Armored Core 2: Another Age AC Design FAQ By: sephirothchaolan@hotmail.com Contents: -Legal Information -Purpose of This FAQ -Basic Attributes -Specific Attributes of Head Parts -Specific Attributes of Core Parts -Specific Attributes of Arm Parts -Specific Attributes of Leg Parts -Specific Attributes of FCS (Fire Control System) Parts -Specific Attributes of Booster Parts -Specific Attributes of Generator Parts -Specific Attributes of Radiator Parts -Specific Attributes of Back Weapon Parts 1) Weapons 1) Magazines 3) Radars -Specific Attributes Right Arm Weapon Parts -Specific Attributes of Left Arm Weapon Parts 1) Laser Blades 2) Energy Shields -A Look at Optional Parts -A Look at Extensions -A Look at Inside Parts -Design Tips -Custom Designs -F.Y.I. -Special Thanks *********************************************************************** Legal Information *********************************************************************** I have worked hard to produce this FAQ. If you would like to use it on your website I would appreciate it if you would E-Mail me at sephirothchaolan@hotmail.com. If you do use this on your site you must leave it in its original form. Thank You. *********************************************************************** ************************ Purpose of This FAQ *********************************************************************** ************************ I am creating this FAQ for all of those people that are having trouble making an AC that will fit there needs. I have spent many hours trying to find out as much as I can about the stats of parts and how they affect the performance of an AC. I hope that I can make it a little easier for you to design an AC by explaining what each stat will affect. If you have any questions E-Mail me at the address mentioned above and if I cannot answer your question E-Mail my friend at dc2353@hotmail.com. I hope that this FAQ will make it easier for you to create an AC that fits your needs. *********************************************************************** Basic Attributes *********************************************************************** DEF SHELL= The more defense vs. energy you have the less damage you will take from energy weapon fire. DEF ENERGY= The more defense vs. shell you have the less damage you will take from non-energy weapon fire. ARMOR POINTS= The more armor points your AC has the more damage you can sustain during battle. ENERGY DRAIN= Amount of energy needed to run the part. (This energy is supplied by your generator's energy output) WEIGHT= How much that specific part weighs. DEFENSIVE POINTS= Total amount of energy defense and shell defense. COOLING= Parts ability to release heat. *********************************************************************** Specific Attributes of Heads *********************************************************************** COMPUTER TYPE= This is how advanced your head is. Rough (old model), Standard (basic model), Detailed (advanced model) COMPUTER VOICE= This is the gender of voice heard during missions. (Male, Female) SYSTEM RECOVERY= This is the speed at which you recover from system errors such as an FCS error. AUTO BALANCER= This refers to your AC's stability control, the higher this number is the more stable your AC will be. HACKING FUNTION= This refers to your AC's ability to manipulate circuitry to open doors. (This must be at a certain level to open some doors) MAP TYPE= This is how the map (press select during mission) will function. There are four types: None- You will see nothing but the borders of the area. No Memory- You will only be shown the immediate area. Area Memory- You will be shown the immediate area and the map will map areas already explored. Area and Place Name- You will have the Area Memory Ability but it will also show mission targets on the map. NOISE CANCELER= There are two options for this area NONE or PROVIDED. If it is provided all background interference will cease. BIO SENSOR= There are two options for this area NONE or PROVIDED. If it is provided you will be able to lock onto biological organisms. SENSOR INTERVAL= This is the time taken to start up an AC's sensors at the beginning of a mission. RADAR FUNCTION= There are two options for this area NONE or PROVIDED. If it is provided your head is equipped with built-in radar. RADAR RANGE= This is the area covered by the built-in radar (if your head is equipped with one). RADAR TYPE= There are two options for this area - or STANDARD. If it reads STANDARD your head has built-in radar if it reads - you do not. SCANNING INTERVAL= This is the performance of your built-in radar. COMPUTER ABILITY= Computer's overall ability. EDPS= This is a numerical representation of the performance of your head's optional functions such as NOISE CANCELLER or BIOSENSOR. *********************************************************************** Specific Attributes of Core Parts *********************************************************************** MAXIMUM WEIGHT= This is the amount of weight a core can hold. This weight consists of the weight of your arms, and arm weapons. VS MG RESPONSE= This is the probability that your core will intercept missiles successfully (watch carefully and you will