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Welcome to my Armored Core Strategy Page. I have worked pretty hard to get
this page up and running. However, my efforts are all paying off, as I am
quite proud of this page. If you have any thoughts about it, don't hesitate
to MAIL me at
nitehorse@hotmail.com.I check
my email pretty frequently, so you should get a response pretty soon. If
I don't respond, send me another one and remind me. By the way, I borrowed
these strategies from another really great AC site, you can go
HERE to visit
it. Now, for the strategy:
AC BUILDING: Quick Start Guide
There are so many parts in Armored Core that you may be confused as to what
is the best way to go about upgrading your AC. I don't claim to know the
best way, but based on my playing style, I've found that the following is
a pretty efficient way of going through the game.
Always remember that this is merely advice, and to adapt it to what you feel
is important. You can sell parts for the same amount you paid for them, so
don't hesitate to experiment.
1) |
At the very beginning, before starting your missions, sell your default
RIFLE and SMALL MISSILES, and use the money to buy the WG-HG512 HANDGUN.
This will give you more firepower. This early in the game, you cannot afford
the ammo cost of missiles. |
2) |
Next, use the money you earn in the missions to upgrade your GENERATOR
to the GRD-RX5. This gives you enough power output to support better arms,
legs, etc. as well as more charge. |
3) |
Upgrade to a HEAD with AUTOMAP. If the head possesses RADAR, you may
also sell your external radar to free up weight or earn money. I would recommend
the HD-REDEYE. |
4) |
Next, I would recommend getting a STABILIZER option part. SHELL SCREEN
and ENERGY SCREEN are also important. They reduce the amount of damage your
AC will take, which increases your chances of survival as well as lowering
the repair costs. Get these when you feel you can afford them. |
5) |
Start thinking about the type of AC you are building. This determines
the type of legs you want to buy. Remember that fast legs mean high energy
drain, which means you probably have to upgrade your generator again. But
you'll be keeping a light mech, so you don't have to worry about buying lots
of weapons. Slow legs tend to be cheaper, but to be effective, the AC must
be heavily armed and armored, which is expensive. |
6) |
Remember to upgrade your FCS and BOOSTERS when you get enough money.
ARMS don't really serve any function (except for the fact that they are needed
to carry arm weapons), so they are only important for armor. However, they
are relatively cheap if you need more armor points. Also by this point, you
probably want to be thinking about upgrading your arm weapons. Also, remember
to buy the option parts you require, and also to select suitable back weapons. |
ANKS Arms and Back Weapons
The ANKS-1A46J arms are the most heavily armored arms in the game, but most
back weapons cannot be used with it. To get around this problem, first equip
the arms and CATERPILLAR legs, then the back weapons of your choice. After
that, simply replace the legs.
Overweight Bug
Well, it's not really a bug. On the Japanese version of the game, after
completing all the missions, you are allowed to launch overweight ACs. This
feature was supposed to be taken out in the American release, but it was
left in. This is also in Project Phantasma.
ENHANCEMENT: How to Become a Plus
Each time you dip below -50,000 credits, a cinematic scene appears where
you are surgically enhanced. Your credits are reset to 0 and you begin from
the first mission again, but with superhuman powers. You need to get enhanced
approximately 10 times (I haven't tested this thoroughly) to obtain all the
Plus powers. For some powers, you have to be enhanced several times before
they manifest.
The first time you are enhanced, you obtain a very short-range built-in radar.
After that, with enough enhancements, you will get the ability to fire back
weapons while moving in humanoid or reverse joint legs, the ability to fire
a beam from your sword (this is performed by holding the button for activating
the sword, then hitting boost before the swing is completed), increased speed,
and doubled energy.
The best way to become a Plus is to get really far into the game the first
time through, then use all your money to buy equipment and make yourself
the most expensive AC you can. Then go into a mission and fire off lots of
expensive ammo and get yourself destroyed. When you come back as a Plus,
just let yourself get destroyed in the first mission. Repeat until you are
fully enhanced, then when you are ready to continue the game, simply sell
off excess equipment.
VERSUS BATTLES: Strategy Guide
Armored Core: Strategy Guide
Version 1.0 (24th December 1997)
Eugene Moon
jackr@umich.edu
If you have any questions or criticism concerning this FAQ, please e-mail
me. If I use your information, you will be credited at the bottom of the
FAQ.
