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On a less disgusted tangent, I thought I'd pass along something I just picked up from ACZ, your reward for acquiring S ranks on all missions on Ace: a fascinating quote, doubly so given its source. Eclipsing power is, at times, not only the instrument of demons, but also of gods. -Wolfgang Buchner- Jam it back in, in the dark. |
I never got banned per se, but when I had the gumption to post a link to Pentagon Strike on the last 9/11 anniversary, dear old Mike503 killed my topic without so much as posting a reason. Of course, I remember him best for responding to my suggestion on GameFAQs that the X-45 be a playable uber-aircraft (no broken special weapons, just a level of acceleration and maneuverability not seen until the Arkbird's Vogels in AC5) with the words "NO NO NO!" For a while he gave up the mod business and claimed to be citizen 503, but I've quietly thought ACskies was doomed ever since I saw him start a topic to announce his reinstatement: "The Sherrif has returned."
As for encountering Mobius, consider the FALKEN. The TLS can burn aces out of the sky almost as fast as they arrive if you're quick; don't try that against large formations like Schwarze or Gault, of course, but even if you have to get close and lase individual fighters you'll still be moving faster than the MPBM's atrocious reload time permits. I had that idea last night, and cut through all five squadrons I drew (Gelb/Rot/Schwarze/Espada/Wizard) on Normal in about a minute each. That said, I first flew the mission blind on Ace, drew smaller squadrons, ran into Mobius and took him down...in a Morgan. It's all about making your opponents bunch up so you fire exactly two MPBMs per fight. There's nowhere I can't reach. |
Honestly, I'm not sure if even all the "WTF wheres teh mushroom cloud in mission 12?!" posts on ACskies are worth starting up a new forum. It'd just be folks from here, really, and with pretty much all of the high-score potential drained from ACZ there wouldn't be much point in a scoreboard beyond timekeeping to see who's had the luckiest run through Mayhem.
As it stands, I'm almost finished with the game after about a week of play. All I need now is Expert Marksman, the S-rank medals for Normal, Hard and Expert, and the money I'll earn getting those to buy special weapons. Double Post: Lest I forget, I might as well clip the one truly useful piece of ACZ information currently on ACskies: someone named Inquisitor picked up a list of Assault Records aces off a Japanese site and helpfully translated how to see them, omitting those aces who appear in standard gameplay. Spoiler:
How ya doing, buddy?
Last edited by tajisdurmin; May 6, 2006 at 02:12 PM.
Reason: Automerged additional post.
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I am a dolphin, do you want me on your body? |
Ugh. I swing by ACskies to see if anything new has gone up: there's now a five-post discussion of where to find Assault Records aces in the same frickin' thread that holds the list I copied. More interesting is an attempt to get still images from the Axe & Hammer briefing-startup sequence, so people can read the EULA that's momentarily visible. Last post on said thread, in its entirety: "Hmm, maby its the company u work for?"
It's days like these that make me dread the concept of playing Ace Combat online. Most amazing jew boots |
What kind of toxic man-thing is happening now? |
FELIPE NO |
Things that initially come to mind: Were there characters cut from the game because their voices were unavailable (i.e., no Heartbreak 1 because no Steve Blum)? How much time overall (hours/sessions/weeks) does it take to record a main character's dialogue for an Ace Combat game? What information, if any, do you receive about a character to help cast his or her voice? What kind of effects work goes into making pilots sound like they're aboard aircraft in-game? Is there any room for improvisation in the localization process, if a Japanese expression has no immediate English equivalent? ACZ is the first game in the series to include live-action footage as well as voice work. How much of a factor did the voice actors' appearances become in casting them? Based on your experience with ACZ's live-action work versus AC5's synthesis of voice work and CG animation, which approach seems most promising for future games in the series? Most amazing jew boots |
Me, I'd just like to see actual differences between aircraft. As it stands, most of the time you can just scroll up the aircraft list from the bottom until you find the first one that carries your desired special weapon, secure in the knowledge that it is l33t. What the game needs is a few changes to make you think, first in a few simple gameplay issues:
