Ace Combat 6: Fires of Liberation Walkthrough :
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Walkthrough - Walkthrough[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] A C E C O M B A T 6 ---======================-- - Fires of Liberation - |:|_ Walkthrough by Vhayste®_ |:|_ Email: Vhayste@gmail.com |:|_ Website: http://vhayste.blogspot.com/ |:|_ Gamertag: paul vhayste ||_VERSION HISTORY [V1.0] 1:24 PM 12/2/2007 -------------------- Main Faq completed [V1.1] 7:29 AM 12/26/2007 ------------------- Added Aircraft List 8:31 AM 12/26/2007 ------------------- Added SP Weapon List 9:04 AM 12/26/2007 ------------------- Added Aces List 9:52 AM 12/26/2007 ------------------- Added Medals List 10:56 AM 12/26/2007 ------------------ Added Achievements 11:29 AM 12/26/2007 ------------------ Added Q&A Section 11:34 AM 12/26/2007 ------------------ Complete Faq finished [V1.2] 6:38 AM 2/10/2008 -------------------- Edited Q&A section Added minor fact abt ESM I. COPYRIGHT II. AUTHOR'S NOTE III. FLIGHT SCHOOL CONTROLS ---------------------------------------- GSG001 HUD --------------------------------------------- GSG002 BASIC FLIGHT OPERATION -------------------------- GSG003 (Taking off, landing) TACTICAL TRAINING ------------------------------- GSG004 (Plane Selection, Weapons System) COMBAT MANUEVERS -------------------------------- GSG005 (Includes Defensive Manuevers) ALLIED/ WINGMAN COMMANDS ------------------------ GSG006 ESM SUPPORT ------------------------------------- GSG007 MISCELLANEOUS ----------------------------------- GSG008 IV. WALKTHROUGH 01: INVASION OF GRACEMERIA ---------------------- WLK001 02: VITOZE AERIAL DEFENSE ----------------------- WLK002 03: SIPLI FIELD --------------------------------- WLK003 04: BARTOLOMEO FORTRESS ------------------------- WLK004 05: ANEA LANDING -------------------------------- WLK005 06: SIEGE ON SILVAT ----------------------------- WLK006 07: SELUMNA PEAK -------------------------------- WLK007 08: SAN LOMA ASSAULT ---------------------------- WLK008 09: HEAVY COMMAND CRUISER ----------------------- WLK009 10: RAGNO FORTRESS ------------------------------ WLK010 11: THE MOLOCH DESERT --------------------------- WLK011 12: WEAPONS OF MASS DESTRUCTION ----------------- WLK012 13: THE LIBERATION OF GRACEMERIA ---------------- WLK013 14: GRACEMERIA PATROL --------------------------- WLK014 15: CHANDELIER ---------------------------------- WLK015 V. AIRCRAFT LIST ---------------------------------------- ALC000 F-16c “Fighting Falcon” ------------------------- ALC001 Mirage 2000-S ----------------------------------- ALC002 A-10A “Thunderbolt II”--------------------------- ALC003 Tornado GR.4 ------------------------------------ ALC004 F/A-18F “SuperHornet” --------------------------- ALC005 F-2A “Viper Zero” ------------------------------- ALC006 F-14D “SuperTomcat” ----------------------------- ALC007 SU-33 “Flanker” --------------------------------- ALC008 F-15E “Strike Eagle” ---------------------------- ALC009 Rafale M “Squall” ------------------------------- ALC010 F-117 “Nighthawk” ------------------------------- ALC011 TYPHOON ----------------------------------------- ALC012 SU-47 “Berkut” ---------------------------------- ALC013 F-22A “Raptor” ---------------------------------- ALC014 CFA-44 “Nosferatu” ------------------------------ ALC015 VI. SP WEAPON LIST -------------------------------------- SPW000 ADMM –------------------------------------------- SPW001 BDSP -------------------------------------------- SPW002 ECMP -------------------------------------------- SPW003 EML --------------------------------------------- SPW004 FAEB -------------------------------------------- SPW005 GPB --------------------------------------------- SPW006 LASM -------------------------------------------- SPW007 QAAM -------------------------------------------- SPW008 RCL --------------------------------------------- SPW009 SAAM -------------------------------------------- SPW010 SFFS -------------------------------------------- SPW011 SOD --------------------------------------------- SPW012 UGB --------------------------------------------- SPW013 XAGM -------------------------------------------- SPW014 XLAA -------------------------------------------- SPW015 XMA4 -------------------------------------------- SPW016 XMA6 -------------------------------------------- SPW017 VII. ACES LIST ------------------------------------------ ACS000 MISSION 01: #13 PEGAS --------------------------- ACS001 MISSION 02: #14 EDINOROG ------------------------ ACS002 Mission 03: #15 DRAKON -------------------------- ACS003 Mission 04: #16 KENTAVR ------------------------- ACS004 Mission 05: #17 ORYOL --------------------------- ACS005 Mission 06: #18 VEGA ---------------------------- ACS006 Mission 07: #19 DZHOKER ------------------------- ACS007 Mission 08: #20 RUSALKA ------------------------- ACS008 Mission 09: #21 FENIKS -------------------------- ACS009 Mission 10: #22 OBLAKO -------------------------- ACS010 Mission 11: #23 RYTSARY ------------------------- ACS011 Mission 12: #24 FLYUGER ------------------------- ACS012 Mission 13: #25 VALET --------------------------- ACS013 Mission 14: #26 DAMA ---------------------------- ACS014 Mission 15: #27 KOBOL --------------------------- ACS015 VIII. MEDALS LIST --------------------------------------- MDL000 SERVICE MEDALS ----------------------------------- MDL01A BRONZE ACE --------------------------------------- MDL001 SILVER ACE --------------------------------------- MDL002 GOLD ACE ----------------------------------------- MDL003 BRONZE MARKSMAN ---------------------------------- MDL004 SILVER MARKSMAN ---------------------------------- MDL005 GOLD MARKSMAN ------------------------------------ MDL006 NEEDLE’S EYE ------------------------------------- MDL007 NIGHT OWL ---------------------------------------- MDL008 RAGING FALCON ------------------------------------ MDL009 BLAZING GRIFFIN ---------------------------------- MDL010 GUARDIAN ----------------------------------------- MDL011 QUICKSILVER -------------------------------------- MDL012 SHARPSHOOTER ------------------------------------- MDL013 LEGENDARY ACE ------------------------------------ MDL014 BRONZE STAR -------------------------------------- MDL015 SILVER STAR -------------------------------------- MDL016 GOLD STAR ---------------------------------------- MDL017 PLATINUM STAR ------------------------------------ MDL018 IX. ACHIEVEMENTS ---------------------------------------- ACHVMT X. Q&A SECTION ------------------------------------------ Q&A000 XI. CREDITS --------------------------------------------- CRD000 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | C O P Y R I G H T | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This document is copyrighted to me, Vhayste®. It is intended for ~PRIVATE~ use only. It cannot be used in ANY form of printed or electronic media involved in a commercial business, in part or in whole, in any way, shape, or form. It cannot be used for profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direct violation of copyright law. This document is protected by copyright law and international treaties. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law. Any characters, names, places, or miscellaneous objects are copyright of their respective companies. Images shown in this document are originally produced by the author by taking his own screenshots and editing them via an image editing software; hence these images can’t be used/ reproduced in any form unless the author said so. Unauthorized distribution of any resources found in this document, a part of the document or as a whole is considered violation of the copyright law. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | A U T H O R' S N O T E | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This will be my first guide for the Xbox 360 and I am glad that I was given the chance to cover a great game. If you have read my works, you should know that I am a fan of the Ace Combat series. I played all the versions out except for the Playstation titles. Any feedback from you guys is very much appreciated. If you have corrections or suggestions tell me so; remember that I am doing this for FREE and I am investing my time and effort to make this guide as helpful as possible. I will try to cover everything that needs to be covered but I can’t guarantee you that this will be perfect. That’s all and I hope you will find this guide useful. An exclusive PDF version of this guide is available under IGN as well. The guide features actual screenshots of the gameplay and helpful tips. Both versions (TXT and PDF) will be updated at the same time, though you will just find the PDF version in IGN only. This text guide will be posted on other gaming sites. Link to PDF Guide = ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | FLIGHT SCHOOL (GETTING STARTED) | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ NOTE: If you are an Ace Combat pilot before and already familiar with the game basics, you may skip this tutorial. CONTROLS |--------| GSG001 The button configuration is generally the same as the previous versions of the game. But there are some additions as well, including the all new “Allied” command/orders. This will be discussed in detail later on. The following layout that will be covered in this section is Type A which is the game’s default. You can change the control type from the game options. ++------------++ ||Acceleration|| ++------------++ Press the RIGHT TRIGGER to accelerate. Press the RIGHT BUMPER to yaw right. Hold RT to activate afterburners and gain a speed boost. Note that the turning angle is wide when traveling at high speeds. ++------------++ ||Deceleration|| ++------------++ Press LEFT TRIGGER to accelerate. Press the LEFT BUMPER to yaw to the left. Hold LT to activate air brakes. Air braking for too long may cause your aircraft to stall. Air braking is necessary to make sharp turns in maneuvers. ++--------------++ ||Flight Control|| ++--------------++ Hold the Left Analog button down to point the plane’s nose up and vice versa. Hold it to the left or the right to roll the plane left or right. Press the left analog button to lower the landing gear during mid-battle