Armored Core For Answer

Armored Core For Answer

3.6 from 291 votes

There are a maximum of 41 Armored Core For Answer achievements worth 5,104 (1,000)

3,361 tracked gamers have this game, 18 have completed it (0.54%) | 29 want to boost

Achievement Details

Hard Difficulty in Armored Core For Answer

Hard Difficulty59 (20)

Offline Game Mode - These achievements require play in game modes that do not require a connection to any live services, such as Xbox Live.Single Player - These achievements can be obtained using a single controller.Difficulty Specific - These achievements require that the game be played on a certain difficulty level. Complete All Hard Missions

Achievement Guide for Hard Difficulty

LV 1 Blue Slime
391,600 (227,220)
LV 1 Blue Slime
Achievement won on 12 Apr 11
TA Score for this game: 2,437
Posted on 12 April 11 at 09:59
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This achievement requires that you finish every hard difficulty mission. This is a somewhat easy task, unless you also wants SS rank on them all for the associated achievement. I'll give some tips, but keep in mind there are tons of weapons and set ups, and there aren't a lot of one size fits all solutions, since the way you play affects what builds will work for you.

Something important to note is the regulations. These were mostly MP-related updates to the game that can be applied to SP as well, these can be very useful in tipping things in your favor. To access them, go into ACSIS and pick options at the bottom. The bottom option in that menu will be regulations. Some notes on those...

1.00 is the best for NEXT on NEXT combat. In this regulation, SALINE missles are beast, and will decimate just about anything. (To give credit where credit is due, this particular tip is something I learned from rastal66 's solution for beating the arenas. It's very effective.)

1.15 is a regulation that provides limitless EN. You can fly and dash all day without worrying about energy. This is especially useful for missions that require a lot of flying (defend megalis for example) or missions where you need to rush an AF without the special boost you get on some missions. Without worrying about EN cost or regen, you can build your mech to be as fast as possible.

1.30 and 1.40 seem to be the best if you are using other types of weapons, as they seem to have more ammo and do more damage than they do in other regulations. Obviously this doesn't apply to every single one of them, but it generally seems to be the case. Energy weapons seem to work better here as well, however I can't confirm that with indisputable proof.

With that in mind...

As said before, SALINE missles are the best for NEXT on NEXT combat. It's best to hover in the air, as doing it on the ground seems to make one of two of the missles hit the ground on the way to the enemy.

Gatling guns are my weapons of choice when I'm fighting normals. If you are playing a stage where you encounter both normals and NEXTs, you will generally be fine equipping the SALINE on the back weapons and gatlings on the arms.

I didn't really use snipers all that much, although they were useful on a few occasions. Ambush Sphere Invasion Forces is a good example, as the stealth plane looking bastards will tear you apart short range with their lasers.

Blades and/or the punching weapons are especially useful in most of the AF battles. You can waltz on up to their leg or equivalent, and smack it a few times and win. It's otherwise only really useful on stationary targets, and short of AFs,there aren't a lot of those.

The only stage I had a problem with would be the very last stage, Occupation of Arteria Carpals (or something to that effect). You'll be facing a bunch of NEXTs (5 or 6?), and the lead one has some disgustingly powerful lasers she will PEWPEW you dead with, quickly. If you don't care about ranking, you can get by just fine with SALINE missles. Let them engage your friend, and take potshots at them while they do so. You'll eventually gain someone's attention, and then you'll need to use the walls to break them up so you won't be facing them all at once.

I found standing on the wall facing where they come from and shooting at one of them when they pass by was best. This made the one guy I shot chase after me, and I would immediately jump down to the side of the wall on the outside of the facility. This always seemed to result in a 1v1.

Your friend will die soon. Now it's just a matter of luring each one of them over the wall so you can 1v1 them. I found hovering just slightly above the wall (a decent distance from it obviously) would eventually convince one of them to jump over the wall and attack. They are all fairly easy to 1v1, so as long as you keep them apart, you can win with ease. I use SALINEs in this case as well, but ammo was sparse. Have to make the shots count.
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