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    FAQ/Walkthrough by FiGhTiNCoWBoY

    Version: 1.2 | Updated: 04/05/12 | Printable Version | Search Guide | Bookmark Guide

                    _____                                          ___
                   /  _  \_______  _____   ___________   ____   __| _/
                  /  /_\  \_  __ \/     \ /  _ \_  __ \_/ __ \ / __ | 
                 /    |    \  | \/  Y Y  (  <_> )  | \/\  ___// /_/ | 
                 \____|__  /__|  |__|_|  /\____/|__|    \___  >____ | 
                         \/            \/                   \/     \/ 
                      _________                        ____   ____
                      \_   ___ \  ___________   ____   \   \ /   /
                      /    \  \/ /  _ \_  __ \_/ __ \   \   Y   / 
                      \     \___(  <_> )  | \/\  ___/    \     /  
                       \______  /\____/|__|    \___  >    \___/   
                              \/                   \/             
                             ________________   ________   
                             \_   _____/  _  \  \_____  \  
                              |    __)/  /_\  \  /  / \  \ 
                              |     \/    |    \/   \_/   \
                              \___  /\____|__  /\_____\ \_/
                                  \/         \/        \__>               
    Game Name: Armored Core V                       Platforms: PS3 /Xbox 360
    Developer: From Software                        Authored: FiGhTiNCoWboY
    Publisher: Namco Bandai                         Guide Started: 03/30/12
    Release: ??/??/12                               Last Updated: 03/28/12
    Emails: william.plew@gmail.com            	  Latest Version: 1.2
                This document Copyright 2012 William Raymond Plew   
    This may not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    The information listed in this FAQ is written to the best of my knowledge and 
    not guaranteed to be 100% accurate. There is very little information 
    available to the English community about certain mechanics within this game 
    compared to the Japanese community and I'm not the best translator. That 
    being said, the opinions and knowledge of some of the most prominent members 
    of the ACV community has been taken into account during the writing of this 
    FAQ to make it as accurate as possible.
    Also, I know the Table of Contents skips 3, 4, and 7. Story Missions, Order 
    Missions, and Territory Customization were originally part of the layout but 
    were cut to be included in a later revision so that this FAQ could be 
    released prior to the beginning of the new season.   
                                 : TABLE OF CONTENTS :
    ~~~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~~
    1] Introduction.......................................................[FC100]
        1.1] Author Information   . . . . . . . . . . . . . . . . . .[FC101]
        1.2] Contact Information  . . . . . . . . . . . . . . . . . .[FC102]
        1.3] Donations  . . . . . . . . . . . . . . . . . . . . . . .[FC103]
        1.4] Version Info . . . . . . . . . . . . . . . . . . . . . .[FC104]
    2] Basics.............................................................[FC200]
        2.1] Overview  . . . . . . . . . . . . . . . . . . . . .  . .[FC201]
        2.2] Controls . . . . . . . . . . . . . . . . . . . . . . . .[FC202]
        2.3] World Menu . . . . . . . . . . . . . . . . . . . . . . .[FC203]
        2.4] Team Menu  . . . . . . . . . . . . . . . . . . . . . . .[FC204]
        2.5] Workshop  . . . . . . . . . . . . . . . . . . . . . . . [FC205]
    5] Invasion/Stronghold................................................[FC500]
        5.1] Invasion Overview . . . . . . . . . . . . . . . . . . . [FC501]
        5.2] Stronghold Overview . . . . . . . . . . . . . . . . . . [FC502]
        5.3] Blitz . . . . . . . . . . . . . . . . . . . . . . . . . [FC503]
        5.4] Conquest Battle . . . . . . . . . . . . . . . . . . . . [FC504]
        5.5] Obstructive Tactics . . . . . . . . . . . . . . . . . . [FC505]
        5.6] Data Recovery . . . . . . . . . . . . . . . . . . . . . [FC506]
    6] Conquest...........................................................[FC600]
        6.1] Invasion Mission . . . . . . . . . . . . . . . . . . . [FC601]
        6.2] Stronghold Mission . . . . . . . . . . . . . . . . . . [FC602]
    8] Assembly...........................................................[FC800]
        8.1] General . . . . . . . . . . . . . . . . . . . . . . . .[FC801]
        8.2] Lock-On Mechanics . . . . . . . . . . . . . . . . . . .[FC802]
        8.3] Performance Tendency. . . . . . . . . . . . . . . . . .[FC803]
        8.4] Arm Units . . . . . . . . . . . . . . . . . . . . . . .[FC804]
        8.5] Shoulder Units  . . . . . . .. . . . . . . . . . . . . [FC805]
        8.6] Ultimate Weapons. . . . . . . . . . . . . . . . . . . .[FC806]
        8.7] Heads . . . . . . . . . . . . . . . . . . . . . . . . .[FC807]
        8.8] Cores  . . . . . . . . . . . . . . . . . . . . . . . . [FC808]
        8.9] Arms  . . . . . . . . . . . . . . . . . . . . . . . . .[FC809]
       8.10] Legs . . . . . . . . . . . . . . . . . . . . . . . . . [FC810]
       8.11] FCS . . . . . . . . . . . . . . . . . . . . . . . . . .[FC811]
       8.12] Generators . . . . . . . . . . . . . . . . . . . . . . [FC812]
       8.13] Boosters . . . . . . . . . . . . . . . . . . . . . . . [FC813]
       8.14] Recon Unit . . . . . . . . . . . . . . . . . . . . . . [FC814]
    9] Tips & Tricks......................................................[FC900]
    10] Credits & Thanks.................................................[FC1000]
       Armored Core V  |||        1. Introduction        |||       [FC100]
      ~-~ ~-~ 1.1]		Author Information	        [FC101] ~-~ ~-~
    	My names Bill but online I'm generally known as FiGhTiNCoWBoY. I've 
    been a member of Xbox Live for about 7 years now and have been playing video 
    games for as long as I can remember. I had never played an Armored Core game 
    prior to Armored Core V; in fact the last mech game I'd played prior to this 
    was Mech Warrior 3 which I'm sure some of you remember from back in the day. 
    I had never written a FAQ before but I noticed there was a massive lack of 
    info available to the US & UK community in regards to this game. Seeing as 
    I came to absolutely love it I decided to write a FAQ and hopefully get some 
    information out there in regards to the games mechanics.  Enjoy :)
      ~-~ ~-~ 1.2]		Contact Information	        [FC102] ~-~ ~-~
    	I'm fairly active on GameFAQs, usually staring at the board for 
    whatever game I'm currently enjoying. Feel free to send me a PM or you can 
    also reach me via email at william.plew@gmail.com
      ~-~ ~-~ 1.3]			Donations		[FC103] ~-~ ~-~
    	As said before, my main reason for writing this was the love of 
    Armored Core V. Every time I look at the board for this game there always 
    seems to be a new question up which is why I wanted to do this. That being 
    said, if you'd like to donate it's always appreciated. Feel free to send me 
    donations via Paypal through william.plew@gmail.com  
      ~-~ ~-~ 1.4]			Version Info 		[FC104] ~-~ ~-~
    Version 1.0: Introduction, Basics, Invasion/Stronghold, Conquest, and 
    Assembly sections complete. First round of Tips & Tricks complete.
