Electrosphere.info: Ace Combat Zero: The Belkan War - Electrosphere.info

Jump to content

Hide message Show message
Welcome to Electrosphere.info!

Join us now to get access to all our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, and so, so much more.

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Ace Combat Zero: The Belkan War Info on the aircraft, the weapons, tactics, and other important stuff

#1 User is offline   Ribbon-Grey 

  • Admin by any other name
  • PipPipPipPipPipPip
  • Group: Adv. Contributors
  • Posts: 1,320
  • Joined: 04-April 08
  • Gender:Male
  • Location:Canada
  • Aircraft:MH-60K / Rafale
  • Squadron:SMS

Posted 04 September 2008 - 03:12 AM

Ace Combat Zero: The Belkan War Walkthrough
- The Official Electrosphere.info Walkthrough -


Note: This Walkthrough is still under construction and will be periodically updated by Ribbon-Grey




Table of Contents

1.0 - Introduction
- Legal Stuff
- Accreditation
2.0 - The Game
- Controls
- Setting
- Characters
- Important Info
3.0 - Aircraft
- F-5E Tiger II
- J35J Draken
- F-1
- MiG-21bis Fishbed
- F-4E Phantom II
- MiG-29A Fulcrum
- F-16C Fighting Falcon
- F/A-18C Hornet
- A-10A Thunderbolt II
- MiG-31 Foxhound
- Mirage 2000D
- EA-6B Prowler
- Su-27 Flanker
- F-15C Eagle
- X-29A
- F-14D Super Tomcat
- Gripen C
- F-16XL
- Tornado GR.4
- F-2A
- F-15E Strike Eagle
- F-117A Nighthawk
- F-35C
- EA-18G
- Rafale M
- Typhoon
- Su-32 Strike Flanker
- YF-23A Black Widow II
- F-15S/MTD
- Su-47 Berkut
- Su-37 Terminator
- F-22A Raptor
- X-02 Wyvern
- ADFX-01 Morgan
- ADF-01 Falken
4.0 - SP Weaponry
- XMAA
- XLAA
- QAAM
- SAAM
- SOD
- SFFS
- GPB
- UGB
- UGBL
- XAGM
- LASM
- LAGM
- FAEB
- RCL
- NPB
- BDSP
- MPBM
- ECMP
- TLS (ADF-01)
- TLS (ADFX-02)
5.0 - Tactics
- Air-to-Ground
- Air-to-Air
- Air-to-surface
- Ace Squadrons
- Excalibur
- XB-0
- V-2
- ADFX-02

--------------------




1.0 - The Introduction

Legal Stuff

This walkthrough was created using Electrosphere content including information on aircraft, characters, and missions. All aircraft are registered trademarks of their parent corporations. In in no way do I or Electrosphere.info take any credit for elements of Ace Combat Zero: The Belkan War including the game itself, characters, locations, events or otherwise. The aforementioned subjects are registered trademarks of Namco-Bandai.

The Walkthrough below is NOT to be used outside of Electrosphere.info without express permission from Ribbon-Grey, and is such the property of Electrosphere.info.





Accreditation

Again, all aircraft, locations, events, characters, etc are trademarks of Namco-Bandai, and not to be used without permission. All information concerning these trademarks were taken from http://electrosphere.info, Ace Combat Zero: The Belkan War, or from the noodle of Ribbon-Grey or other ES Members.






1.0 - The Game

Controls

[X Button] - Fire Autocannon
[Triangle Button] - Change target
[Circle Button] - Fire regular missile
[Square Button] - Radar Map (Pressure Sensitive)

[D-Pad Up] - Order Wingman to Attack selected target.
[D-Pad Left] - Order wingman to engage at his own discretion.
[D-Pad Right] - Allow or Disallow the use of Special Weapons.
[D-Pad Down] - Order Wingman to Cover you.

[L1 Button] - Decrease Speed
[R1 Button] - Increase Speed
[L2 Button] - Rudder Left
[R2 Button] - Rudder Right

[L3 Button] - Boresight
[R3 Button] - Change point of view

[Start Button] - Pause menu
[Select Button] - Change from regular missiles to your Special Weapons.




Setting

This story takes place in the Republic of Ustio in 1995.

