Ace Combat 5: The Unsung War - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Ace Combat 5: The Unsung War - Strategy Guide (Page 02).
CARRIER LANDING: Exactly the same as a land landing only this time the runway's slowly moving. Hit the carrier as early as possible to avoid rolling off the end. DIFFICULTY: 3/5 To get the S Rank on the carrier landing, all you have to do is accelerate all the way to the carrier, wait until you get to around 200 feet and slow rapidly, hit the carrier and keep trying until you stop in time. AIR-TO-AIR REFUELING This works in a similar way to landings. There are two squares, a smaller one inside a larger one. As you get closer to the refuelling craft, the inner square gets bigger. The idea is to get both squares to the same size and touching each other perfectly. When you do this, the game takes over and the plane refuels. After it is completed the refuelling is over. DIFFICULTY: 2/5 It's very simple to get the S rank on this one, as with the rest it involves charging at the target and decelerating, wait until you are 200 meters away and hit L1, try to slow to the same speed of the target in front of the stalk or pipe out of the back. When the game takes over, the refuel is complete. Missions: #4 - Ground Landing #13 - AA Refueling #16a - Ground Landing #16b - Ground Landing #18 - AA Refueling #20 - Carrier Landing #21 - Ground Landing #26 - Carrier Landing (Thanks goes to Jason Horsley for the above list) ------------------------------------------------------------------------------- --- 2c. Combat Training ------------------------------------------------- BC04 ------------------------------------------------------------------------------- Now it's time to put what you know to the test. Here are the basics of dog fighting. AGHH, THEY'RE SHOOTING!!! There are many ways in which those evil bandits can try to take you out of the sky, so here's what you should expect to see: WARNING: If you see the word 'WARNING' flash up on the top centre of your HUD, don't panic. This used to mean that the enemy had a missile lock on you, however, sometimes in this game you can get this sign, even when it would be impossible for them to lock on, for instance when you are a long way away or flying through a tunnel. So it just means that there are enemies present in your location, or they have a lock on one of your wingman (who incidentally cannot be shot down, although can be hit). MISSILE ALERT: This one should be taken slightly more seriously. Someone has decided you're in his view of the sky and would like to remove you. If you are going to get shot down in the game, this is more often then not, how it's going to happen. DAMAGE: This is what happens if something hits you, try to avoid it ya? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There are of course ways of avoiding being blown to smithereens. Here are all of the normal ways. If you feel more adventurous, or want to contribute some of your own, head to the advance techniques lower down (Hit find and type in AV08). THE COWARD'S WAY - That's right, check the map and if there is no enemy plane (a triangle) or missile (a very small dot) in very close range hit the afterburner and run away, well fly away! MOST EFFECTIVE AT: LONG RANGE LOOP DE LOOP - Point the nose to the sky and when you get about a third of the way through the loop, hit the power. Missiles have a very poor ability to turn (around 90 degrees sharp in any direction are their limit). As long as it doesn't get you on the way up then it will never hit. Also mind the ground at the other side. MOST EFFECTIVE AT: ANY RANGE SHARP TURNS - Roll the plane a whole 90 degrees and hit L1 to slow down. The slower you go the shaper the plane turns, so you are well out of the way by the time it gets to you. Don't try this when the missile is too far away as it will still hit you. MOST EFFECTIVE AT: SHORT RANGE DIVE OR CLIMB - Not always guaranteed to work, but if you turn 90 degrees in any direction and put on some power, the missile (as long as it is not right behind you), should miss. MOST EFFECTIVE AT: MID RANGE AA FIRE There are other things that can shoot you down, some only in specific missions and are explained more in the walkthrough section. The other most common form of fire is AA weapons. These are similar to your cannon and, like missiles, have a very limited range. If you are being targeted from the ground, then, you can for most difficulty settings ignore it as it does minimal damage and rarely hits. If you want to avoid them however, fly far enough in any direction and it will stop firing, that or insert a missile into it, that works well too! If the target is firing from the air, then just use missile dodging techniques to escape, after all, it could be worse, if you are in gun range then you are also in missile range. One last point about ground AA guns, the higher you are the less accurate they get. Simple maths/physics, if you are flying low to the ground you present a bigger target and less distance, thus your aircraft becomes Swiss cheese, when there are a lot of AA weapons, try to stay above 1000 feet to avoid being hit. FLAK FIRE Flak guns were designed in