Preface
The strategies in this guide are based on my experiences playing linked Armored
Core against several friends. I will try to keep it updated with new info
as I learn more about the game. Be sure to refer to the Terminology Section
if you see words you don't understand. I've tried to explain things in the
text as much as possible, but some terms are used too frequently to do so.
Terminology Section
AC |
Armored Core. |
AP |
Armor Point. Similar to hit points. |
booster |
AC part that allows your AC to DASH (only with humanoid or reverse-joint
legs) or to JUMP (available on all ACs). |
charge drain |
The amount of charge used up by BOOSTER and energy weapons, such as the
LS-99-MOONLIGHT LASERBLADE or WC-01QL LASER CANNON. See MAXIMUM CHARGE and
CHARGE REDZONE. |
charge redzone |
The portion of your charge meter during which a warning sounds to let
you know you're about to run out of charge (and enter RECHARGING MODE). |
dash |
Maneuver in which your AC moves quickly along the ground (available only
in ACs equipped with humanoid or reverse-joint legs). Performed by moving
in a direction and pressing the boost button. |
def_energy |
Defense against energy attacks. |
def_shell |
Defense against shell (solid) attacks. |
energy drain |
The amount of energy required to power a part. See ENERGY OUTPUT. |
energy output |
The amount of energy put out by your AC's GENERATOR for powering the
various parts of your AC: head, core, arms, legs, weapons. |
generator |
AC part that powers your BOOSTERS, energy weapons, and various other
AC systems. |
jump |
Maneuver in which your AC lifts off the ground. Performed by hitting
the boost button while your AC is stationary or by pressing the boost button
during a DASH. |
maximum charge |
The charge capacity of an AC GENERATOR. This is one of the things that
determines how much you can boost and fire energy weapons before you run
out of charge. |
MT |
Simple two-legged machines without human pilots. |
recharging mode |
Mode entered when you deplete your AC's charge. Lasts until your GENERATOR
reaches MAXIMUM CHARGE. You can not boost or fire energy weapons while in
this mode. |
stability |
Statistic reflecting how much your AC's speed is affected by shell fire. |
Strategies
This section of the FAQ is divided into four parts. The first will cover
general AC piloting strategies. The second will cover ground-based combat.
The third will cover combat while jumping (in the air). The last will cover
special tactics that people might adopt while playing.
General
The first thing every AC pilot needs to work on is acquiring situational
awareness. You should try to be aware of your opponent's location at all
times or you run the risk of losing a lot of Armor Points (AP) when your
opponent hits you with their WC-01QL LASER CANNON. Your tools for accomplishing
this should be your radar and your lock-on window. With its God's-eye view
of the action, the radar should be your first choice for figuring out whether
your opponent is in front of you, behind you, above you, or below you. Sometimes
overlooked, however, is the fact that you can use the large lock-on windows
of weapons like the WM-X201 MULTI MISSILE to pinpoint the enemy's location.
For example, I would use the radar to maneuver my AC so that my opponent
is in front of me. While they're in the lock-on window of my multi missiles,
I would fire off one or two shots as I center them in the window. Then I
would switch to my WG-1-KARASAWA PLASMA RIFLE to really do some damage.
Next, you'll need to gain enough experience with the game so that the controls
are second nature to you. Once you've acquired a lock on your enemy, they're
going to be doing everything they can to break it. So you'll need to have
enough skill to maintain lock or, if they do manage to break it, regain it
as quickly as possible.
You'll also want to perfect your dodging techniques. It really isn't that
hard to learn how to use your boosters to dodge weapons fire, and this should
be thought of as an essential skill. It's nice to build an AC with a lot
of Armor Points (AP), but you'll quickly learn that an AP lead of several
thousand means nothing when your opponent is equipped with the LASER CANNON
or the WC-GN230 GRENADE LAUNCHER.
Two tactics I use for dodging fire are the "juke" and the dash/jump. The
juke is very simple. Basically you just walk sideways and reverse direction
to walk the other way. Timing is critical with this maneuver. If you reverse
directions too early, your opponent's weaponry will adjust its aim to account
for your change in direction. Do it too late, and you're still changing
directions when you get hit. The distance between you and your opponent also
affects your ability to juke properly. Obviously, the farther away you are,
the more effective this technique is.