    Version 1.1: Some mechanics have been further clarified, specifically Top 
    Cruising Speed, Missile Guidance, Energy Amplifier, and a brief description 
    regarding the difference in Territory Rating and AP. In addition a number of 
    adjustments have been made.
    Version 1.2: A large update has been made with the addition of a section
    detailing Lock-On mechanics. This includes further clarification of the
    mechanics surronding Base Lock-On Time, Missile Lock-On Time, and Lock
    Computation. Added a tip involving Energy Amplifiers. Also fixed various 
    typographical/formatting errors.
       Armored Core V  |||            2. Basics          |||       [FC200]
      ~-~ ~-~ 2.1]			Overview		[FC201] ~-~ ~-~
    	Armored Core V is a 3D mech-based video game focusing mainly on 
    shooter style combat. It is the 14th installment and 5th main installment 
    of From Software's Armored Core series. Armored Core V is a return to the 
    more traditional style of gameplay found in the series' original games, and 
    is not a sequel to the series reboot of Armored Core 4 and Armored Core: For 
    Answer. One of the most prominent differences of Armored Core V is the 
    addition of the new territory system where you conquer territories across a 
    world map with a team of friends or hire-able mercenaries.
      ~-~ ~-~ 2.2]			Controls		[FC202] ~-~ ~-~
    Below are the controls used while operating an AC. Controls specific to 
    Combat Mode or Scan Mode will be listed with CM or SM, respectively.
    Pressing Start on non-combat screens will give you a list of button functions 
    for whatever you're doing at that moment.
                              MICROSOFT XBOX 360 CONTROLS
                       _.-'`Ż`-._                    _,-'Ż`'-._
                    ,-'          `-.,____________,.-'    .-.   `-.
                   /   .---.             ___            ( Y )     \
                  /  ,' ,-. `.     __   / X \   __   .-. `-` .-.   \
                 /   | |   | |    (__) | / \ | (__) ( X )   ( B )   \
                /    `. `-' ,'    __    \___/        `-` ,-. `-`     \
                |      `---`   ,-`  `-.       .---.     ( A )        |
                |             / -'  `- \    ,'  .  `.    `-`         |
                |            |          |   |:  :   |                |
                !             \ -.  ,- /    `.  '  ,'                |
                |              `-.__,-'       `---`                  |
                |                  ________________                  |
                |             _,-'`                ``-._             |
                |          ,-'                          `-.          |
                 \       ,'                                `.       /
                  `.__,-'                                    `-.__,'
    |- LB button | = Toggle Boost On/Off.                                        
    |- LT button | = (CM) Uses weapon currently active in left arm.      
    |		 (SM) Spot: Marks a locked target.
    |- L analog  | = Use glide boost: This is used for extended fast movement. 
    |                          *Note* Booster must be ON to active glide boost. 
    |   [push]   |                                                                
    |- R analog  | = Switch between Combat and Scan Modes. 
    |   [push]   |                                                                
    |- RB button | = Use Shoulder Unit.                                
    |- RT button | = (CM) Uses weapon currently active in right arm.      
    |		 (SM) Scan: Analyze status of locked-on target. 
    |                (SM) Use Workshop Site: Use a workshop site to resupply 
    |                     or repair	(only applicable to Story Missions)	
    |- D-pad     | = Right: Team Chat             
    |	          Down: Purge: Hold Down and press RT or LT to purge weapon
    |		   Left: Buzzer                  
    |- L analog  | = Moves player forward/back and strafes left/right. 
    |- R analog  | = Look Up/Down & Rotate Left/Right.       
    |- Start     | = Pause the game.  Will not work in Multiplayer.  
    |- Back      | = Brings up menu with Subquests, Quit, Resume.   
    |- A button  | = Jump/Boost Drive: Press to Jump
    |                                   Hold A to Boost Drive (Higher Jump)
    |     *Note* Pressing A will active Boosters similarly to pressing LB
    |- X button  | = Boost Charge: Performs a short boost in a designated  
    |                              direction.
    |                -Can also be used to charge into an enemy dealing KE damage.
    |- Y button  | = Bay Shift/Use Ultimate Weapon.                    
    |		- Holding down Y while pressing LT or RT will switch between
    |                 arm unit and bay unit
    |               -When an Ultimate Weapon is installed hold Y to equip it.
    |- B button  | = Use Recon Unit.                                            |
                              SONY PLAYSTATION 3 CONTROLS
                    _,.--.,_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ_,.--.,_
                   |  _____ |                            | _____  |
                   |-'     `'.__________________________,'`     `-|
                 ,'    __     `.                      ,'    .,.    `.
                /     |  |      \        SONY        /     (/_\)     \
               !   __  \/  __    |                  !  ,-.  `-'  ,-.  |
               |  |__ >  < __|   !__SELECT   START__| ([ ])     ( O ) !
               !       /\        ___`-.        ,-'___  `-'  ,-.  `-'  |
               |\     |__|     ,'   `. \      / ,'   `.    ( X )     /|
               | `.           /       \ |    | /       \    `-'    ,' |
               |   `-.____,-. \       / |____| \       / ,-.____,-'   |
               |           ,'\ `.___,' /      \ `.___,' /`.           |
               |          /   `-.___,-'        `-.___,-'   \          |
               \         /                                  \         /
                \       /                                    \       /
                 `.__,-'                                      `-.__,'
    |- LB button | = Toggle Boost On/Off.                                   
    |- LT button | = (CM) Uses weapon currently active in left arm.           
    |		 (SM) Spot: Marks a locked target.
    |- L analog  | = Use glide boost: This is used for extended fast movement. 
    |                          *Note* Booster must be ON to active glide boost.  
    |   [push]   |                                                                
    |- R analog  | = Switch between Combat and Scan Modes. 
    |   [push]   |                                                                
    |- RB button | = Use Shoulder Unit.                                        
    |- RT button | = (CM) Uses weapon currently active in right arm.           
    |		 (SM) Scan: Analyze status of locked-on target. 
    |                (SM) Use Workshop Site: Use a workshop site to resupply 
    |                     or repair	(only applicable to Story Missions)	
    |- D-pad     | = Right: Team Chat             
    |	         Down: Purge: Hold Down and press RT or LT to purge weapon
    |		  Left: Buzzer                  
    |- L analog  | = Moves player forward/back and strafes left/right. 
    |- R analog  | = Look Up/Down & Rotate Left/Right. 
    |- Start     | = Pause the game.  Will not work in Multiplayer.  
    |- Select    | = Brings up menu with Subquests, Quit, Resume.  
    |- X button  | = Jump/Boost Drive: Press to Jump
    |                                  Hold A to Boost Drive (Higher Jump)
    |     *Note* Pressing A will active Boosters similarly to pressing LB
    |- [] button | = Boost Charge: Performs a short boost in a designated  
    |                              direction.
    |                -Can also be used to charge into an enemy dealing KE damage. 
    |- /\ button | = Bay Shift/Use Ultimate Weapon.
    |		- Holding down Y while pressing LT or RT will switch between  
    |                 arm unit and bay unit
    |               - When an Ultimate Weapon is installed hold Y to equip it.
    |- O button  | = Use Recon Unit.                                            |
      ~-~ ~-~ 2.3]			World Menu		[FC203] ~-~ ~-~
    The World Map options are details below.