see a laser shoot from your core and destroy missiles). VS MG ANGLE= This is the range from which the laser can intercept missiles. This distance is straight from the front of the core. OPTIONAL SLOTS= This is how many slots you have to equip optional parts. OB POWER= This is the thrust created by your overboost (push down the right analog stick). OB ENERGY DRAIN= This is how much energy is consumed during overboost. DISCHARGE HEAT= This is how much your core heats up when you engage your overboost. OB LIMIT= ??? COOLING= This is the cooling ability of your core. OVERBOOST= This is the overall overboost ability of your core. *********************************************************************** Specific Attributes of Arm Parts *********************************************************************** EXTENSION TIP= There are two options for this area NONE or PROVIDED. If an extension tip is provided it means you are able to equip an extension. I don't really see the point though, considering that all arms have an extension tip. ENERGY SUPPLY= This is how much energy your arm supplies to you left arm weapon. The higher the number the more damage is done with the laser blade and the higher the defense of a shield. RECOIL CONNTROL= This is how well your arms control the recoil caused by firing a large weapon like a bazooka. ACCURACY= This is how accurate you are when using a laser blade. MOVEMENT ABILITY= This refers to the angle at which you can fire an arm weapon. The higher the number the higher an angle you can fire your weapon at and still be accurate. *********************************************************************** Specific Attributes of Leg Parts *********************************************************************** MOVING SPEED= How fast your legs can run. LANDING STABILITY= This is how stable you are when you hit the ground after falling. DEFENSIVE STABILITY= This is how stable you are when you are hit with a powerful enemy weapon such as a grenade. TURNING SPEED= This is the rate at which your AC can turn when stationary. STATIONARY DRAIN= This is how fast your recover from charging (when standing still). The higher the number the longer it takes to recover. JUMP FUNCTION= There are two options for this area NONE or PROVIDED. If it is PROVIDED, by tapping the X button you can jump. BRAKING ABILITY= This is the rate at which you stop. The higher the number the faster you stop. MOVING ABILITY= This is the overall mobility of the legs. *********************************************************************** Specific Attributes of FCS (Fire Control System) Parts *********************************************************************** MAXIMUM LOCK= This is the maximum number of locks you can obtain with missiles. Keep in mind you cannot lock more than once unless the missile is able to obtain multiple locks. LOCK SPEED= This is the amount of time it takes a missile to get a lock on the enemy. The lower the number the less time is required to get a lock. TARGET= There are to options for this area MULTI and SINGLE. If the FCS has the MULTI option, with missiles that obtain multiple locks you can acquire locks on multiple enemies if they are both in your lock box. Otherwise you may only obtain locks on one opponent. LOCK TYPE|= This tells the range on size of your AC's lock box. There are four different options for this area: Standard- Lock box is average and the range is also average. Wide and Shallow- Lock box is extremely large yet has very short range. Narrow and Deep- Lock box is very small but range is very far. Sideway- Lock box is of fair size and is long horizontally but short vertically. Lengthway- Lock box is of fair size and is high vertically but short horizontally. SIGHT RANGE= This is the range at which you can acquire a lock. SIGHT ABILITY= This is a numerical representation of the size of the parts lock box. PRESICION= This tells how precise the FCS is when firing. RETICLE MOBILITY= This is how fast the lock indicator moves inside the lock box. *********************************************************************** Specific Attributes of Booster Parts *********************************************************************** BOOST POWER= Amount of thrust produced when boosters are engaged. CHARGE DRAIN= Amount of energy consumed when boosters are engaged. BOOST EFFICIENCY= Balance of boost power and charge drain. The higher the efficiency the longer you can boost. *********************************************************************** Specific Attributes of Generator Parts *********************************************************************** ENERGY OUTPUT= Amount of energy that is available to run all of the parts on an AC. Your EP consumption may not exceed this amount (unless you have overweight). MAXIMUM CHARGE= This is the amount of energy that the energy bar to the right consists of. REDZONE= This is the amount of energy that the redzone on the energy bar represents. CALORIFIC VALUE= This is the amount of heat produced by your generator over an extended period of time. *********************************************************************** Specific Attributes of Radiator Parts *********************************************************************** COOLING= This