{"id":18112,"date":"2023-12-20T08:43:06","date_gmt":"2023-12-20T13:43:06","guid":{"rendered":"https:\/\/usa.businessupturn.com\/?p=18112"},"modified":"2023-12-20T08:43:06","modified_gmt":"2023-12-20T13:43:06","slug":"insights-into-armored-core-6-update-1-05-patch-notes-unveiled","status":"publish","type":"post","link":"https:\/\/www.businessupturn.com\/usa\/insights-into-armored-core-6-update-1-05-patch-notes-unveiled\/18112\/","title":{"rendered":"Insights into Armored Core 6 Update 1.05: Patch Notes Unveiled\u201d"},"content":{"rendered":"<p>The latest update, version 1.05, for Armored Core 6: Fires of Rubicon signifies a significant leap forward, introducing an array of enhancements and adjustments geared towards enriching the overall gaming journey. Since its initial release, Armored Core 6 has received accolades, particularly for its combat design. With continuous updates, the game maintains its stronghold as a standout mech game from FromSoftware, constantly refining and enhancing the player experience.<\/p>\n<p>The preceding update, version 1.04.1, brought substantial balancing adjustments to weaponry and frame parts, targeting ten weapon units and thirteen frame parts. The IA-C01W2 Moonlight Light Wave Blade, Vvc-703PM, Vvc-706PM Plasma Missile Launchers, and MA-T-223 Kyoriku Jamming Bomb Launcher received key enhancements. Noteworthy armor changes significantly bolstered the RC-2000 Spring Chicken Reverse Joint, while six pairs of AC arms underwent improvements, amplifying melee attack potency and streamlining equipment with reduced EN Load. Patch 1.04.1 primarily focused on fine-tuning equipment that saw comparatively less utilization within the player base.<\/p>\n<p>The latest update, Patch 1.05, introduces the standout feature of the Ranked Match system, a substantial enhancement enhancing the multiplayer dimension. This automated matchmaking system pairs players based on their skill levels across UNRANKED, D, C, B, A, and S ranks. Players progress through these ranks by accumulating RP (Rank Points), and upon reaching the required RP, they enter a challenging \u201cPromotion Phase.\u201d The dynamic ruleset includes Single (1v1) and Team (3v3) matches, each presenting distinct challenges and avenues for triumph. The top 100 Rank-S players claim coveted spots on leaderboards, showcasing their prowess.<\/p>\n<p>Players can personalize their profiles further with exclusive Name Plates, attainable through exceptional performances in Ranked Matches and purchasable from the Plate Shop using NP (Nest Points). Beyond the competitive elements, Patch 1.05 brings substantial adjustments to various weapon units such as assault rifles, machine guns, bazookas, and laser rifles. Frame parts, encompassing arms, bipedal, tetrapod, and tank legs, have undergone refinements to ensure balanced gameplay and a more immersive experience. The update also expands the arsenal with fresh HEAD, CORE, ARMS, and LEGS frame parts, complemented by four new weapons.<\/p>\n<p>Moreover, update 1.05 addresses numerous player AC-related fixes, fine-tuning visual effects, melee weapon attacks, and weapon switching via the Weapon Bay for enhanced responsiveness. Bug fixes extend to mission\/enemy-related aspects and online match-related issues, promising a smoother multiplayer experience.<\/p>\n<p>Overall, Armored Core 6: Fires of Rubicon\u2019s latest update, Patch 1.05, marks a substantial stride in the game\u2019s evolution, showcasing a steadfast commitment to delivering a compelling and refined mech combat experience.<\/p>\n<p>\u00a0<\/p>\n<h2 id=\"armored-core-6-update-1-05-patch-notes\"><strong>Armored Core 6 Update 1.05 Patch Notes<\/strong><\/h2>\n<h3 id=\"additional-features\">Additional Features<\/h3>\n<ul>\n<li>\u201cRanked Match\u201d and \u201cName Plate\u201d features added to \u201cNEST\u201d menu<\/li>\n<li>Added HUD elements for switching weapons with the Weapon Bay<\/li>\n<li>New HEAD, CORE, ARMS and LEGS frame parts, as well as 4 new weapons<\/li>\n<\/ul>\n<p>*Note: new parts unlock at the SHOP according to MISSION progress<\/p>\n<h3 id=\"ranked-match\">Ranked Match<\/h3>\n<p>In Ranked Match, automatic matchmaking is used to allow players of similar ability to compete against one another.