     - Start Mission: Allows you to organize a sortie unit and select a 
        * From here you can choose a Story Mission, Order Mission, or 
          Invasion/Stronghold Mission
     - Rendezvous: Rendezvous with team members preparing for a sortie 
        * This option is used to meet up with friends in multiplayer while 
          they are waiting in a lobby.
     - Mock Battle: Set the map and rules and perform combat training with 
       team members 
        * This also serves as a practice ground for the Invasion/Stronghold 
          gameplay types. 
        * Especially useful for testing out custom Territory Data.
     - Team News: View team news that has been released 
        * This will bring up a small news feed detailing the most recent 
          occurrences with your team including: rank changes, member 
          changes, new titles, and territory changes along with a 
     - Mercenary Registration: Edit/register a profile and go on joint 
       missions with other teams 
        * This allows you to set up a mercenary profile which includes: a 
          comment to potential recruiters, a camera angle picture of your 
          AC, any received messages from previous recruiters, and the 
          Assembly/AC Data menus.
        * Selecting Register will put you into a pool of available 
          mercenaries for hire with the settings you had specified on the 
          Mercenary page.
     - Free Battle: Battle against other players
        * Includes Ranked Match & Player Match.
        * Both Ranked and Player Match have Duel (1v1 battle) and Battle 
          Royal (8 man FFA) styles of gameplay.
        * Player matches also have a Team style of gameplay which is 5v5.
     - Leaderboards: View Leaderboards
        * From the Leaderboards list you can view the current standings for 
          various gameplay types. These include:
    	o 8 Core Territories: View the top 3 teams and your team.
    	o Mercenary Rankings: View the top 100 and your rank.
    	o Free battle Rankings: View the top 100 and your rank.
     - Extra: View opening cinematics and credits
     - Conquest: Battle another team over territory claims
        * Includes Offense and Defense type Conquest Missions.
        * Conquest missions require a specified amount of Team Points to 
        * More detailed information regarding Conquest is later in the FAQ
      ~-~ ~-~ 2.4]			Team Menu		[FC204] ~-~ ~-~
    The Team Menu functions as an information headquarters for your team. The 
    three main vital of pieces of information under this menu include:
     - Team Level
        * Your team level increases as your successfully complete missions
        * A team level of 50+ grants all team-based item unlocks
     - Team Rating
        * 3 Different Levels, represented by the yellow shields
        * Your team rating directly impacts the potential Territory Rating 
          for areas you wish to invade.  
        * As you team rating increase, the Territory Rating you can target 
          through Conquest also increases as well.
    	o No Level: 0-999
    	o Level 1: 0-999 & 1,000-9,999
    	o Level 2: 0-99;, 1,000-9,999; 10,000-infinity
    	o Level 3: This is the Max Team Rating. At this point you can perform a
    		   Conquest in any of the 3 territory categories listed above. 
        * Successfully completing conquest missions will go towards 
          increasing your team rating.
     - Team Points
        * Team points are earned as you successfully complete missions.
        * They are necessary to go on Conquest Invasion missions.
        * They can be farmed back up if lost from a failed Conquest.
    The Team Menu also includes the following 8 submenus:
     - Team Data: Edit team's overall settings and profile
        * Here you can set your Team Emblem, Team Color, and change 
          other various bits of information about your team.
        * Aside from general information, this submenu is also where you 
          can set the pay apportionment and enlistment method if you 
          are the team leader.
     - Member List: View information on members of your team
        * Here you can view the various members of your team and have 
          the option to send them parts or money.
        * The Blacklist option allows you to forcibly boot a member of 
          the team with either a leader or majority vote.
        * The team leader can pass leadership to a member here as well.
     - Trading Room: Create a trading room for trading a variety of data 
       with team members
        * The trading room can be used to send or swap data relevant to 
          the following four categories:
    	o AC Data
    	o Emblems
    	o Custom Territory Data
    	o Operation Files
        * It should be noted that when sending something such as AC Data 
          you're not actually trading away your AC. This option 
          basically sends a blueprint of your AC to the recipient.
        * The Trading Room will only function with another teammate in 
          the room with you; it has no use in offline single-player.
     - Personal Data: Edit your personal data
        * Three main items of relevance:
    	o Personal Emblem
    	o Pilot name
    	o Team ID: The number that your AC is associated with
        * You can also modify a few other less critical pieces of 
          information here.
     - Territory Customization: Customize territories you hold and deploy 
       defense systems
        * This option is unlocked once you successfully complete a 
          Conquest mission and obtain territory.
        * You can select a territory that you own and can modify the 
          defensive layout
        * Completing successful Stronghold missions for your territory 
          will increase its rating, allowing you to install more 
        * The AP of your territory is basically the durability it has at 
          any given time, when looking at your territories in the 
          Territory Customization screen you will see a yellow bar next 
          to each, this represents that territories current AP
     - Operation Files: View and delete operation files, set and edit 
       comments, and perform other operations
        * Operation files show you a vertical play-by-play of recently 
          completed missions from the perspective of the Briefing 
        * Useful for analyzing the events of a recent match
        * Relevant mission info pertaining to targets/ACs/objectives is 
          included in the battle log.
        * Operation files are only generated for Invasion/Stronghold 
          styles of gameplay.  This includes Conquest missions and Mock 
     - Edit Chat Messages: Edit the messages to use for text chat
        * Customize the chat messages for:
    	o Menu
    	o Combat
    	o Auto Chat
        * I'd highly recommend doing this, it adds some personality to 
          the game and the default chat messages get rather dull
     - Manage Enlistees: Screen prospective enlistees, transfer team 
       registration, or leave team.
      ~-~ ~-~ 2.5]			Workshop		[FC205] ~-~ ~-~
    The Workshop is your central spot for anything that has to do with your AC.  
    It includes 7 submenus and the Settings menu.
     - Assembly: Change weapons and AC configuration
        * More detailed information regarding this system is later in 
          the FAQ
     - Paint: Set AC coloring, emblems, etc.
        * Here you can set a specific Emblem for an AC, customize you 
          paint with patterns and different coloring, and apply various 
          pre-set and created decals to your AC.
        * Changing or swapping out an existing part will remove any 
          decals you had applied
     - Name AC: Change AC name
     - AC Data: Save, load, and edit AC data
    Although the game frequently autosaves, changes made to an AC will not be 
    saved if you load up a different AC. It is HIGHLY suggested that after making 
    significant changes to an AC you go to this option and either overwrite the 
    existing save or create a new one so that you do not lose your AC 
     - Shop: Buy/sell parts and other items
        * Buy Parts: Here you can buy brand new parts that are freshly 
          manufactured and still have that new part shine to them
    	o Most weapons purchased from here can have a performance 
              specialization and engraving added to them.
    	o Newly unlocked parts may be purchased here. 
    	o Performance will be explained more in-depth in the 
              Assembly section of the FAQ.
        * Buy New Parts: The most recent parts that have been listed for 
          sale by players
    Although this submenu is titled New parts, actual new parts that you have 
    unlocked may not be listed here. It is important to note that the use of New 
    in this context is only referring to newly listed parts by other players and 
    not necessarily new parts that you have unlocked.
        * Popular Parts: A great place to pick up some pre-performance 
          specialized weaponry. 
    	o If you're looking for a "cookie-cutter" type of weapon, 
              it's more than likely listed here with 10-15 versions of it 
              for sale at once.