landings. ++--------------++ ||Camera Control|| ++--------------++ Use the right analog stick to control the camera angle freely. Press it to change into different views. ++-----------------------++ ||Wingman/ Allied Command|| ++-----------------------++ Press the UP D-PAD (directional pad) to order your wingman to attack the target (s) in front of you. Press the DOWN D-PAD to order your wingman to cover you. When the AS (Allied Support Gauge) fills up, press and hold the UP button to request a coordinated attack against the targets in front of you. Request a coordinated allied cover by pressing the DOWN D-Pad Press the LEFT or RIGHT D-pad to highlight enemy forces for each operation. ++-----------------++ ||Pause/Menu/Cancel|| ++-----------------++ Press the start button to pause the game and open the menu during the mission. Here, you can view your main objective and the objectives for each operation. The start button is also used for cancelling landing and take off sequences. ++------------------------++ ||Toggle SP weapon/Missile|| ++------------------------++ Use the select button to toggle between missiles and SP weapons. ++-----------------++ ||Fire Machine Gun || ++-----------------++ Use the A button to fire your plane’s machine gun. ++------------------------++ || Fire missile/ SP weapon|| ++------------------------++ Press the B button to fire missiles or SP weapons, depending on which one is active. Press and hold to track down the missile or SP weapon as it hits the target. ++---------------++ || Change Targets|| ++---------------++ Press the Y Button to change targets. ++----------------++ ||Toggle Map modes|| ++----------------++ Press the X Button to toggle map views. HUD |--------| GSG002 Knowing the meaning of every information showed in the screen is vital for every pilot. The HUD displays various details about your plane and your surroundings. It also displays all you need to know during missions. Here is the basic rundown of the information that you will see when playing. For the labeled screenshot of the hud, you can check out this link: [http://img523.imageshack.us/img523/2791/hudce2.jpg] 1. Active Target – This nifty little screen displays the actual unit/ target you are currently locked on. It is real-time, as you can see if the target is destroyed, gunned down or even while firing. The enemy’s health will be displayed here as well. 2. Destroyed Targets – Displays are recently destroyed targets and their corresponding points. 3. Map – Displays all main targets, enemy units, allied units, etc. Allied and Enemy ESM range will be shown here as well. 4. Operation – toggle in between operations to highlight all targets. This is a good way to filter and prioritize targets since just viewing all targets in all operations is really messy and confusing. 5. Wingman/ Allied Command – Order your wingman or allies to attack/ cover you. Note that the Allied Support (AS) gauge should be filled first before you can request assistance from your allied units. Fill it by successfully completing an operation and destroying enemies. Wingman commands can be issued indefinitely. 6. AS Gauge – Call in allied support once your AS gauge reach a certain level. 7. Radio Chatter – This where you can read all transmissions from allied, enemy or neutral forces. AWACS (Ghost Eye) messages are also displayed here. 8. Score – The total score you have acquired so far. 9. Speed – Your aircraft’s speed. Stalling speed for your aircraft can be monitored here. 10. Timer – The time remaining to complete the mission/ objective 11. Altitude – Displays the altitude of the plane. An automatic warning system will inform you if you are flying dangerously low. 12. Multi-function display: ESM : Current ESM level. The higher level, the more effective your missiles will be. GUN : The remaining ammo of your machine gun MSSL : The remaining missiles you have in stock. [SP] : The remaining SP weapon you have in stock. DMG : The amount of damage sustained. Your plane is destroyed when it reaches 100% BASIC FLIGHT OPERATIONS |-----------------------| GSG003 In this section we will discuss the basic flight operations you will need to perform during missions. That includes taking off, landing, mid-air refueling, mid-battle take-off/landing, and carrier take-off/ landing ++------------++ || TAKING OFF || ++------------++ As you are deployed on each mission, you will need to take off. Commonly, you will need to take off from your home airbase. Taking off is quite easy. Once you get the clearance to take off, accelerate until you reach at least 150MPH then pull your plane’s nose up. Just keep ascending until you get a message that the altitude restrictions are cancelled. You are good to go after that. ++---------++ || LANDING || ++---------++ Landing in AC6 is a bit simpler compared to its predecessors. When you are ready to land, you will just be a mile of the runway and already in a straight path. You just need to ease up on the airbrakes, and approach the runway while gently pointing your plane’s nose in a smooth angle. Don’t brake too hard or you’ll stall. Just apply enough pressure on the left trigger as you