets and analyze them, place beacons that only team members can see either to point out where enemy units are found or danger areas to keep away from, and the ability to integrate himself into a player’s screen. ( friendly or enemy ) Armored Core Verdict Day reworked the Operator role in team combat by modifying the Operator’s screen such as having a mini-map on the screen, detailed information of enemy movements and its targets and being able to direct AI-Controlled units on the battle field. The improvements to the Operator’s abilities is the beacons; operators can place and drag beacons freely so as to draw a route for friendlies and AIs to trace if needed. Other than that, Operators can adjust AI’s behavior and settings slightly mid battle such as Evasion, Scanning… etc. A full squad of AIs and a player as an Operator is possible and worry not, UNACs are proven to be capable fighters with proper ACs and strategy. Team Play – Operator
  • 15. The World is divided into 7 major Areas, each Area containing 8 individual maps, making a total of 56 maps to for AC battles. Short Preview of the 56 maps Area List: -North Frontier ( North American Continent ) • [Battle Field Analysis to be updated] -South Frontier ( South American Continent ) • [Battle Field Analysis to be updated] -New Frontier ( African Continent ) • [Battle Field Analysis to be updated] -Mid Continent ( European Continent ) • [Battle Field Analysis to be updated] -Middle East ( Central Asia ) • [Battle Field Analysis to be updated] -Far East ( North Eastern Asia ) • [Battle Field Analysis to be updated] -South Islands ( Australia and surrounding islands ) • [Battle Field Analysis to be updated] Team Play – Areas
  • 16. 1. Mission/Area Name 2. Participating Members 3. Combat Log: Lists important events with time stamps. 4. AP+EN Graph: Displays AP and EN levels as well as recon drops with respect to time. 5. AC’s Main Stats 6. AC’s Secondary Stats: Displays when this AC goes into scan mode and receiving particular buffs. 7. Negative Effects: Displays when the AC is under effects such as Movement/Energy/FCS Jammers or Stagger/Stun. 8. Weapons Stats: Full display of the AC’s Weapons including their attack power, ammo, hit rate/accuracy and Lock-on status. 9. Timeline Operation Files had been first introduced in ACV but had little use aside from being a top-down view replay of previous fights. ACVD reworked this feature and added more details in order for it to have more strategic value to a team. Team Play – Operation Files
  • 17. Notes: As a Team and as an individual AC Pilot, learning what happened during the last fight and knowing what things you could change would influence the outcome of the next battle. This does not necessarily mean you’re guaranteed to win but self improvement is a never ending process. “Combat Logs” help pinpoint critical times during a fight and that’s usually where you could begin analyzing what happened. As a team, you would want to know when your teammate encountered trouble or died in order to either eliminate the cause or take preventive measures. ( like finding the sniper or who killed your team’s sniper ) “AC’s Secondary Stats” helps the more coordinated or tactic-integrated teams. An example would be an AC with slow lock- on speed weapons such as cannons supported by an AC equipped with sub computers that boost lock-on speed. This would show how long is the supported unit remained under the buff if that proved to be a critical error in the team’s overall performance. Otherwise this would just display the ACs that are equipped with particular buff such as EN amplifiers. Team Play – Operation Files
  • 18. • Screenshots • Medals • World History ( Voice of War ) • Part Conversion & Tuning • Weapon Arms • Shields New Features
  • 19. One of the most striking new features in ACVD is the ability to take screenshots Ingame and Uploading them to the server. While the details of how many pictures can be stored online is unknown, you can save up to 50 screenshots on your game data file. Taking Screenshots can be done either in the Garage or in the battlefield via pilot/infantry mode.You are limited to 5 pictures per battle. Sometimes screenshots uploaded to the server may end up on the world menu for other players to see. Good Luck hitting the front page! Screenshots
  • 21. VoW is basically an archive of the World’s news and background information that gets unlocked as players progress through the game. It does not affect gameplay at all but it’s for the curious minds that want to learn more about the pilots, organizations and history relevant to this particular game. Voice of War
  • 22. ACVD introduces a new concept called Part conversion where certain AC frame parts ( head, core…etc. ) are modified to have boosted defenses in another type other than its inherent resistant type. In other words, a KE core can be modified to have more CE defense than the original part. ( Middle picture ) It is still unknown how this concept works as in: 1. Can a player convert any part? 2. Can a part be converted to any of the other two types? 3. Can a player relatively control the defense stats distribution? 4. Or are they simply new, separate parts with abnormal stats? The important note is that the changed defense stats do not reach the levels of the typical type-resistant part. A KE core converted to have more CE defense will still be majorly resistant to KE and the CE defense boost will not reach the levels of a CE core. Part Conversion