        * Buy Decal: Get all the crazy pieces your heart desires to make 
          that epic decal you've always wanted.
        * Buy Workshop: Your workshop serves as the backdrop behind your AC 
          while you're in the Workshop and functions as a garage of sorts 
          as well.
    	o The quality of your workshop impacts the number of parts 
              that you can hold at once.
    	o Also includes various aesthetic upgrades for your Workshop.
    	o You won't need more than the basic workshop at the start of 
              the game
        * Expand Workshop: Add 50 to your workshop capacity for 5 million 
    	o 1 part = 1 capacity
    	o This increases the maximum number of parts that can be 
        * Sell Parts: Sell off what you don't want for some easy cash or 
          just to clear up some capacity.
    	o You can't sell Junk parts
    	o You can't sell items currently equipped on your AC
    As a special note for the shop, you can only own 1 of any specific part at a 
    time with the exception of offensive arm units.  Even though you might only 
    own one UBT-25 Gale Booster, you can still use it on every AC you have.
     - AC Test: Go on sorties on a variety of special maps where you can 
       test AC performance
        * Includes 6 scenarios with different types of enemies to test 
          your AC against.
        * Target 1: No enemies: This scenario is mainly useful for 
          testing movement control, booster capabilities, and mobility
        * Target 2: F17 Flamingos and T-106E Slons: These are some of 
          the most basic enemies that you'll encounter throughout the 
          Story & Order missions. If you're dying here, it's DEFINITELY 
          time to go back into assembly and do the tutorial mission a 
          few more times.
        * Target 3: AS-12 Aves, R2B Shchit, Sz12 Speer L: Still 
          considered basic enemies but more difficult than the previous 
          targets. These 3 enemy types will be encountered repeatedly 
          throughout the story and order missions.
    	o AS-12 Aves is a quick, flying AC that employs hit/run 
    	o R2B Shchit is a slow moving AC with high resistances
    	o Sz12 Speer L is a long-ranged AC with a Sniper Cannon.  
        * Target 4: MoH P001: A medium weight bipedal AC with a focus on 
          mobility.  Has a diverse load-out which includes TE, KE, & CE 
        * Target 5: MoH P002: A heavy tank AC with a focus on high AP.  
          It has a mix of KE and CE based weaponry and while slow can 
          be deadly.
        * Target 6: MoH P003: A tetrapod AC with a focus on ranged 
          attacks. It has mostly CE and KE based weaponry with 1 TE 
          weapon as well.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Words of Wisdom~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Targets 4/5/6 represent 3 common AC archetypes that you will encounter while 
    playing this game. If you can build an AC that can comfortably destroy these 
    3 enemies in a quick and efficient fashion, then your AC should be able to 
    handle just about anything this game can throw at you (aside from other 
    players as that's a whole different ballgame).
    That being said, there's a reason for multiple AC slots. A long-ranged Sniper 
    AC may be effective against a slow moving Tank AC, but not very effective 
    against a high mobility AC that employs hit-and-run tactics.
    Don't be discouraged to make multiple ACs. Having the right tool for the job 
    makes for efficient gameplay and makes you a more diverse player. No one 
    wants to a repair man that drives nails with a screwdriver and uses his 
    hammer for screws.
     - Workshop Customization: Customize workshop site
        * Allows you to toggle on/off the various aesthetic upgrades 
          you've purchased for your Workshop. A
        * Allows you to select which Workshop you'd like to be "active" 
          from the ones you have purchased. 
       Armored Core V  |||     5. Invasion/Stronghold    |||       [FC500]
      ~-~ ~-~ 5.1]		Invasion Overview		[FC501] ~-~ ~-~
    Invasion missions involve 4 possible types of gameplay in which you invade 
    enemy territory to lower their territories AP. 
     - When the AP of a territory reaches zero, the opposing team will have 12 
       hours to defend their territory through a Conquest mission and restore 
       its AP or it will be defaulted to the AI at which point any team may 
       perform a Conquest mission and capture it.
     - Going after a territory after it has been defaulted to the AI basically 
       results in a free territory as the AI does not have the same advanced 
       base defenses that a player would have set up.
     - Aside from an "Emergency" occurring, you have 5 minutes to complete the 
     - An "Emergency" occurs when a team is doing a Stronghold mission in the 
       same territory you are attacking.
        * This will trigger turn the battle into a Conquest type of mission 
          in which you WILL lose a large chunk of team points if you're 
        * Despite this, you will NOT gain the enemies territory if you win.
      ~-~ ~-~ 5.2]		Stronghold Overview		[FC502] ~-~ ~-~
    Stronghold missions are similar to Invasion missions with the same 4 types of 
    gameplay. In a Stronghold mission however, you will be defending your 
    territory against other players in an attempt to raise your territories 
     - Winning a Stronghold mission will increase the rating of your 
       territory and slightly raise the territories AP value. 
     - Losing a Stronghold mission will result in losing AP and territory 
     - Upon selecting Stronghold mission, you must wait for an opposing 
       team to attack your territory.
     - The opposing team can achieve victory by either destroying all of 
       your team's ACs or by completing the objective, whichever occurs 
      ~-~ ~-~ 5.3]			Blitz			[FC503] ~-~ ~-~
    Blitz missions involve destroying 5 large helicopters in the enemy territory 
    before the mission time expires.
     - In addition to the helicopters, you will also have to contend with 
       any base defenses that the enemy team has set up.
     - These are the best type of Invasion missions to use as practice for 
       a Conquest mission as all Conquest missions involve facing enemy 
       ACs and helicopters.
     - While Blitz missions can be solo'd it is considered harder than the 
       other 3 gameplay types as you have to contend with the base 
       defenses and helicopters all within the allotted time period.
     - As a general rule, 3 of the helicopters will be weak against CE 
       weaponry, 1 is weak against TE weaponry, and 1 is weak against KE 
        * One trick to handling all the helicopters solo is instead of 
          having to worry about having a KE weapon in your AC build, 
          you can use your Boost Charge attack to deal high KE damage.
      ~-~ ~-~ 5.4]		Conquest Battle		        [FC504] ~-~ ~-~
    Conquest Battle missions, not to be confused with Conquest mode, involve 
    destroying all the defenses or "interception facilities" that the enemy has 
    set up in their territory before the mission time expires.
     - Conquest battles are slightly easier that the Blitz missions as you 
       don't need to concern yourself with killing the helicopters in time 
       as well.
     - They can be solo'd although they are still difficult enough where 
       you may require teammates.
      ~-~ ~-~ 5.5]		Obstructive Tactics		[FC505] ~-~ ~-~
    Obstructive Tactics are similar to the Conquest Battle except that instead of 
    having to destroy all the defenses, you only have to cause a specified amount 
    of damage.
     - These can be performed fairly quickly and are the easiest Invasion 
       types to solo.
      ~-~ ~-~ 5.6]			Data Recovery	        [FC506] ~-~ ~-~
    Data Recovery involves standing next to designated data points though-out the 
    enemy territory and "stealing" important data.
     - The data is downloaded automatically by standing in close proximity 
       to the information point. 
     - You download data significantly faster will multiple ACs gathered 
       around one point.