The Republic of Ustio seceded in 1988 after the Principality of Belka decided it might stimulate their economy. However, Ustio's succession hurt Belka's economy further. Soon after Ustio seceded, massive amounts of natural resources were discovered on the Ustio-Belka border, and Belka invaded the small nation. Having a small military, Ustio was completely conquered except for the mountains to the southwest. In response to the Belkan blitz attack, the government of Ustio hired a large amount of foreign mercenaries to supplement their dwindling air force.

Your TAC name is "Cipher", and you are one of these mercenaries. You're put in command of Ustio's 6th Air Division, 66th Air Force Unit's Galm Team, consisting of yourself and one other mercenary. Your wingman, a hotshot pilot whose TAC name is "Pixy", seems like a good pilot. One day, Belkan bombers are on course to Valais Air Base where you are stationed, and you sortie up to engage them.




Characters

Ustio Air Force / 6th Air Division / 66th Air Force Unit
Galm Team


Cipher
Age: ?
Date of Birth: ?
Nationality: ?
Blood Type: ?
Height: ?
Weight: ?
Eyes:?
Hair: ?
Rank: Captain

This is who you are. You're an experienced foreign mercenary hired in 1995 by the Ustio government.


Pixy
Age: 28 [ as of 1995 ]
Date of Birth: ?/??/1967
Nationality: Belkan
Blood Type: ?
Height: ?
Weight: ?
Eyes: Brown
Hair: Brown
Rank: 2nd Lieutenant

This is your wingman, Larry Foulke. He's also an experienced mercenary with some renown amongst Belkan soldiery. He's a good soldier and loyal friend, but his ethics and beliefs sometimes interfere with his mission.


Eagle Eye
Age: ?
Date of Birth: ?
Nationality: U?
Blood Type: ?
Height: ?
Weight: ?
Eyes:?
Hair: ?
Rank: Air Battle Manager

AWACS Eagle Eye is your CO during the game, and he's pretty good at letting you know what's going on around you. You'll meet him in the second sortie.


Ustio Air Force / 6th Air Division / 4th Air Force Unit
Crow Team


PJ
Age: 22
Date of Birth: ??/??/1973
Blood Type: ?
Nationality: Osean
Blood type: ?
Height: ?
Weight: ?
Eyes: ?
Hair: ?
Rank: 2nd Lieutenant

A young and somewhat inexperienced mercenary pilot, who traveled across the continent by Motorcycle to join the Ustio Air Force. He has a girlfriend back at Valais Air Base who he intends to marry.




Important Info

Ace Styles
Your Ace Style defines what kind of a pilot you are. There are three types;

Knight Ace - a pilot who lives by pride.
Soldier Ace - a pilot focused on the war.
Mercenary Ace - a pilot focused on money and fame.

To earn these Ace Styles, which ultimately give you game extras like paint colors and medals, you have to fight a certain way. To become a Knight Ace, do not destroy yellow targets like fleeing or damaged planes, houses, tents, and assist allied units when they call for help. This is probably one of the easier ones to achieve, but you end up fighting some of the toughest enemy ace squadrons. Still, it's what I usually go with. To become a Soldier Ace, destroy only Targets (Marked as TGT on your screen). This will keep your ace style the same. On missions like Bastion or Lying in Deceit, just go after the regular non-neutral targets and your ace style won't change.

IMPORTANT: It is highly recommended that you go for Soldier Ace the first time around, because it is extremely hard to change your ace style to pure soldier after having it maxed out at Knight or Mercenary.

To become a Mercenary Ace, go after anything you want, putting special emphasis on attacking yellow (neutral) targets, as they are not part of the mission and you get more money. This is good to get once you get Soldier Ace (Directly in the middle), because you can get a lot more money with Mercenary.

It is important to note your ace style will not change after Mission 15.







3.0 - The Aircraft

1. F-5E Tiger II
SP Weapons: QAAM, UGB, NPB

This aircraft is one of the first three you get, and it's so-so. Nothing to write home about, but it's good enough to hold it's own against the Belkans you'll encounter early on.

2. J35J Draken
SP Weapons: SAAM, UGB, RCL

In my opinion, the best of the three you start out with. Fast and good in a dogfight as well as ground attack, it will get you through the first 3 or so missions.

