Armored Core 2: Another Age Walkthrough :
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Walkthrough - Weapons FAQ"Armored Core 2: Another Age" (PS2) Weapons Guide Version 1.3
This document Copyright 2001 "Zaku IX"
Armored Core 2: Another Age is © 2001 From Software, Inc.
Armored Core is a trademark of Sony Computer Entertainment America, Inc.
Foreword: Another Age, another FAQ. Those who have read the AC2
version of this guide have some idea of what to expect,
but for those who haven't, this FAQ is here to explain
all of the weapons as accurately, and in as much detail
as possible.
Most importantly, you'll find a new set of statistics
used for each weapon, (when applicable), some of which
tell you how much damage it does over a certain period
of time, how much damage it is capable of doing given
its ammunition supply, how quickly it drains energy, and
more, plus a short, but descriptive commentary on each
weapon.
Version History: Use this in conjunction with the Table of Contents to
find the newest changes quickly.
12/16/01 Version 1.3 (current)
* Removed "off topic" stuff from Section 4i.
* Rewrote a few part descriptions.
* Corrections...
* Unbelievably minor layout revisions.
* Calculated Power of "Plus Blades" added (section 4a and 4g).
* Calculated Shockwave Power added, and is now considered in all related
parameters (section 4c-4g), which have been re-calculated just for the
occasion.
* Stats "Cluster Power" and "Cluster Heat" added. See Section 3 for
details. Ditto for the other stats above. Likewise, Cluster Shockwave
Power was added to all weapons it applies to.
10/13/01 Version 1.2
* Corrected some info on the Energy Supply Stat (section 2).
* Put some more info about the Orbit Cannon and Orbit Maker.
* More info on the Mine Dispenser added.
* Small reminder added to Inside Parts (section 4c).
* Some more modification notes that aren't part of the given stats.
* Misc. topics (section 4i) updated with a topic on the speed of your ACs.
* Misc. topics (section 4i) updated with a topic on enemy ACs, making
this guide officially no longer spoiler free.
9/18/01 Version 1.1
* Removed the blade length stat explanation left over from the AC2
version, as it was fixed in AA.
* Cleaned up Section 4i, so it now makes mention of the new parts.
* Fixed up some Human Plus comments left over from the previous guide.
* Serious Corrections
* Made a much needed update to Section 6, "guidelines" if you will.
* Added a little note on the Stealth part that I neglected the last time.
9/2/01 Version 1.0
* First release, based on the AC2 version 1.6 of this guide.
* Weapon stats changed to reflect the new part "parameters" in AA.
* New AA weapons profiled.
* Another Age-ized the whole guide.
* Some additions that were also planned for the AC2 version as well.
* Revisions to weapon descriptions, and the intro, some major, some minor.
* Stat "Travel Speed" REMOVED from all weapons for now, but it'll be back.
* New subjects "Human Plus", and "Overweight" added to Section 4i.
Author's Note: Shot Velocity stat still coming. No new developments there.
Table of Contents:
1) Legal Info
2) Statistics Explained
3) Additional Statistics
4) Weapons
4a) Blades
4b) Shields
4c) Inside Parts
4d) Extensions
4e) Right Arm Weapons
4f) Back Weapons
4g) Fixed Arm Weapons
4h) Optional Parts
4i) Miscellaneous (or FAQs yet to be asked, but already answered)
5) Thanks
6) Contact
******Section 1**********************************************************
Legal Info: This guide can be reproduced for placement on any website
that wants it, providing it is kept exactly as it was found. While it
would be nice to let me know you're using it, it isn't mandatory. It is,
however important that you keep it up to date. The newest version will
always be submitted to GameFAQs, so if you're reading this from another
site, go there to make sure you have the right one.
******Section 2**********************************************************
Statistics Explained: These are some parameters found in the game, used
to describe the various parts. In most cases, From's wording on what they
mean is rather obscure and unhelpful. If I put something in this section,
it's because it's very related to weaponry, and/or is explained rather
poorly in the game. I'll make some effort to skip the obvious ones. If
I missed something, drop me a line and I'll put it in with the next
update. These are sorted alphabetically, and the parts they affect will
be listed below.
Accuracy: This determines how well your blade attacks will be guided.
The higher this number is, the more reliably your AC will
target the enemy for sword attacks. Lower numbers can make it
much more difficult to strike with the blade.
{Arm Stat}
Ammo Heat: More or less the single round value of "heat damage". Consider
this number cut in half if you are fighting a Plus that has had
the third operation performed on them. Heat damage is the
amount of heat your opponent takes in when hit. The higher it
is, the closer they will be to overheating, (once they're
overheating, any additional heat damage will make it much
harder to cool off), but of course, the Radiator they have
will work hard to "undo" the heat damage after it's been
inflicted. By "undo", it will lower the AC's temperature, but
not undo any damage to the AC's armor that's already been done
as a result.
{Right Arm Weapon, Arm, Right or Left Back Weapon,
Inside Part, and Extension Stat}
Ammo Price: Corresponds DIRECTLY to Ammo in that one ammo count is worth
whichever value is given.