  • 23. In ACV, players were given the ability to tune their weapons buy purchasing “Performance” weapons where players pick the type of tuning they desire on that particular weapon such as Power, Rapid-Fire, and Accuracy. Once decided, players had to take their weapons with them while doing missions in order to tune them by filling the tuning progress bar. Once filled, tuning process is considered complete and results in unique stat changes to the weapon.The resulting stat changes were completely random despite having the same tuning category. In ACVD, the tuning categories still exists but rather than picking one category, players are giving 3 tuning “points” to assign freely for the weapon’s tuning details. In other words, players can distribute these 3 points to one, two or all 3 tuning categories when purchasing a weapon. The Developer of ACVD stated that the resultant stat changes will no longer be randomize, that is: identical weapons with identical tuning will have the same final stats.The only factor that will affect the final stats will be the tuning points distribution. ReworkedWeaponTuning
  • 24. Weapon arms (WA) make a come back to the series in ACVD but with a minor twist: they can carry arm weapons like any other arm part. The WAs have their own exclusive weapon built in plus the normal arms to carry weapons to switch between them and the built in weapon. All weapon arms can be fired on the move despite some of them being classified as Cannons which are typically deployable (stationary) weapons. The only drawback to weapon arms is the lack of shoulder units. ( no information given about part stats ) Here are some examples of weapon arms and note there are more of them than listed. Weapon Arms
  • 25. Sniper Cannon DefenseType: [no data] Weapon Damage Type: KE *Single Weapon Arm Weapon Arms
  • 26. Double Cannons DefenseType: [no data] Weapon Damage Type: CE *Double Weapon Arm Weapon Arms
  • 27. Double Blades DefenseType: [no data] Weapon Damage Type: KE *Double Weapon Arm Weapon Arms
  • 28. Laser Cannon DefenseType: [no data] Weapon Damage Type: TE *Single Weapon Arm Weapon Arms
  • 29. Double AS Missiles DefenseType: [no data] Weapon Damage Type: CE *Double Weapon Arm Weapon Arms
  • 31. Armored CoreVerdict Day’s new parts list includes handheld shields, for all 3 types of damage: KE, CE and TE. ( with their pictures in order ) Shields can be deployed and switched out with Hanger/Bay weapons at any time. Typically, shields only absorb damages from the front so keep that in mind when opting to use shields to cover your weakness*; it’s no good if you’re being shot from behind. Shields are not permanent throughout the entire fight. Each come with its own set AP and gets destroyed once it runs out. *KE-type shields aren’t completely resistant to KE damage, but they take far less damage from KE than CE or TE. Same applies to other shields. That means using shields against other non-resistant damage types would reduce its AP rapidly and render it useless. Therefor, picking when to switch shields in and out is vital. Shields
  • 32. • The Towers • Factions • Elite Units • UNAC • Signs • Story Mode • Hard Mode Game related Concepts
  • 33. • Story: The Towers play the role of resource capitals in Armored Core Verdict Day. Unknown origin and containing secrets which lead to the creation of UNACs. • Gameplay: They are an Area’s final stronghold in World Mode ( conquest ) where their destruction lead to the loss of territories in their Areas. It is unknown yet if the towers can be targeted and destroyed during an assault. There are 7 Towers in total ( due to having 7 Areas/continents ). Destruction of all the towers under a single faction’s control leads to the faction’s wipe out in the Verdict War. Speculation:Teams within wiped out factions cannot participate in the World Mode. Unless they play as mercenaries. Towers
  • 34. The world in Armored Core Verdict Day is at war, split between 3 major forces vying to control the mysterious Towers and resources. Each with their own background and ideals, their success relies on the people fighting for them. When creating a team, you will be required to pick one of these factions in order to begin. You will be fighting under this faction’s banner for the entire Verdict War until one faction is left standing or the season ends. You may switch factions on different seasons though. Registered Mercenaries, however, can receive and accept missions from other factions if the option is set to allow it. *Description of the factions translated thanks to DeathSeraphim Factions
  • 35. The remaining members of the once known Men of Honor [MoH] searched the World for inhabitable lands to settle in. Leaders of these broken groups united and formed the Sirius Corporation.They had a head start in claiming resources which aided them in their war againstVeni De. Factions – Sirius Corporation The Corporation is composed of several leaders and promotes equal rights to people.They are mainly focused in their war againstVeni De who are against their ideals and aim for supremacy and dominance in the World. They are highlighted as blue on the world map.Their territories change each season according to the poll results from teams affiliated to this faction.
  • 36. Veni De follows an Hierarchical government system where the leader’s orders are absolute. It was through that and their code of using force to claim resources and territories that saw the rise of Veni De. Their continued rivalry with the Sirius Corporation sparked out an all out war between them. Factions – Veni De Veni De’s command structure classifies people into tiers where the lower tiers obey and follow higher tiers with one leading figure, their Leader.The leader’s orders are absolute and must be carried out by his followers.Veni De forces rely on brute force in claiming resources. Speculation: Father and his City Police Force maybe? They are highlighted as red on the world map.Their territories change each season according to the poll results from teams affiliated to this faction.