<\/p>\n<ul>\n<li><strong>Ranking System<\/strong>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Ranks are divided into UNRANKED, D, C, B, A and S. Players can aim for promotion to the next rank by earning RP (Rank Points).<\/li>\n<li>Once players reach S-Rank, they receive a rating based on their ability. The top 100 rated S-Rank players will have this distinction displayed on their rank icon.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/li>\n<\/ul>\n<ul>\n<li><strong>Rules<\/strong>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Ranked Matches employ Single (1v1) and Team (3v3) rulesets.<\/li>\n<li>RP is earned through victories in Single matches, while in Team matches RP is earned through both victories and individual contribution.<\/li>\n<li>The time limit is 2 minutes for Single matches and 3 minutes for Team matches. Maps are selected at random for each match.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/li>\n<\/ul>\n<ul>\n<li><strong>Promotion<\/strong>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Once a player has earned the required RP for their current rank, they will enter a \u201cPromotion Phase\u201d.<\/li>\n<li>During Promotion Phase, players will have a set number of matches to achieve good results and become eligible for promotion to the next rank.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/li>\n<\/ul>\n<div id=\"adsninja-ad-zone-div-gpt-ad-1535570269372-ccr-REPEAT4\" class=\"adsninja-ad-zone  an-can-change  an-zone-d  in-sticky-content\">\n<div id=\"dynamically-injected-refresh-ad-zone-div-gpt-ad-1535570269372-ccr-REPEAT4\" class=\"dynamically-injected-refresh-ad-zone\" data-original-ad-element-id=\"div-gpt-ad-1535570269372-ccr-REPEAT4\" data-current-ad-element-id=\"div-gpt-ad-1535570269372-ccr-REPEAT4\" data-refresh-count=\"0\" data-prebid-not-bidding-count=\"0\" data-floating-allowed=\"true\" data-refreshing-allowed=\"true\">\n<div class=\"ad-current\">\n<div id=\"ad-zone-container-div-gpt-ad-1535570269372-ccr-REPEAT4\" class=\"ad-zone-container ad-zone-container-content-character-count-repeatable adsninja-ad-zone-container-with-set-height ad-zone-container-background-details-enabled ad-zone-container-loading-animation-enabled ad-loaded\" data-no-fill-collapsable=\"false\">\n<div id=\"ad-zone-size-container-div-gpt-ad-1535570269372-ccr-REPEAT4\" class=\"ad-zone-size-container ad-zone-size-container-content-character-count-repeatable\">\n<div class=\"ad-zone ad-zone-content-character-count-repeatable  \">\n<div class=\"ad-zone-inline ad-zone-inline-content-character-count-repeatable\">\n<div id=\"div-gpt-ad-1535570269372-ccr-REPEAT4\" data-google-query-id=\"CP66jeuRnoMDFVHGcwEdY80O4g\">\n<div id=\"google_ads_iframe_\/39363775\/GameRant\/Article_InContent_Desktop_4__container__\"><\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<ul>\n<li><strong>Leaderboards<\/strong>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>The top 100 rated Rank-S players will be posted to the leaderboards.<\/li>\n<li>Information about each player such as their rating, name plate and AC configuration can be confirmed from the leaderboards.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/li>\n<\/ul>\n<ul>\n<li><strong>Rank and Leaderboard Reset<\/strong>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Player ranks and leaderboards will be reset periodically.<\/li>\n<li>Upon rank reset, players half-way up B-Rank and above will be relegated one rank according to their current rank and RP.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<p>*Note: the next reset is scheduled for 29th February (Wed) 2024.<\/li>\n<\/ul>\n<ul>\n<li><strong>Name Plates and NP (Nest Points)<\/strong>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Some Name Plates are acquired by achieving good results in Ranked Matches, while others can be bought rom the Plate Shop.