{Right Arm Weapon, Arm, Right or Left Back Weapon,
Inside Part, and Extension Stat}
Attack Heat: This is how much your opponent heats up when they get hit by
your sword. Think Ammo Heat here, but for your sword. I'm
willing to bet that this also gets multiplied if you get a
nice clean hit.
{Left Arm Weapon Stat}
Attack Power: This is the raw, (usually single round), damage for a
weapon. What you aren't told, however, is how much damage
a single discharge of a spread shot weapon causes. In the
case of such weapons, I will include the full damage of
the weapon if the the entire cluster of shots were to hit.
A good thing to remember is that Laserblades which also
possess this stat will multiply it based on how clean the
hit is, (and are also manipulated by Energy Supply), but
energy projectiles made by a Laserblade have a fixed
power that, while unique to each blade, has its own Attack
Power separate from that of the actual blade.
{Right or Left Arm Weapon, Arm,
Right or Left Back Weapon, Inside Part,
and Extension Stat}
Bio Sensor: A simple yes or no stat. A part either has it or doesn't.
What it does depends on what part has it. In back radars,
it causes Biological Units to appear on radar, as without a
Bio Sensor equipped radar, you must locate them visually.
In a head, a Bio Sensor will allow you to lock on to such
units, and in some cases, it will also have a Bio Sensor
equipped radar, although it seems the only way to find out
is to take it into battle and see.
{Head and Left or Right Back Weapon Stat}
Discharge Heat: I don't think it's important, but it's the heat your
sword or shield generates. The values are all really
small, but I guess they wont help when you're already
overheating.
{Left Arm Weapon Stat}
Energy Supply: This stat comes into play when you equip a sword on your
AC. The higher it is, the more damage the blade you
equip will do.
{Arm Stat}
Lock Speed: This dictates how quickly your missile weapons should lock on
to their targets. The lower this number is, the faster they
are supposed to lock. This isn't really important if you use
single lock missiles, but eight or twelve lock types can
greatly benefit from having a faster their lock speed.
{FCS Stat}
Maximum Lock: The most locks you'll get out of a weapon. Both the weapon
in question, and the FCS you have equipped will determine
this, with the lower number of the two having priority,
since neither can exceed the other.
{Right or Left Back Weapon, Arm, and FCS Stat}
Precision: After a lot of play testing, I have to conclude that this is
strictly the ability of the FCS to compensate for movement.
In this case, the results of my testing have suggested that
a higher number will make your weaponry more accurate against
moving, particularly quick moving targets.
{FCS Stat}
Range: There are a few places where you'll find this stat, and in each,
it has a slightly different meaning. Range with a weapon is the
effective distance it has, or to specify how far the shot will
travel before it fizzles. On a FCS, it's the maximum range from
which you can lock on to your opponent. Even if your FCS has LESS
range than the weapon, you would still be able to hit a target
outside of that range, so long as it does not exceed the range of
your weapon. If the weapon's range is less than the FCS range,
the FCS will revert to the weapon's range, (hint hint guys,
don't equip DOX-ELENA with a handgun).
{Right Arm Weapon, Arm, Right or Left Back Weapon, Inside Part,
Extension, and FCS Stat}
Recoil Control: What recoil? None of the right arm weapons have it.
Despite that, I gave this one a few shots and honestly
noticed no difference whatsoever in how my Right Arm
Weapons performed. Ignore this.
{Arm Stat}
Reload Time: Specifically, the time needed for a reload, given in units
equal to 1/60 of a second. Additionally, for weapons that
function as missiles, it's the time between launches, the
difference being that however many locks you had is the
number of missiles you'll launch before waiting out the
actual reload.
{Right Arm Weapon, Arm, Right or Left Back Weapon,
Inside Part, and Extension Stat}
Reticle Mobility: This appears to be the speed of the reticle when, and
only when you lock on with missiles. The reticle in
question is the little diamond that appears in front of
your AC, and then finds its way to an enemy within the
range of the FCS. Once it reaches its target, the lock
process begins. Higher numbers seem to be good here.
{FCS Stat}
Weapon Lock: The size manipulation of your FCS for using the weapon. In
other words, it will either make your FCS bigger, smaller,
not affect it at all, or make it a tiny bit smaller. Those
parameters are respectively, Wide and Shallow,
Narrow and Deep, Standard, and Special.
{Right Arm Weapon, Arm,
and Right or Left Back Weapon Stat}
******Section 3**********************************************************
Additional Statistics: This section will explain some stats that I use,
but the game does not, stats that I think more accurately describe
weapons. Such stats assume several things, and those things, along with
the actual calculations are given here for your convenience.
One VERY important thing to remember is that ALL stats which are calculated
through a formula involving the number of Ammo a given weapon has will be
affected if any magazines are equipped. For a good estimate, you could
simply take that stat and add the given percentage increase to it, but for
the truly accurate count, you should replace the Ammunition part of the
formula with the increased number of ammo after using the Magazine.
As another note, all stats found here that happen to have the Attack Power
stat involved in their calculation will be given in the same units used by
the game. Same goes for those involving energy drain, ammo price, and the
like.