observe your plane slowly descending. Once your tires hit the runway, brake hard to give the plane a sudden stop. Landing successful. ++-------------------++ || FRONTLINE LANDING || ++-------------------++ In some missions where some operations require you to defend or take control of an airbase, successfully clearing it will allow you to use the airport as your resupply/repair station during the course of battle. Landing with enemies around you is very risky and you are very vulnerable while attempting to land. If you really need to land for repairs and resupplying, make sure you order your allies to provide you with cover or have them attack all enemies first. To perform a mid-battle landing, approach the runway. Once you get into appropriate distance, the control tower will notify you that you are cleared the land. Lower your landing gear by clicking the Left Analog button. You can abort the landing anytime by raising your landing gear (click the analog button again) or just fly by the airbase. ++--------------------++ || FRONTLINE TAKE-OFF || ++--------------------++ Taking off in the heat of the battle is not that hard. Apply the same take off procedures but make it fast. Remember that you still vulnerable during take off so get off the ground as soon as possible. ++-----------------++ || CARRIER LANDING || ++-----------------++ Carrier landing is a bit easier in AC6. Approach the flight deck while slowly descending. Just don’t hit the brakes too hard or you’ll stall. Once you felt your tires touch the deck, hit hard on the brakes. ++------------------++ || CARRIER TAKE-OFF || ++------------------++ Taking off from a carrier is fairly easy. Once you are cleared to take off, hit the afterburners and the deck catapult will launch the aircraft from 0-200 mph. Once your tires leave the runway (which usually happens in less than a second), raise your plane’s nose and head to the skies. ++------------------++ || AERIAL REFUELING || ++------------------++ Aerial Refueling can be a bit tricky in case you drift off course. Fortunately, there is only one instance in the game that you will need to perform a mid-air refueling and you will start directly at the optimum path towards the tanker. As you start the sequence, approach the tanker slowly, throttle up gently. Avoid touching your flight stick to avoid changing directions. In case you have changed directions, try getting the diamond marker aligned with your marker. Once you reached the tanker, hold your position a bit and refueling will initiate automatically. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | T A C T I C A L T R A I N I N G | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - GSG004 - Now, we will run through the layout of basic combat operations. This includes mission briefing, plane selection, weapons systems, combat maneuvers, allied/ wingman commands, ESM support and battlefield assessment. ++------------------++ || MISSION BRIEFING || ++------------------++ Some players may find this part of the game boring and may just skip to the battle at once, only to discover they don’t know what to do later on. It’s a cardinal sin and a part of stupidity for pilots. These pre-mission orientations are really important. You will know all the separate operations to be conducted simultaneously and the allied detachments that will participate in battle. As you have known, most missions have several operations taking place and you have the choice to provide support to any of them. Since you are only required to meet the quota out of the deployed operations, you can finish the mission even if you were not able to meet the other teams. For example, the mission has three operations and you have a quota of two. That means that you just need to finish two out of the three active operations for that mission. Furthermore, the briefing’s most important use is to provide much needed intel about the enemy forces, the terrain and the background of the mission. You will now the type of enemies you may encounter including your main objective, which will also help you to decide which plane and weapons to bring. ++------------------++ || PLANE SELECTION || ++------------------++ Selecting the proper plane for the mission is self-explanatory. Each plane has their own strengths and weaknesses, including their SP weapon set and payload. You wouldn’t be bringing an A-10A attacker (unless you are seeking challenge) to mission where heavy aerial battle and dogfighting is expected. There are three major groups of planes. Each of them is classified according to their performance, ordinance and the types of missions they are best suited. Choosing what plane to bring for a mission will determine your survival when deployed. ATTACKERS These aircrafts are bombing specialist and ground target killers. They excel in flying at subsonic speeds while “hugging the deck” or flying low. They have heavy armors that make them sturdy enough to withstand enemy fire. Their weakness however, is their stiff maneuverability. It will be hard to avoid enemy missiles just by evading it. Attackers are also capable of engaging enemy ships. Normally referred