MIND ALPHA Gameplay | 51-001 K | Armored Core VI

Описание к видео MIND ALPHA Gameplay | 51-001 K | Armored Core VI

Armored Core 6 | AC MIND ALPHA gameplay | α-1 51-001 K
アーモッド・コー・シクス・マインド・アルファー・ゲーンプレー

MIND ALPHA or ALPHA MALE? Neither, as it turns out. This gameplay showcase will give you an idea of how the preset AC MIND ALPHA plays in Armored Core VI PvE, through a mixture of missions and Arena battles.

TIMESTAMPS:

00:00 - Obstruct the Mandatory Inspection
06:13 - Arena: Arena: β-1 51-002 K - MIND BETA
07:46 - Defend the Old Spaceport
10:31 - Eliminate V.III
13:19 - Arena: γ-1 51-003 K - MIND GAMMA
15:25 - Reach the Coral Convergence (alt.)

MIND ALPHA is an Armored Core developed by ALLMIND to (ostensibly) help in the research and development of new AC parts as part of the AI's mercenary support initiatives. The base MIND ALPHA frame is designed in such a way it, to a pilot, "...feels like an extension of their own body."

51-001 K is the first step of ALLMIND's Integration Program, which utilises a simulated version of the MIND ALPHA to integrate combat experience into the AC itself.

- The preset AC MIND ALPHA shown in the video is unlocked by defeating α-1 51-001 K in the Analysis Arena, available from your second playthrough onwards. -

I was expecting the MIND ALPHA to be far superior to its BETA counterpart, in no small part due to the weapons available on the ALPHA: the JVLN ALPHA is arguably the best bazooka in the game, the Plasma thrower can inflict huge damage on staggered opponents, and the JVLN BETA can deliver good pressure. Backed up by strong inner parts and a solid frame, what's not to like about the MIND ALPHA?

As it turns out, defensively, this AC's a duck. The negative Booster efficiency of the MIND ALPHA core means that the VP-20C will regularly redline when you Quick boost (which is your only defensive tool, as there's no Core Expansion). A HOKUSHI or MING TANG would have been a superior generator choice and would have provided all-round better EN regen. 11k AP is definitely not enough when you're facing down a tough AC/boss while redlined and immobilised - and the Quick boosts themselves are somewhat mediocre thanks to the otherwise great SPD boosters.

Speaking of immobilisation, there's the second noticeable flaw; the JVLN ALPHA and Plasma thrower work very awkwardly with each other. The Plasma thrower does not launch the AC forward like with other melee weapons, leaving you stock still as you use it... and because the MIND ALPHA is bipedal, firing the JVLN ALPHA also forces you to stop moving. These two weapons, combined with the EN management problems, means the MIND ALPHA constantly feels like it's stopping and starting, which on a middleweight frame with no Pulse shield nor Core Expansion can be lethal.

If the intention was to make the MIND ALPHA come across as a prototype, then the devs nailed it; it's as if ALLMIND slapped all her strongest weapons on her own solid frame and expected things to go well, without taking regard for the small details that make an AC great. A hesitant recommendation, as the weapons are exceptional, but the MIND ALPHA feels obsolete compared to two other preset ACs with similar loadouts: the ENTANGLE and the SHINOBI.

| This is by no means a "guide" to show you how to play the AC; I'm sure there are far better players than me who can do more with these mechs. I just want to show off some cool mechs in the style of @bansheent-d Armored Core For Answer videos.

| Recorded on PS5. Played on Patch 1.04. (NOTE: In order to see a preset AC in the Assembly or Paint tabs of the garage: make sure to first enter the Paint tab, saying "Yes" to removing the edit lock. Then back out of the Paint tab, making sure to "Discard" changes and not save. Now, re-enter the Paint tab and you can see the exact colours of the preset AC! (however, decals will not transfer over.))

Комментарии

Информация по комментариям в разработке