Yet another important note is that all energy weapons' stats are calculated
as if NONE of the optional parts were equipped, which means they can be
very much affected by them. Keep that in mind when trying to select a
weapon that's right for your AC.
And yet ANOTHER note, (I promise, this is the last one!), Missiles are
compared to MISSILES, and not other weapons. I say this because there
simply is no reliable way to calculate their stats so they could be
compared to weapons that don't require a certain amount of time to lock on.
You'll have to use common sense to do that, and there just isn't a formula
for common sense. I've done as much as I could by supplying a relative
lock speed.
Without any more diversions, here are the statistics, in the order that
you will likely see them.
Plus Blade Rating: This one is hidden in the context of blade weapons'
"Plus Blade" descriptions. Self explanatory, if not
for the whole "Plus" issue which can be confusing to
people who didn't play the original AC2 to find out
what "Plus" was, (skim way down to the bottom of
Section 4-H if you're curious). This rating can be
thought of the attack power unique to each blade's
Plus Blade, which for those who don't know, is quite
independent of the blade itself. The rating is given
in the same units as Attack Power. There may or may
not be a slight margin of error, due to the fact that
I wasn't getting whole numbers and had to round, but
they are all in proportion to each other, and at least
somewhere in the ball park with respect to other
energy weapons.
Shockwave Power: Proving that I really have nothing better to do, I went
and calculated the Attack Power of that pretty little
explosion that some shots make, which adds to the damage
you already took, or manages to hurt you if the shot
didn't quite hit. This is also the damage you will take
if you shoot that weapon at something that's right in
front of you. Interestingly enough, some weapons can
hit twice for this value, depending on how well pinned
the opponent is by the explosion. Likewise, if the shot
itself pushes them far enough, they may not take ANY
Shockwave Damage. Thus, this stat will be given in the
form of a base attack power, along with the _maximum_
number of times it can hit. 99 x2, for example, would
be saying that the Shockwave has an Attack Power of 99,
but it can hit once or twice, depending on whether or
not the impact pushes the opponent too far away. As with
the above stat, allow a narrow margin of error. It's no
more or less narrow than the ones the game expects you
to tolerate in some cases.
Burst Power: The calculation of the full damage of a spreadfire weapon i.e.
the Slug Gun, Shotgun, Bombs (others too). The assumption
is that every round that is part of the burst hits. This stat
is only used on weapons it applies to. It very directly
corresponds to ONE unit of ammunition. Therefore, if a
weapon fires multiple shots at once, but subtracts the same
number from the ammo count, I wont provide this stat, but I
WILL give you a little something called "Cluster Power",
because I seem to think it's absolutely urgent that I make a
distinction between the two scenarios. Amusingly enough, you
may even see both stats for one weapon, (Slug Gun arms come to
mind, possibly a few others).
Cluster Power: Same as Burst Power, but in the cases where multiple units
of ammunition are consumed in that one shot. Most common
for Fixed Arm Weapons and some Dual Back Units which expend
two units of ammunition at once, as well as weapons that
expend more ammunition per shot.
Burst Heat: Same as the Burst Power, but measuring heat.
Cluster Heat: Same as Burst Heat, but in cases where multiple units of
ammunition are consumed in that one shot. Hey, you know,
in retrospect, I probably could have saved space by
saying "Same as Cluster Power, but measuring heat."
Cluster Shockwave Power: Same as Cluster Power, (and Cluster Heat),
measuring only the Shockwave Power.
Potential Damage: This is a simple "Ammo" multiplied by "Attack Power"
formula. Such a calculation does not take missed shots
into consideration, which isn't so much an assumption as
it is a matter of sticking to the actual definition of
"potential". It is the full damage that a weapon will
inflict if every last shot hits its target. Where
applicable, Shockwave Damage is considered, and noted
to the right in parentheses so one can subtract it from
the Potential Damage if one needs to.
Offensive Edge: Not to be confused with Offensive Point, this is the
measurement of damage over time. This stat is obtained
by dividing a time period of 255 by the current weapon's
reload time, then rounding down to the nearest number,
or just ignoring the decimal value, however you choose
to view it. That number is multiplied by the attack
power, or burst power if it applies. It does, of
course, assume that you are constantly firing, and
that no extra space is put in between you and your
target. The stat when given for missiles is given as
Maximum Volley Offensive Edge. Minimum Volley Offensive
Edge will be given too. If a missile only locks once,
you get plain old Offensive Edge. This stat should
really help you when thinking in terms of one on one
combat when enemies could actually survive for a long
period of time, (Mainly ACs). Also, some weapons do
consume more than one round at once, so that is also
taken into consideration when this stat is given.
Shockwave damage is also considered where applicable,
and in those cases, just how much of the Offensive
Edge consists of Shockwave Damage is provided next
to it in parentheses.
Accumulative Heat: The same as Offensive Edge, but given in terms of
Heat as opposed to damage. Because of this, the
calculation is the same as the above, but with Attack
Power, or Burst Power, as the case may be, replaced
with Ammo Heat, and its burst counterpart, Burst Heat.