<\/li>\n<li>Name Plates at the Plate Shop are purchased using NP (Nest Points) earned from Ranked Matches.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/li>\n<\/ul>\n<h3 id=\"bug-fixes-and-other-improvements\">Bug Fixes and Other Improvements<\/h3>\n<ul>\n<li>\u3010Player AC related fixes\u3011\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Added visual effect to LINEAR RIFLE \u201cLR-036 CURTIS\u201d and \u201cLR-037 HARRIS\u201d when overheating<\/li>\n<li>Ascend input now accepted while using Quick Turn in mid-air<\/li>\n<li>Queued input now accepted for melee weapon attacks while switching weapons with the Weapon Bay<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<p>*Note: excludes \u201c44-143 HMMR\u201d and \u201cWB-0010 DOUBLE TROUBLE\u201d<\/p>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Scan visual effect radius now reflects the scan distance of that Head part<\/li>\n<li>Mitigated attack performance disparity due to leg type with melee weapons, for enemy tracking angles, weapon trajectory, etc.<\/li>\n<li>Fixed a bug that resulted in unintended enemy tracking when using a melee weapon while charging a back weapon<\/li>\n<li>Mitigated a lingering tracking effect that would occur when performing a melee attack against certain large enemies, even after the initial approach<\/li>\n<li>Fixed a bug that caused reduced accumulative recoil when firing two of the same weapon simultaneously from both hands<\/li>\n<li>Fixed a bug that prevented shield deployment while firing a weapon on full-auto under certain conditions<\/li>\n<li>Fixed a bug that caused reload-type weapons to have a slightly longer reload time when equipped to the left hand compared to the right<\/li>\n<li>Mitigated the impact of frame rate fluctuation on rapid fire performance of certain weapons<\/li>\n<li>Mitigated an issue that occurred when back weapons such as cannons were equipped to both back slots and fired simultaneously, where the right back weapon would fail to fire under certain conditions<\/li>\n<li>Fixed a bug with certain back weapons, where firing the weapon during Assault Boost just after passing an enemy would cause the attack to veer away from the enemy<\/li>\n<li>Fixed a bug that prevented display of the attack warning alert when firing missile lock weapons such as NEEDLE MISSILE LAUNCHER \u201cEL-PW-01 TRUENO\u201d while using Manual Aim<\/li>\n<li>Fixed a bug with weapons that trigger a \u201creadying\u201d action when fired, where the action could be unintentionally cancelled with Assault Boost or Quick Boost<\/li>\n<li>Mitigated an issue with LASER LANCE \u201cVE-67LLA\u201d where the camera would become unstable when firing<\/li>\n<li>Fixed a bug when using PLASMA THROWER \u201c44-143 HMMR\u201d with Tank legs, where attacks made towards the rear side of the legs would fail to deflect even if they hit walls or terrain<\/li>\n<li>Fixed a bug with PLASMA THROWER \u201c44-143 HMMR\u201d where attacks would be flagged as deflected if they made contact with walls or terrain immediately after hitting an enemy<\/li>\n<li>Fixed a bug with PLASMA THROWER \u201c44-143 HMMR\u201d where performing a regular attack immediately after using Assault Boost would fire the weapon without stopping Assault Boost as normal<\/li>\n<li>Fixed a bug with NAPALM BOMB LAUNCHER \u201cMA-T-222 KYORAI\u201d, JAMMING BOMB LAUNCHER \u201dMA-T-223 KYORIKU\u201d and STUN BOMB LAUNCHER \u201cWS-1200 THERAPIST\u201d when the same weapon was equipped to both hands and charged to fire simultaneously, the right hand attack would fail<\/li>\n<li>Fixed a bug with NAPALM BOMB LAUNCHER \u201dMA-T-222 KYORAI\u201d, JAMMING BOMB LAUNCHER \u201cMA-T-223 KYORIKU\u201d and STUN BOMB LAUNCHER \u201cWS-1200 THERAPIST\u201d where the charge shot animation would not play correctly when performed after certain actions<\/li>\n<li>Fixed a bug with STUN BOMB