is how fast your AC releases unwanted heat in normal situations. FORCED COOLING= This is how fast your AC releases unwanted heat while you are overheating. *********************************************************************** Specific Attributes of Back Weapons *********************************************************************** ******* Weapons ******* WEAPON LOCK= This is the same as the lock type on an FCS. ATTACK POWER= This is the strength of one round of the weapon. With weapons that shoot multiple shots per round this pertains to each separate shot. For example, if you had a slug gun equipped, the attack power would be for each little shot. It shoots 15 shots per round. Therefore if you hit with all 15 shots the attack power would be 3015. NUMBER OF AMMO= This is how many rounds the weapon has. However some weapons shoot multiple shots per round. For example the slug gun, which has 32 rounds, actually fires 15 shots per round. So the amount of shots fired is actually 480. AMMO TYPE= This indicates whether the rounds are energy or shell-based. AMMO PRICE= This is the cost per round. This does not pertain to energy weapons. AMMO HEAT= This is the amount of heat generated when one round of the weapon hits the enemy. RANGE= This is how far the weapons ammunition can reach. MAXIMUM LOCK= This is the amount of locks that can be acquired with the weapon. This pertains only to missiles. USAGE DRAIN= This is how much energy is consumed when the weapon is fired. This pertains only to energy weapons. RELOAD TIME= This is the time taken before another round can be fired. RECOIL= This is the backward force generated when the weapon is fired. ********* Magazines ********* TYPE= This tells whether it is a general magazine (adds ammo to all weapons) or a solid magazine (adds ammo to only shell weapons). FUNCTION ADD AMMO= This is the percentage of ammo added. ****** Radars ****** NOISE CANCELER= There are two options for this area NONE or PROVIDED. If it is provided all background interference will cease. BIO SENSOR= There are two options for this area NONE or PROVIDED. If it is provided you will be able to lock onto biological organisms. RADAR RANGE= This is the area covered by your radar. STEALTH SENSOR= There are two options for this area NONE or PROVIDED. If this option is provided you can still pick up ACs on your radar that have stealth equipped. *********************************************************************** Specific Attributes of Right Arm Weapons *********************************************************************** WEAPON LOCK= This is the same as the lock type on an FCS. ATTACK POWER= This is the strength of one round of the weapon. With weapons that shoot multiple shots per round this pertains to each separate shot. For example, if you had a slug gun equipped, the attack power would be for each little shot. It shoots 15 shots per round. Therefore if you hit with all 15 shots the attack power would be 3015. NUMBER OF AMMO= This is how many rounds the weapon has. However some weapons shoot multiple shots per round. For example: The slug gun, which has 32 rounds, fires 15 shots per round. So the amount of shots fired is actually 480. AMMO TYPE= This indicates whether the rounds are energy or shell-based. AMMO PRICE= This is the cost per round. This does not pertain to energy weapons. AMMO HEAT= This is the amount of heat generated when one round of the weapon hits the enemy. RANGE= This is how far the weapons ammunition can reach. MAXIMUM LOCK= This is the amount of locks that can be acquired with the weapon. This pertains only to missiles. USAGE DRAIN= This is how much energy is consumed when the weapon is fired. This pertains only to energy weapons. RELOAD TIME= This is the time taken before another round can be fired. *********************************************************************** Specific Attributes of Left Arm *********************************************************************** ************ Laser Blades ************ USAGE DRAIN= This is how much energy is consumed when the weapon is used. ATTACK POWER= This is the strength of one the blade. ATTACK HEAT= This is the amount of heat produced when you hit the opponent with your blade. RANGE RATING= This is the length of your laser blade. On the ZLS- 400/SL the range rating is 0 because the laser blade shoots a beam instead of having a blade. BLADE EFFICIENCY= This is how accurate your laser blade is. ************** Energy Shields ************** USAGE DRAIN= This is how much energy is consumed when the shield is in use. DISCHARGE HEAT= This is the amount of heat created when the shield is in use. SHIELD DEF SHELL= This is the amount of defense against non-energy weapons. SHIELD DEF ENERGY= This is the amount of defense against energy weapons. SHIELD COVERAGE= This is the amount of area the shield covers. SHILED EFFICIENCY= This is the shield's overall efficiency. *********************************************************************** A Look at Optional Parts *********************************************************************** SP-S/SCR= This decreases the damage caused when hit with a shell-based weapon. SP-ENE-SCR= This decreases the damage caused when