Just like Offensive Edge, this stat will be given for
the maximum and minimum volley of a multiple lock
missile. Likewise, it does not account for the time
it takes to acquire a lock.
Lasting Power: A simple calculation with "Reload" multiplied by "Ammo" to
come up with a number. The assumption here is that you
never take your finger off the trigger and thus fire as
quickly as possible. The idea of this one is to let you
know how long your weapon lasts even when someone, (namely
me), is desperately trying to empty it as quickly as
possible. Minimum and Maximum Volley versions of this
stat are supplied for multiple lock missiles.
Total Cost: Yet another simple calculation, this time consisting of
"Ammo Price" multiplied by the amount of "Ammo". There is no
assumption here, as it is, much like Potential Damage,
defined as the maximum possible cost.
Energy Consumption: Like Offensive Edge, but it tells you how much
energy you will use in that given time frame. Even
though many energy weapons aren't meant for constant
firing, it complements the Offensive Edge statistic.
It is, of course assumed that the attacking side
does not refrain from firing for as much as a
nanosecond more than they have to.
******Section 4**********************************************************
Weapons: This section is going to be divided into several sub sections.
That will hopefully make it much easier to classify weapons. All Right
Arm, Back Unit, Extension, and Inside Part weapons will have my own
stats listed for them, all derived from the previous section. None of
the stats you could get by pressing Triangle while viewing a part will
be listed outside of the summary, (and in that case, I'd probably try
to use relative terms and not numbers unless it's really important).
Since there are new weapons in Another Age, and some of the old weapons
were modified, I will blatantly label each weapon as such, since some of
these changes are quite dramatic, and require you to look at an old weapon
like a brand new one. I also did revise some notes on old, yet unmodified
weapons, because a new or modified weapon will shed some new light on it,
making a new commentary necessary, although I wont label those, so you'll
need to look for them. A good rule of thumb is that if it makes you think
about it, it probably made me think about it too.
Lastly, _please_ look at Section 3 of this guide for an explanation of
all the statistics I use here.
~~~~~Section 4-A~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blades: There are no more than six blades to use, and each has varying
statistics that I'll spare you of, (really, they're self-explanatory
enough). "Plus Blade" refers to the blade generated when a Level 2 Plus
uses the sword and adds energy to the blade, (by pressing X during the
slash), to create a projectile. The actual blade hits differently from
most projectiles, because it's persistent. This is why it usually does
substantially more damage than projectile weapons that have the same, or
similar Attack Power ratings, (particularly when you score a really good
hit). The Plus blade, and the Irregular Blade are both regular
projectiles, and only do their damage once on impact. I think that's all
that needs to be said for now.
"ELS-2772"
This orange blade is the one you start with. It boasts the longest range
(though honestly not by that much), and the lowest weight. Accordingly,
it is the weakest. I consider it the very bare minimum requirement for
most missions, especially those with many non-enemy targets. Lots of
ammo could be a substitute, but this weapon is very reliable.
-Plus Blade: When used by a Level 2 Plus, this sword can create a small
orange energy plane, which strikes from much farther than the blade
itself, but is also somewhat weaker. Of course, you could use it while
normally slicing somebody for more damage. The plus blade itself has
an Attack Power of 501. If you do not have access to a file from the
original AC2 that had the Human Plus Upgrades, you will not be able to
use this ability.
"ELS-3443"
This green blade trades just a bit of range for more power, and actually
drains less than the above blade when used. It is slightly heavier
though. It is a good choice for missions, having sufficient power to
defeat weaker enemies very easily.
-Plus Blade: When used by a Level 2 Plus, this sword can be used to make
three green energy planes that fire out in a fan trajectory. Used up
close and combined with the blade itself, you could do serious damage
with an apparently weak blade. Each individual plus blade projectile has
an Attack Power of 449, but that's more than made up for by the potential
to connect with two or all three from close range, adding a combined
Attack Power of 1347 to your already decently powerful blade swipe.
"ZLS-T/100"
This triple bladed pink sword has noticeably less range than either of the
above, but offers impressive power, (more than the last two), at the cost
of increased weight and a higher drain in addition to diminished range.
This is a good choice for missions where other ACs are present, more than
the regular missions, but that's not to say there wont be any tough guys to
be fought in those. Overall, a very well rounded sword.
-Plus Blade: A larger, single pink energy plane can be made with this
sword. Its has an Attack Power of 747.
"ELS-7880" *NEW*
This sword has the highest attack power of all, but the worst range of
the regular swords. It comes in at less than half the length of the
ELS-3443, but the raw power it has makes up for it. It weighs in at
nearly double the previous blade's weight, but no matter how you look
at it, it's an excellent deal. The blade emitted is worth noting.
It's a wide, albeit short orange blade, that is generated using two
emitters, which results in a gap in the blade at the bottom of it,
but roughly halfway through, it forms one very powerful blade. Neat,
huh?
-Plus Blade: A very large orange energy plane is made, although it's not
as strong as you'd expect. It has an Attack Power of 652.