WWII to shoot down enemy aircraft (mostly bombers). They work by firing like a shotgun, hurling small bombs into the air which detonate at a certain height, spraying shrapnel. In the game you don't have to worry about the splash effect from the explosions (the bits that fly out and cut you plane into small parts), but the explosions can damage you, and quite a bit too! The solution, fly underneath or over the top. Flak guns pose their biggest threat as mentioned before, when attacking any bombers you may be escorting. In this case it is far easier just to take out the offending gun itself. Of course, these blinding levels of violence and human carnage is not all one way. So what's the best way of shooting down other planes and destroying ground targets? MISSILE LOCK: The normal way of destroying the enemy is through your standard heat seekers, and the way to get them to hit is to achieve a missile lock. If there are numerous targets in front of you, the game automatically selects one. This is not always the sensible one such as a TGT, press triangle to switch through available targets. **NOTE- The game has a slight bug that sometimes makes it impossible to target the thing you want, you could keep pressing triangle forever and it would not select, even if it is the only target on screen and is perfectly legal with your active weapon. To get around this, either simply ignore it and come back later, or circle around, come back and have another shot, the last option is to get up close and give it a damn good gunning. You will know when you have a missile lock as the target will turn red and a rhombus appears in it's box. Hit the circle button to fire a missile (**NOTE- it normally takes two missiles to destroy a enemy plane and anything from one to three missiles to destroy your average ground facility. Missiles come in range at about 5200 feet (one mile). GUN RANGE: Unlike the missiles, your gun is unguided. Get within about 2600 feet and a small circle with a dot in it's centre will appear. Get the enemy plane inside this dot and hold down X to fire. This way takes longer, but it also has infinite bullets providing you are not playing on Expert or Ace. There are also some medals you can get for destroying enemies just by using your guns. (Thanks to Ryan for the more accurate distances) SPECIAL WEAPONS RANGE: There are several special weapons, each with a different way to deploy them and are covered in their relative sections in the walkthrough. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - So that's the basics of destroying enemies, but if you want to try something more adventurous then heading for their six and shooting then read on! BIDE YOUR TIME: The second a bogy comes in missile range doesn't mean you have to fire at it you know, follow its movement, turning in the same arc and stay behind it (don't try to overtake GT fans!). Eventually the enemy plane will level out use this opportunity to launch a few heat-seekers his way, or blast him with your guns. INTERCEPTION: Sometimes you will see a plane flying straight for you, capitalise on this and match their altitude. When they come in range of your missiles let rip and turn away at an angle to avoid the wreckage. DUMMY SHOTS: If your enemy is red on the radar you probably only need to lightly spray bullets his way to have him ejecting in fear. However, for some reason you can't get him in your gun range. Fire a missile at him to make him evade it a steep turn, follow his bend and fire your gun to bring him down, (fire at the wings remember, you don't want to kill him do you?) **NOTE- Don't do this trick on long missions where you need all the missile you can get. ATTACK: One pilot being evil and not letting you kill him? The remedy, switch to attack mode and instead of one plane after him, he has four, laugh wildly at his expense as he crashes to earth in a blazing ball of death. Then remember the children you just robbed of a parent, you monster! WHIRLY BIRDS: Helicopters as you are no doubt aware have the annoying ability to hover, sometimes if you are going fast or there's a group of them you can fly right past them without firing a shot. Instead switch to your XLAAs and take the group out at once. From Ryan: 6) I came up with a rather interesting strategy that, for people who are truly the ace of aces, could be slightly rewarding for Mission 13: Demons of Razgriz. Select the MiG-31M for your plane (simply because it has more regular missiles), and after the mid-air refueling, fly towards the sub at approximately heading 305. It should be noted now that for this to work, you MUST stay on the Afterburner the entire time until you shoot the Hrimfaxi the first time. After destroying the first picket sub, fly north and get the next picket sub, and then get the next two picket subs that lie counterclockwise from there (all-in-all, you should get 4 picket subs before heading for the Hrimfaxi). After the fourth picket sub, fly straight towards the Hrimfaxi, and when you approach it, line up the target so that you can hit it with guns while still flying at full speed. If done right, you should be able to fire 2 missiles and strafe with guns to "kill" the Hrimfaxi with 1-2 seconds to spare. Also, once you start attacking the Hrimfaxi when it fires back, you can use the XLAA's to attack it, just make sure there are no UAVs within lock-on sight, put the Whisky Mark dead center on the Hrimfaxi, and fire the XLAA's at the sub, 4 at a time. It should do moderate damage with a little luck. What makes this strategy a challenge is now you've only got regular missiles and guns to deal with the SAMs and AA Guns on the Hrimfaxi. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There are a lot of ground targets in the game, the most efficient way to destroy them is to use missiles, still there are a large amount of special weapons that can be used to get rid of either large groups of ground enemies, or single ones from a distance. These are all explained in the aircraft section. However do you know how to bomb targets? If no then welcome to the bombing master class! The first thing to do is make sure you are using a plane that carries bombs, not air to surface or air to air missiles. The code for an unguided bomb falls into three categories: UGB - Your standard unguided bomb these will destroy any targets underneath or in the immediate area. UGBL - You guessed it, a big bomb for big damage, anything near it is destroyed. PGB - Precision guided bomb, the piper locks onto a target, acts a bit like a air-to-surface missile only without the range. But how do you use bombs? That's the easy bit, hit select to use your special weapon, a small dotted line with a large circle and a dot appear. The line is the bombs decent path, make sure that there are no obstructions along any of it. The small dot in the middle of the larger circle is where the bomb is estimated to land, the big circle itself is the splash zone (or the area that is affected by the bomb). When using them, try to aim for groups of enemies for the best effect. ------------------------------------------------------------------------------- --- 2d. Wingman Control ------------------------------------------------- BC05 ------------------------------------------------------------------------------- One of the major changes from previous Ace Combat games, is that this one allows you to have wingmen instead of you being just a lone fighter. This all may seem unnecessary and there are hundreds of ways they could have got this wrong, but Namco have pulled it off perfectly. At the start of the game you are not the leader of your squadron and are playing wingman to your commanding officer Capt. Bartlett with the callsign Heart Break One. You cannot give any orders at that point, but fairly soon into the game you get promoted and have full control over the squadron. Your wingmen are all far superior to the other AI aircraft and cannot be damaged. They are also very good at taking down the odd fighter and although by the game's end you should have a kill rate in the hundreds and they will be lucky to get past twenty they are still very useful and shouldn't be neglected. There are several orders you can give to your wingmen these are given by pressing any direction on the D pad, then pressing the order you wish to give. **NOTE- These orders with the exception of SPW can only be used one at a time. ATK (Attack) - Press any D pad button and then up, you wingmen will now become aggressive and attack any planes in front of you or them, then continue to attack other targets. DSP (Disperse) - Used when there is a large combat area, your team stop covering each others backs and move off to separate parts of the map and destroy stuff. Activate this command by hitting left on the order menu. Remember that this can leave you with no one shooting down aircraft behind you and as a result you get more missiles thrown at you (just). CVR (Cover) - Handy for battles against small amounts of fighters and the opposite of attack. Your team will engage any targets that get a missile lock on you. This is very much over looked in the game put can be an extremely effective way of luring planes away from something you are escorting and then have your wingmen pick them off as they follow you. SPW (Special Weapons) - This can be used at anytime with any other formation order. Activating this allows your wingmen to attack with either bombs, air-to- ground missiles or whatever other special weapon their aircraft carries. Some people are not fond of using there wingmen and often leave them on cover or disperse since they only manage about one kill each per mission. This is fine and there are no negative effects for not using them. =============================================================================== 3. CHARACTERS ------------------------------------------------------------- CH01 =============================================================================== The first AC game to actually have interesting characters* (one of the things definitely lacking in previous instalments), and pulls it off extremely well. Here's a short synopsis of each of the main characters and even their mysterious first names (if they have them then I'll find them eventually) * - This statement is true only if you didn't get to play the JPN AC03. For reasons best known