The dash-jump should be used when juking isn't enough. It starts off with
your AC dashing in a direction, then hopping by tapping the boost button
again. You can make the maneuver more effective by reversing the direction
of movement after you've started to jump. Unlike the juke, this technique
is most useful when you're close in. Remember that the most effective way
to dodge weapons fire is to make sure it never gets fired in the first place.
And the best way to keep the opponent from firing is to break their lock
on your AC. By getting vertical up close, you can maneuver your AC out of
your opponent's lock-on window fairly easily.
Learn to use cover to your advantage. Use the various hills, buildings, and
other objects you find on the stages as shields protecting your AC from enemy
weapons fire. It can be quite useful to maneuver your AC into a (temporarily)
safe position and spend a little time formulating a plan of attack (and giving
your thumbs a rest).
One thing you should keep in mind at all times is how much ammunition you
have remaining. A lot of the high-powered weapons come with very little ammo,
and you must make sure you kill your opponent before you run out. Also, when
equipping your AC with weapons, try not to bias yourself too heavily in favor
of energy or shell-based weapons. The various AC parts have different strengths
versus energy and shell weapons, and you can find yourself carrying all energy
weapons into a fight against an AC with good defense against energy weapons
(and a weakness against shell-based weapons). Not exactly a good situation.
If you find yourself going up against someone who loves missiles, your best
defense is to stay up close. Not only does being close allow you to break
lock easily, it seems that most missile packs have a minimum distance, below
which the missiles can not home in on you. However, note that even though
the missiles are unguided, they can still hit you for damage if you blunder
into their path.
On the other hand, if your opponent is hard to hit, due to their ability
to dodge your weapons fire, you may want to consider adding missile launchers
to your inventory. They home in on the target, do good damage, and generally
have large lock-on windows (so that you can follow your target through all
their maneuvers). You will want to stay away from close combat due to the
missiles inability to track from close in unless, of course, you're also
equipped with a LASERBLADE or other weapon that can do good damage up
close.
Ground Combat
Ground-based combat in Armored Core can be quite complex. It is possible
to jump into a head-to-head match in Armored Core and just start shooting
away at the other player, but there is more to it than that. The presence
of obstacles on the various stages and the variety of weapons combinations
you can face add up to a game with a lot of depth.
Ground combat can be divided into three separate phases based on how far
away you are from your opponent: long range, mid range, and short range.
Though it may seem insignificant, the damage you do to your opponent during
long range combat can mean the difference between a win and a loss. At this
point in the battle, your strategy is pretty simple: "Hit without getting
hit." My favorite tactic is to gain an early lead by hitting my opponent
with the WC-01QL LASER CANNON from extremely long range. Remember to use
the juke to dodge enemy fire and use cover to avoid taking damage.
The pace picks up a bit when combat enters mid range. Since this is the range
at which the majority of Armored Core's weapons are effective, most of the
damage to your AC will come during fighting at this range. Concentrate on
getting your opponent locked up and hitting them for damage. One thing you
may want to keep an eye on is your charge meter. Fights at this range tend
to utilize a lot of dashing (and dash-jumping), and you may find yourself
in RECHARGING MODE if you're not careful.
Short range is the most fun (IMHO) of the three stages of combat because
of the intensity of the battles at this distance. A battle between two skilled
AC pilots can be quite exciting to watch. Since ACs rotate fairly slowly,
it is much better to use a dash or a jump to maneuver yourself so that your
opponent is in front of you than it would be to spin in place. Using your
LASERBLADE leaves you quite vulnerable after your swing so choose your strikes
well. Also, don't be frustrated if you have trouble connecting with your
weapons. It really can be quite difficult to hit a determined human pilot.
Aerial Combat -- by Ken Cho
Aerial combat, as impractical and unrealistic as it may seem to most, can
be exhilirating, exciting and, in many cases, death-defying. Obviously, you
are not going to be pulling *anything* in a heavily-laden AC but even those
medium-weight machines can make like some barnstorming pilot.
You can best prepare for engaging in aerial combat by having a top-of-the-line
combination of generator, FCS and several optional parts to supply your AC
with as much energy juice as possible. The charge expander, rapid charge,
and energy amplifier are essential equipment. Other good options to include
are the FCS accelerator and missile jammer, both for combat purposes which
will be explained later.
