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Ace Combat 6: Fires of Liberation - Game Guide
System: Xbox 360
Rated: T
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     |               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.
 

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