LAUNCHER \u201cWS-1200 THERAPIST\u201d where rounds would fail to explode after the time delay when fired directly beneath the player AC<\/li>\n<li>Fixed a bug with CORAL RIFLE \u201cIB-C03W1: WLT 011\u201d that allowed Quick Turn to be used during a fully charged attack<\/li>\n<li>Fixed a bug where regular attacks from MULTI ENERGY RIFLE \u201c44-142 KRSV\u201d would not collide with certain objects<\/li>\n<li>Fixed a bug when using CORAL SHIELD \u201cIB-C03W4: NGI 028\u201d where a full-auto weapon equipped to the left hand would fail to fire after reloading even if the attack input was continually pressed<\/li>\n<li>Fixed a bug with BULLET ORBIT \u201cBO-044 HUXLEY\u201d and LASER ORBIT \u201c45-091 ORBT\u201d where attacking with these weapons while the player AC has its back turned to the enemy would result in the initial shot to veer away from the enemy<\/li>\n<li>Fixed a bug that prevented the core expansion \u201cPulse Protection\u201d from reaching its full potential against charged attacks from CORAL OSCILLATOR \u201cIB-C03W2: WLT 101\u201d and fully charged attacks from CORAL RIFLE \u201cIB-C03W1: WLT 011\u201d<\/li>\n<li>Fixed a bug that prevented cancellation of Boost Kick recovery by using Assault Boost<\/li>\n<li>Fixed a bug with Tetrapod and Tank legs that reset the time required for EN recovery with jump\/ascend input when EN is fully used up<\/li>\n<li>Fixed a bug with Tetrapod and Tank legs when using Assault Boost or Quick Boost to cancel attack recovery from ranged weapons that trigger a \u201creadying\u201d action such as charged attacks, bazookas, grenade launchers, etc., where cancelling would cause the attack to veer off target<\/li>\n<li>Fixed a bug with Tetrapod and Tank legs when using PLASMA THROWER \u201c44-143 HMMR\u201d where boost movement would be disabled when attacks from this weapon would hit the terrain and deflect<\/li>\n<li>Fixed a bug with Tetrapod and Tank legs that nullified the guard state of CORAL SHIELD \u201cIB-C03W4: NGI 028\u201d if a ranged weapon that triggers a \u201creadying\u201d action such as charged attacks, bazookas, grenade launchers, etc. is used while the shield is deployed<\/li>\n<li>Fixed a bug with Tank legs that prevented the use of weapons (excluding some charge attacks) while turning on the spot<\/li>\n<li>Fixed a bug with Tank legs where the guard state of a shield would remain for a very short time after releasing the deploy input<\/li>\n<li>Fixed a bug that caused charged attack inputs to fail, and attack animations to play incorrectly during landing recovery after falling from high altitude without boost movement<\/li>\n<li>Fixed a bug that prevented boost movement from toggling on after using Assault Boost if it was previously in the off state<\/li>\n<li>Fixed a bug that caused excessive visual effects for charging an attack with a hand-held weapon under certain conditions<\/li>\n<li>Fixed a bug that removed the booster visual effect if a weapon switch was performed with Weapon Bay during Assault Boost<\/li>\n<li>Improved usability of core expansion input during Assault Boost<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<p>\u3010Mission\/enemy related fixes\u3011<\/p>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>During certain missions with dialogue events, the appearance of an event branching choice will no longer cause charged attacks to fire prematurely<\/li>\n<li>Fixed a bug during missions such as \u201cOcean Crossing\u201d that feature the \u201cAM06: WATCHER\u201d enemy, where some of the enemy\u2019s attacks fail to stagger the player AC even when the ACS Strain limit is reached<\/li>\n<li>Fixed a bug during the mission \u201cAttack the Refueling Base\u201d that prevented mission progress beyond defeating the boss AC<\/li>\n<li>Fixed a bug during the mission \u201cEliminate \u201cHonest\u201d Brute\u201d that prevented acquisition of credit reward or combat logs if the Tetrapod MT is defeated due to a fall<\/li>\n<li>Fixed a bug during the