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ACVD Q&A (=`ω´=)


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#61 Sash

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Posted 28 October 2013 - 04:57 PM

What is the stability of computation stat of heads for?


It determines speed, turning, stability, recoil resistance, and a few other things that I don't personally care about.

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#62 guamtek

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Posted 30 October 2013 - 09:44 AM

What are the better boosters to use with hbp's? Would you say acceleration or HB power is more useful?

#63 Intalus

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Posted 30 October 2013 - 09:53 AM

What are the better boosters to use with hbp's? Would you say acceleration or HB power is more useful?


Personally I prefer high-power boosters on slower ACs in general. The Tokonastsu booster is kind of like the Shintasu of high power boosters in terms of low energy cost and good all around performance. Dafeng and Burya have higher energy costs, but increase in energy is proportional to the extra speed (boost/high boost power and/or high boost accel time) you gain from them.

Right now you can abuse the Suzumushi generator with BA-309 (Shintasu) to permaglide and pressure with ease.

In my opinion, it's pretty scrubby because energy management is non-existent and it can outclass other generator/booster combinations that take much more effort to pull off. However, there's nothing stopping you from using it... I wouldn't get too dependent on it because there's the chance that they'll be nerfing it in the next wave of patches.
 

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#64 Nanabosho

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Posted 30 October 2013 - 11:32 AM

i pretty much went back to my orkan knowing that itll get nerfed, one other interesting booster combo Orkan/sonne oddly enough can perma glide on 3.3k energy recovery and costs around 2.5-2.7% to quick boost while perma gliding (I havent gotten the exactly number so im rounding) though im barely getting like around 2% energy back per second.
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#65 Algorhythym

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Posted 30 October 2013 - 10:42 PM

New here.

I've seen a few ACVD videos with English menu texts and Japanese voices. I'd like to know how to obtain both.

I've heard from FromCheng himself in a video of his that he was playing a NA copy of the game that came with JP voices.


Another player also exhibits a similar combination in some videos, but English/English in others.


I've searched the DLC's available to NA and have so far failed to find a japanese voicepack, and multilingual voices had never been a part of ACV, so excuse my doubts about the Japanese voicebanks coming for free along with the disc.

Has anybody obtained this in the past, and how? I plan to pick up a copy in a couple months time.
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#66 Not-Hunter

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Posted 30 October 2013 - 10:48 PM

New here.

I've seen a few ACVD videos with English menu texts and Japanese voices. I'd like to know how to obtain both.

I've searched the DLC's available to NA and have so far failed to find a japanese voicepack, and multilingual voices had never been a part of ACV, so excuse my doubts about the Japanese voicebanks coming for free along with the disc.

Has anybody obtained this in the past, and how? I plan to pick up a copy in a couple months time.


There are two JP language voices packed in with the disc/download of the game. All of the voicepacks that you can buy are in english only. To my knowledge, all the cutscene voice-acting is limited to the language of the disc, as there's no option to change that.

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#67 Zio_IV

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Posted 30 October 2013 - 10:49 PM

ACVD comes with 2 JP AC/menu voices. Just go into the settings menu in your workshop and change the voice to either 4 or 5.
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#68 MeChaNiZ3D

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Posted 30 October 2013 - 11:23 PM

YES. And I love it. I don't know why it makes such a difference, but it does. I don't fully understand what they're saying, but I know enough to be annoyed when they tell me my shoulders are out of ammo or my shield's purging.

#69 Nanabosho

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Posted 31 October 2013 - 10:14 AM

hmm well heres a question i kinda have, how does one hop really high with tank? i seem to be able to do it every now and then but to no knowledge of how to do it purposely.
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#70 Not-Hunter

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Posted 31 October 2013 - 10:25 AM

hmm well heres a question i kinda have, how does one hop really high with tank? i seem to be able to do it every now and then but to no knowledge of how to do it purposely.