3. F-1
SP Weapons: RCL, UGB, LASM

An attacker through an through, but next to useless in a dogfight for a newer pilot. Once you get more into the game, you'll be able to fly just about everything, but this one is outclassed by Mission 4.

4. MiG-21bis Fishbed
SP Weapons: RCL, UGB, QAAM

Honestly, don't even waste your hard-earned credits on the Fishbed. There are much better aircraft in your arsenal already, and this thing is designed for every task, but good at none.

5. F-4E Phantom II
SP Weapons: SAAM, UGBL, NPB

The Phantom II is pretty good at anything you're going to need early to midway through the game, if you unlock it. It's not necessary, but it can make your life easier with it's long-range AIM-7s and larger unguided bombs.

6. MiG-29A Fulcrum
SP Weapons: SAAM, RCL, XAGM

A very good fighter, and it also works well as an attacker. This is a good buy for you, and it's not to pricey either. Get it when you can, and try it for yourself.

7. F-20A Tigershark
SP Weapons: SAAM, GPB, XAGM

This is a good aircraft, though you'll be having trouble catching the faster enemies and keeping up with them in a turning battle. Well armed, though.

8. F-16C Fighting Falcon
SP Weapons: XMAA, LAGM, UGBL

A nice pick for an all-around craft. It's good in a dogfight and can easily put you through the rest of the game, if you have some idea of what you're doing.

9. F/A-18C Hornet
SP Weapons: LASM, SAAM, SOD

The Hornet has as many uses as it does nicknames, and you'll be good if you pick this one up early on.

10. A-10A Thunderbolt II
SP Weapons: XAGM, FAEB, RCL

The king of all attackers. Slow, it handles like a pig on skates. However, this pig packs the 30mm GAU-8/A Avenger, a gun which can chew up anything VERY easily. You won't go wrong if you pick this little plane up, but you can live without it too.

11. MiG-31 Foxhound
SP Weapons: XLAA, QAAM, UGBL

A good interceptor, though it isn't that great in a dogfight. It can't turn very well, but you outrun pretty much anything in this big Russian jet. It's also well armed, so you shouldn't have to do much running away.

12. Mirage 2000D
SP Weapons: UGB, GPB, XAGM

A nice attacker, though it's not good for much else. It shies in comparison to multirole craft like the Hornet or Falcon, though, and you can easily go without it. Save your money for something else.

13. EA-6B Prowler
SP Weapons: ECMP, LAGM, QAAM

This jammer is a so-so Attacker and a terrible dogfighter. You don't use much ESM in the game, so you should say "No thanks" when the Prowler becomes available.

14. Su-27 Flanker
SP Weapons: XMAA, UGBL, SFFS

Basically an F-15C with more turning capability. The Su-27 is a great dogfighter, but if you can afford it's bigger cousin, the Su-37, pick the more advanced jet up first.

15. F-15C Eagle
SP Weapons: XMAA, UGBL, QAAM

More armed for air combat than the Su-27, the Eagle is Galm flight's signature plane. It's well suited for pretty much anything, and is more than a match for F-22s and the whole bit. Buy it if you don't have a multirole plane you're really attached too.

16. X-29A
SP Weapons: QAAM, FAEB, LAGM

You can turn like the devil himself, and you're faster than most aircraft out there. This is a good dogfighter, and it's got really big bombs on it, so you can't go wrong with the X-29.

17. F-14D Super Tomcat
SP Weapons: XMAA, NPB, GPB

Doesn't turn very fast, and you'll have to get used to the gun being lower like an attacker. Still, it's fast and well armed, so give this one a try. In my opinion one of the best planes out there.

18. Gripen C
SP Weapons: RCL, XLAA, SOD

A great fighter. Pick this little Swedish plane up when you can.

19. F-16XL
SP Weapons: XAGM, SAAM, BDSP

A delta-winged attacker variant of the popular F-16C. It's pretty good at what it does, but I wouldn't buy it if I were you.

20. Tornado GR.4
SP Weapons: BDSP, ECMP, LASM

A great attacker with variable geometry wings. Has a great Air to Ground weapons loadout, and you won't have any problems with fighters, either, if you pack the ECM Pod. A safe choice.

21. F-2A "Viper Zero"
SP Weapons: LASM, XMAA, SFFS

Basically another F-16C. Buy one and not the other, and save your money.