to themselves Namco saw fit to remove the story from the other releases. Thanks Namco :? ------------------------------------------------------------------------------- --- 3a. Kei Nagase (Edge) ----------------------------------------------- CH02 ------------------------------------------------------------------------------- Nationality: Osean Age: 23 Height: 167cm Weight: 47kg Hair Colour: Black Eye Colour: Brown Blood Type: A One of your wingmen for the game, Edge is an extremely skilled fighter pilot and was the only trainee to survive the surprise attack on Sand Island. Kei blames herself for the downing (and possible death) of her Captain, and refuses to take a promotion to squadron leader in favour of staying the number 2 plane (the guard for the number 1) to prove to others and herself that she can guard her wingmen. She has a love of peace and a strong supporter of President Harling's anti-war policies, which is presumably why she joined the airforce :? ------------------------------------------------------------------------------- --- 3b. Alvin H. Davernport (Chopper) ----------------------------------- CH03 ------------------------------------------------------------------------------- Nationality: Osean Age: 29 Height: 185cm Weight: 89kg Hair Colour: Black Eye Colour: Blue Blood Type: B The number 3 wingman, Alvin H Davernport is set in to rock and roll (hence 'Chopper'). He looked up to Captain Bartlett a lot as a 'bad mouthed, good- natured leader'. He seems to like Blaze, but not respect him as Captain of the Squadron. ------------------------------------------------------------------------------- --- 3c. Hans Grimm (Archer) --------------------------------------------- CH04 ------------------------------------------------------------------------------- Nationality: Osean Age: 19 Height: 163cm Weight: 52kg Hair Colour: Brown Eye Colour: Green Blood Type: AB Only a trainee pilot in reserve at the start, Grimm becomes a member of the squadron early in the game. His is the youngest survivor in the squadron (although he was on the ground at the time of the attack), Grimm has an older brother in the army which was his cause for signing up. Grimm is a shy and his in flight emotions seem to range from mild panic to absolute trauma. ------------------------------------------------------------------------------- --- 3d. Jack Bartlett (Heartbreak 1) (obsolete - Kid) ------------------- CH05 ------------------------------------------------------------------------------- Nationality: Osean (fine, he's Osean, happy!) Age: 42 Height: 178cm Weight: 70kg Hair Colour: Black / Grey Eye Colour: Brown Blood Type: O One of the OADF's (Osean Air Defence Force) most notorious pilots. He made his name as one of Osea's top aces in the Belkan war 15 years ago, where he quickly rose to the rank of captain. Now firmly set into his ways, Bartlett has never been promoted, and fifteen years after the war ended, Bartlett is more notorious for his lack of respect for the chain of command, and his inability to follow orders. At the end of the Belkan War, Bartlett was shot down by a mysterious Belkan pilot named Ashley, along with another Belkan aircraft. He and the Belkan defector, known by his callsign 'Hukbien' made it back to the allied front. ------------------------------------------------------------------------------- --- 3e. Blaze ----------------------------------------------------------- CH06 ------------------------------------------------------------------------------- Nationality: Osean Our mysterious pilot, all we know about Blaze it that we almost defiantly see him in the crew quarters at the start of the game, there is a shot of the entire room with every surviving trainee and a few trainers with Bartlett. Blaze has to be one of these. We never hear him talk in the game, although judging by the answers that your wingmen give you, Blaze seems to reply more then the generic 'Yes' or 'No' that we pick out. Blaze is the Squadron Leader for most of the game. ------------------------------------------------------------------------------- --- 3f. Marcus Snow (Swordsman) ----------------------------------------- CH07 ------------------------------------------------------------------------------- Nationality: Osean Age: 34 Height: 190cm Weight: 85kg Hair Colour: Black Eye Colour: Brown Blood Type: A From a squadron of the Naval Air Force, Snow now flies alone after the slow destruction of his team-mates. Snow is an extremely talented pilot who is loyal to his commanding officer, but will not blindly follow orders and is not afraid to answer back if he doesn't agree. ------------------------------------------------------------------------------- --- 3g. Allen C Hamilton ------------------------------------------------ CH08 ------------------------------------------------------------------------------- Nationality: Belkan Age: 28 Height: 178cm Weight: 65kg Hair Colour: Blond Eye Colour: Green Blood Type: AB After the first war between Belka, and the rest of the continant, Hamilton was recruited by Osea into a secret squadron of Belkan Aces to strengthen their Air Force. The Squadron, named the 8492nd never officially