First things first, no air-superiority fighter carries any anti-ground weapon stronger than stock UGBs or RCLs. If you want a rack of FAEBs, they're right over there on that A-10 you've never flown ever since you bought a Su-37. Second, some missions need to have many, many more ground targets than we usually see at present, more than one aircraft can reasonably deal with...but within the capacity of a properly equipped squadron of ACZ wingman AIs, or allied bombers like those in The Inferno. I'm talking about something on the order of having to wipe everything off the map in AC04's Whiskey Corridor in 10 minutes, something that'll force the player to rely on help and fight a little more aggressively than "fire two missiles, fly ten seconds to next blip, repeat." Third, AA defenses are due for a serious overhaul. AA guns need faster rates of fire, enough to allow a single gun to hit you for 50% damage on Ace during a close pass. SAMs could use slightly greater agility and/or persistence, for that matter, and both should pick up a 50% range boost from the presence of a nearby radar vehicle (which would finally remove "The enemy's tracking you on radar!" from the dead heat it's in for dumbest quote with "Radio failure!"). Beyond that, individual aircraft would feel a lot more realistic if even a few of those unique bits of technology on them actually did something for a change as advantages intrinsic to specific airframes. A few random ideas on that front... Helmet-Mounted Sight (HMS): Allows the pilot to lock an aircraft from the cockpit view by looking at it with the right analog stick and pressing Triangle. QAAMs can be immediately fired at targets up to 60 degrees off-boresight from the nose of the aircraft. Found on Su-27, F-22 among others Forward-Looking Infrared (FLIR): Acquires passive locks on enemy aircraft, allowing standard missiles to be fired without provoking a launch warning aboard the target craft. Found on MiG-29, F-35 among others Laser Designator: Allows unguided bombs of all kinds to be dropped with a lock on nearby ground targets, if targets are kept within an SAAM-type lock circle. Found on F-15E, F-16, Tornado among others AN/APG-65 Radar: Adds 5000 to maximum lock range of XLAAs carried aboard. Found on F-14D GAU-8/A Avenger: 30mm depleted-uranium shells double cannon's rate of damage but limit ammo to 600 rounds. Found on A-10 All of this is fairly technical compared to "which one has the most XLAAs," of course, but I think it would add a tactical edge and depth to the series that it's only hinted at to date. Most amazing jew boots |
Also, the X-02 exists but it was a limited-release kit by Hasegawa so it's very hard to find. Pretty much all you'll come across nowadays are the pictures. There's nowhere I can't reach. |
There's also one on eBay for about $40 shipped (http://cgi.ebay.com/BANDAI-EX-MODEL-...QQcmdZViewItem), but it's from Hong Kong...sometimes they'll send you a bootleg kit so you have to be careful, but the photo on the lot looks legit. This thing is sticky, and I don't like it. I don't appreciate it.
Last edited by tajisdurmin; May 24, 2006 at 01:23 AM.
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I don't think the eBay guy is that much of a risk, really: tons of feedback including numerous sales of MG kits, bootlegs of which are fairly easy to spot if you've built even one. That said, HLJ's a sure thing, especially if you can find something else there you want...which shouldn't be that hard, given all the stuff they sell.
No matter what you do, though, go for airmail. I work in shipping and you'd be amazed what can happen to a crate of books that goes surface, let alone a plastic model kit. I am a dolphin, do you want me on your body?
Last edited by tajisdurmin; May 24, 2006 at 01:50 AM.
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I was speaking idiomatically. |
*watches Foshi do a complete flip-flop on ACZ's difficulty, tries not to point and laugh...fails*
How ya doing, buddy? |
Anyhow, Thanatos, before you take Foshi's comments at face value, do read his last few posts in this thread. They're...illuminating. FELIPE NO |
How ya doing, buddy? |
That said, though, the way Ace Combat handles above-ground crashes has never sat right with me. Since no in-flight or replay camera angle clearly shows the moment of impact, I've always had the sneaking suspicion that the game arbitrarily vaporizes you for being near structures rather than in actual contact with them.
Jam it back in, in the dark. |
Wizard 1 symbolizes perhaps the greatest problem I have with ACZ: the wasted potential of the game's story. To use my own words from ACskies...
Most amazing jew boots |
Anyhow, my Osean-nuke theory was just a bit of speculation I nurtured between games in my quiet hope that there'd be some kind of "I am your father" moment in ACZ, that all of these allusions about the Yuktobanian presence in the Belkan War and the mysterious influence of the Grey Men would actually come to something. Obviously there isn't and I'll live, but it's still a shade disappointing. This thing is sticky, and I don't like it. I don't appreciate it.
Last edited by tajisdurmin; May 29, 2006 at 10:07 PM.