hit with an energy- based weapon. SP-BCNDR= This increases maximum charge of the generator therefore increasing the time you can fly. SP-BSI-LE= This reduces the shock caused when hit by enemy fire. SP-SAB/J= This reduces the recoil caused when firing a weapon. SP-CIR-K= This increases the speed at which you can turn when stationary. SP-BE++= This increases the power of energy weapons. This does not pertain to laser blades. SP-BMALAD= This lets you detect missiles on your radar. SP-BFS/LOSP= This reduces the time it takes to get a lock. SP-ENE-ACC= This speeds up the reload time on energy weapons. SP-E/SAVER= This reduces the usage drain on energy weapons. SP-ECM-JAM= This makes it harder for an enemy to get a lock on you with missiles. If your opponent has missiles that can obtain multiple locks he is limited to a single lock. SP-M/AUTO= This fires your missile automatically when you obtain a lock. This fires missiles after 1 lock so if you have missiles that lock on multiple times it will fire when you get your first lock. SP-BLS= This increases the either the power of your laser blade or the defense of your energy shield, depending on which you have equipped. SP-CBRK= This increases your AC's braking ability. SP-VIECH= This increases the sight range on your FCS. *********************************************************************** A Look at Extensions *********************************************************************** BEX-BB10= This extension moves you backward very quickly. BEX-BD150= This extension moves you downward very quickly. BEX-BT180= This extension turns you 90 degrees whichever way you are holding down on the d-pad. BEX-BRM-04= This extension fires 4 support missiles whenever you fire your missiles. BEX-BRM-02= This extension fires 2 support missiles whenever you fire your missiles. EEX-AM45= This extension fires missiles that intercept incoming missiles. ZEX-RS/HOUND= This extension fires missiles that intercept incoming missiles. BEX-BAMS-287= This extension fires missiles that intercept incoming missiles. ZEX-AL/REX= This extension fires lasers that intercept incoming missiles. BEX-AA00= This extension provides your AC with additional armor. *********************************************************************** A Look at Inside Parts *********************************************************************** INW-DEC-00A= This fires a decoy that attracts enemy missiles. INW-DEC-MQ2= This fires a decoy that attracts enemy missiles. INW-EM-RRD= This fires an ECM that disrupts enemy locks. INW-DM-PUPPET= This fires a dummy that appears on your enemy's radar. INW-DM-MV= This fires a mobile dummy that appears on your enemy's radar. INW-BD-X22= This fires powerful bombs that explode on impact. INW-BD-XVX= This fires powerful energy bombs that explode on impact. INW-DM/R11= This fires an extremely powerful mine that explodes on impact or after a certain period of time. INW-RV-08= This is backward firing Vulcan. This actually shoots back and up. It also shoots more than one shot. INW-OM-PRT= This fires a small sphere that attacks on its own. *********************************************************************** Design Tips *********************************************************************** First off, we must eliminate a few words from your vocabulary. Don't ever use the words "ultimate AC." There is no such thing! Everything depends upon the pilot. You could have an AC where you win every time and then hand the controller to your friend and he would die horribly. It's the style. One basic thing you need to create an AC is balance. You need to have balance between everything. You must have balance between speed and defense, shell and energy weapons, etc. If you can create a balanced AC then you are half way to making a good AC. I just defy all laws of AC designing, I seem fight better as I become less balanced...but anyway, try to keep it balanced. I will go through the design stage part by part. Let's begin with the head. When choosing a head there are a few things that you must consider such as whether or not the head has a radar, whether it has a biosensor, noise canceller, etc. As you can see, it becomes annoying that is why I am going through this part-by-part. First, picking a head. When you pick a head you need to decide whether this AC will be to fight in VS. mode or whether it will be a mission AC. If it will be a mission AC, a biosensor is a MUST. This helps in any mission where the enemies are biological. If you don't have a biosensor you will not be able to get a lock on the enemies. Another must for mission ACs is AREA AND PLACE NAME for map type. This will allow you to see mission targets on your map. If you are not going to where a radar as a back part, you will need a radar in your head. Look for a high radar range. Although it isn't really necessary a noise canceller is a nice addition. Also, if you use your radar to dodge missiles you would like to have a low scanning interval. This will make it so that missiles appear on your radar as soon as they are fired. Well, that is about it for the head. Second, picking a good core. The core is one of the most important parts of an AC. There are many things that you must consider when