     - As a general tip, due to there being multiple download points and 
       being on a time limit, moving in teams of 2 to hit the download 
       points is the most suggested strategy.
     - It is HIGHLY suggested to not attempt to do Data Recovery solo. 
       Even if you can destroy the defenses in the territory solo, you 
       will still have to deal with hitting all of the data points within 
       the allotted time limit which can be extremely challenging even 
       with a fast AC.
       Armored Core V  |||          6. Conquest          |||       [FC600]
    Conquest focuses on assaulting enemy controlled territory and defending your 
    team's territory from enemy attacks. 
      ~-~ ~-~ 5.1]			Invasion Mission	[FC501] ~-~ ~-~
    When selected a territory to begin an offensive type Conquest mission 
    (Invasion), there is a required amount of Team Points that must be forfeit as 
    a "cost" for performing the Conquest.
     - Regardless of winning or losing, the stated Team Points that are 
       required to go on the Conquest will be forfeit as they are a "cost" for 
       performing the mission.
     - Victory awards you with the territory you attacked.
     - Failure results you in being down Team Points and having your pride 
    One of the more important and frustrating things to understand with Conquest 
    is that a mission will not occur unless there is a team defending the 
    territory you are attacking.  Many people will sit at the Briefing screen and 
    assume their game is bugged and/or broken but I assure you this is not the 
     - In addition, prior to joining a Conquest mission, if a member of your 
       team's name is highlighted in Blue or Yellow in the lobby this 
       indicates that they don't have an Open-NAT with their connection. 
     - It is the general consensus that attempting to perform a Conquest while 
       a member of your party does NOT have an Open-NAT connection will result 
       in an even lesser chance of being paired up with a team that is 
      ~-~ ~-~ 5.2]		Stronghold Mission	         [FC502] ~-~ ~-~
    When selecting a territory you currently hold for a defensive type Conquest 
    mission (Strongold), there is no Team Point cost associated with going on the 
     - Successfully completing a Stronghold Conquest mission will restore AP 
       to the territory you were defending in addition to awarding you with 
       the offensive team's Team Points.
     - If you lose a Stronghold Conquest mission, you will forfeit over your 
       territory and have your pride crushed.
     - It is important to understand that the attacking team needs only to 
       destroy your teams ACs or complete the objective.  If either occurs you 
       will lose.
       Armored Core V  |||          8. Assembly          |||       [FC800]
    Before we get too deep into Assembly I'd like to thank GodlyPerfection for 
    the Armored Core V: AC Assembly Excel Spreadsheet he created for this game. A 
    direct link to the download is included below.
     - This tool will help you to optimize your AC much easier than what's 
       available in game. If you're comfortable using Excel I'd HIGHLY 
       recommend using this spreadsheet.
      ~-~ ~-~ 8.1]			General			[FC801] ~-~ ~-~
    As there are a massive number of available parts in this game, I will not be 
    detailing the statistics for every single item. They're all there directly in 
    front of you on the screen and it would be silly to go through and write them 
    all over again.  
    I will however be explaining the less understood attributes within each item 
    that you should be aware of to successfully build your ACs.
    For more detailed information regarding your weapons, make sure to press Y or 
    /\ to toggle the more advance info regarding them on the Assembly screen. 
    Back or Select may be pressed for a more in-depth description of each 
    Also, please be aware that for some attributes the tooltip that is included
    in the game (the one you see by pressing Back or Select) is actually incorrect.
    As a general rule of thumb regarding attributes, Blue = Better & Red = Worse.
    Finally, please be aware as a general rule that when you use pieces that
    indicate an increase in performance to a certain area, such as Subcomputers 
    affecting Lock-On and Energy Amplifiers affecting TE weapons, these associated
    increases will not be visible on the stats for the item affected. Despite this,
    the effects will be apparent in field applications, I assure you.
    	i.e. You won't see the TE Attack Power value change on your Laser Blade 
    	     by equipping and un-equipping an Energy Amplifier in Assembly.
      ~-~ ~-~ 8.2]		Lock-On Mechanics		[FC802] ~-~ ~-~
    Since Lock-On Mechanics apply to multiple weapons, this section will detail
    how the system works so that you can properly take advantage of it.
    As you may notice, when you have a target in your aiming reticle you will have
    3 small teal-colored rectanges that are located in the bottom right, bottom
    left, and top right of your aiming reticle. These boxes each correspond to a 
    weapon that you currently have active on your AC.
     - Bottom Left - Left Arm Unit
     - Bottom Right - Right Arm Unit
     - Top Right - Shoulder Unit
    As a target remains in your aiming reticle for a certain period of time,
    certain weapons will achieve a "Lock" on the target, indicated by small orange
    text above the respective rectangle that says "Lock On". While you maintain a 
    Lock-On status, your weapons will have a better chance of hitting your opponent
    during combat since they will firing more accurately at the opponent during 
    movement of both their AC and your own.
    The Top Right Box also has a unique feature with missiles. If you look very
    closely, you will actually notice small orange rectangles above the "Lock On"
    text. These represent the number of missiles that you can fire simulatenously.
    You may also notice that after firing a missle, the teal rectangle will
    empty out and begin to fill up again and your "Lock On" text will be the
    same teal color instead of orange. This change in the HUD represents the
    downtime between firing volleys of missiles.
    With this in mind, proper utilization of the Lock-On system is extremely
    important. This especially applies in the case of PvP combat since you want 
    to make every shot count in a fast-paced combat environment.
    The lock-on speed of weapons are impacted by two attributes.
     - Base Lock-On Time (Arm Unit/Shoulder Unit): These values are quite literal
       in their names. They represent the base amount of time it will take that
       particular weapon to lock-on before the FCS has any effect on the value.
     - Lock Computation/Mssl Lock Computation (FCS): These values function as a
       modifier on the Base Lock-On Time values. The higher this value is, the more
       significant impact it will have on reducing your weapons lock-on time.
        * Its important to note that this modifier is on a % type of scale and
          therefore will have just as much impact on a weapon with a high 
          Base Lock-On Time as one with a low Base Lock-On Time.
    Please be aware that the tooltip detailing Lock Computation and Mssl Lock
    Computation is INCORRECT. Higher values here in both cases are in fact BETTER
    than lower values, despite what the tooltip may lead you to believe. 
    The system should show a higher Lock Computation value as being Blue, which is
    correctly indicating that a higher value is better.
    To further clarify the mechanics of how Base Lock-On Time and Lock
    Computation/Mssl Lock Computation work together, lets look at an example using
    the following: a KO-5K3 Zlatko Sniper Rifle, a USR-12/V Sniper Rifle, 
    a UGH-22 Handgun, and a KO-2K2/Shershen Rifle.