Basic Flight
Now when we are talking about aerial combat, we're not talking about short
hops over buildings and simple leaps past each other. What we are describing
is full out, up in the air, with a long way to go to the ground, street pizza
action. You can mash the jump button until your charge meter bottoms out
and chances are that it will recharge before your AC hits ground zero. However,
that's not just wasting precious energy (there *should* be a fight going
on) but also sacrificing the ability to control your AC in-flight.
What you should do is expend only half of your energy on the initial leap.
If you can launch from an above-ground point, so much the better. That leaves
you with the other half to maneuver around with. After the initial take-off,
use short bursts to 1) stay afloat and 2) move around. With an AC equipped
with a good combination of parts (see above), energy recharge should be
sufficient to maintain a slow descent, if not actually continuing flight,
depending on the weight and make-up of your AC.
Practice basic flight a bit. But also realize, you are not limited to just
up and down movement. Dashes to either side can also be achieved. So can
forward and backward movement. But beyond that, instead of the two-axis movement
you are normally limited to on the ground, a third dimension is added with
aerial flight. You're much more free in which way you can move... that is,
until you hit the ground.
Flying and Fighting
Flying around in circles can be fun... for the guy who's shooting at you.
If you can't fight effectively while in the air, you might as well stay a
ground-pounder for the rest of your career. First order of business is to
master the usage and control of the up/down views. While a neat and convenient
option when your feet are planted on the firm earth, they are absolutely
*vital* in aerial combat. As movement is no longer restricted to two axes,
neither is combat. Your opponent could be above you, below you, behind you,
in front of you or some combination of the above.
Learning to quickly spin between up and down views to keep your eyes on the
enemy will take lots and lots of practice. Sorry but there are no quick cheats
for this. However, this is where a good FCS comes in. The targeting depth
and window size of an FCS is all personal preference but could help a lot
in aerial combat. Like ground combat, a deep ranged FCS will help target
an enemy almost out of visual range but an FCS with a large window will require
less turning time to get the bead on him. If you get the hang of in-flight
combat and develop situation awareness, then maybe you can make better use
out of a long-range FCS to really reach out and touch someone upside the
head. But if you get somewhat easily confused and disoriented while aloft,
maybe a wider FCS would help you a bit more.
Weapon choice is important in aerial combat, mainly because you lose the
use of any back weapons that require you to kneel (four-legged and tracked
ACs will not have this problem but should not be in the air in the first
place since they are so damn heavy). So what you are left with are rockets
(absolutely worthless in aerial combat), solid shot weapons (okay but will
actually require leading of target), beam weapons (better than solid shots
in aerial combat because they get to the target quicker, thus lock-ons will
actually work) and missiles. Missiles are actually more useful during aerial
combat than ground combat, mainly because you will have *nothing* to hide
behind. It is just you and the wild blue yonder.
Having a missile jammer would be especially good right about now. And even
though you have no structures or ground-effects to utilize, you do have
maneuverability on your side. One of my favorite maneuvers is to back/down
dash and then juke to either the left or right, depending on where the swarm
of missiles is coming from (always head *into* the direction of missiles
to cut response time), and then dash forward again.
And yes, I did not forget melee weapons - the flamethrower and laserblade.
If both you and your opponent can get close enough to each other - in the
air - to use arm weapons, *CAPTURE IT ON VIDEO TAPE*. While we have not
experimented at all with aerial usage of the flamethrower, we have actually
destroyed an AC in-flight with the laserblade... too cool for words.
Epilogue
All this seems like a lot of explanation for what is in reality only about
5-15 seconds of flight. And with trying to maintain flight, knowing where
your opponent is while dodging his missiles and returning fire at the same
time, you will sometimes forget about energy levels and drop like a rock.
It happens. But if both you and your opponent are game to shooting up to
the sky and duking it out, aerial combat can be LOTS of fun. Spiralling around
the sky, watching missile contrails zip past you, and hearing the rip of
your chain gun launching tracers through the air...
Visions of the legendary duel between Maximillian Jenius and Milia Fallyna
come to mind.
Special Strategies
While playing Armored Core in head-to-head mode, you will probably encounter
a good variety of ACs and AC pilots. In this section, I will try to describe
some of the piloting styles you will encounter and ways to defeat them.
1. AVERAGE JOE
2. RUN AND GUN
3. HEAVY WEAPONS PLATFORM
4. SUICIDAL SAMURAI
5. AERIAL ACE
6. RABBIT, DESERTER, COWARD, etc.
7. KILLER RABBIT
8. CHERRY PICKER
9. PYRO
10. "MAXIMILLIAN JENIUS", "NEWTYPE", etc.
