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Tuning Guide

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Tuning Guide Empty Tuning Guide

Post  Unit 42 Fri Aug 10, 2012 6:59 pm

Hi everyone!

If you're not an experienced AC V player, you may not know much about tuning, so I am writing this guide to help you people out. The first big fact you need to know about tuning is that it is entirely RANDOM how good or bad your gun is. There is a general range under which each stat will fall, but almost every gun is different. Keeping this in mind, the only way to get a good gun is to train many guns, which is very time consuming. The point of this guide is to teach you a faster way to upgrade your weapons by not fully tuning every gun.

Step 1: Choosing your Gun, Tune Type, and Number of Guns (aka shopping)

When tuning, the first thing you have to do is buy guns. Consider first tuning only guns you use often then going to other guns you wont use quite as much. Once you have your gun decided, try to figure out what you want to tune it for. Generally, specialized tunes are better than just normal tunes and guns specialized for power are most useful with rapid fire after that and accuracy last. However, understand that these are just general rules. Depending on your situation, you may want to do something different.

The last thing you need to do is figure out how many of each gun you want. You don't want just one because the chances of that one being good are slim. You want many. You also want each one to be tuned for the same performance tendency. Here is how it usually lays out:

Buying X guns on a side does this much good.

4 guns is the bare minimum. I don't recommend it. The chances of a really good gun here are slim to none.
6 guns is a good baseline. This is useful when tuning guns that you won't be using quite as much, but still want fairly good versions of.
12 guns is good for guns you love. You will definitely get a very good version of the gun and possibly even an unbelievably powerful gun.
18 guns is the upper limit. It takes a long time and only offers slightly better chances than 12 since extremely powerful guns are exceedingly rare.

Step 2: Testing Them Out

The next thing you need to do is take each gun on only one mission. I recommend playing territory missions as a team or playing Order Mission 06 with a rocket shoulder unit if you are going solo. The rocket will tear Flame Fly apart in a few seconds! Cool The point here is to put a gun you are tuning on every available slot you have. Put one on each arm and one in each hanger (they do get tuned in the hanger). Once you have used the gun once, rotate it out and put a new one in. It is fastest to do this in the mission briefing screen rather than going to the workshop right after you come back to the world map. STOP once you have used each gun once.

Step 3: Finding The Best Gun

Once you have tuned each gun once go back to the workshop. At this point, I recommend getting a pad of paper, a pencil, and a calculator. You don't need them, but they will make your life easier. The next thing I would do is go into the shop and record all of the base values of stats that matter to you on each gun (ie. power, reload time, muzzle velocity, range) Generally it is best to focus on one or two stats since any more will start making decisions difficult.

Let me introduce you to an important terminology: 7s, 8s, and 9s. Guns take different times to tune. They can either take 7,8, or 9 missions to tune. Hence, a gun taking only 7 missions is a 7 while one taking 9 missions is a 9.

It is important to note that after one mission, a 9's tuning will most likely be less than that of an 8 and the 8's tuning less than a 7's. This makes direct comparisons difficult, so we start looking at each section individually. But wait, how do we know which is which?

The difference can be found in the top right corner of the gun's picture. There is a little bar that says "tuning". Depending on how far along it is, one can tell weather it is a 7, 8, or 9. 9s look like they've only taken up one square after one mission of tuning. 8's look like they've taken up a sliver more than one square and 7's look like they've taken a square and a half.

The first step to finding a best gun is finding the best of each category (7,8, and 9). What you do is take all of the 9s and compare them only against each other. Since tuning is scaled, a direct comparison is all that is required.(ie. if you want power find the 9 with the most power). Preform the same process with the 8s and 7s. Now, we should have at most 3 guns, The last comparison is a little more complex. What you do is you take the difference between the gun's initial stat and its current stat for each case (power of gun tuned once minus power of gun not tuned or seen in shop). This is the gun's growth rate, how much it will change per mission. Multiply this number by the number of missions it will take to tune the gun and we get the approximated total growth in the stat we will see in the gun. We just look at the 3 guns and see which will have the most positive growth (or least negative growth) and that is the one we want. Sell everything else to avoid cluttering your hanger.

Step 4: Training

Spam missions in exactly the way that I explained in Step 2. Use the guns you chose as the best in Step 3 until they are fully upgraded.

AND WE'RE DONE!!!!
'Good guns for everyone!'

Important Side Notes:

1) You can tune more than one gun at a time. I know I wrote the guide to sound like you can only do one, but you can simply designate a certain weapon slot for each gun.

2) You can choose more than one gun as your "best gun" you want to train before you decide which is better. If you are not sure which is best as you near the end of Step 3 this a good idea since tuning two guns doesn't take much longer than tuning one.

3) This method does have one flaw: low stats. Stats that are numerically low on guns: between 0-50 generally don't change much. This means oftentimes guns after just one tune look identical in areas such as reload speed or blade length. This particular method doesn't account for this sort of ambiguity, although it is possible to deal with this problem. (I am too tired of typing to explain more now, I'll add a comment later).

Unit 42

Posts : 25
Join date : 2012-08-10

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Tuning Guide Empty Re: Tuning Guide

Post  Unit 42 Fri Aug 10, 2012 7:00 pm

That was a mouthful!

Unit 42

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Join date : 2012-08-10

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Tuning Guide Empty Tuning Guide (Alternate Low Stat Method)

Post  Unit 42 Sat Aug 11, 2012 6:44 pm

If you guys actually read the end of my guide, you'll see that I mentioned there is a situation where my tuning method is ineffective. This occurs when a gun has a low important stat(s) which does not change numerically much over the process of training. As an example, a machine gun type weapon may go from 8 to 9 reload speed or 8 to 10 over the course of its tuning. However, after one round both will still be at 8 and distinguishing which is better may initially be impossible. There are two options available depending on what you are going for.

Option 1 (if your low stat isn't of primary importance)

If the low stat doesn't matter to you as much as another, then just get the best few guns in the stat that is most important to you, train them, and see which comes out best across the board.

Option 2 (if your low stat is very important)

Your only option here is to train the guns more than once. Start by training the guns once just like normal. Then compare your stats within the 7's, 8's and 9's. Sell any that are below par. For example, if you have a 7 with 38 reload speed and another 7 with 37, sell the 38 (since lower is better for reload speed). In addition you can also sell guns if they worse than others in a slower training category. To go back to our previous example, let's say we also have a 8 with 36 reload speed. This is obviously better than the 7 with 37 reload speed, so we can sell the 7. However, there are certain cases where you can't tell the difference. This occurs when any two guns have the same stat or a longer training gun has a worse stat. In our example, this would mean we could have a 9 with 37 reload speed and we wouldn't sell it right away even though we have an 8 with 36 reload speed. Once all of the obviously worse ones are sold, train them remaining guns again. Repeat the whole above process until you have only one gun left where you can just finish the training like normal. Sometimes, two guns are so close that you have to train them all of the way though to see which is better. That is fine too. Keep in mind that every time you train the guns (before they get maxed out) the performance gap between the 7s, 8s, and 9s will grow. Consider this while making the cuts.

Unit 42

Posts : 25
Join date : 2012-08-10

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Tuning Guide Empty A Cool Link

Post  Unit 42 Mon Aug 13, 2012 10:23 pm

Here is a website I found that helps a lot with the maximums of tuning it is not 100% accurate, but it is pretty close.

http://www21.atwiki.jp/armoredcoreforever/pages/405.html

Just translate it to understand what they're talking about.

Unit 42

Posts : 25
Join date : 2012-08-10

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Tuning Guide Empty Re: Tuning Guide

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