     - The KO-5K3 Zlatko Sniper Rifle has a Base Lock-On Time value of 356
     - The USR-12/V Sniper Rifle has a Base Lock-On Time value of 255
     - The UGH-22 Handgun has a Base Lock-On Time value of 158
     - The KO-2K2/Shershen Rifle has a Base Lock-On Time value of 54
    Now the FCS-07/Lr Uzume has the highest Lock Computation value, at 180. Using
    this FCS and a stopwatch, we can time the lock-on speeds of our 4 weapons 
    which we see are approximately:
     - 3.3 seconds for the KO-5K3 Zlatko Sniper Rifle
     - 2.5 seconds for the USR-12/V Sniper Rifle
     - 1.6 seconds for the UGH-22 Handgun
     - 0.6 seconds for the KO-2K2/Shershen Rifle
    Using the D/KV-1T2 FCS with the lowest Lock Computation value, at 70, we 
    perform the same test. We now see the lock-on speeds of our 4 weapons are:
     - 6.6 seconds for the KO-5K3 Zlatko Sniper Rifle
     - 4.9 seconds for the USR-12/V Sniper Rifle
     - 3.1 seconds for the UGH-22 Handgun
     - 1.1 seconds for the KO-2K2/Shershen Rifle
    As we can see from this test, a 110 value difference in Lock Computation 
    produced approximatley a 50% reduction in lock-on times across the board.
      ~-~ ~-~ 8.3]		Performance Tendency		[FC803] ~-~ ~-~
    Whenever you purchase an Arm Unit from the shop, you have the ability to add 
    a performance tendency to it for Power, Speed, or Accuracy. This performance 
    can be either general or specialized as well. 
    It is important to understand that this is not simply a bonus to boosting all 
    other stats, but it will also take away from some as well. Adding a 
    performance tendency to Rapid Fire will reduce the Power of the weapon while 
    boosting Rapid Fire and the other attributes shown on the graph when you're 
    selecting a Performance.
    Also not all weapons end up the same as others, even with the same 
    performance tendencies selected. As you purchase a weapon with a performance 
    tendency, it will have a rating of 7, 8, or 9.  
     - What I mean by this is that it will take 7, 8, or 9 missions to fully 
       level up that weapons performance. 
     - There is no direct number to show you this and the only way to tell is 
       checking the progress of the "Performance" bar after a mission to see 
       how much the weapon has increased compared to an identically purchased 
     - Weapons that are rated as "9s" will take longer to level up but will 
       finish with the best possible results for the chosen performance 
     - Special thanks to TheExiledOne for this explanation, a link to his 
       video detailing this can be found here: 
     - Non-combat weapons can NOT be purchased with a performance tendency 
        * This includes Jammers, Sentry Guns, and Target Guns
        * Shoulder Weapons and Ultimate Weapons can NOT be purchased with a 
          performance tendency
     - A more detailed guide to the performance mechanic for the weapons can 
       be found here:
        * The link is for a Japanese wiki page detailing it so you will 
          need to use Google Translate or some other software to be able to 
          get anything out of this site.
      ~-~ ~-~ 8.4]			Arm Units		[FC804] ~-~ ~-~
    Arm Units are your weapons. These are our tools of destruction and must be 
    chosen wisely. 
     - As a note, it is important to understand that any weapon that requires 
       the ready-position when firing can NOT be added in as a Bay Unit.
     - Also, any weapon that requires the ready-position must be purged BEFORE 
       you will be able to switch to a weapon in that arms Bay Unit. 
        * This applies to Tank Legs as well even though you don't go into a 
     - Impact Force: You never see it without toggling the display but oh how 
       important it is. This dictates the amount of "force" a particular 
       weapon with exert on a target which in turn reduces their mobility. 
        * As an example, an Oxeye HG25 Handgun with the proper performance 
          can achieve an Impact Force of 1,771. That's on-par and even 
          HIGHER than some of the Cannon weapons that require a ready-
        * If you ever feel like you're being "stun-locked" by a weapon, 
          this mechanic is what's causing it.
     - Base Lock-On Time: Details regarding this mechanic can be found in 
       section 8.2. 
     - Reload Time: This is your Rate of Fire, the lower this value, the 
       faster your weapon can fire.
        * You never technically "reload" your weapons as you do in other 
          shooter games so this one confuses plenty of people.
     - Muzzle Velocity: This dictates the speed of your ammunition as it's 
       fired. It's important to know that a high muzzle velocity will result 
       in more shots staying straight on their path to the target.
        * Ever use a Howitzer or H.E.A.T. Howitzer and notice that 
          parabolic trajectory? That's due to Muzzle Velocity.
     - Ammo Cost/EN Consump During Use: This is the cost that firing the 
       weapon will have on your energy total.
        * As a general rule, most KE and CE weapons are rather low on this 
          with the exception of the Rail Cannon
        * TE weapons have a much higher EN usage than KE/CE weapons
     - Firing Accuracy: This also works along the lines of Muzzle Velocity but 
       slightly different.  If you've every shot a gatling gun and noticed how 
       some bullets tend to fly to the left or the right of where you're 
       actually aiming, that's firing accuracy in effect.
     - Sentry Guns are unique in that their attack values are independent of 
       parts that dictate values for the rest of your AC.
      ~-~ ~-~ 8.5]			Shoulder Units		[FC805] ~-~ ~-~
    An important note with Shoulder Units is that the number of shoulder units 
    available on your Arms will have an impact on your shoulder unit's 
    effectiveness. Having 2 Shoulder Unit Storage slots will increase the number 
    of missiles you can fire at once compared to 1 shoulder unit and will also 
    increase the effectiveness of other shoulder units like CIWS/Auto-Attack Gun, 
    Subcomputer, etc.
     - Top Cruising Speed: This is the same dynamic as Muzzle Velocity, but 
       for missiles instead. It dictates how quickly your missile will be able 
       to reach the target.
     - Base Lock-On Time: Details regarding this mechanic can be found in 
       section 8.2. 
     - Missile Guidance: Another value that you have to toggle your display to 
       view yet so incredible important. This dictates the maneuverability and 
       guidance that your missiles will possess when fired.
        * It's important to note that Top Cruising Speed and Missile 
          Guidance have an inverse relationship when you consider the 
          dynamics of each. 
        * The faster you missile is going towards the target, the less 
          ability it will have to make multiple direction adjustments.
        * Along the same lines, a slower missile won't hit the target as 
          fast but will have a much greater range of motion and 
          maneuverability, being able to mark sharper turns and stick 
          closer to the target as they Boost in various directions.
     - Ammo Capacity: An important note with ammo and rockets is that you will 
       go through it MUCH faster than expected as in some cases you fire off 
       multiple rockets per volley.
        * Take the UHR-65 Kolkata as an example.  You have a capacity of 60 
          initially. With 1 shoulder unit, each use will fire 3 rockets. 
          With 2 shoulder units, each use will fire 6 rockets.
        * It's very easy to hold down the rocket button for 3-4 seconds and 
          suddenly you're bone dry of shoulder ammo, don't let it happen to 
     - Optical Chaff and Flash Rockets: The frequently overlooked masters of 
       the battlefield. Although Flash rockets are frequently considered a 
       cheap weapon, they are indisputably one of the most currently over-
       powered weapons in the game.
        * General rule of thumb is to use Flash Rockets in team scenarios 
          since your target won't be able to target you or the rest of your 
          team back.
        * Use Chaff in 1v1/Recon play as it's much easier to prevent 
          yourself from being targeted that attempting to hit your target 
          in a 1v1 or exposing your position during Recon.
     - CIWS: Another overlooked powerhouse that's frequently ignored. While 
       player rockets aren't commonly what are going to kill you, Vertical 
       Missile Turrets encountered in Invasion/Conquest will.
        * A few hits from the missiles in Invasion/Conquest and you can be      
          stun-locked into oblivion by the Impact Force. CIWS will 
          ensure this never happens for you or your teammates.