22. F-15E Strike Eagle
SP Weapons: SFFS, SAAM, GPB

A good attacker, but you'd be better off going with the A-10 if you're looking for an attacker. Still, it's good against air or ground targets, so if you don't know what you're up against this is a good plane to have.

23. F-117A Nighthawk
SP Weapons: GPB, LAGM, QAAM

I have only four words to describe the Stealth Fighter: Don't. Buy. This. Thing. It's a waste of money and it's not really good at anything. Like the real-world examples, it just sits there and eats money.

24. F-35C
SP Weapons: LASM, SOD, QAAM

Good at everything, even though it's got an attacker-friendly weapons load. It can turn quickly, is pretty fast, and can take a beating. Money well spent.

25. EA-18G
SP Weapons: ECMP, XMAA, LAGM

Look, mom! A Hornet with a jammer pod! Don't buy this thing, unless you feel the need to spend some money. It's just that - a hornet with a ECM pod on it. Again, for the amount you use ECM in the game, just let this one go.

26. Rafale M
SP Weapons: LASM, XMAA, SOD

A great fighter that is equally at home blowing up airplanes or Volkswagons. It can turn well, and has a good weapons load. It's very stable and has a low stalling speed, so I'd recommend this plane.

27. Typhoon
SP Weapons: XLAA, SOD, SFFS

A good fighter, but a really bad attacker. The Eurofighter is for you if you like to let your missiles do the work and wipe out the Belkans from long range. It's also wicked fast.

28. Su-32 Strike Flanker
SP Weapons: XAGM, LAGM, XMAA

A really good attacker for you, but it can also be used as a fighter. Whatever you do, do not take this on Mission 18 because it's a ground attack mission.

29. YF-23 Black Widow II
SP Weapons: QAAM, NPB, BDSP

An amazing dogfighter that you'll come to hate in the hands of the enemy. Not a great attacker, but by this point you should be able to make it do anything you want it to.

30. F-15S/MTD
SP Weapons: FAEB, XLAA, SOD

A very maneuverable fighter that's generally good at anything - be it attacking or dogfighting. The bombs it carries can take out an entire base with 3-4 shots if you know what you're doing.

31. Su-47 Berkut
SP Weapons: SAAM, SFFS, BDSP

Because of the speed with which the Golden Eagle turns, do not use it for attacking. Nine times out of ten, you'll end up smashing into a bed and breakfast or something and that really can wreck your day. Use this one exclusively for air to air combat.

32. Su-37 Terminator
SP Weapons: XLAA, FAEB, NPB

One of the most maneuverable fighters in the game. It can be picked up pretty early, and will serve you well in just about any situation. Buy this one or the F-22.

33. F-22A Raptor
SP Weapons: XMAA, GPB, SOD

Arguably the best real fighter in the game. This fighter is good at anything. It's fast, well armed, turns well, and can take a hell of a beating. Your money is well used to get Lockheed Martin's masterpiece.

34. X-02 Wyvern
SP Weapons: XLAA, QAAM, XAGM

A great fighter, but it's not the best at attacking. Still, when you can make this fighter dance Belka's air superiority days are over.

35. ADFX-01 Morgan
SP Weapons: TLS, MPBM, ECMP

My favorite fighter and the best multirole aircraft in the game. The TLS is the hand of God - you can touch anything you can see, though it takes some practice to use it effectively. The MPBM can single handedly win a mission for you, so buy it as soon as you have the money.

36. ADF-01 Falken
SP Weapons: TLS, FAEB, XLAA

A great fighter, and it's TLS fires a lot longer than that of the Morgan's. It's really the best plane in the game. It's easy to use, but it take some practice to become really good with it. Have fun with the Falken.






4.0 - SP Weaponry

1. XMAA

The Medium-Range Air to Air Missile is on a plethora of aircraft, and it's good at knocking down planes that are from 10,000 feet to 30,000 feet away from you. For medium ranges, this is the missile to use.

2. XLAA

The missile with the longest range, this is good for aircraft that are flying straight, level courses. Don't even fire this bad boy if they're moving unpredictably because this thing doesn't turn very well.

3. QAAM

I don't really use it, but it's good for short-range fighting. It's basically a super Missile.