"LS-MOONLIGHT"
At a first glance, everybody will drop this sword and scoop up the
ELS-7880. At a first glance, that _seems_ to be the wise thing to do.
It does weigh about half of what this does, and has yet a more
impressive Attack Power. Well, this sword still has a few things to
offer. Firstly, the blade range is more than doubled. Secondly, the
blade itself drains significantly less when used. I think this sword
would still be the best if its weight was around 450 WP, but even still,
it has its uses.
-Plus Blade: A very large blue plane of energy is made with this sword.
It has an attack power of 1358, which makes it the strongest of all Plus
Blades that are generated by a regular sword, so the grand "Slice + Plus
Blade" combo is utterly devastating when performed with this blade, which
has raw power in both forms.
"ZLS-400/SL"
This is the infamous irregular sword. While it has no conventional blade
to strike with, it does have the ability to project energy waves similar
to the Plus Blades created with regular swords. Over the Plus Blade, this
"Irregular Blade" has some advantages. Firstly, it is usable by any pilot.
Secondly, it can project energy waves while the AC wielding it is airborne.
It seems to has an attack power of 1425, as opposed to the 1420 stated in
the game, which makes it a bit stronger than the Moonlight's Plus blade.
~~~~~Section 4-B~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shields: There are only four shields to be acquired and/or used. Ideally,
these would be given to ACs with a great amount of Ammo for use in
Missions. Generally, you can afford to be more lenient with ammo in
missions that are guaranteed to have less enemies, such as Arena Missions,
or those pertaining to certain large MTs that need to die, so you don't
have to design your AC to have huge amounts of ammo to use shields in
those situations.
Another thing to think about is the fact that if you have enough of your
Generator's Energy Output left over, you can recover energy WHILE using
the Shields. Be careful though, since movement will stress your Generator
in some cases, enough to actually make the shields start draining. Using
your boosters while shielding will drain under ANY circumstances, and it
will drain FAST. Be careful.
A nice, across the board change to all shields in Another Age is that
they now drain significantly less than before. I still wish there was
some way to inflict damage with them, no matter how meager, but as they
are, they're not too shabby.
"EES-2555"
This cheap little shield emits a yellow energy barrier that shields the
AC's forearm. Coverage is so-so, shell defense is so-so, energy defense
isn't too bad, and the drain is extremely low. Weight itself is also low,
checking in as the lightest of all shields. Good for slow ACs generally,
but usable by quicker ones. If you can't use a better shield for any
reason other than that you want to pack on as many weapons as you can,
you better change this to the ELS-2772 because chances are you'll run out
of ammo and be left defenseless otherwise. In an Arena Mission, this
isn't as much of a risk.
"EES-777LAR"
This shield offers much better shell defense than the previous one, and
a bit more energy defense as well, but drains yet more, and is also a bit
heavier. The shield emitted is blue, and covers roughly the same area as
the previous one. This shield is a much better balanced version of the
2555, so if you can fit it on, do so, but make sure you are more than
covered in the ammo department.
"ZES-500/SU"
Quite possibly the best shield in terms of balance. Both types of defense
are boosted, especially energy defense, but it has the highest drain of
all, yet thankfully not the heaviest weight, even though it's heavier than
the 777LAR. One big bonus is the incredible coverage you get from this
shield. I cannot stress enough though, your need to have a lot of ammo if
you make this commitment. This shield isn't so cool anymore once you're
doomed to die because you don't have anything left to attack with and all
you can do is cower behind its pinkness. Admit it, you thought I was
going to finish the paragraph without telling you what color it was,
didn't you?
"ZES-99-MIRROR"
This shield emits a green barrier that absorbs the most damage, of either
type, making it the absolute most defensive of all. It is 100 WP
heavier, but drains just a bit less than the previous shield. Coverage is
better than usual, but not as good as the 500/SU. I can wholeheartedly
recommend any tank that uses the Moonlight to drop it in favor of this
unless they are truly deprived in the ammo department. The nigh 300 WP
you are given back can be put towards yet more weaponry, hopefully
shutting out any ideas of running out before you're done with your job.
~~~~~Section 4-C~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Inside Parts: Often overlooked and underestimated, these parts are
generally light, and have varying uses. Believe me when I tell you
nothing is worthless here, (although some push the envelope). Unlike any
other weapons, inside parts always fire backwards. Keep that in mind.
Lastly, some seem to forget that optional parts fire true projectiles,
even if most of them don't travel towards the opponent or deliver damage.
This means that they can be detonated like other projectiles...
"INW-DEC-00A"
Type: Decoy Dispenser
Total Cost: 1680
This part and the next are probably the most widely used. They set decoys
right behind your AC when "fired". This decoy will attract missiles to
it, thus aiding you in your dodging efforts. A single decoy can fool as
many missiles as are launched at it, providing it doesn't blow up, which
it will do after a short time. Its life span is typically long enough to
last against a volley of missiles.
"INW-DEC-M02"
Type: Decoy Dispenser
Total Cost: 2800
More or less the exact same thing as the above, except it has more ammo,
and thus weighs more, and drains more energy. Use this whenever possible
over the previous part, unless you can't take the weight and/or energy
drain.