     - Auto-Attack Gun: Although not the most useful shoulder unit for PvP 
       combat, the auto-attack gun excels in Story Missions and Order Missions 
       for taking down those pesky weaker troops without you having to expend 
       ammo from the big guns.
        * Another useful note is that Auto-Attack guns will fire at 
          approaching targets while you are in ready-position
     - Reserve Magazine: The two reserve magazines available to you list the 
       additional ammo as 20 and 35, respectively. Note that this means 20% 
       more ammo and 35% more ammo.
        * With 2 shoulder slots this comes out to 40%/70%.
     - Subcomputer: Another overlooked powerhouse. The beauty in Subcomputers 
       is that it not only affects your lock-on ability but it also affects 
       your teammates as well.
        * An AC running 2 shoulder slots with Subcomputers makes for a huge 
          asset to any team in the heat of battle.
        * I personally find using these with Tank style AC works extremely 
          well when you're staying to close proximity to your team.
     - Energy Amplifier: I personally haven't had much experience working with this
       shoulder unit but the general consensus is if you want to focus on 
       TE damage, this can be an excellent choice.
        * It is important to mention that due to the increased EN Consumption
          associated with using an Energy Amplifier, you should be aware of the
          available shoulder slots in your arms as having 2 shoulder slots has
          been shown to be less effective compared to having only 1 shoulder slot
          in some cases.
      ~-~ ~-~ 8.6]		Ultimate Weapons      	 	[FC806] ~-~ ~-~
    One of the most important things to remember regarding Ultimate Weapons is 
    that when you use then, if you have ready-position type weapons on, they will 
    be PURGED. Going into battle with dual-autocannons and a Giga Missile sounds 
    "awesome" in theory until you activate that Giga Missile and then realize 
    you've just lost both your auto-cannons.
    Along with that, you of course can't have any bay weapons equipped while 
    using a UW.
    The Grind Blade will also purge whatever weapon you have on your Left Arm, 
    100% of the time.
    Although they are the most powerful weapons in the game, UWs are extremely 
    situational and may result in you dying in an attempt to use them while 
    you're a sitting duck as they charge.
     - To help reduce the chances of this happening it's important to look at 
       3 values that are not located on the stats for the UW.
        * Thermal Resistance (Core): This dictates how much defense you 
          have against that heat generated from using an UW, the higher 
          this is, the less damage you'll inflict upon yourself while 
          charging a UW.
        * Energy Conductivity (Core): This dictates the time it takes to 
          charge an UW. If you plan to fire off that Giga Missile or Cannon 
          twice when you pull it out, you want this value HIGH.
        * Critical Power (Generator): This dictates the amount of energy 
          you can pump out when charging a UW.  The higher this is, the 
          faster you can charge it.
     - If you plan on using UWs, the Zeus CR210 Core under the C.E. Resistant 
       Type and the KV-3D2/Xinzang Generator under the Balanced Type are the 
       best Core and Generator in the game if you are focused on UW usage.
    General Rules Concerning the 5 UWs:
    1) Once you activate an UW, you can't use other weapons or scan mode while 
    it is activated, you CAN however still use recon units.
    2) You still retain full movement once the UW has been activated, however 
    while charging both the Giga Cannon and Giga Missile to fire, you will 
    be unable to move. You can still move while charging the Grind Blade, 
    Legion Pulse, and Mass Blade.
    	a. If moving while the Giga cannon/Missile are activated, by holding 
    the trigger to begin firing you will stop movement and begin 
    charging to fire regardless of the type of movement.
    3) You can only fire off the Legion Pulse once.
    4) Giga Missile, Giga Cannon, and Mass Blade can be used twice.
    5) Mass Blade can be used three times.
    The multiple usages of ultimate weapons stated were tested with the ideal 
    generation/core mentioned above. It's doubtful that you'll get 3 uses out of 
    a Mass Blade in the middle of a combat situation but it IS possible.
      ~-~ ~-~ 8.7]			Heads			[FC807] ~-~ ~-~
    Four important stats exist within Heads that you need to toggle to be aware 
     - Stability Computation: This is considered movement stability. It will 
       affect the amount of recoil you experience from Impact force and will 
       also affect your booster speed to an extent
     - Camera Performance: This augments the range that you can lock-on to a 
       target along with the FCS.
     - Scanning Performance: This affects the analysis speed of Scan Mode. 
       While this may not seem very important, if you're trying to use Scan 
       Mode to find out what a target is weak against while your dashing 
       behind buildings in the middle of a firefight, you'll be sorry if your 
       scanning performance is trash.
     - Anti-Jam Performance: Can't stress the important of this enough. This 
       is your resistance to jammer parts.
        * It's important to note that while you may not encounter 
          traditional jammers all that often, this stat will also affect 
          your resistance against Flash Rockets.  Once you get hit by a few 
          flash rockets you'll learn VERY quickly that they can be the end 
          of you in a firefight.
      ~-~ ~-~ 8.8]			Cores			[FC808] ~-~ ~-~
    There's not many additional stats fore Cores to be all that worried about 
    but if you plan on using UWs make sure to take into account your Thermal 
    Resistance and Energy Conductivity.
    Both these attributes are discussed in the UW section above, it should also 
    be known that Energy Conductivity has an effect on movement speed with 
    boosters as well.
      ~-~ ~-~ 8.9]			Arms			[FC809] ~-~ ~-~
    Ever get tired of starting at the scrolling text at the bottom of the screen 
    in Assembly to find out how many Shoulder Units it has? Toggle your display 
    and be amazed at how quickly you can scroll through the arms and check.
    The one other value of important to Arms is Firing Stability.
     - Firing Stability has a direct effect on the accuracy of your shots. Similar
       to the Firing Accuracy attribute under your weapon. 
    	o Taking Firing Accuracy and Firing Stability into consideration is 
    	  extremely important when you want plan on using weapons that need 
    	  to be 100% accurate (i.e. sniper rifles/sniper cannons).
      ~-~ ~-~ 8.10]			Legs			[FC810] ~-~ ~-~
    Toggling the display with legs gives you a plethora of new information.
     - Attitude Control: Same dynamics as the stability computation from your 
       head part. Main difference is while the head part does the software 
       side of Stability, think of this state as the hardware side. A low 
       value here and the highest Stability Computation in the game won't do 
       much if you have some uncoordinated floppy legs.
     - Turning Performance: Left Turn. Right Turn. This one's pretty self-
       explanatory. If you want to be able to spin faster to keep up with a 
       moving target, keep it high.
     - Jumping Performance: Very important to consider when building an AC for 
       mobility. You should also be aware that although Jumping Performance 
       stats are lower compared to a lot of stats, a change of approximately 
       ~1000 will have a MASSIVE impact on the jumping ability of your AC.
        * For example, a pair of light bi-pedal legs has a jumping 
          performance around ~3200. A pair of heavy bi-pedal legs has a 
          jumping performance around ~2300.
        * 3 Boost Jumps using the light bi-pedal legs and you're completely 
          over the roof of the highest building in the AC Testing area.
        * It takes 4 Boost Jumps using the Heavy Bi-Pedal legs to clear the 
          roof of the same building.
     - Charge Attack Power: When you hold X or [] to perform a Boost Charge at 
       an opponent, this value represents the amount of KE damage you can 
       cause with your Boost Charge.