  • 37. Evergreen Family are the people that chose not to side with either Sirius norVeni De in the war. However, their curiosity about the Towers’ origins put them in the position of claiming them for themselves. In spite of their late entry to the race, they seemed to have the most advanced technologies. Factions – Ever Green Family ( EGF ) Not much is known about the EGF aside from their technological superiority and that they had claimed someTowers for themselves.While they’re not openly against either of the other factions, they do have sufficient military might to repel attacks against them. Speculation: Sounds like another tech-gone-bad research group that exist in almost all AC series. They are highlighted as green on the world map.Their territories change each season according to the poll results from teams affiliated to this faction.
  • 38. UNAC: Unmanned Armored Core. Armored Core Verdict Day introduces UNAC as way for players to create non-human (AI) partners for whatever missions they go on ( excluding free battles ). Players can get to choose from pre-set UNACs to customizing their own AIs ( can have multiple UNACs ) as partners in story missions or conquest missions, this opens the possibility of having 1-player teams in Verdict Day and having replacements when teammates are unavailable. UNACs require their own set of parts when designing the ACs; your AC cannot share the same parts but rather you need to buy another part ( even if it is the exact same one ) for the UNACs. Another strain on your money will be the cost to upgrading the AI in order to unlock more operation chips and enhance the AI’s performance. • Operations • Tuning • Combat UNAC [AI]
  • 39. UNAC AIs’ “personality” depend on the Operation Chips installed on the AI’s Operations. An Operation simply reads the chips in sequence like a script that tells the AI how to act while the chip is active. Each Operation serve as a set behavior, skills and combat patterns of the AI equipped with the operation; that means each UNAC will have its own AI settings where changing the AC design idea might affect the AI’s performance negatively. AIs can “level up” in several categories such as Movement, system…etc. which improves the AIs’ performance and unlocks more operation chips to further customize their “personality” in weapon mastering, movement patterns, range control…etc. Leveling up an AI can be done by either loading Operation Files ( battle logs from previous battles ) or by buying through the upgrades. UNAC [AI] – Operations
  • 40. In order to modify an AI’s (UNAC) Operation, first decide on an AC schematic ( or build the AC yourself ) then “Customize Operation”. At first this part will be time consuming and confusing but once you settled on what your AI’s purpose is, it turns into just minor adjustments and upgrading. The customization process goes down from AC frame parts, movement patterns to weapons. All by picking operation “chips”.You can obtain more chips as the AI improves in the multiple categories such as Offense, movement… etc. Certain operation chips ( such as movement or weapon related chips ) allow you to fine tune certain attributes related to the chip such as* Duration, Target Range and Distance Uncertainty** *Movement Chip used as example. [1]Duration: how long the chip remains active [2]Enemy’s range relative to UNAC [3]The allowed range to and away from the target **Target range = 100m, uncertainty : +20m allows the AC go back further between 100~120m UNAC [AI] – Tuning
  • 41. Armored Core Verdict Day introduces UNACs as reliable substitute partners for players going on whatever missions they take. ( excluding free battles ) The player can direct his AI to engage specific targets as both an active pilot fighting along side the UNACs or as an Operator manipulating UNACs in RTS fashion. Only difference is: as an Operator, you can also adjust UNAC’s behavior* in battle, set routes for UNACs to follow and select targets that are normally impossible to do in an AC busy fighting and dodging. *Attributes like: Evasion, Attack, Special movement, Boost charge, Scan. UNAC [AI] – Combat
  • 42. Signs is a neutral organization that handles requests from any individuals wanting to hire mercenaries for what missions the clients have prepared for them. In ACVD, Signs replace the infamous Men of Honour ( MoH ) organization from ACV. They are also responsible for the use of UNACs. Registering as a Mercenary is done on the World Map, from there it takes you to the Mercenary screen where you can: -View your details and AC. -Adjust the camera to capture your AC’s best side. -Edit comment ( your message to the clients ) -Customize your AC. -Edit order ( set what kind of missions you prefer and allow team invitations ) Once you’re all set, select the Registration option and your form will be posted for all the other players looking for mercs to see while you wait (patiently) for a job request to reach you. SIGNS
  • 43. Armored Core Verdict Day limits players to one fully customizable UNAC per person, however, you can hire multiple preset UNACs from SIGNS to fill the remaining slots in a squad that’s being set out on a mission ( not in the team ). SIGNS UNACs are preset and locked, they have their own Operations ( programming ) that cannot be modified. Operators can still adjust their behaviors during combat. SIGNS include different types UNACs to suit a player’s needs such as snipers, tanks… etc. No information if a player can hire multiple clones of the same UNAC. *For those who plan on having a full squad of customizable UNACs, there will be DLCs to acquire more fully customizable UNACs. As well as FROM SOFTWARE exclusive and completed UNACs. ( finalized Operations ) SIGNS – UNACs
  • 44. Armored Core Verdict Day’s story mode is a continuation of ACV’s story where it takes place several decades after the lone AC pilot, the “Dark Raven”, single handedly brought death and destruction anywhere he went. 60 missions in total divided into 10 story missions with 5 sub missions each ( new term for Order missions in ACV ). This is the Single Player aspect of the game. ( Co-op option available online by hiring mercenaries, UNACs or team mates. ) • Story Line • Characters • Organizations • Story missions • Sub missions • Hard mode Story Mode