AVERAGE JOE
The average Joe is a type of player you may encounter frequently. Their ACs
are not biased in any direction, carrying a good mix of weapons, having decent
maneuverability and speed, and loaded with an average amount of armor.
Pilots of these ACs tend to be on the above average level (but not as good
as the "NEWTYPE"), quite skilled in various forms of AC combat from ranged
warfare to close combat. They have few weaknesses and are quite difficult
to kill.
You should play a patient game and try not to get frustrated if they get
an early lead on you. The weapons in Armored Core are such that large leads
can be both attained and lost in a matter of seconds. Maintain your cool
and do your best to hit them with what you can. Your best bet for defeating
this type of player is to break their lock on you (with whatever maneuver
you can muster), hit them a couple of times, and break their lock again.
Just be sure that you don't deplete your boost charge.
RUN AND GUN
A run-and-gunner keeps their AC in constant motion. Their whole objective
is to move so much (and so fast) that you have difficulty hitting them. In
my experience, though, it's been very hard to dominate other players with
this style of play.
Combat range will vary greatly depending on the preferences of the AC pilot.
Some will prefer getting "up close and personal." Others will prefer to fight
primarily from mid-range. A truly effective run-and-gunner will change directions
often to keep their opponent guessing as to what they're next move is going
to be. A head-to-head match in Armored Core between two veteran run-and-gunners
will often end up looking a lot like a chaingun battle in DOOM or a nailgun
fight in Quake.
Your best bet for defeating a run-and-gunner is to use cover effectively.
Try to keep at least one side of your AC protected by an obstacle, and if
they come too close for your comfort, run. But make sure you don't leave
yourself open to attack while you're running away. Change directions wildly.
Use dashes and jumps. Oh, and the one thing that is guaranteed to get you
killed against a run-and-gunner is to sit in one place. Remember, if in doubt,
get the hell out of Dodge.
HEAVY WEAPONS PLATFORM
The pilot of a heavy weapons platform will usually load up their AC with
lots of weapons that do a great deal of damage and build their AC out of
parts with a lot of AP. As a result, their ACs end up heavy and slow and
have difficulty dealing with quick, manueverable ACs. But one hit from one
of their weapons can often leave you playing catch up.
Generally, a heavy weapons platform will try to fight primarily from long
to mid distances. They will be using cover heavily to attack you while remaining
relatively shielded from any counterattack you may mount. A fight against
a heavy weapons platform can sometimes be nerve-wracking as you try to avoid
getting hit.
The best way to take these guys out is to use an AC with lots of speed and
maneuverability. You should be able to dodge a good deal of their weapons
fire, and it shouldn't be too difficult to keep yourself out of their FCS's
lock-on window. If you don't, however, be prepared to pay for your mistake.
Also remember, cover is your best friend against heavy weapons fire.
SUICIDAL SAMURAI - "The slice is the life.... The life is the slice...."
A possible choice of skilled AC pilots, this strategy entails having enough
skill to doggedly hunt down the other AC and slice them before they can move
away. In theory, this could be a highly successful strategy as both the LS-3303
LASERBLADE and the LS-99-MOONLIGHT LASERBLADE do good damage, but in actuality
it is quite difficult to hit an AC piloted by someone as skilled as yourself.
In fact, going up against a skilled pilot who has equipped his AC with a
WG-1-KARASAWA, or even the WG-XC4 PLASMA RIFLE, is suicide. Hence, the
name.
Note that since the LASERBLADE is a left arm weapon and the WG-FG99 FLAMETHROWER
is one for the right arm, it is possible to create an AC that is heavily
biased towards close combat. You will likely have more success, however,
connecting with the flamethrower than the laserblade since you retain the
ability to maneuver your AC while firing the flamethrower.
The best way to defeat this type is to keep running away. Just as you would
against the run-and-gunner, you should be making wild directional changes
and jumping all over the place.
See PYRO below.
AERIAL ACE - "Come on, baby. Lock up, baby. Lock up, baby. Come on...."
The aerial ace takes advantage of the fact that ACs seem to be more maneuverable
in the air by spending most of their time away from the ground. The true
aerial aces will equip themselves with lightweight ACs that have a lot of
booster power, but you will encounter variants that sacrifice aerial agility
for weapons or armor.