4. SAAM

The trick to this missile is to keep your target within the firing circle, which is pretty easy at long range. Once they get in close, you may as well let the thing miss, because it's notoriously hard to re-lock on. The missile, once you have the target back in your circle, usually has already blown up.

5. SOD

This weapons dispenser pod flies along a straight line and bombs everything to pieces on that line, like when you're attacking an airbase. Use this thing on lines of enemies like Hangars, SAMs or AA Guns that are moving in formation, etc.

6. SFFS

The SFFS can cause massive damage if you drop it from high enough, but it's difficult to get a controlled impact that way. This is your big gun for most of the game.

7. GPB[U]

The Guided Penetration Bomb does massive damage to a very small area, so it's not really what you're looking for in a large-radius destruction weapon. It comes on just a few aircraft, and it has even less uses. For the price of this bomb, you can grab UBGLs or UGBs to do the same job on a wider scale. If you're not good with bombs, this thing locks on for you. It's also a lot more accurate than other bombs.

8. [u]UGB


A pretty useful bomb that's good in just about every situation. The aiming method is a little trickier to use than GPBs, which lock on for you, but once you get a little experience you can use these better than GPBs.

9. UGBL

A regular Unguided Bomb on a larger scale. The UGBL can be used to level small groups of artillery and armor pretty quickly, but you have to get low to get a really good shot. Again, once you get experience with these you can thread a needle with them.

10. XAGM

This missile targets four enemy ground units at a time, flies relatively high a level, then drops straight down on them. This is really usefull in urban environments like Solis Ortus or Directus. It also deals really heavy damage, so it's a really good city-clearing weapon.

11. LASM

The sole anti-ship weapon of the game, the LASM can sink most ships (even the ones with heavy-tonnage) with one or two hits. However, it's not that great against enemy land forces, because it tends to skim over the water. Even without the LASM you can take out ships pretty easily, if you're smart.

12. LAGM

Basically a LASM for ground units like tanks. It does really heavy damage in a wide area, so it's great for clusters of AA Guns or SAMs. But, like the LASM, it has limited uses and isn't really great for isolated units. For missions like Bastion, however, it's a must-have because it can take out Pillboxes and high-health units in a few hits.

13. FAEB

The big daddy of all the bombs, the Fuel-Air Explosive Bomb can wipe out just about anything Belka has on the ground. Use this thing like you do the airbrakes.

14. RCL

The Rocket Launcher has very few uses, but it's a blast if you can get good with it. You can wipe out lines of AA Guns, trucks, and SAMs like they're not even there. However, it will take you a while to make use of every rocket you can fire at once.

15. NPB

This is just napalm that kills everything in a short, straight line. There are far better weapons out there for doing this, but it can be extremely well controlled. It does medium damage, and if you're going to be doing this kind of thing stick with the RCL or the SOD.

16. BDSP

This is a lot like a SOD, but it does a lot more damage. Use it the same as you would a SOD. It's also very effective against enemy ships like Cruisers that have a lot of weapons on the deck.

17. MPBM

This is the hand of God in ACZ. You can, honestly, wipe out an entire base with this missile. It works like a FAEB with a slightly wider radius of destruction, and it works on air targets. The first time you use this weapon, get ready to be surprised by just how powerful it can be. You can use the MPBM to eliminate an entire Ace squadron with just one shot.

18. TLS (ADF-01)

The Falken's TLS fires a long, blue chemical laser straight ahead. It does heavy damage, and it has nearly unlimited range. The downside is you have to have the target within a tiny circle, but it's still pretty easy to use. Unfortunately, unlocking the Falken is not.

19/ TLS (ADFX-01)

This is a lot like the Falken's TLS, except the burst is shorter and it's red. It does around the same amount of damage.






5.0 - Tactics

Air-to-Ground

This is the easiest kind of combat. Basically you line up your target, and fire away. Most ground targets only take 1 missile, or a few seconds sustained gunfire, but there are a few things you should know.

1) SAMs
- These things exist to wreck your day. If you're going after a SAM, start up high and get low fast as it fires at you. This way, you can avoid the missile with ease.
- Go in fast. Those missiles are pretty quick, but you can outrun them and wait until their fuel runs out. Still, watch your radar map and make sure they're not right behind you. AWACS, Pixy, and your system will let you know when they've got a lock on you.
- Expect the worst when going after SAMs. If you're in the later part of a mission, be cautious around these things. They will wreck your day if they kill you after you've done most of the mission.