  • 45. The 3-way War: With the world still finding ways to survive for generations, the discovery of mysterious Towers that became the new centers of resources lead to the war between the 3 major factions: Sirius, Veni De and EGF. Mercenaries of different backgrounds pounced on the opportunity to earn a living through the war. One in particular, was going to find out that this war is not all as it seems to be. Armored Core Verdict Day is set several decades after the previous title though some remnants of the past may still linger in this story. • Characters • Organizations • Factions Story Mode – Story Line
  • 46. • You:The player of Armored Core Verdict Day. • Fatman: Fatman is quite active even at an older age, and is considered a super Storker veteran. “Fatman” is simply a nickname he goes by, as his real name currently remains unknown. Due to the way he speaks, many considers him to be a somewhat irresponsible person; however, he has left his name behind in countless battlefields, and is considered a first class carrier.* • Maggie: She is Fatman’s partner and acts as his operator. She was previously a hired mercenary, and has proven herself on many occasions. She’s at a young age where one may consider her as Fatman’s daughter, but when it comes to being partners, they’re considered equals.* *Source: http://www.siliconera.com/2013/07/11/meet-armored- core-verdict-days-mysterious-death-god- units/#4DLClJf571DSIVOp.99 Story Mode – Characters
  • 47. • The Foundation: The Foundation is a group of researchers who offer their technology to help the three major forces. No one knows about how they were founded or anything regarding their internal circumstances. Aside from the one person who represents the group, it is still unknown as to how many people are actually part of the group.They may seem like a neutral group who offer technology to the three major forces, but some may also feel that they’re encouraging them to fight.* • Reaper Squad: Group of Elite Mercenaries. Not much is known about them other than they are the best of the best. Rumors that their ACs have superior modifications. *Source: http://www.siliconera.com/2013/07/11/meet-armored- core-verdict-days-mysterious-death-god- units/#4DLClJf571DSIVOp.99 Story Mode – Organizations
  • 48. Story missions are the base story of the game in which the player takes on missions as any other mercenary in the business. Each story mission, once completed, unlocks 5 sub missions as well as the next part of the story line. There are 10 story missions in total. After completing a mission, a brief summary of the battle will pop up on the screen reporting the story behind it as part of the VoW ( Voice of War ). Story Mode – Story Missions
  • 49. Upon completing a Story Mission, 5 sub-missions become unlocked to the player as either continuation to the main story, side-line missions, or AC fights. Sub-missions are not required to be completed to move on to the next story mission but they’re good for the extra credits and for fun since sub missions tend to be pretty short compared to story missions. Like in story missions, completing a mission will bring up the VoW summary of the battle that took place or a profile of the defeated AC. Story Mode – Sub Missions
  • 50. Hardcore mode is a new feature in ACVD. As the name implies, it is simply a harder version of the story missions. Made available after completing the story at least once. The catch is, ACVD has “multiple hard core modes”. Each settings have different parameters than the other regarding damage taken, damage received, repair cost… etc. giving player all sorts of challenges to keep them busy. Also, Co-op is disabled in HC mode so as to remain true to the intent of making it “Hard”. Players have to complete the entire story mission run under one of the HC modes before changing to other modes. ( picking another HC mode will restart the entire story. ) Story Mode – Hardcore Mode
  • 51. • Combat • DamageTypes • Scan Mode • Button Configuration • Garage • ACAssembly • Vital Stats • Detailed Stats Explanation • Paint & Emblem • Misc. Concepts • DefenseThresholds • Stun • Jamming • Lock-On o SubComputers o Optical Chaff o UAV &Target Guns • Ultimate Weapons Gameplay Manual
  • 52. This section will explain as much as possible about everything related to combat in Armored CoreVerdict Day. After all, in order to play the game, you must first know the rules.The purpose of this section is to share the collective knowledge about AC mechanics and functions; building your own weapon of mass destruction is up to you. Armored CoreV series reworked the weapon damage categories into 3: • Kinetic Energy • Chemical Energy • Thermal Energy This of course lead to the change in AC defenses to reflect the 3 damage types. Scan Mode was introduced in Armored CoreV which of course is used to scan an enemy target for weaknesses ( against certain damage types ), however, there was more to scan mode than originally thought. Getting familiar with your controller can take some of the fighting handicap off you in an AC fight, especially when you have to use several buttons for the entire fight to keep you alive. Combat
  • 53. Kinetic Energy ( KE ) Easily known as solid weapons using solid projectiles ( bullets ) to do damage. KE weapons are usually the most reliable type of the 3 categories by having weapons of various ranges such as: • Hand Guns • Shotguns • Rifles • Sniper Rifles • Gatling Guns • Cannons • Sniper Cannons • Railgun Cannons • Solid Blades Combat – DamageTypes Chemical Energy ( CE ) Otherwise known as explosive weapons. CE weapons tend to do greater damage than KE type weaponries, plus they do splash damage from their explosive shells. The category includes: • Battle rifles • H.E.A.T Howitzers • H.E.A.T Gatling Guns • H.E.A.T Cannons • Howitzer Cannons • Pile Drivers Thermal Energy ( KE ) Another way of saying Laser weaponries. While they can potentially do the highest amount of damage in a single shot, they require energy to fire. Laser Rifles and Cannons can charge before firing a shot to increase damage output. • Pulse Guns • Pulse Machine Guns • Plasma Guns • Laser Rifles • Laser Cannons • Pulse Cannons • Laser Blades.