"INW-EM-RRD"
Type: ECM Maker
Total Cost: 6525
This is an interesting little part. First, it is a bit pricey. Second,
it has limited ammo. It does do a lot of good though. When you launch
one of these, it breaks all locks within a certain range. If you stay
near it, the opponent cannot lock onto you. Like the previous part, it
does blow up after a while, but while it's active, your opponent must
manually aim all of their weapons, or not fire at all, leaving you in a
favorable position.
"INW-DM-PUPPET"
Type: Dummy Maker
Total Cost: 6720
This is good to bring into battle against a human competitor. The CPU
always knows where you are, regardless of what the Radar it may or may
not have tells it. This item fools the Radar by sending out a dummy
which emits a signal just like that of your AC. Enough of these at once
will make you VERY hard to find. Like the previous parts, the Dummy
will blow up after a while.
"INW-DM-MV" *NEW*
Type: Dummy Maker
Total Cost: 5760
As you probably know, the original Dummy Maker just dumped out stationary
dummies, which weren't really that convincing, and were only truly useful
when a large mass of them were dumped in one area making a "forest" of
radar blips to hide behind. Well, these dummies move, so you can more
easily fool your opponent with fewer of them. Rightfully, the number you
can carry dropped by half, while the unit itself weighs more, and each
dummy costs more than the regular type. These things don't last forever,
and will eventually blow up on their own.
"INW-BD-X22"
Type: Bomb Dispenser
Burst Power: 4080
Burst Heat: 978
Potential Damage: 81600
Offensive Edge: 4080
Accumulative Heat: 978
Lasting Power: 3000
Total Cost: 4800
Probably the most underestimated part. It dumps six bombs outwards,
which fall to the ground and explode. While it's near impossible to hit
someone behind you with this weapon, it is very easy to hit someone in
front of you if you boost backward along the ground and drop it.
Of course they'll have to be very close, so it's ideal to use against
aggressive, blade happy enemies. Just don't drop them on yourself.
Also, the higher you are when you drop these, the farther apart they will
spread.
"INW-BD-XVX"
Type: Plasma Dispenser
Burst Power: 4440
Burst Heat: 504
Potential Damage: 266400
Offensive Edge: 4440
Accumulative Heat: 504
Lasting Power: 9000
Energy Consumption: 1200
A vastly superior version of the previous weapon. It's a bit heavier,
and drains energy, but you get three times the ammo, and a higher
attack power. Usage is the same as the last weapon.
"INW-DM/R11"
Type: Mine Dispenser
Potential Damage: 118000
Offensive Edge: 7375
Accumulative Heat: 1315
Lasting Power: 3600
Total Cost: 32000
Too expensive. Normally, these are dropped insanely high. If you drop
them while moving backwards, they'll drop lower. Now, in order to let
them damage both the player and enemy, From let the shockwave damage
equal what they listed as the Attack Power, and set the actual Attack
Power to zero. What they didn't count on was the fact that this would
delay the damage. What that means to you is that if you're moving fast
enough, you can clear the radius before the damage can be delivered, and
not get damaged at all. That alone ruins this weapon, which is a shame.
The Back Weapon incarnation from Master of Arena was much better. All
in all, there are much better things to do with that Inside space.
"INW-RV-08" *NEW*
Type: Rear Vulcan
Burst Power: 600
Burst Heat: 256
Potential Damage: 48000
Offensive Edge: 15000
Accumulative Heat: 6400
Lasting Power: 800
Total Cost: 400
After seeing it in action, I have to say this is one awkward weapon. Yet
again, we have an extremely powerful inside part weapon that's highly
difficult to aim. For starters, it's a spread shot weapon. Add to this
the fact that it fires backwards, just like any other inside part. Now,
get this, it fires diagonally UPWARDS as well. I've noticed that if you
move backwards, it fires somewhat straight behind you, although still in
a fairly wide spread. The closer you are, the better your chances of
hitting are. Hitting with all the bullets requires you to be extremely
close, although if you can manage it, you can do some nasty damage. In
reality, you wont do much damage with this, but you can probably do at
least something. Since it's so light, it's not a terrible choice.
"INW-OM-PRT" *NEW*
Type: Orbit Maker
Burst Power: 4495
Burst Heat: 682
Potential Damage: 67425
Offensive Edge: 4495
Accumulative Heat: 682
Lasting Power: 2400
Total Cost: 13500
There should be no question as to why this is the heaviest inside part of
all. When used, it drops an independent attack unit near your AC, which
will attack enemies that appear within a certain range of it. This would
seems to be within the 130-140 unit range, and lower. Assuming that an
enemy is present for its entire life span, (life span being defined as the
time before it blows up), it will fire thirty one shots at them in rapid
succession, hence the incredibly high burst power. Aside from taking
forever to reload, (the Orbit Maker itself), this is a highly useful part.
Realistically, one can't expect all of the shots fired by the pod to hit a
moving opponent, but it does provide a good distraction, and decent damage
to complement whatever else you may be trying to do, not to mention the
fact that you can toss out several of them before the first unit explodes.