mission \u201cTunnel Sabotage\u201d that prevented mission progress beyond destroying the objective under certain conditions<\/li>\n<li>Fixed a bug during the mission \u201cPrisoner Rescue\u201d that prevented progress due to an event not triggering<\/li>\n<li>Fixed a bug that prevented the game from loading completely at the start of certain missions<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<p>\u3010Online match related fixes\u3011<\/p>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Fixed a bug with Custom Matches that prevented keywords from functioning correctly when creating a room<\/li>\n<li>In Single online matches, slow-motion effect upon defeating an opponent is now visible for all players including spectators<\/li>\n<li>Mitigated sync issues between players for projectile impact timing with attacks from certain weapons, such as bazookas and plasma rifles<\/li>\n<li>Fixed a bug with LIGHT WAVE CANNON \u201cIA-C01W3: AURORA\u201d where the energy balls released from an attack weren\u2019t all being rendered<\/li>\n<li>Attacks from LIGHT WAVE CANNON \u201cIA-C01W3: AURORA\u201d now trigger hit detection based on the player on the receiving end of the attack<\/li>\n<li>Fixed a bug with CONTAINER MISSILE LAUNCHER \u201cBML-G1\/P29CNT\u201d and LASER TURRET \u201cVP-60LT\u201d that caused attacks from these weapons to de-sync between players when manual aim mode was used<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<p>\u3010System related fixes\u3011<\/p>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Added \u201cSYSTEM\u201d menu to the top of the \u201cNEST\u201d menu<\/li>\n<li>Changed the default ordering of some parts in the Assemble menu<\/li>\n<li>Motion Blur option restored in Photo Mode. Players can now switch between Camera Blur and Motion Blur<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<p>\u3010Other\u3011<\/p>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Other bug fixes and improvements<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<p>\u3010Steam\u3011<\/p>\n<ul>\n<li style=\"list-style-type: none\">\n<ul>\n<li>Fixed an issue that prevented Tank leg ACs from ascending when the game is running at a high frame rate under the 120 FPS setting<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>\u00a0<\/p>\n<div class=\"display-card tag large no-badge \">\n<div class=\"w-img \">\n<div class=\"body-img portrait\">\n<div class=\"responsive-img img-article-square\" data-img-url=\"https:\/\/static0.gamerantimages.com\/wordpress\/wp-content\/uploads\/2023\/01\/armoredcore6tagpage.jpg\" data-modal-id=\"single-image-modal\" data-modal-container-id=\"single-image-modal-container\" data-img-caption=\"null\">\n<figure><\/figure>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>The latest update, version 1.05, for Armored Core 6: Fires of Rubicon signifies a significant leap forward, introducing an array\u2026<\/p>\n","protected":false},"author":294,"featured_media":18113,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[37],"tags":[5664,5663],"class_list":["post-18112","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","tag-armored-core-6","tag-armored-core-6-update-1-05-patch-notes"],"reading_time":"11 min read","_links":{"self":[{"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/posts\/18112","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/users\/294"}],"replies":[{"embeddable":true,"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/comments?post=18112"}],"version-history":[{"count":0,"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/posts\/18112\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/media\/18113"}],"wp:attachment":[{"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/media?parent=18112"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/categories?post=18112"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.businessupturn.com\/usa\/wp-json\/wp\/v2\/tags?post=18112"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}