to as “bombers”, they carry enough ordinances to destroy large groups of ground units. Newer bombers are faster, more agile and more maneuverable. FIGHTERS Aircrafts built for engaging enemy fighters and air targets. They are agile, quick and deadly. They are also deployed to escort transports and bombers, defend bases and even protect the fleet. They are capable of turning sharply at very high speeds as well. The weaknesses of fighters include lesser armor to make the plane lighter but making it more vulnerable against enemy fire and their sensitivity when attacking the ground can make the plane wobbly and crash. MULTIROLE These aircrafts are the hybrid or the cross between fighters and attackers. Their main strength lies in their all-around attributes and capability of being deployed on any mission. They have the strength, speed and agility of fighters and the toughness and stability of attackers. Multiroles are even better the weaknesses of the other two fighter types are covered by the other. Another minor plane type is the Jammers. They carry electronic equipment that interferes with the enemy communications, radar and ETS. They are playable in the game, but some planes have ECMP as a SP weapon instead. ++----------------++ || WEAPONS SYSTEM || ++----------------++ This section will provide you the basics of using/deploying/selecting different weapons you have equipped in your plane. Obviously, each plane has different sets of special weapons and their payload determines the amount of missiles and SP weapons they can carry. You also need to bring the SP weapon appropriate for the mission. You wouldn’t want to bring bombs if you are expecting enemy air units in majority. ++----------------++ || FIRING MISSILES|| ++----------------++ Your missiles are your basic, multi-purpose weapons. They can hit ground, air, and naval targets. They are faster compared to some A-A SP weapons and have average damage. Most of the time, one to two missiles are enough to destroy enemy targets. You will need to lock-on a target first. You should also be within firing range before achieving a lock-on. Once you get a lock-on, don’t fire immediately. It doesn’t mean that your missile will hit the target immediately. Take note of the angle, speed and turn you and your target are currently doing. The optimum firing range is at least within 5000 ft. At this distance, missiles can hit their target with little chance of evasion. (Unless the target is a really agile plane such as Strigon Team’s SU-33s). For higher probabilities of hitting the target, pay close attention to your hud. Once the word SHOOT appears, release your missiles. The hit rate of firing missiles during this time can be as high as 95% in most but not all cases. ++-------------++ || FIRING GUNS || ++-------------++ Machine guns can be equally destructive as missiles within its effective range or even more at point blank. However, tracking or targeting fast moving targets can be challenging since you also need to control the speed and angle of your aircraft to keep the target in sight (manual targeting). There are some tricks in properly executing a machine gun attack and I will try to discuss it here. The machine gun rounds are lethal up close and are sure to chew the enemy armor away. First, you’ll need to be close enough for the bullets to hit your target. You will know this if your targeting reticule appears. For targeting large, slow enemies such as transports, enemy AWACs, tankers etc, just approach them slowly, get into firing range, align your reticule and fire. Same thing can be applied for large ground targets such as facilities, fortifications and enemy ships. For faster targets like enemy fighters, you will need to anticipate the enemy’s flight path. Refer to the diagram below: The green circle is your reticule, the black line is the projected flight path of the target and the red plane is the target. Note that the reticule is way beyond the target. The truth is, in high speed maneuvers, bullets don’t travel straight right to the target. With a bit of physics and other factors, bullets tend to “swerve” away from the direction it is fired. In this diagram, firing bullets at this position will allow the bullets to “fly” directly to the target. Same thing applies for vertical approaches. ++-------------------++ || FIRING SP WEAPONS || ++-------------------++ SP weapons come in many shapes and sizes. Anti-air SP weapons are normally missiles with multi-lock on capability, farther range, enhanced tracking and greater damage. Anti-ground weapons are composed of “dumb” (normal) bombs, precision bombs and air to ground missiles. There is also an SP weapon that jams the enemy targeting capability, thus reducing the effectiveness of missiles. ANTI-AIR SP WEAPONS XMA4, XMA6 and XLAAs are all multi-targeting SP weapons which can fire four missiles at medium and long range. Though they have enhanced tracking, range and damage, that doesn’t mean that they will always hit the target. Enemies can still evade them by making sharp turns and barrel rolls. QAAMs are a bit more reliable when tracking faster more agile targets because of