  • 54. The Basics: Scan Mode is a completely new feature in the Armored Core V (5) series which partially makes up for the lack of Radars that has been a consistent feature in all games prior. Switching to Scan mode allows the player to see through objects ( range depends on equipped parts ) as well as conduct a full scan on a target’s combat related stats such as defenses, attack capabilities and weapons. The Perks: Scan mode increases the Energy regeneration rate since it shuts off several systems on the AC such as the weapons. In ACV a fellow player and web admin of ReachingPerfection forums, GodlyPerfection, figured out what parts were disabled ( their energy drain nullified ) while in scan mode up until patch 1.4 where the scan mode mechanics were altered. No information if ACVD’s Scan mode mechanics were altered from what they were in ACV. Players in Scan mode can Tag one target to appear in squad mates’ screen as a way to alert others of the target’s position ( as long as the tagger keeps his sights on the target ). For UNACs, tagging a target acts as ordering the UNACs to engage tagged target. Combat – Scan Mode
  • 55. “If it doesn’t feel right, it won’t fly right.” –Anonymous. Having an AC built to perfection is one thing on the battlefield, being able to pilot it effectively is another. What better way to easy the pilot’s transition to a new game than being able to customize the control layout for his own convenience and ease of use. Every button on the controller does something and is required to do something in order for the game to accept the configuration.Typically the Default set-up is designed to be as easy and effective as possible with the tutorial mission given to accommodate the set-up. It is still recommended to set-up your own control layout even if it’s just switching a couple of buttons from the default since not every player have the same thinking pattern. Combat – Button Configuration *Shoulder Unit *RightArm*LeftArm *Hold+Arm Unit: Switch weapons *Recon Unit *Hi-Boost *Hold: Boost Charge *Jump *Boost Drive / Wall Jump *Not Used *Buzzer / Ping *TextChat *Hold+Arm Unit: Purge Weapon *Boosters on/off *Aim *Press: Change Mode *Movement *Press: Glide Boost
  • 56. Welcome to the Garage. Home of mechanics, artists, strategists, mathematicians, programmers, and all the other AC pilots with their own philosophy in AC design. Here is where players tend to spend most of their time in game building, painting… just fully customize their AC to whatever they need. In ACV, the Garage itself is customizable and is the same in Verdict Day. Allowing the player to pick their preferred background scenery and lighting with their emblems displayed behind them ( not all backgrounds ) just to give it that “Home” feeling. The Garage in ACVD not only allows players to build their AC but also their customizable UNAC partner with the same freedom as their own AC. ( paint, name, emblem.. Etc. ) The Parts Shop is located in the garage where you can buy new parts as your team levels up. Note that UNACs need their own separate parts in order to build them. Painting an AC is probably the most defining aspect that makes an AC yours so why not make full use of its capabilities and come out with an AC that world may one day recognize? Garage
  • 57. A complete AC would have to have these parts ( excluding weapon units ) otherwise you will not be permitted to exit the assembly screen without them: • Head: Camera, Stability, Scan • Core: Thermal Resistance, Conductivity, Recon Units • Arms: Firing Stability, Shoulder Slots • Legs: Deflection, Movement Aptitude, Recoil Buffering, Jump Power • Boosters: Power, Acceleration, Efficiency • Generator: Output, Capacity, Critical EN • Fire Control System [FCS]: Lock speed, Range, Radius • Recon Unit: Range, Duration,Type • Shoulder Unit • Arm Units • Bay/Hanger Units Garage – AC Assembly
  • 58. The AC’s weapons aren’t the only thing that plays a role in combat and determining the outcome; certain stats on the AC’s part also matter in its overall performance. Might be too much to take in at first but eventually you will be able to comprehend what certain stats do and the extent of their effects. It doesn’t end just here, a combination of stats also come into play when facing certain game mechanics such as Stun, jamming… etc. • Energy Drain: The least noticeable stat in AC building but may well have the most impact on an AC. Every part have its own energy drain to equip it. The energy supply comes from the AC’s Generator part, specifically its “output”.The amount of Energy an AC regenerates in combat is dependent on the difference between total EN drain and EN output. ( no direct formula yet ) Having high EN drain parts simply mean your EN bar will get drained much quicker and regenerate slowly compared to low drain parts when using the same generator. EN drain must not exceed the EN output. • Total Weight: The most obvious stat in AC building. If the parts’ total weight exceed the legs’ Load Capacity, the AC will be considered Overweight. It is still usable and can taken to the battlefield but it will suffer drastic speed reduction.Total weight does affect the AC’s mobility while within the load capacity but the difference is barely noticeable within same leg category ( with the exception of certain leg stat ). • Defense Stats: (KE/CE/TE) Obviously the higher the defense, the less likely you are going to die within minutes or even seconds. However, the defense stats distribution on frame parts make it so that no one part can be well rounded against all 3 types of damage. In fact, every part will be resistant to only 1 type of damage and either equally handicapped on the other two or leaning slightly to one of the two weaknesses. • Combining parts resistances does not necessarily mean better defense all around, in most cases, the AC will be handicapped against all 3 types instead [see defense threshold] • Targeting/Lock-On: majorly dependent on the equipped FCS which sets the range, lock ring’s radius ( width ), and speed ( for weapons and missiles ). Head’s camera performance and weapon’s range and Lock Speed factor into the overall Lock-On performance of an AC. Depending on the type of FCS equipped, you can either have a fast lock speed, long range or big/wide lock ring to keep enemies in your sight. Garage – Vital Stats