~~~~~Section 4-D~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Extensions: These plug into the hardpoints on your AC's shoulders. They
come in four types, most with at least two parts varied enough to warrant
usage. While very light, none of these are standalone weapons, hell, some
of them aren't even weapons, but they can make a huge difference if used
properly.
"BEX-BB210" *MODIFIED*
Type: Back Booster
Nifty little part. When activated, it pushes you back suddenly in a
short burst. This obviously has many uses, since the boost is so
spontaneous. It can do such things as fake out the opponent's FCS, or
even your opponents themselves. Great for otherwise immobile ACs.
New for Another Age, there is a pretty long reload time, so these are a
bit harder to abuse, and to further discourage abuse, they require more
energy to use.
"BEX-BD150" *MODIFIED*
Type: Dive Booster
This part is more helpful to those who enjoy flying. It will give you a
quick drop in altitude, enabling you to shake off many things,
including missiles, and approaching opponents. Using it on the ground
is pointless, but funny. Like the previous extension, a reload time was
put in place to prevent this one from being abused, although it is much
shorter.
"BEX-BT180" *NEW*
Type: Turn Booster
Aside from having a misleading name, this is a pretty good addition to
the lineup. It will almost instantly turn your AC around ninety degrees
to either the left or right. By default, it appears to favor turning
you to the left. However, once you have moved your AC, it will favor
the side you last turned to, so if you had turned left before firing, it
will turn you to the left, and if you turned right before firing, it will
turn you to the right. It is my personal suggestion that you use the L3
Stick to choose the direction instead of the D-Pad, simply because it's
much more natural than trying to hit the D-Pad and the analog stick in
such quick succession, when you can use your thumb to move the stick left
or right, and then push it down. It takes a while to get used to, but you
can use it to really surprise your enemy who thinks they've found your
blind spot. If you thought the Back Boosters made blade attacks fun, you
need to try them with these boosters. If you time it right, you can slash
to the left or right instead of straight forward, which makes it much
harder to dodge your blade swipes up close. And yes, there is a reload
time, but that shouldn't be much of a deterrent.
"BEX-BRM-04"
Type: Relation Missile
Cluster Power: 3120
Cluster Heat: 200
Potential Damage: 21840
Total Cost: 12560
This is a very popular part. When used, it interfaces with any weapon
that uses the AC's FCS to program a guided projectile. This includes all
missiles, and the Orbit Cannon, but NOT the Pursuit Missiles, since
they are guided by whatever targeting system their home pod uses. So,
once you toggle it on, and fire one of those weapons, it will launch
four missiles along with whatever your weapon launched. Two weapons,
(the S608 and S612 back missiles), allow this weapon to fire twice for
the same launch since they fire constantly for longer than the duration
of its reload when locked on eight times or more. Of course, that would
mean expending almost half of your supply with one launch.
"BEX-BRM-02"
Type: Relation Missile
Cluster Power: 924
Cluster Heat: 48
Potential Damage: 9240
Total Cost: 8960
This is more or less the same as the previous weapon, except it fires
weaker missiles with more than 1.5 times the range. It also fires two at
once when triggered, as opposed to four. Having the same reload time,
it can be made to fire twice from the same launch as the above extension
can. The reason to use this is either if you're pressed for weight, or
if you just want to spread out your relation missile launches as it has
the same number of ammo, but just goes through it more slowly. It also
uses cheaper ammo.
"EEX-AM45"
Type: Anti Missile
Total Cost: 4080
This is the least taxing Anti Missile you could equip, in terms of
weight, drain, and expenses. It serves as a shield against enemy
missiles, by aiming at and shooting them down when they are within range.
By toggling the extension on, it will scan for incoming missiles, and
upon detecting them, it will launch missiles of its own to counter them.
It does not work perfectly, however, it does help you out tremendously.
The missiles it counters are of the missile projectile type, not weapon
type, so it will NOT counter the Orbit Cannon, but it WILL counter
Pursuit Missiles.
"ZEX-RS/HOUND"
Type: Anti Missile
Total Cost: 5440
Better quality than the above, being capable of doing a better job all
around. Being a better all around product, it has more expensive ammo,
and is a bit heavier, plus it drains more.
"BEX-BAMS-287"
Type: Anti Missile
Total Cost: 8000
Does the best overall job of shooting down missiles, at the most
expensive cost, for the most weight, and highest energy drain of the
solid anti missiles. It also has more ammunition.
"ZEX-AL/REX"
Type: Anti Missile
Unlike all the previous Anti Missiles, this one intercepts with lasers,
for a more immediate interception. The stats are not up to par with the
solid interceptors, but for free, you really can't complain.
"BEX-AA00" *NEW*
Type: Additional Armor
This part is somewhat self explanatory. It lets you bulk up a bit, yet
it's very light, which makes it only second nature to slap on a lightweight
AC, which could use the durability. Be careful, however, that in putting
it on, you're not using more weight than you would to upgrade to another
set of arms with more defense. As I see it, the most practical use for
this extension is on a pair of weapon arms, which seem to need it the most.