existed and when the ruling of the country changed hands, the knowledge of the squadron went with it. ------------------------------------------------------------------------------- --- 3h. Orson Perrault -------------------------------------------------- CH09 ------------------------------------------------------------------------------- Nationality: Osean Age: 48 Height: 180cm Weight: 106kg Hair Colour: Brown Eye Colour: Green Blood Type: O Chubby, rash and unsubtle, the Base Commander of Sand Island is not well respected and he knows it. He is a warmonger that prefers to have the air force working in combat rather then being there for defence. After the Cirern-Pacific war begins, he tries his best to increase morale. ------------------------------------------------------------------------------- --- 3i. Peter N. Beagle (Pops) (obsolete -- Hukbien)--------------------- CH10 ------------------------------------------------------------------------------- Nationality: Belkan Age: 56 Height: 170.5cm Weight: 73kg Hair Colour: Black Eye Colour: Blue Blood Type: B Formally one of the most skilled pilots in the Belkan Air Force, he refused to drop a nuclear bomb on a civilian city in Belka, for this he was marked as a traitor becoming infamous and hated throughout the Belkan military. Sentenced to death he escaped in a stolen fighter, but was shot down along with Bartlett who was also in the area, by the Pride of Belka, the Grabacr Squadron. Pops is still a brilliant fighter pilot, however spends most of his time as the Sand Island Base Mechanic. He looks after all of his planes dearly, large or small. ------------------------------------------------------------------------------- --- 3j. AWACS (Thunderhead) --------------------------------------------- CH11 ------------------------------------------------------------------------------- Nationality: Osean As head of a battlefield the people inside this AWACs observe, give and relay orders. Most pilots believe them to be slightly incapable and insensitive. He is the type that will always follow the order of the most superior officer, even against his gut feelings. ------------------------------------------------------------------------------- --- 3k. AWACS (Oka Nieba) ----------------------------------------------- CH12 ------------------------------------------------------------------------------- Nationality: Yuktobanian Translated as 'Sky Eye' or 'Eye of Heaven' this aircraft's name is a nod to the AWACs from AC04. From Thomas Kaluzny: "Oka Nieba" is actually a Polish word (yeah I'm Polish) and is really translated to "Eye of Heaven." -- This is interesting, I actually thought Oka Nieba was just made up, it shows how much detail is put into the game. From Neil H: A more likely explanation for the 'Oka Nieba' AWAC is that Yuktobania was part of the ISAF during the war in AC04. Sky Eye's lack of an accent in that game could simply be because he is talking in his own language; after all, we don't know what the spoken language in Usea is. ------------------------------------------------------------------------------- --- 3l. Capt. Nicholas A. Andersen -------------------------------------- CH13 ------------------------------------------------------------------------------- Nationality: Osean Age: 61 Height: 177cm Weight: 72kg Hair Colour: Grey Eye Colour: Blue Blood Type: A The Captain of the OMDF (Osean Martine Defence Force) / OMS (Osean Martine Service) Aircraft Carrier Kestrel. A veteran of the Belkan War, Anderson follows his heart and instinct more then the orders he is given. He is thought of as a skilled captain, and respected by his crew, although disliked by airforce hawks like Perrault who claim he shies out of combat. Also, did anyone else in the UK notice the striking resemblance between himself and the good Captain Birdseye? Just an observation. ------------------------------------------------------------------------------- --- 3m. President Vincent Harling --------------------------------------- CH14 ------------------------------------------------------------------------------- Nationality: Osean The twice-elected president of Osea, Harling has a strong peace plan which reduces the amount spent in defence and uses it to help rebuild a new continent with such projects as the Arkbird* and it's Mass Driver. Harling's views towards peace have made him unpopular with some of his Generals and other leading Osean military figures. * The Arkbird is a peacetime joint-project with Yuktobania based off the plans for the Belkan strike craft the Hresvelgr. Later it's laser is from the Belkan defense platform the Excalibur ------------------------------------------------------------------------------- --- 3n. Prime Minister Seryozha Viktrovich Nikanor ---------------- CH15 ------------------------------------------------------------------------------- Nationality: Yuktobanian The elected Prime Minister of Yuktobania, he has strong anti-war policies like Harling's. As a figurehead of the Yuktobanian Government, he was one of the main figures involved in keeping the alliance between Osea and Yuktobania strong after the end of the Belkan War. His peace policies, like