    There are also a few unique attributes for each style of Legs. These will be 
    briefly explained below.
     - Deflection Enhancement (Bipedal l=Legs): This value is only important 
       when using a ready-position type of weapon. 
        * With Bipedal leggings you may notice shield on the one leg, this 
          is deployed while using a ready-position weapon to provide you 
          with additional defense by deflecting enemy fire.
     - Jump Enhancement (Reverse-Joint Legs): This is a % increase to your 
       Boost Jump ability. You will be able to jump much MUCH higher and stay 
       suspended in air for longer as well based off this stat.
        * A high value here will give you the closest experience to a 
          "flying" AC that you can achieve, aside from Glide-Boosting which 
          will of course drain your energy rather quickly.
     - Recoil Buffering (Tetrapod): This is basically a ultra-stability stat 
       for using ready-position weapons with these legs. With a high Recoil 
       Buffering value you can effectively fire off multiple sniper cannon 
       shots in succession with little-to-no deviation in your aim.
     - Ascent Performance (Tank): This is basically Jumping Performance with 
       the exception that your Tank can't jump multiple times to scale a 
       building. This value dictates how high your big ol' tank will rise in 
       the air before falling like a rock.
     - St Turning Rate (Tank): One of the greatest and often misunderstood 
       benefits of Tank leggings is that you have the FASTEST turn speed in 
       the game.  The limitation to this is that you must be stationary.  
        * With a high St Turning Rate value, you can effectively spin in 
          circles firing your Auto-Cannons or whatever weapon you enjoy, 
          and manage to keep up with the Lightweight AC that's been 
          sprinting around you pelting you with annoying bullets.
      ~-~ ~-~ 8.11]			FCS			[FC811] ~-~ ~-~
     - Lock Computation: Details regarding this mechanic can be found in 
       section 8.2.
    This has been mentioned in section 8.2 but just to reinforce, please be
    aware that the tooltip detailing Lock Computation is INCORRECT. A higher
    Lock Computation is in fact BETTER than a lower Lock Computation, despite
    what the tooltip may lead you to believe. The system should show a higher
    Lock Computation value as being Blue, which is in fact correctly indicating
    that a higher value is better.
    Moving on, there are four more mechanics you want to be aware of:
     - Missile Locks: This value dictates the number of missiles that you can 
       simultaneous have in the air when using KE or CE Missiles
        * If you are not using Homing Missiles (either KE or CE) This value 
          has no effect on your AC.
     - Max Sub-Units: If you like having fun with Sentry Guns, make sure to 
       get this to at least 3 or 4. This impacts the amount of sentry guns you 
       can have active at once
     - Max Jammers: Similar to Sentry Guns but with Jammers instead.
     - Lock Jamming Resist: Another hidden gold mine. If you've ever 
       encountered a locking jammer you know how annoying it can be when you 
       can't manage to get a lock onto your target and end up aiming furiously 
       all over the screen, effectively spraying nothing.
        * This prevents that from happening.
      ~-~ ~-~ 8.12]			Generators		[FC812] ~-~ ~-~
    Energy Output and Capacity are self-explanatory so I won't touch on them. 
     - It's good to note that until you get more experience it's suggested to 
       stick with the Balance Generators. 
        * Even after having a few territories under your belt most veterans 
          agree that the Prochnyi is still one of the best generators 
        * In short, don't think you HAVE to take one extreme or the other 
          with High-Capacity or High-Output. Each generator type has a 
          situation in which it's useful; pick one that fits the play-style 
          of your AC.
     - Critical Power is only important when using UWs. An explanation is in 
       the UW section above.
     - Power Jamming Resist: This is what I consider to be possibly the most 
       situational yet most important stat on any generator. If you plan on 
       doing Invasions or Conquest frequently, you can bet your AC that you'll 
       run into bases and there will be jammers waiting for you. 
        * A low value here will result in your falling out of the sky like 
          a plane out of fuel when you come into contact with a Power 
        * Just to further clarify, if you become the victim of a power 
          jammer, there's a 99.9% chance you're dead.
      ~-~ ~-~ 8.13]			Boosters		[FC813] ~-~ ~-~
    There is a load of information available for boosters when toggling your 
    display. Two of these values have a direct impact on your mobility while 
    using boosters and should be taken into consideration.
     - Time to Max Accel & Initial Ignition Eff: Both these values need to be 
       taken into consideration when building a high speed mobility AC.
        * These values dictate your maneuverability while in boost states 
          and are what's going to allow you to swing between buildings and 
          around corners as quick as possible
      ~-~ ~-~ 8.14]			Recon Units		[FC814] ~-~ ~-~
    There are three types of Recon Units to choose, each with a bit of a 
    specialized use.
    As a general note, the operation time is on a scale of 60 operational time = 
    1 second. The 5 potential operation times for the various Recon Units break 
    down to:
     - 1200 = 20 seconds
     - 1500 = 25 seconds
     - 1800 = 30 seconds
     - 3600 = 1 minute
     - 9000 = 2.5 minutes
     - Sticky Type: You launch it to a specified area and it stays there
        * The main benefit of Sticky Types is that if you are sniping or 
          want to check what's in an area prior to advancing, you can 
          launch them as far as the eye can see and get the scan data you 
     - Tracking Type: The Tracking type is launched above your head and 
       basically functions as personal radar. 
        * It has decent range and operational time and if useful if you are 
          moving frequently as you can maintain awareness of your 
     - Hover Type: The hover type is interesting in that it gives you a 
       smaller recon area compared to the other choices, but has a duration 
       time that more than doubles that of the other recon units.
        * This type of recon is particularly useful for "Recon" based ACs 
          as you can speed around the enemy territory and throw up a number 
          of Hover Type's relatively fast.
       Armored Core V  |||      9. Tips & Tricks         |||       [FC900]
    GodlyPerfection does a number of youtube videos detailing tips & tricks to 
    help get you better in general and more specifically in PvP combat. The 
    following is a link to a playlist of all Tips & Tricks videos he has made 
    thus far.
       Armored Core V  |||     10. Credits & Thanks      |||       [FC1000]
    ~~FAQ Contributions~~
     - The Armored Core wikia for the basic information incorporated into the 
       general overview. http://armoredcore.wikia.com/wiki/Armored_Core_5
     - Johnathan Sawyer for the awesome ASCII controllers used in the Controls 
     - GodlyPerfection for the AC Assembly spreadsheet, Tips & Tricks videos, 
       and every other piece of information he's contributed towards this FAQ. 
       He has an active multi-platform community forum for ACV which can be
       found here: http://forum.reachingperfection.com/Armored-Core-V-f3791263.html
     - TheExiledOne for the explanation of the Performance system with the 
     - StarvingGamer for the clarification on the Lock Computation system of the
     - TraumaHunter for the tip regarding 1 vs. 2 shoulder slots with Energy Amps.
    ~~Personal Thanks~~
     - Bkstunt_31 for his awesome guides which I used as references for the 
       structure of this FAQ
     - My girlfriend Amanda for putting up with the multiple sleepless nights 
       getting woken up by the "EMERGENCY" screen while I tested various 
    Document (c) FiGhTiNCoWBoY, 2012     
    Armored Core V (c) 2012 For Software
    E N D   O F   D O C U M E N T