its maneuverability. For best results, approach the targets either on their 12 or 6, and then fire after getting a lock on. Getting in closer may increase the probability of the missiles hitting the target but may also cause the targets to break formation and engage you instead. Further information about individual SP weapons will be discussed in a separate section dedicated for that topic. ANTI-GROUND SP WEAPONS For precision air to ground weapons such as GPBs, XAGMs, LASM, and SFFS, you just need into range and release the weapons once you get a lock-on. You will always hit the targets unless they are in some kind of cover. For unguided bombs such as the UGBL and FAEB, you will need to carefully aim them before releasing or they’ll land off target. Upon selecting an unguided bomb, a different targeting crosshair will appear. This is where the bomb will hit. You won’t know the blast radius until impact. Usually, UGBs have decent blast radii but compared to the FAEB (which I consider the strongest ground weapon in the game), the destruction and range is not even close. Use UGBs against closely packed targets such as enemy fortifications and bunkers. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | C O M B A T M A N E U V E R S | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - GSG005 - Here you will learn the basic combat maneuvers. It is given that enemies won’t just be up there waiting to be shot down. Thus, expect a struggle for the optimal position either when targeting enemies or evading enemy fire. ++------------++ || TAIL-CHASE || ++------------++ How to perform: This is basically the easiest firing position to acquire. Just get to your target’s six and hit your afterburners, get into firing range. Release the missiles once you get a clean lock-on. (The word SHOOT appears in the middle of your HUD) Though this maneuver is simple and effective against steady targets such as transports, you won’t be able to use this move much against more agile and faster targets since you’ll need to keep up with them, especially in tight dogfights. ++--------++ || AIRCUT || ++--------++ This is another tricky but effective move. You may use this often against those pesky enemies that loves to dodge your missiles and keeps on hanging on their tails. How to perform: When targeting an enemy, avoid flying too closely. Wait until he is about it turn, then quickly turn to the direction he’ll be turning. Immediately boost your way to that direction and you will be able to stick close to his tail, enough for the missiles to hit him without any chance of evading. The logic of this move is to cut through a “shortcut” directly intercept his turn. If you have played racing games, you should have used this move several times already. ++---------------------++ || ARROW HEAD APPROACH || ++---------------------++ This is a bit risky since there’s always a chance that the enemy will hit you as well. But the odds of destroying the target is higher, almost perfectly if timed correctly. How to perform: Once you see incoming bogeys on radar, approach them from their direct 12 o’clock. Hit your afterburners to approach them faster, and once you get a lock, fire your missiles and immediately get out of the way. It doesn’t matter which direction, as long as you can get out of your enemy’s line of fire. Release it too soon and the enemy will be able to evade it. Release it too late will either let you missiles pass through the enemy or you’ll eat his missiles. ++-------------------++ || BARREL ROLL (AIR) || ++-------------------++ This is one of the basic maneuvers in reversing an enemy that is targeting you. This move can be executed by an agile and fast plane. You can still perform this rarely using attackers such as A-10As and F-117s; that is if you are facing a slower plane. How to perform: Once the system turns red (enemy radar tracking), check out your map. If there is bogey on your tail, hit your afterburners for a good 2-3 seconds then immediately hit the airbrakes while tilting your plane up. This will make the plane flip over and the bogey will past by you. Try not to hit the brakes for too long or too hard or your plane will stall, ruining the opportunity. After flipping 90-180 degrees, quickly hit your afterburners to recover and attack the target from behind. This can be done also when recovering from a dive-bomb move so that you can start another dive-bombing run. Barrel Rolls can be considered as defensive or counterattack moves. ++----------------------++ || BARREL ROLL (GROUND) || ++----------------------++ When tracked by an enemy ground unit (SAM), you can use this maneuver to either break their lock on or evade a missile already released. This can also be used to recover from a dive-bombing maneuver to regain altitude and get into bombing position. How to perform: Same rules apply with some minor changes. Approach the intended target. Once ready, release your ordinance and perform the maneuver. Or, when targeted and you hear the warning system beep (which means that a missile has been released and currently targeted at you) brake hard while tilting your plane’s nose up. Once