Harling make him unpopular with his own military. Nikanor appears to have a loose grasp on his countries military and was unable to stop production of huge arms production plants and the advanced Scinfaxi-class underwater attack carriers. ------------------------------------------------------------------------------- --- 3o. Major Natashya -------------------------------------------------- CH16 ------------------------------------------------------------------------------- Nationality: Yuktobanian - - (SPOILERS!) A Recon Major in the Yuktobanian army, she objected to the military government and joined the resistance, after learning of the Yuke forces betrayal of their Prime Minister, she stole several secret files and went renegade. She also has a history with Bartlett as the one who broke his heart 15 years ago. (END SPOILERS!) - - ------------------------------------------------------------------------------- --- 3p. Albert Genette -------------------------------------------------- CH17 ------------------------------------------------------------------------------- Nationality: Osean Age: 32 Height: 174cm Weight: 58kg Hair Colour: Brown Eye Colour: Blue Blood Type: O A reporter looking for his big break, he goes to Sand Island in search of the unique Squadron leader there. Later he becomes entangled with the events of the war, publishing 'The Four Wings of Sand Island' and joining the official Osean Press Corps. Genette acts as the narrator of much of the game. ------------------------------------------------------------------------------- --- 3q. Kirk ------------------------------------------------------------ CH18 ------------------------------------------------------------------------------- Nationality: Osean Age: 7 Height: 53.5cm Weight: 31kg Hair Colour: Black Eye Colour: Brown Blood Type: 1.1B Pop's loyal companion and known in the Sand Island base, Kirk stays with Pops and the other members of the Squadron through thick and thin. =============================================================================== 4. THE STORY SO FAR ------------------------------------------------------- SY01 =============================================================================== It is important to understand the back story if you want to understand what the game is about. Although the game does it well, here is a little recap about what's happening. Check out iceblue's excellent rundown of the game area ------------------------------------------------------------------------------- --- 4a. The Background -------------------------------------------------- SY02 ------------------------------------------------------------------------------- The year is 1989, in the small northern country known as the Principality of Belka. In an effort to keep the nation afloat politically, a Federal Law Review was enacted, with disastrous results. In the economic panic, the government was ousted, and before another was elected Belka was seized in a Coup by an extremist Right Wing faction, possibly supported by the Belkan crime organisation the Grey Men. Belka began to stabilise and over 6 years reached new levels of growth, most prominently in it's armed force of which it developed both conventional, nuclear and more unorthodox weapons. And late in 1995, Belka began to invade it's bordering nations, beginning a conflict remembered as the Belkan War. After crushing their rivals, the twin super-powers The Osean Federation and the Union of Yuketobanian Republics both pooled their resources, and declared war on Belka. After some hard fought battles, the two countries, with support from rebels in the nations already occupied by Belka began to gain the upper hand, and soon Belka was pushed back. Over the course of the war, Belka developed even more advanced weapons, and often the Allies would lose ground, but over sheer numbers pushed the Belkans back to Stier, close to the Belkan capital of Sundentor. To stop the advance any further, Belka dropped seven nuclear bombs on it's border, destroying the Belakan cities there, and making an impassable barrier. The Belkans head effectively sealed themselves into the northern regions, where in-fighting consumed their cities. ------------------------------------------------------------------------------- --- 4b. Osea and Yuktobania --------------------------------------------- SY03 ------------------------------------------------------------------------------- Osean Federation Captial - Oured Union of Yuktobanian Republics Capital - Cinigrad After the Belkan conflict both Osea and Yuktobania were allies, but also extremely weak. As they both slowly rebuilt their strength, they elected anti-war head of Governments and their armies never had the same strength again. They also, having watched the destruction of seven Belkan cites, dismantled and destroyed their nuclear weapons. In an effort to rebuild their air force after the war, both countries secretly recruited a Squadron of Belkan Aces, before their peaceful governments got into power. All evidence of this was destroyed in both countries and all knowledge of these two mysterious squadrons disappeared. Following the end of the Belkan war, Osea gained