  • 59. Head • Stability Computation: Dictates the AC’s stability and resistant to Stun. It also affects the AC’s movement speed. Legs • Movement Control: Determines the AC’s effectiveness in movement and boosters. HigherValue = Better Mobility. • Attitude Control: Determines the AC’s Stability along with the head’s Stability Computation. • Deflection Enhancement: [Biped Legs] Determines the amount of defense increase when using stationary weapons like Cannons. • Recoil Buffering: [4-Legs]The higher the value the more accurate and faster the reload of stationary weapons equipped become. Boosters • Boost Ignition Efficiency:The “burst” power of the boosters when using Hi- Boost. Garage – Detailed Stats Explanation
  • 60. Weapons • MuzzleVelocity: Shot velocity of the weapon without the effect of decay. • Optimal Range: Maximum range where the shot maintains 100% damage. • Decay Rate: The range after which the shot begins to lows velocity and power. • Decay Range: [Laser Rifles]The maximum range of the shot before it evaporates/vanishes. • Scope Magnification: The “zoom” power when using stationary weapons on non-tank legs. Garage – Detailed Stats Explanation
  • 61. Personalizing an AC doesn’t end by building and naming your AC. Pilots can paint as well as apply Decals on theirs ACs. To finish it all off, pilots can stamp on their desired Emblem on the AC which identify their AC in combat. • Paint:- When Painting an AC, pilots have the choice to either paint the entire AC at once or each part individually. Not only that, but they can save their paint schemes should they need it again on a different AC. ( or save it as Team Color ) Pilots have multiple ways to color their ACs such as: Picking one of the preset paint schemes, picking preset ( or saved ) color pallets, or adjusting the RBG ratio. • Emblem & Decals:- Emblems are always stamped on the left shoulder of an AC and it acts as the Avatar of the pilot and his AC. Emblems can either be the pilot’s creation or one of the preset emblems present in game. Decals are emblems but can be placed anywhere on the AC. With enough creativity, Decals can act as decorations or battle scars/trophies. Garage – Paint & Emblem
  • 62. In AC vs. AC combat, it’s not always about the weapons that determines the victor. There are alternative and creative ways to win for those who dig deep into the game mechanics by using tools and weapons out of the ordinary. Or simply by knowing how to exploit or cover an AC’s flaws and weakness. This section provides a sufficient insight into the unseen gears that work the complex machines known as Armored Cores. • Defense Thresholds • Stun • Jamming • Lock-On o Sub Computers o Optical Chaff o UAV & Target Guns • Ultimate Weapons Misc. Concepts
  • 63. You might notice from time to time when taking damage that the AC sometimes break and pieces gets blown out and scattered around the AC. This happens when the AC's defenses fail due to constant damage, and it happens a lot faster when it's been hit by weapons it is weak against. When this happens, the AC is likely to receive increased damage from that point on. This is what players call “DefenseThresholds”, or limits, which is basically the minimum value of a certain defense type that resists most weapons of that category without breaking. Of course if the AC remains under constant fire then eventually it will break but by stack enough defenses the AC will be able to lower the effectiveness of weapons it is weak to. Typically 1800~2000 points ( minimum ) in any defense category should be enough to resist weapons of that type. Again this does not mean the AC’s armor will not break for the entire match, just that it is more resistant to break up to a point. An AC is not supposed to be able to resist all 3 types ( even though certain heavyweights and tanks are capable of stacking high enough defenses to appear like it is ) so mixing different defense types might end up crippling the AC rather than boost its survivability. DefenseThresholds
  • 64. Stun is one of the simplest mechanics to grasp. Although the effect is temporary, the advantage gained from stunning an opponent is too good to ignore. The major contributing factor to stun is Impact Force which is a weapon related stat. Protection against Stun relies on 3 stats: Stability ( head ), Attitude Control ( legs ) and the overall weight of the AC. Stun locks the AC for a very short while, unable to move nor shoot. Additionally, the AC’s defenses degrade while stunned and the screen shakes violently for the pilot affecting his vision. That make weapons like Handguns, certain Shotguns and Sniper Rifles that have high Impact Force a typical choice for close range fighters ( except sniper rifles ) since they can use stun effectively to keep the pressure on their targets and maintain their position behind them. Similarly, Tanks can make use of Cannons’ high impact force to keep agile ACs from ever coming too close to them or set up them for another high powered weapon. Player tips:-You can use Stun weapons to set-up targets for high powered but inaccurate weapons such as Battle Rifles or Plasma guns. Stun