2) AA Guns
- First off, it's kind of impossible to perfectly avoid these every time. You have to find your own method and use it, because sooner or later they will get you. They don't do that much damage, but they can still kill you pretty easily on higher difficulties.
- Personally, I like to approach these the same I do SAMs. Go in high, they pull down and avoid the stream of bullets, then fire away.
- If you see an AA Gun, there are most likely SAMs, Flak Guns, or enemy aircraft around.

3) Flak Guns
- These things are a real pain in the ass, but you can avoid them if you watch out. You can tell where they're firing by explosions in the air around you. DO NOT FLY INTO THE EXPLOSIONS.
- If you hug the deck on approach to one, you're golden. They can't touch you when you're low.
- Flak Guns do heavy damage, so keep your head on a swivel when you see Flak Guns. There is never only one Flak Gun.

Watch out where you're flying, and try hard not to be stunting. 99% of the time, you'll crash because you were doing something stupid and pay for it. Especially when you're flying through buildings, take it slow until you can pick a path through them.




Air-to-Air Combat

Also known as dogfighting, this is some of the funnest and most challenging combat out there. The ACZ enemy pilot AI is pretty good, but it's no match for a human mind. If you keep your wits and use the right weapon and plane at the right time, enemy aircraft are no match for you.

As a rule of thumb, always take an aircraft that has a good Air Combat rating. If you don't you could end up in a million smouldering pieces floating to the ground. As good as you are, there is always some opportunistic AI out there that likes to shoot you in the back when you're fighting another plane. Never stop moving, or you can die pretty easy.

Use Pixy's 'cover' ability frequently. He's good at keeping them off you, but if you tell him to disperse against air targets, he can keep them busy until you can deal with them. When you get PJ, don't be expecting too much. At this point you should be able to take care of yourself, anyway, but be forewarned PJ is next to useless, especially against Aces.




Air-to-Surface Combat

Take your AA Gun and SAM tactics and apply them to this, because most ships has SAMs and AA Guns on them. Always go in high, and adjust your altitude when the SAMs start flying. The most dangerous types of ships are the Cruisers. They've got lots of artillery, and you'll do best if you target the ships straightaway.

Always target the ships themselves, don't waste your missiles and gun rounds on the guns. If you can take out a ship, you'll take out all the artillery on it as well. Watch yourself around the big battlegroups because you'll be getting shot at from every angle - they usually have fighter escorts as well.




Ace Squadrons

You're going to run into quite a few of them, so I'm going to put individual tactics in here for them. They're all different, but if you keep moving and fly fast, they're less of a threat. Depending on how you choose to fly, you'll run into different squadrons.

Grun Squadron
Ace Style: Soldier
Formation: F/A-18C x 4
Tactics: Grun can move in fast and target you from pretty far out. So, your best move against these guys is to get fast and get low. When they come at you, they'll fly right over you and disperse. Eliminate these guys one at a time, but watch out - they like to gang up on you and shoot you down when you're after one of them. Long-range missiles don't work very well on them, because they'll just disperse earlier and you'll be lucky to even hit one.

Rot Squadron
Ace Style: Mercenary
Formation: Typhoon x 4
Tactics: Rot is a fast moving, hard hitting and extremely competent group of ace pilots. They can target you from extremely long range, and run you down with their intense speed. To counter this, you can simply keep shooting until you get a hit, or try to get them against the ground where they can't maneuver. Use close-range missiles as they can avoid XMAAs or XLAAs with ease.

Indigo Squadron
Ace Style: Knight
Formation: JAS-39C Gripen x 4
Tactics: These guys aren't much of a challenge, because they don't like to avoid long-range attacks. If they get in close, just get into a turning battle and get as slow as you can. Nothing to this one.

Gelb Squadron
Ace Style: Any
Formation: Su-37 Terminator x 2
Tactics: Watch your ass around these guys. They can out turn you in any early-game aircraft, can fire missiles backwards, and are way faster than you usually are. To beat them, don't get behind them if you can avoid it. The missiles they shoot backwards can ruin your day very quickly without you having more than 1 second's warning. Have Pixy Cover with SP Weapons ON, and he can usually tie one of them up while you deal with the other. Try to whittle them down with gunfire from above or below, then finish them with a QAAM or regular missile.