choosing a core. First off, defense and weight. If you want a light AC you would pick a core with low weight, but you would also need to think about how long you want to be able to overboost, but for most purposes you just want to consider AP defensive points and weight. For those of you who like to be light I would recommend ZCL-XA/2. This core overboosts at an insane speed. It weighs a little more than the ECL-ONE but it makes up for it with extra armor points and the fastest overboost in the game, and as an extra bonus you get 21 optional part slots! For those of you who like to be a little bit more, well, FAT, I would recommend the ZCX-F/ROOK. This core allows you to overboost a lot longer than most and it is light. The ZCX-F/ROOK has a good amount of AP and defensive points for the weight. Third, finding a pair of arms for you. If you are like me you always have at least 1 AC dedicated to being a "laser blade AC." If this were the case, you would want a combination of high ENERGY SUPPLY, low WEIGHT, high ACCURACY and high MOVEMENT ABLILITY. If you aren't making an AC for pure laser blade ability then you would want to concentrate on high AP, low WEIGHT, and high marks in DEFENSIVE POINTS. For those laser blade fanatics out there I would recommend the ZAN- 414/SLA or the ZAW-2/SAMURAI. For those of you aren't going to create a laser blade AC I would recommend the ZAN-616/AUR. Now for those of you who are going to use weapon arms, I salute you. These types of pilots are becoming a rare breed. You would look for the same things you would if you were looking for any other type of weapon. Fourth, choosing a pair of legs. There are 5 types of legs: humanoid, reverse joint, quadrapeds, tank treads and hover legs. To make a fast AC you would want to look for high MOVING ABILITY, high MOVING SPEED, low WEIGHT and high LANDING STABILITY. If you are not as considered with speed you would want to look for high AP, high DEFENSIVE POINTS, and medium weight. There are a few advantages associated with different types of legs so I will tell you about those. Here are the advantages of the different types. Humanoid legs strafe better than all of the other types. Reverse joints jump higher than all of the other leg types. Quadrapeds do more damage when you hit someone with your laser blade than all of the other types. Tank treads can hold more weight than all of the other leg types. And last, but not least, hover type legs don't become stunned when they fall from a high distance. Fifth, picking boosters. What you want to look for is a good balance between BOOST POWER and CHARGE DRAIN. You want a high BOOST POWER and a low CHARGE DRAIN. That is about all you really need to know about choosing boosters. Sixth, time to choose an FCS. If you are going to use missiles, your top priority is to find an FCS with a low LOCK SPEED. This will drastically reduce the amount of time it takes for you to acquire a lock with your missiles. You also want to find an FCS that has fairly high PRECISION and RETICLE MOBILITY. You will have to experiment to find out which FCS provides a decent sized box for your equipped weapons though. Seventh, finding an adequate generator. For this there is no competition if you put on anything besides the HOY-B1000 you are well.........a moron. Eighth, finding a nice radiator. It isn't really that hard, look for high COOLING and high FORCED COOLING with a weight that actually allows you to get your AC off the ground. Ninth, choosing an inside part. I can't really help you with this one. You will just have to choose something that fits you style. Tenth, time to look for an extension. For anti/missile extensions use the BEX-BAMS-287. This has the most ammo, the best VS- MG-ANGLE and VS-MG-RESPONSE. There is one extra armor extension, the BEX-AA00. There are also support missiles, the BEX-BRM-04 and the BEX- BRM-02. Take a guess which one shoots four and which one shoots two. Hint: Try looking at the name! The BEX-BRM-02 has longer range than the BEX-BRM-04 so for long range missiles use the BEX-BRM-02. There are also specialized boosters. One boosts you down, one boosts you back, and one turns you 90 degrees in the direction that is pressed on the D-Pad. And, well, that's about it. Eleventh, choosing you're your weapons and/or shields and/or clips. If you are looking for weapons you have a few basic types, rockets, missiles, guns, and double back weapons. If you are going to use rockets you want to look for high ATTACK POWER and high AMMO. If you are looking for missiles than you have a few more things to consider, such as the MAXIMUM LOCK NUMBER, and in rare cases the number of shots per lock. You also need to consider the RANGE. If you are a long range fighter with your missiles, or like to attack from above you want to have a long RANGE. Another thing to consider is the flight path, or the way the missile flies through the air. For example: Some missiles fly straight, some fly straight up and the straight down and there are many other types. You need to keep this in mind as you create your AC. With guns you need to decide whether you want energy weapons or shell weapons. Other than that all you really need to consider is NUMBER OF AMMO, RANGE and RELOAD TIME. It