the former Belkan region of South Belka and was renamed North Osea. Osea, also gained several Belkan companies (mainly advanced technology companies) such as Grunder Industries, a former Government sponsored research and development company that gave Belka an undeniable edge during the war. ------------------------------------------------------------------------------- --- 4c. Belka ----------------------------------------------------------- SY04 ------------------------------------------------------------------------------- Principality of Belka Capital - Dinsmark After the destruction of their country, the Belkans have a hatred for Osea and Yuktobania. After the unexpected crash of it's economy following a Federal Law review, Belka was caught in a coup d'etat and prepared for war. During the war the Belkans managed to capture a sizable amount of land, however after the superpowers of Osea and Yuktobania joined the battle odds fell out of Belka's favour. As they were pushed back to their central mountain range, they dropped seven nuclear weapons on their own surrounding towns, creating an impassable barrier to the lands to the north. Now Belka is a shell of it's former self, with few population centres and a working government left in the icy north and much of the land in the south in the boundaries of seceded nations and the superpower of Osea, Belka is believed by all but the most patriotic as a thing of the past. =============================================================================== 5. THE AIRCRAFT ----------------------------------------------------------- AR01 =============================================================================== ------------------------------------------------------------------------------- --- 5p2. The Weapons of the Game ------------------------------------------ AR02 ------------------------------------------------------------------------------- There are enough weapons in the game to keep even the most trigger happy pilot occupied. Weapons are divided into three categories. Guns, Missiles and Special weapons, the latter of which are activated by pressing select; to make your wingman activate theirs, you must turn on the SPL option by pressing left on the D-pad, they will then use a mix of all three types of weapons available. So, here is a list of every weapon available, remember you cannot choose which weapon you want on your plane this time around, you get what the aircraft comes with. Key for special weapons ======================= Damage - The damage done to targets on impact Hone - The ability that the missile has of honing on the target Blast - The radius of damage the bomb/missile does on impact Number - The number of weapons you get over how effective it is Overall- How useful the weapon is when you consider all its aspects GUNS Vulcan Cannon: The Vulcan cannon is mounted on the front of every aircraft. If you are playing on very easy to hard it will have infinite rounds, if you are on expert or ace then it will have a limit. The cannon is very effective at close range, however hopeless at a distance. It does pay to practice using it though as (surprisingly to some people) it can be just as useful as missiles. For more information on using your guns go to the 'Basic Training Section' (find and BC04) and look at Gun Range. MISSILES Missiles: Damage : 3/5 Hone : 3/5 Number : 5/5 Overall: 4/5 Description: Your missiles are your basic mid range weapon. From a missile lock at around 2500 feet one press of the circle button and the missile will hone in on the target. Missiles can be used for both AA and AG attacks. SPECIALS SAAM: Semi-Active Air-to-Air Missile (SEMI TRACKING) Damage : 4/5 Hone : 3/5 Number : 4/5 Overall: 4/5 Description: A very useful long range weapon, however it needs to be keep within a tracking circle in order to be effective. This can be annoying if you have to make a quick turn to evade a missile. Overall, these make a good compliment to your normal missiles and guns as a long range alternative. However this weapon is overshadowed by the XLAA. Comes with: F-20A, Mirage-2000, F-14A, Mig-31, F-15C, Su-27, Su-47 XLAA: Advanced Long Range Air-to-Air Missile (FIRE AND FORGET) Damage : 4/5 Hone : 4/5 Number : 4/5 Overall: 4/5 Description: The great thing about these missiles is that you can lock on almost as soon as you see these targets, and from the distance it gives the missiles a great chance to line up with the target. However, get too close to the target and your missiles will sail right past them. Comes with: F-14D, Mig-31M, Su-35, Typhoon, X-02 XMAA: Advanced Medium-range Air-to-Air Missile (FIRE AND FORGET) Damage : 4/5 Hone : 3/5 Number : 4/5 Overall: 3/5 Description: A cross breed between the normal and XLAA. Incorporating multi-targeting and and long range attacks. This weapon can be useful from a distance on a formation of planes or helicopters, but as soon as you get in close then it becomes next to useless. Again, this acts as a supplement to your regular missiles and cannons rather then solely depending on it. Comes with: F-4X, F-16C B60, F/A-18E, TND-F3, F-15S/MTD, F/A-22A
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