Well, first off, the tank legs you use have a pretty massive impact on that. Some armored legs can barely jump, and the lighter ones can climb over buildings without too much trouble.

The weight of the parts on the tank affects it somewhat. Having boost toggled off when you hop in a tank cuts the jump quite a bit shorter.

As another random thing. If you HB into a slope while using a tank leg, (particularly one of the new ones with strong HB) then you'll fly up the slope very quickly. The small added height when HBing sometimes can get you onto a ledge that is otherwise impossible/difficult to reach just by jumping. It can also launch you over the ledge much of the time, so.. Yeah.

To my knowledge, after trying a lot of different things and using tanks fairly often, there is no special jump you can do to go higher than normal.

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#71 Xander95

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Posted 31 October 2013 - 11:20 AM

how is verdict day in comparison to five? i just dont see the differences between the two. sure i dont own a copy right now but from what ive seen on youtube, it doesnt seem different in my eyes.

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#72 Gripheenix

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Posted 31 October 2013 - 03:09 PM

hmm well heres a question i kinda have, how does one hop really high with tank? i seem to be able to do it every now and then but to no knowledge of how to do it purposely.


Ramps. Basically, any sloped surface, if you jump into it, will launch you higher than you could normally jump. In the case of some walls, you can ride the ramp to the top of a cliff. Doesn't have to just be slopes, either. If there's a small box on the ground, you can launch yourself off of that as well.

Ramping with a tank reminds me of when I used to skateboard... >__>

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#73 Croodle

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Posted 31 October 2013 - 03:14 PM

how is verdict day in comparison to five? i just dont see the differences between the two. sure i dont own a copy right now but from what ive seen on youtube, it doesnt seem different in my eyes.


Leagues better.

#74 SwiiTcHBacK

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Posted 31 October 2013 - 03:25 PM

Ramps. Basically, any sloped surface, if you jump into it, will launch you higher than you could normally jump. In the case of some walls, you can ride the ramp to the top of a cliff. Doesn't have to just be slopes, either. If there's a small box on the ground, you can launch yourself off of that as well.

Ramping with a tank reminds me of when I used to skateboard... >__>


Just a side note to this, you can also high boost towards a ramped surface to ride up it higher and faster.

#75 Hetalynx

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Posted 31 October 2013 - 05:34 PM

how is verdict day in comparison to five? i just dont see the differences between the two. sure i dont own a copy right now but from what ive seen on youtube, it doesnt seem different in my eyes.


Leagues better in terms of gameplay and simplification of online matchmaking.

It's the small things.
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#76 Sash

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Posted 31 October 2013 - 06:24 PM

It's the small things.


True shit.

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#77 Not-Hunter

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Posted 01 November 2013 - 09:25 AM

Do amps affect rail cannons?

EDIT:
Also, do rail cannons deal less damage when un-charged, or is only the muzzle velocity affected?

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#78 Gripheenix

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Posted 01 November 2013 - 04:59 PM

Do amps affect rail cannons?

EDIT:
Also, do rail cannons deal less damage when un-charged, or is only the muzzle velocity affected?


Nope. Amps will not affect rail cannons in any way. They only affect TE weaponry.

Also, they are just like any other charging weapon, so yes, they will deal less damage, in addition to having less muzzle, less impact, and less overall rage (decay rate factored in).

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#79 Blundy

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Posted 03 November 2013 - 09:40 PM

If i've noticed that a good number of my high velocity shots just aren't registering when they slam into the enemy is it more likely that i am lagging, or they? I've noticed this a lot recently and it has been very frustrating to say the least, since i tend to not use things with higher rates of fire.

Unless (since i tend to use laser rifles) i have just been frequently firing right at the edge of their dissipation range which i find unlikely...

#80 MeChaNiZ3D

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Posted 04 November 2013 - 10:05 PM

Not that I know anything about this, but since damage in ACVD is calculated on the attacker's side, the problem should be phantom damage from shots that miss you as opposed to registered hits doing no damage.




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