doesn't take a genius to figure out how to use a clip. It tells you exactly what the clip does on the game. There is however, one really cool clip. The 60% clip is fun. I have that on my best AC and it is really nice with Karasawa. Last, but not least, laser blades and energy shields. I, like many people, have become and avid Armored Core player and a laser blade fiend. What you need to think about here is RANGE RATING, and ATTACK POWER. Overall I think that Moonlight is best overall but the new laser, for those of you who are still looking for a one-hit kill, the new laser blade is the strongest. Warning, the new laser blade is INCREDIBLY SMALL! I would recommend Moonlight for those of you who are more practical. The ELS-3443 is nice because it reloads at an insane rate so if you do it right you can keep yourself in the air without boosting! Now for shields, the MIRROR is by far the best so there is no real reason to use any other shield. It has the best defense and a really good coverage. *********************************************************************** Custom Designs *********************************************************************** AC NAME: Black Widow HEAD: ZHD-103/ROCK CORE: ZCL-XA/2 ARMS: ZAN-303/S LEGS: ZLF-A3/CARM BOOSTER: ZBT-Z1/ARTERE FCS: LODD-8 GENERATOR: HOY-B1000 RADIATOR: RPS-MER/SA INSIDE: NONE EXTENSION: BEX-BB210 BACK UNIT R: BRS-B-OSPREY BACK UNIT L: NONE ARM UNIT R: NONE ARM UNIT L: ELS/3443 DESCRIPTION: Before I say anything keep in mind this is for all of you laser blade fanatics out there. This is not meant to fight ACs equipped with weapons, however, it can be done. I have always liked the ELS/3443 laser blade but I could never find a way to make it cause a significant amount of damage but still be effective. I used the quadraped type legs to do just that. However, if you still think this AC lacks the necessary power equip Moonlight. The extension I chose was chosen to help me compete with my friend. You might know him as dc2353@hotmail.com (you might want to check out his mission FAQ). He uses the dual laser blade arms on his laser blade ACs so I needed a way to stay of range of his blades until I was ready to strike. The reason I equipped Black Widow with a radar is to make up for the extremely bad scanning interval of his head, because buck unit radars have a scanning interval of 1. Black widow is an extremely effective AC with a little bit of practice, and also has a laser blade beam that shoots a spread shot so at point-blank range Black Widow can cause a lot of damage in little time. One other unique attribute of this AC is what I like to call the infinite laser blade chain combo. If you hold any direction you can then tap X and roll your thumb over onto the O button. This causes the AC "hop" and stab. If you repeat it immediately you can stab very rapidly. The infinite laser blade chain combo can also be used to propel yourself forward. If you are close to your opponent and perform this tactic you "heat seek" towards your opponent. AC NAME: Vendetta HEAD: EHD-SCOPEEYE CORE: ZCX-F/ROOK ARMS: EAN-MHKS LEGS: ZLN-EK1/SRRT BOOSTER: ZBT-Z1/ARTERE FCS: LODD-BLAZER GENERATOR: HOY-B1000 RADIATOR: RPS-MER/SA INSIDE: INW-OM-PRT EXTENSION: BEX-BAMS-287 BACK UNIT R: EXM/DDO2 BACK UNIT L: EXM/DDO2 ARM UNIT R: KARASAWA-MK2 ARM UNIT L: LS-MOONLIGHT DESCRIPTION: First off THIS AC IS OVERWEIGHT so don't complain to me if you cannot create this AC. I created this AC to be fairly agile while still carrying the firepower to destroy anything that comes between you and your objective. With the clip you have 80 ammunition for Karasawa which combined with the large lock box of the LODD-BLAZER, spells doom for anyone who dares stand in your way! For those of you who fight missile fanatics you will be glad to know that this AC also has 80 ammunition for the extension. And, if you run out of ammo don't worry because you have Moonlight to back you up. By the way the orbiter inside part also is a nice complement to the already daunting attributes of this AC. *********************************************************************** F.Y.I. *********************************************************************** In the updated version of my FAQ I hope to have 4 all new AC designs ready for you. I am also currently conducting controlled test battles to find out exactly what the OB limit really is. I hope that I will soon be able to find a way to produce a video mission walkthrough but I am not sure what will happen with that. I am also planning on starting up a website. If I do start a website I will get a Shark Port and post my Armored Core 2: Another Age save file. I already have a Dex Drive so I will also post my Armored Core Master of Arena save file. If you have any questions E-Mail me at sephirothchaolan@hotmail.com. *********************************************************************** Special Thanks *********************************************************************** I would like to first off thank my friend Ryan for introducing me to Armored Core and starting me on my way to becoming a fanatic. Next, I would like to thank my friend dc2353@hotmail.com for encouraging me to write this FAQ and also for fighting me so many times in VS. mode.