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And the Hresvelgr's nonexistent backstory is another symptom of the numerous narrative failures in ACZ. The thing would mean a lot more if it had simply been presented as the first bid for power of the Grey Men, but instead we get a second underdeveloped shadow organization (AWWNB) that also fails to explain where the Hresvelgr came from. I assumed that the Sapin Air Force fielded it as part of a power grab for the resources in B7R until it was identified as part of the coup forces, suggesting AWWNB built it themselves, but there's a wallpaper on acecombat.jp showing it in the giant Belkan hangar at Mt. Schirm...which supports the "AWWNB stole it" theory, but this is all incredibly convoluted compared to the Arkbird's introduction. Then again, perhaps that's not fair since the Arkbird didn't, you know, get introduced in the same mission it was destroyed. Double Post:
I am a dolphin, do you want me on your body?
Last edited by tajisdurmin; May 29, 2006 at 10:55 PM.
Reason: Automerged additional post.
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Where was Yuktobania involved in the Belkan War on any level, let alone enough of one to make the Belkans want to nuke Okchabursk 15 years later? How and why did the Grey Men come to be, and exactly what connection do they have with Belka? Were they a factor in what we see during ACZ? Exactly when did the Rald Party take an active role in Belkan politics, and what if any influence did it have on the events of ACZ or AC5? Just who were the Belkan bomber pilots in Stage of Apocalypse aligned with? Which faction of the Belkan government ordered them shot down? Were they merely decoys, or part of a larger strike plan? If the latter, why would they withdraw on the verge of success? Who built the Hresvelgr, and for what purpose? Its Sapin escort craft still leave this point unclear. What official involvement did the Kingdom of Sapin have, if any, with the coup? What was the target of the V2 launched from Avalon? That's a very quick-and-dirty list, none of which even begin to address your own questions regarding Kupchenko.
I was speaking idiomatically. |
That said, I do give ACZ credit for hinting at many of the answers, what you and I both suspect happened behind the scenes. It's just frustrating to know that so many good questions will likely go unanswered, their screen time given to Hell Bound and PJ and the Hresvelgr. ACZ raises far more questions than it answers, and unless it's the middle chapter of a trilogy we've been left with a plateful of loose ends.
What kind of toxic man-thing is happening now? |
Unless, of course, you dare to presume that the people who play these games are intelligent enough to read the news, perhaps even intelligent enough to recognize the Iraq parable and find it not only condescending but redundant alongside the game's already overwhelmingly pacifist theme?
FELIPE NO
Last edited by tajisdurmin; May 31, 2006 at 03:04 PM.
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1) Exactly what I said about preaching within the game's plot, only without the sarcastic jest: blatant parables about current events within the plot are in fact necessary to correct the presumed intellectual and/or moral failings of the game's target audience. or 2) That the presence or absence of said parables is a moot point, because the game's target audience is unable to comprehend them anyway. Either way, that's an extremely dim view of the typical Ace Combat player, one which I have to vehemently refute because I've seen so many of them behave otherwise. I don't think I ever saw the words "Democrat" or "Republican" used on AC04's GameFAQs board; all we ever talked about were the ever-faster times and ever-higher scores we logged on the game's missions, the techniques we used to do so and the black magic our Japanese counterparts must have used to get scores 500 points higher than anything we'd ever done. To this day AC.net/ACskies is the only heavily politicized community I've seen this game spawn...as vocal as it's become, I have to consider it the exception rather than the rule. Perhaps it's idealistic of me, but I prefer to think there's a great silent majority of people out there who play Ace Combat and understand its underlying message without such measures.
And I can't help but point out that for a noble force, the OADF has some serious retention issues with active-duty personnel... Recent Ace Combat air forces, ranked by number of known pilot defectors: ISAF: 0 squadrons, 0 pilots UAF: 0 squadrons, 1 pilot (Pixy) OADF: 3 squadrons, 21 pilots (Wizard 1-8, Sorceror 1-8, Ashley and company in 8492, Hamilton)
What, you don't want my bikini-clad body? |
Seriously, though, I know it's a game convention, but if Namco had wanted to establish the OADF as such a noble force, they could have established a new payroll system that rewards you for achieving your mission without scoring kills, without resorting to force beyond what's necessary. For that matter, they could have done something better with the only use of ROE I've seen in the series than make the first missions' non-cleared targets non-lockable and/or invincible. The mission failure you get for sinking the surveillance ship in Open War is the closest they ever got to that. As things stand, there is no reason to do anything as an OADF pilot except obliterate every possible target on the map each and every time. If you take the strict red-target path I mentioned, you'll probably be lucky to buy two good aircraft in the course of a start-from-scratch game, while your Republican friend is telling you about how he's got every F-15 variant...and you'll still get the very same ending that pays tribute to your "ferocity" in combat.
Double Post:
Jam it back in, in the dark.
Last edited by tajisdurmin; Jun 1, 2006 at 01:06 PM.
Reason: Automerged additional post.
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