you have a good skyward incline, hit the after burners to gain some elevation then turn sharply to return to your original flight path. Barrel Rolls can be considered as defensive or counterattack moves. ++--------------++ || DIVE BOMBING || ++--------------++ This move is essential for those ground targets that are well covered by obstacles such as buildings, cliffs, valleys, fortifications, etc. Normally they won’t be in your missile’s line of fire. This maneuver will allow you to get in top of the target and get a clean shot overhead. How to perform: Acquire your target. Ascend to a suitable height (which will depend on the elevation of the target, normally +2000-3000ft above your original position) then hit the airbrakes and turn the plan noseward to the ground. Do not accelerate while on this position! Once you get your target, release your missiles/bombs and gently maneuver the plane back in a 90 º angle and fly away. (Or barrel roll up if you want to do another bombing run.) ++-----------------++ || TERRAIN MASKING || ++-----------------++ In real life, terrain masking is used by high speed bombers approaching their target or evading enemy interceptors. Flying close to the ground uses “ground clutter”, which makes the plane hard to see. It also helps a lot on evading enemy attacks since missiles launched from above won’t hit a fast moving, lower altitude target. Though it should be easy for attackers such as the A-10A, the F-117 and some multirole fighters, this is risky for faster, more agile fighters. You can use this for escaping multiple pursuers, especially if you are in need of repairs and re-arming. How to perform: Just lower your altitude at around below 1000-1500 depending on the terrain you are in. Adjust your speed, depending on how your plane behaves or how you can control it. ++--------------++ || BANKING TURN || ++--------------++ Banking is generally changing the direction of the plane, oftentimes instantly. This is really essential if a missile is approaching you head on or if an enemy target during the Arrowhead approach (Discussed above) fires first. Banking can help you avoid getting hit by a missile. You can also bank for the last minute, after you release your missile to the intended target but that requires proper timing. If timed correctly, the missile will just fly harmless inches off you. How to perform: There is no setup needed here since you can just bank or turn whenever you want. However, what’ll matter will be the mobility of your aircraft. Some planes turn slower, others turn instantly when you yank the flight stick. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | A L L I E D / W I N G M A N C O M M A N D S | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - GSG006 - One new feature in the game is the ability to call in allied support, either in the form of offensive fire support or providing covering fire as you attack main targets. In most missions, you’ll need to complete an operation first before your allies can assist you. Normally, the squadron/ group from successful operation(s) will provide assistance when you needed them. Your wingman (Shamrock/ Garuda 2) will be always by your side on every mission. He is a very good pilot and can help you in tough situations. ++---------------++ || WINGMAN COVER || ++---------------++ At the start of the mission, this is the default command/ formation that your wingman will follow. In this formation, your wingman will attack anything that is trying to shoot you, when he can. ++----------------++ || WINGMAN ATTACK || ++----------------++ When ordered to attack, your wingman will shift into attack position. Your wingman will attack the target you have selected. After it is destroyed, he will choose his own targets automatically. ++--------------++ || ALLIED COVER || ++--------------++ This command is pretty useful when you find yourself drawing most of the enemy fire. Once activated, your allies will attack all ground, naval or air units currently targeting/ firing at you. ++---------------++ || ALLIED ATTACK || ++---------------++ Once you have your AS gauge filled up, you can order you allies to attack any target in front of you. They will cease attacking once the designated targets are destroyed or after a short time. Destroying targets will also increase the AS gauge. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | ESM SUPPORT | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - GSG007 - ESM or Electronic Support Measures is an enhancement provided by an allied unit; which could be a jumbo jet similar to an AWACS, a radar station or a ship. Electronic support is essential for large scale battles since it provides enhancements to all allied units within range. The most obvious effect you can observe if you are within an allied ESM net is that your missiles have enhanced tracking (which almost works like QAAMs if the ESM level is high) and that enemy targeting is reduced as well, making it hard for them to get a lock on to you. Enemy ESMs have the same effect to their allied units. If you are within enemy ESM range, expect disadvantage when targeting enemy units. ESM can be stacked if the units providing them have overlapping ranges. So, it is possible to have a higher ESM level if you are staying within the overlapping signals. Speaking of overlapping signals, if in any case enemy and allied ESM overlap each other, the effects won’t be negated but will still be active. Same thing with jamming. Fortunately, jamming in AC6 doesn’t disable your lock-on capabilities but your radar will be blocked within effective range. ordinary missiles have also faster reloading rate while your plane is within the ESM field. This is observed only during ESM LV1. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | MISCELLANEOUS | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - GSG008 - ASSAULT RECORDS --------------- These can be unlocked for both Estovakian and Emmerian Units. To unlock the Estovakian units, shoot down the Strigon team members during the missions (the final blow should be done by you) and other various aces that will appear on Expert and Ace difficulty levels. Emmerian Units in the other hand, can be unlocked by getting a rank S in various operations. You can do this on free mission as well. MEDALS --------------- These are awarded after meeting certain requirements in the game. The requirements range from those pretty easy to meet, such as destroying XXX number of enemies to the most mundane like, finishing the campaign using machine guns only or without taking any damage. More details about this rewards will be discussed later. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | W A L K T H R O U G H | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Mission 01 [WLK001] INVASION OF GRACEMERIA -Through the heart of the nation- Time Limit : 30:00:00 Area: Gracemeria Quota: None OP Leader : None Mission Type: Anti Air Main Objective : Destroy all enemy targets (TGT) Starting Points: Aerial Defense You will need to select your plane before starting the mission. Since you still don’t have any other planes or SP weapons, select the default load out and proceed with the mission. This is mainly an aerial battle so feel the controls. Try to get familiar with your plane since you will be using this for the next few missions. The bombers are scattered across the map, marked with the color red. Feel free to destroy enemy fighters and choppers as you want. If you have noticed, the missile and SP weapon capacity of your F-16C is really large, considering the limited number of missiles planes from previous AC versions can carry. This is actually helpful since missions in AC6 are rather long and the targets are numerous as well. Old SP weapons make their comeback in this version of the game though some of them are renamed or modified. The XMA4 is the XMAA for previous versions. Another variant is the XMA6 which is basically an XMAA that can lock-on up to 6 targets at once. After destroying all targets, a cutscene occurs. This is where you will encounter the only ace squadron in the game and one of their superweapons. The Nimbus cruise missiles are capable splitting into multiple warheads that explodes in mid-air, damaging/destroying any aircraft caught within the explosion. Several volleys of this destructive weapon can be evaded but I suggest not winding your way through the explosions with your current aircraft. Not to mention that a majority of elite Strigon units are included in the mix as well. Shortly after the perceived Emmerian victory, the turn of the battle leaves you with a handful of survivors. You are then ordered to fly west past the return line. Enemy fighters will be chasing you so use Terrain Masking (see Tactical Training section above) or flying low to avoid being targeted. Once you cross the line, the mission in finished. Rewards: • ESM Tutorial • Waypoint Resupply Tutorial +===================================================================+ +===================================================================+ Mission 02 [WLK002] VITOZE AERIAL DEFENSE -On the brink- Time Limit : 20:00:00 Area: Brillante Heights Quota : None OP Leader : None Mission Type: Anti Air Main Objective: Destroy all enemy targets (TGT) Starting Points: Bomber Intercept Since you have no choice, you got to use the same setup for you and your wingman. This is another anti-air mission. Enemy bombers will appear with escorts. You can take care of a few escorts before the bombers just make sure none of them reaches the city. Another good thing about this mission is the ESM radar towers. They are scattered across the map and it is possible to utilize their “overlapping effect” by engaging enemies in the coverage areas of the radar towers. On the sidenote, the airfield here can be used for frontline resupplying if you need it. Consider this as your practice since the skies here are not that hostile. Once every bomber has been intercepted, the mission completes. Rewards: • Operation Tutorial • Base Resupply +===================================================================+ +===================================================================+ Mission 03 [WLK003] SIPLI FIELD -Fortunes of War- |
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