Most often equipped with some form of missile launcher, these pilots will
be trying their best to stay out of your lock-on window while taking pot
shots at you from above. They tend to prefer long range combat, though there
are some who like to use their maneuverability advantage to kill you with
their LASERBLADE.
See SUICIDAL SAMURAI above.
You will find your opponent a lot easier to kill if your weapons load includes
homing weapons, like the missile packs, or rapid fire weapons which have
large lock-on windows. You will also need an FCS that won't narrow your lock-on
window, like the TRYX-QUAD.
RABBIT, DESERTER, COWARD, etc. - "Run away! Run away!"
A deserter is forever running away from you. They may turn to face you, but
that doesn't last. As soon as they've shot at you, they'll turn tail and
go back to running away again.
This type of player is one of the most difficult to kill. Your best bet is
to doggedly hunt them down. Keep chasing them down, taking off bits of life
whenever possible. If you can manage to hit them with your WC-01QL LASER
CANNON or the WM-X201 MULTI MISSILE enough times, you'll be well on your
way to taking them down.
KILLER RABBIT
This type of player can be somewhat tricky to identify. They like to pretend
that they're running away like the RABBIT, but they're actually luring you
into position so that they can pounce. Usually you'll be able to identify
them by their AC. KILLER RABBIT ACs will generally have decent maneuverability
and heavy weapons with which to do heavy damage rapidly.
Your best chance of defeating this type of player is to never leave yourself
open. Don't charge across open spaces towards your enemy. Take a long winding
route behind whatever cover there is available.
CHERRY PICKER
This type of player likes nothing more than getting his AC to high ground
and taking pot shots at you from above. If their position is such that you
can't hit them back without jumping, all the better. Playing against this
type of player can be quite annoying as you will spend a lot of time chasing
them all around the arena.
The best defense against this type of player is to never stay in one spot.
Your best chance of defeating this type of player is to hope that they're
sufficiently confident in their position to allow you to get close. Otherwise,
you may find yourself facing a COWARD who will spend a lot of time running
away from you.
PYRO - "Feel the burn!!!"
AC pilots who have found the WG-FG99 FLAMETHROWER tend to go pyro for a little
while. It's a new weapon that is hidden in a place you might not look (though
the stage it's hidden on is obvious as hell). And it doesn't suck ... that
much. :)
As noted above, it is possible to create the ultimate sword-wielding,
flame-spewing AC by combining the LASERBLADE and the WG-FG99 FLAMETHROWER.
But why would you want to? Is it a kick-butt AC that will win you a lot of
matches? Not really. Is it easy to use? Not unless you consider working your
butt off to stay in close range easy. Can you use it to intimidate your opponent?
Man, only an AC newbie would get freaked by this thing. :p Is it fun? Hell
yeah. 8)
"MAXIMILLIAN JIINASU", "NEWTYPE", etc. - "Damn! How'd you do that?!?"
This type of player is a bastard to play against. They may use one of the
above strategies. They may not. Characteristics of this type of player include:
the ability to magically hit you no matter where you are, a knack for dodging
everything you fire at them, and wild maneuvers that make you wonder whether
they somehow figured out a way to use the analog sticks with the game.
If you ever find yourself up against one of these players, well, prepare
to meet your maker. Your only hope is that: 1) they go easy on you 2) you
get lucky 3) they make mistakes. ;)
Special Thanks
I owe a great deal of gratitude to the following people for their help in
writing this FAQ.
Ken Cho (ken.cho@aquila.com) |
for his Aerial Combat FAQ |
Mike Ho (mikeho@umich.edu) |
for serving as a sparring partner (and a damn good one, too) during our
various head-to-head matches |
Joe Salazar (shdwcat@netcom.com) |
for invaluable input on how to improve the FAQ |
Ivevei Upatkoon (arashi@gol.com) |
for her excellent Armored Core FAQs |
Dana Weaver (weaverd@email.uc.edu) |
for information about AC missile systems and their effectiveness in battle |
Changing Camera Angles
To get first person perspective while in battle, hold Square and Triangle
and press Select to pause the game, then release the buttons and unpause.
To revert, just pause with Select and then hold down the aforementioned buttons
and unpause again with Select.
Emblem Wallpaper
To tile your emblem as wallpaper in non-battle mode, hold R1 and L1 and press
Select during the emblem edit screen.
Many Thanks To:
Eugene Moon
Ken Cho
Mike Ho
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