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

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