  • 65. Jammer units aren’t new to the AC series as a whole.They came in the form of internal and shoulder parts, either as active tools, stationary units or projectiles that affect the targets they hit. In ACV, jammers were introduced as arm weapons that shoot radiating spheres with different effects depending on the weapon. Like all jammers, their effects aren’t permanent therefor a lot of consideration and planning is required before hand. Jammers’ effects can be stacked and the number of active jammer spheres per AC is dependent on the AC’s FCS. The available types of jammers are: • Movement: Affects the movement ( slow ) and stability ( stun ) of units in range. ( friendly and enemy but not user ) • Energy: Affects the generator output ( regenerating rate ) of both normal and critical ( UW ) energy. ( friendly and enemy but not user ) • Lock-on: Affects the FCS’ lock on computation ( speed ) but does not break lock-ons. ( Enemy units ) • Recon: Affects the recon performance of enemy units if the user is within the jammer’s range. ( Enemy cannot see user within jammer’s range in scan mode ) Jamming
  • 66. Lock-on can be either the simplest AC function or the most complicated, but without a doubt it is the most important to understand. In all the Armored Core games to date, Locking-on targets happens in two stages: Green/Blue Lock and Red Lock which translates to "Initial Lock and Perfect Lock".The moment the target gets into the Lock-on frame and range ( targets can be in frame but out of range ) that is called the Initial Lock ( green/blue ) up until the FCS correctly adjusts its aim and prediction, depending on lock speed, which is then called the Perfect Lock ( red ). The difference is: Blue Locks direct the weapons towards the target's current position even if it is moving therefor unless the weapon's shot/muzzle velocity is extremely high or you are in very close range, the shots will most likely land behind any moving target. Red Locks adjusts the weapons aim towards the target's predicted path in order for the shot to land almost perfectly on the target which is why normally you'd want to hold your fire until the Red Lock before pulling the trigger. In the case of the player's own AC, the only two main direct factors that determine Lock-on Speed are: • FCS: Not only determines Lock-on Speed but also the range and size ( of the targeting frame ). • Weapon: Every weapon has its own base lock-on speed which can be affected by tuning. Note: FCS' Lock-on Computation has to have a high value to increase lock speed while weapon's lock on time has to have a low value. There are, of course, other factors that play into the whole Lock-on concept and each of these will be explained as clearly as possible. *Pictures are screenshots from ACV. Lock-On
  • 67. Lock-on Range can be affected by FCS, Head part, and Weapons.The most obvious stats that determine lock-on range is FCS's Lock Range and the weapon's Optimum Range*. The hidden factor that also affects range is the Head Part used, specifically it's Camera Performance. The higher the value of the camera performance, the further your AC can detect, lock-on to and scan targets. *One of the benefits of tuning weapons to Accuracy is the increase in optimum range. Lock-On – Range
  • 68. Sub-Computers are shoulder units that accelerate Lock-on speed, its effect can be increased if the Arm Part has two Shoulder Slots.These units are used automatically and are active throughout the entire fight. Lock speed still relies on the combination of FCS and weapon so sub-computers' effect will vary depending on the AC's set-up. Also, since sub- computers are shoulder units, ACs' equipped with them give up potential extra weapons ( missiles, rockets… etc ) and other tools ( anti- missile, extra ammo… ) for increased lock-on speed. Sub-Computers don't just work on the AC equipped with them, they have Parallel Processing Enhancement and Range stats which translates to ally lock speed enhancement ( buff ) and the effect Range. In other words, allied ACs can receive part of the Sub-computers' effect if they are in range of the AC equipped with sub-computers. Lock-On – Sub Computers
  • 69. Sub-Computers' counterpart where Chaffs lower lock-on speed of enemy units. Unlike subs, Optical Chaffs have limited uses and need to be activated manually. It is important to note that Chaffs just slow down lock-on speed only on the AC equipped with them and does not disrupt/break "Red Locks". Using Optical Chaffs releases glowing particles that surround the AC in a bubble to give the impression that they distract/make it harder for FCS to lock on to the AC. Player tips: Optical chaffs are quite useful against slow lock on weapons such as sniper rifles, cannons… etc. The extra mili-seconds you delay their lock-ons could be enough to get you into cover or escape their targeting frame. Lock-On – Optical Chaffs