Then again, there will be those who wear it just for the sake of putting
their emblem on display, with it being attached to both pieces, and drawn
larger than on most arms.
~~~~~Section 4-E~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Right Arm Weapons: Often thought of as the main weapon of the AC, being
the one selected by default. All sorts of weapons fall into this
category, each with their own class, and specialties. Weapon type is
kept handy as it was in the previous sub sections, for those of you who
haven't committed every part to memory.
"ZWG-RF/37" *MODIFIED*
Type: Rifle
Potential Damage: 40600
Offensive Edge: 1624
Accumulative Heat: 728
Lasting Power: 6000
Total Cost: 4000
This is the Rifle you start with, but it has received some great new
parameters, which help to make it more offensive, and more reliable. As
a starting weapon, this will help you get through quite a few missions
without putting a huge dent in your wallet. Though reliable, it still
doesn't have the power it needs to handle well equipped ACs, or stronger
MTs that will possess high power weapons as it seems to be geared towards
handling weaker enemies in large numbers.
"EWG-RF-M15" *MODIFIED*
Type: Rifle
Potential Damage: 47090
Offensive Edge: 2493
Accumulative Heat: 1242
Lasting Power: 4420
Total Cost: 8500
This Rifle has more power than the previous Rifle, and weighs a good deal
less. Though it has somewhat limited ammo, it is capable of dealing more
damage than the ZWG-RF/37, which greatly increases its overall usefulness.
Since AC2, this rifle has been upgraded similarly to the last one, with
a faster reload and more ammunition than before.
"EWG-RF-M35" *MODIFIED*
Type: Rifle
Potential Damage: 53900
Offensive Edge: 1715
Accumulative Heat: 784
Lasting Power: 7260
Total Cost: 9900
This Rifle is great because of a combination of decent attack power and
an abundance of ammunition. Its biggest problem is that it reloads slower
than the other Rifles, which cripples its Offensive Edge. Its very high
Potential Damage will make it easy to kill many enemies, even if you have
to work at it more so than with the previous, much more powerful Rifle.
"EWG-RF-10LB" *NEW*
Type: Rifle
Potential Damage: 42000
Offensive Edge: 3850
Accumulative Heat: 484
Lasting Power: 2760
Total Cost: 7200
Anybody who has played Project Phantasma or Master of Arena will recognize
this Rifle instantly. Though it may have a new name, the concept is still
there, which is to take your standard rifle and turn it into an extremely
deadly weapon. With incredible single round damage, and a magnificently
fast reload, it accomplishes just that. It does lack Ammo, although its
high attack power compensates very well for that doing more damage in 120
shots than the ZWG-RF/37 does in 200.
"ZWG-SRF/8" *MODIFIED*
Type: Sniper Rifle
Potential Damage: 44080
Offensive Edge: 2755
Accumulative Heat: 465
Lasting Power: 3520
Total Cost: 7200
The nature of this weapon makes such things as offensive edge, and
lasting power somewhat useless, as it is supposed to be a weapon
of opportunity. It's an accurate weapon with limited ammo. Note the
phenomenal range of this weapon. I seriously wouldn't even think
about putting this on a Heavy AC despite the weight of the weapon
itself. You need the mobility to keep the enemy in your sight, as
well as to keep them away while you use this. It remains mostly
unchanged, save for a slight boost in Attack Power.
"EWG-SRF-9" *MODIFIED*
Type: Sniper Rifle
Potential Damage: 37680
Offensive Edge: 2512
Accumulative Heat: 528
Lasting Power: 3120
Total Cost: 6000
This rifle leans more towards the heavy weapon category with its
higher single round damage. Being a Sniper Rifle, it's still good
at a distance, but the range is diminished, in order to offset the
damage. It's bound to be the more popular of the two, especially
with its lower weight and lower total ammo cost. This too remains
mostly unchanged, but yet again, the attack power was slightly
increased. I guess From decided to throw the snipers a bone.
"ZWF-S/NIGHT"
Type: Sniper Rifle
Potential Damage: 24560
Offensive Edge: 3684
Accumulative Heat: 93
Lasting Power: 1300
Energy Consumption: 5040
Probably the most deadly of the Sniper Rifles. Being energy based
gives it one weakness, which is that it needs energy to be fired,
but on the other hand, the single round damage, accuracy, and all
around good range, (though the poorest of all Sniper Rifles),
make it a weapon to be careful of. Potential damage is rather low,
which affects the mission performance, (that and having 20 shots
to its name). It is the lightest Sniper Rifle as well.
"EWG-MGA2" *MODIFIED*
Type: Machine Gun
Potential Damage: 47250
Offensive Edge: 5355
Accumulative Heat: 1428
Lasting Power: 2250
Total Cost: 8100
Getting into deadly territory, which is good. This weapon is a
good one to put on mobile ACs that can keep the opponent within
their targeting box relatively easily. It has a very high single
round attack power for a Machine Gun, but at the same time, has
a good load of ammunition, as well as some decent lasting power.
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