Schnee Squadron
Ace Style: Soldier
Formation: F-14D Super Tomcat x 4, EA-6B Prowler x 1
Tactics: Schnee is a fast, long-range engagement team that can kill you very quickly with their XLAAs. Once they get in close, the jammer craft will come in and you'll have a hard time finding them. Shoot down the Prowler first, if you can. After that, you can out turn the Tomcats easily, but you'll have a hard time outrunning them or outgunning them. Keep them in close and try to stay behind them. Keep moving, as they'll get you with their XLAAs when you're trying to catch up to one of them.

Silber Squadron
Ace Style: Knight
Formation: F-4E Phantom II x 1, F-16C Fighting Falcon x 4
Tactics: These guys aren't much of a threat if you can take out the F-4 - he's the biggest challenge of them all to get, because he turns like an F-22 and shoots super missiles. To beat Kellerman in the Phantom, get him into a low-altitude turning battle and force him to climb. Hit him after he levels off because he stops for a moment when he finishes his climb. For the F-16Cs, take them out any way you see fit, but remember Ace Squads work together to get you.

Schwarze Squadron
Ace Style: Mercenary
Formation: MiG-31 Foxhound x 8
Tactics: There is a lot of them, to be sure. Fire off any long-range stuff you have and go in low and fast. You're probably going to be running low on missiles, so watch your shots and make them count. The Foxhounds turn very slowly, so if you get them into a turning battle, you're sure to win. Also, they like to swarm you and try to fill the air with missiles and planes. Keep yourself focused and on one target at a time. There are also usually additional Belkan planes that join the attack, but keep your attention on Zubov and the Schwarze team. Watch out as they are packing some pretty heavy SAAMs that kill you in one shot. Stay fast and don't stop moving, taking them down one at a time with guns and missiles. QAAMs, for some reason, are unlikely to hit them.

Gault Squadron
Ace Style: Soldier
Formation: Su-47 Berkut x 8
Tactics: In my opinion, the toughest enemies in the game. They turn fast, attack from multiple angles, and are packing super QAAMs that turn faster than those of AC04. Your best bet here is simple - shoot them with everything you've got! Move fast, and deal with them like you dealt with Schwarze (if you have). Keep on them one at a time, and watch for surprise missiles. They have an annoying habit of filling the air with QAAMs that will kill you quickly. Never fall below 500 mph, or go above 15,000 feet - if you do they'll be on you like white on rice. Keep your speed up and your altitude low. You've made it this far, so you can deal with them!

Sorcerer Squadron
Ace Style: Mercenary
Formation: F-15S/MTD x 8
Tactics: Sorcerer has a unique battleplan. They come in pairs, and when one pair has engaged you the next one closes in. It's easy to get suckered in and get overwhelmed, especially since PJ does nothing but talk. These Osean traitors are a tough group, but if you can knock them down quickly you can deal with them as they show up. Do not, under any circumstances, run from them if they're not all there, because they will appear right in front of you. If you keep turning, which you probably will, they'll come from whatever direction you're facing. This means they're going to come at you from multiple angles. Use your gun a lot, and you shouldn't have much of a problem.

Wizard Squadron
Ace Style: Knight
Formation: F-16XL x 4, YF-23 Black Widow II x 4
Tactics: When you get busy attacking the modified F-16s, you're suddenly going to have YF-23s appear and start harassing you, and they'll be on you so fast you won't know exactly when they show up. The best way to deal with them is to stay fast and turn constantly. They can hit you at any time, but if you keep your speed up you'll have some warning. If you can, take out the Black Widows when you see them and save the F-16XLs for last. You'll find that the YF-23's have the annoying characteristic to disappear when you're not looking right at them - these stealth planes will keep you guessing. Use your Missiles and XMAAs to make them avoid you while you hunt them down one by one.