  • 70. UAVs & Target Guns do not affect Lock-on directly but they were made to assist in Lock-ons for both the User and Friendly Units. A simple way of looking at these specific parts is as Tagging Signal Flares. Target Guns are Arm weapons that fire special projectiles that barely do any damage but direct hits on a target will cause the projectile to stick and release green smoke that extend several meters above the target wherever it goes. The practical benefit of this is the ability for the User and Friendly Units to lock-on to the tagged target even when behind cover as if seeing the hidden target in scan mode. UAVs are mini-satellites that are launched from an AC's shoulder and hovers above in a similar fashion to tracking/follow type Recons. Once launched, the user's screen switches to a top-down ( eagle-eye ) view of the area surrounding the user's AC. Enemy Targets that are in range ( spotted by the user's AC ) will be marked on the user's screen with boxes and tagged with flares on the actual battlefield ( for friendly units to see ) while the UAV is active. Like the target guns, tagged targets can be seen and locked onto even behind cover. Player tips: Tagging targets helps a lot when a partner is using long range missiles such as Vertical Missiles and Giga Missile ( UW ). Can also be used with weapons with slow reload or charge time ( sniper rifles, cannons, KARASAWA… etc. ) Lock-On – UAV &Target Guns
  • 71. Ultimate Weapons are the newest class of weapons in ACV. Designed for instant one hit kills, these gigantic weapons take up both hangar slots and are difficult to use. While the UW is active, your AC will slowly take damage which is why they are often best utilized in a team situation that allows one to use the Ultimate weapon while the opponent is distracted. Ultimate Weapons were designed beyond a regular AC’s capabilities.Thus explaining the abnormalities (errors, damage and static) caused when using an UW in combat since these weapons break the limits of the AC in order to function. In general, any AC can use UWs but there are ways to maximize their uses. *Section written by FromCheng. UltimateWeapons
  • 72. UWs are good team weapons. If used correctly, they will easily allow a team to turn the tide of battle in their favor by quickly killing one or more of the enemies. While using the UW, the users AC enters UW mode where they gain infinite energy and are stagger proof for the duration of the period that UW mode lasts. Of course with such advantage comes a price. The downsides of the UW are that you cannot enter scan mode nor use any other weapon while using an Ultimate weapon, and it takes time to activate and charge before firing. Also, it can be very hard to see in UW mode as the HUD becomes distorted with glitches, small text screens and small explosions. Lastly, Ultimate Weapons cannot be purged/dropped like normal weapons; once equipped, it will remain on the AC regardless of whether it is used or not. UltimateWeapons – Use
  • 73. When using Ultimate Weapons, the screen goes into UW mode where the AI voice alerts you of the system errors and the AC going into critical conditions due to the Unknown Unit attached to the AC. The screen glows orange, glitchy and error messages pop up everywhere. Scan mode is also disabled while in UW mode so you’ll have to rely on your eyes on finding your target. Be quick though, it won’t be long before the system repairs itself and disables the UW permanently.You can activate the UW only once, but while you’re in UW mode you may be able to use the weapon multiple times but only after you’ve charged it completely. UltimateWeapons – UW Screen UW Charge Meter Energy MeterAP Meter UWTimer
  • 74. There are 3 specific stats that are important for efficiently using UWs: • Critical Power [Generator]: determines how long a UW needs to charge before it can be used. The higher the number the quicker your UW will charge. • Thermal Resistance [Core]: determines how much damage your AC will take in UW mode due to heat build up. The higher the stat the less damage you will take over time. • Energy Conductivity [Core]: determines not only how much faster your AC will move while in UW mode but also how long it takes for the UW to charge. The higher this number the faster your AC will move and the shorter time it will take to charge your UW. Using ACV’s parts, a typical UW specialized AC would use: • UCR-10/A ( KE core with high thermal resistance ) • HERMESCR212 ( CE core with high EN conductivity) • KV-3D2/XINZANG ( Balanced generator with highest critical power Note: Might not be the case in ACVD due to new parts and possible stat changes UltimateWeapons – AC set-up
  • 75. Up to this point you should have enough knowledge about what UltimateWeapons are. Here’s a few notes to keep in mind when planning to design an AC using UltimateWeapons not mentioned previously: • Ultimate Weapons can be activated only once. It’s number of uses during the UW mode varies by AC set- up and weapon. • Ultimate Weapons purge arm weapons that require the AC to kneel rather than store them. ( cannons ) • Certain UWs purge an arm when activated and that arm is lost for the entire fight. ( Grind Blade and possibly a new one in ACVD ) • It is advisable to find ways to pinpoint where your targets are before and during the period you are in UW mode, otherwise you might waste the only use of the UWs. ( such as teammates marking/tagging targets ) • Generally UWs do not lock-on and require precise manual aiming. ( Giga Missile can lock-on a single target but require sufficient range for the missile to land on target ) • It is possible for ACs to die from internal damage due to use of UWs. UltimateWeapons – Player notes