UNDER CONSTRUCTION
<div align='center'><img src="http://i212.photobucket.com/albums/cc131/jetfreak/RGreyV2.png" border="0" class="linked-sig-image" /></div>
0

#2 User is offline   Ribbon-Blue 

  • ES is Knowledge.
  • PipPipPipPipPipPipPip
  • Group: Ultra Director
  • Posts: 2,758
  • Joined: 03-April 08
  • Gender:Male
  • Location:Denver, Colorado
  • Aircraft:Something with SAAMs.
  • Squadron:SMS

Posted 04 September 2008 - 03:26 AM

Wait a second... don't we have one of these?
0

#3 User is offline   X-49 

  • Someone has to pay.
  • PipPipPipPipPip
  • Group: Adv. Contributors
  • Posts: 426
  • Joined: 03-April 08
  • Gender:Male
  • Aircraft:F-35 Lightning II

Posted 04 September 2008 - 03:31 AM

Just a question... why not give each walkthrough its own subforum and give each section its own topic? This isn't GameFAQs people, we shouldn't be stuck in the stone age with Courier wall of texts and an 80 character line limit. No need to cramp up everything into one topic.

If you're still going for this format, inform me as soon as possible so I'd reorganize the ACX walkthrough to comply with these standards.
Posted Image
0

#4 User is offline   Ribbon-Grey 

  • Admin by any other name
  • PipPipPipPipPipPip
  • Group: Adv. Contributors
  • Posts: 1,320
  • Joined: 04-April 08
  • Gender:Male
  • Location:Canada
  • Aircraft:MH-60K / Rafale
  • Squadron:SMS

Posted 04 September 2008 - 03:34 AM

Well, they kinda fit in with the whole General Information thing ... or we could shove them into Mission Information.
<div align='center'><img src="http://i212.photobucket.com/albums/cc131/jetfreak/RGreyV2.png" border="0" class="linked-sig-image" /></div>
0

#5 User is offline   X-49 

  • Someone has to pay.
  • PipPipPipPipPip
  • Group: Adv. Contributors
  • Posts: 426
  • Joined: 03-April 08
  • Gender:Male
  • Aircraft:F-35 Lightning II

Posted 04 September 2008 - 03:39 AM

QUOTE (Ribbon-Grey @ Sep 4 2008, 03:34 AM) <{POST_SNAPBACK}>
Well, they kinda fit in with the whole General Information thing ... or we could shove them into Mission Information.


Eh... no no. What I meant is, give the ACX walkthrough a subforum under the Walkthroughs master forum, the ACZ walkthrough another, the AC5 walkthrough another, etc. That and divide each walkthrough into smaller topics (one for the TOC, one for each mission, one for the aircraft and weaponry lists and one for the credits, for example) instead of copypasting everything into a single behemoth.

Those are my two cents.
Posted Image
0

#6 User is offline   Ribbon-Blue 

  • ES is Knowledge.
  • PipPipPipPipPipPipPip
  • Group: Ultra Director
  • Posts: 2,758
  • Joined: 03-April 08
  • Gender:Male
  • Location:Denver, Colorado
  • Aircraft:Something with SAAMs.
  • Squadron:SMS

Posted 04 September 2008 - 03:47 AM

We can go even more in depth with the walkthroughs if we give them room. X-49's walkthroughs are a good example of this... Alright. We'll try giving each one their own section. Well... we'll give the "Electrosphere" walkthroughs their own space.
0

#7 User is offline   Green Giant 

  • Yellow Squadron Commander
  • PipPipPipPipPipPip
  • Group: Adv. Contributors
  • Posts: 1,910
  • Joined: 03-April 08
  • Gender:Male
  • Location:Somewhere between here and there....
  • Aircraft:What ever is best for the mission
  • Squadron:The Yellow Squadron

Posted 04 September 2008 - 02:56 PM

QUOTE (X-49 @ Sep 3 2008, 11:31 PM) <{POST_SNAPBACK}>
Just a question... why not give each walkthrough its own subforum and give each section its own topic? This isn't GameFAQs people, we shouldn't be stuck in the stone age with Courier wall of texts and an 80 character line limit. No need to cramp up everything into one topic.

If you're still going for this format, inform me as soon as possible so I'd reorganize the ACX walkthrough to comply with these standards.



That's what I was going for in the original idea... That way people can add comments which can be incorporated into each mission.
*Former Director of the ES 2.0 Media Team*
*Commander of the Yellow Squadron*

Posted Image
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users


Enter your sign in name and password


Sign in options
  Or sign in with these services