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Special Weapons Review ACI

Special Weapons SP W Ace Combat Infinity

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#1
CarrierBuzzard

CarrierBuzzard

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A list of the weapons in Ace Combat Infinity. I will be following a certain format for this:

**Note: All stats and info are currently accurate as of August 14, 2014.

EXAMPLE (Weapon)

  • Damage -- An estimate of how powerful the weapon is in a direct hit. This stat does not include other factors such as blast radius or damage increasing parts.
  • Accuracy -- How often the weapon hits its target. The more accurate the weapon, the better chance of it hitting its target directly. Missiles are generally more accurate than bombs because they have a targeting system.
  • Range -- How far away your aircraft can be before you fire the weapon. This is similar to lock on distance for missiles and the guided bomb.
  • Homing -- How well the weapon goes out of its way to hit its designated target. This is similar to accuracy, but it refers to how well it can make a direct hit. Unguided weapons have no homing.
  • Blast Radius -- The area of damage the weapon can do. The smaller the number, the less likely the weapon will hit surrounding targets, and vice versa. Unguided bombs usually have the biggest blast radius.
  • Overall -- My overall thoughts on the weapon, summing up all its above stats and my experience with it, as well as its usefulness. This is not an average of all the numbers.

Air to Air Special Weapons

Designed at taking out air targets easily, there are 7 in total.

HPAA (High Powered Air to Air Missile)

  • Damage [ l l l l l l l l . ]
  • Accuracy [ l l l l l . . . . . ]
  • Range [ l l l l l l . . . . ]
  • Homing [ l l l l l . . . . . ]
  • Blast Radius [ l . . . . . . . . . ]
  • Overall [ l l l l l . . . . . ]

An extremely powerful Air-to-Air missile with low homing capabilities and payload. These missiles do stay true to their name, as they inflict much more damage than a normal missile. However, this missile is a bit "dumber" than your standard missile. It isn't as agile and flies quite slow. The HPAA is useful on downing high health air targets (namely the IL-76 and Tu-160), but other than that, it is quite lackluster, hence why you see its limited use. Orange and SP targets (T-50, YF-23, F-22 etc) can easily dodge these, I advise that you don't use the HPAA on them. It is carried in decent amounts, usually in the double digits. All in all, the missile can work, but I advise you switch it out for a better weapon if possible. If that's not possible, combining SP Weapon Propulsion M with it makes a nice combo. At least it's quite better than the blue turd missile..

Available to: F-4E, Gripen C, F-22A, Su-47, F-14A Wardog, Su-35 Super Flanker, F-15C, MiG-21

HVAA (High Velocity Air to Air Missile)

  • Damage [ l l l l l l l . . . ]
  • Accuracy [ l l l l l l l . . . ]
  • Range [ l l l l l l l l l . ]
  • Homing [ l l l l l l . . . . ]
  • Blast Radius [ l . . . . . . . . . ]
  • Overall [ l l l l l l l l . . ]

A balanced but beefed up air to air missile with long range and high speed, with moderate homing. This is a great weapon for PvP, as opponents cannot react fast enough before this missile is shoved up their tailpipe (most of the time). Combine the HVAA with Propulsion+ (M or L notably) and you have a deadly one-two combo. It also works great against yellow and orange air targets from a distance, as they have less maneuvering capabilities and can't react as quick.The homing isn't the best, but the HVAA can be carried in large payloads (especially the F-16F Desert Rock) and are a good replacement for the terrible HCAA or somewhat lackluster HPAA. If your plane and HVAA are leveled high enough (thanks to Broth3r, he mentioned this), you can one shot two planes orange or lower with your regular missiles, than switch to your HVAA and one shot another two planes (using the two missiles of course), kind of like the XFA-27 from ACX, potentially allowing four aircraft to be shot down in a short space of time. Anyway, great missiles. They're fast, accurate, and deadly. They would be top tier if Namco removed the "drop and fire" mechanic.

Available to: F-14A, T-50, F-16F -DR-, Typhoon, F-15 S/MTD -SP-, MiG-29A

HCAA (High Capacity Air to Air Missile)

  • Damage [ l l l l l . . . . . ]
  • Accuracy [ l l l l l l . . . . ]
  • Range [ l l l l l . . . . . ]
  • Homing [ l l l l l l . . . . ]
  • Blast Radius [ . . . . . . . . . . ]
  • Overall [ l l . . . . . . . . ]

Not worth it PERIOD. This is basically like carrying more standard missiles. Sounds OK, right? WRONG. The only thing this weapon gets better at than a standard missile is the reload speed. It sounds good in theory, but sucks in reality. Plus, it's not even that noticeable. They have the same damage, average accuracy, average range, average everything. The reason for carrying a special weapon is to have another area to specialize in. The HCAA does not meet that standard. Plus, your standard missile load is already big enough. Why would you need to add another 20 on top of it? The other two HxAA type missiles do a much better job than these. Not to mention these missiles don't lock on to ground targets unlike your standard Sidewinders. It just makes no sense to use the HCAA. Avoid upgrading them, as it doesn't help, and if you can, using them. Do not use the blue turd missile!

Available to: F-35B, Rafale M, F-16C, Rafale M -VA-, F-14A Zipang, Typhoon

SAAM (Semi Active Air to Air Missile)

  • Damage [ l l l l l l l l . . ]
  • Accuracy [ l l l l l l l l . . ]
  • Range [ l l l l l l l l l . ]
  • Homing [ l l l l . . . . . . ]
  • Blast Radius [ l . . . . . . . . . ]
  • Overall [ l l l l l l l . . . ]

High damage, long range missile. Keep the target inside the circle and it will be a guaranteed hit. We've seen these a couple times in previous Ace Combats, and these are still solid missiles. While they have had the radius of the circle and the homing decreased, they are still quite powerful. They are great for taking out transports and distant SP targets, especially when fired two at a time or equipped with the SP W Damage L part. However, they lack in close range and dogfights, as it is harder to keep your target in the circle and must be constantly moving and evading missiles. Also, since this is guided, you have to babysit the missile, which takes a lot of time before it hits a (hopefully) long range target. This can impact your score negatively. Nevertheless, they are still good at beating your enemies to high value targets, and can be guided with relative ease. The circle-enlarging parts don't really make that much of a difference as you will still be killing at long range anyway with the SAAM, so skip them. There are better parts to equip your fighters and multiroles with.

Available to: F/A-18F, Mirage 2000 -WT-, F-15S/MTD, F-14A, MiG-21, F-15C, F-14A Wardog

QAAM (Quick Maneuver Air to Air Missile)

  • Damage [ l l l l l l . . . . ]
  • Accuracy [ l l l l l l l . . . ]
  • Range [ l l l l l . . . . . ]
  • Homing [ l l l l l l l . . . ]
  • Blast Radius [ l . . . . . . . . . ]
  • Overall [ l l l l l l . . . . ]

Basically a "beefed up" standard missile. This special weapon has enhanced homing and speed, although they are quite flawed. These are NOT the QAAMS from AC04, or to a lesser extent, ACX. AC04s QAAMS (who remembers those??) would follow any aircraft to the ends of the Earth, and were basically impossible to avoid. ACX's QAAMS could basically strike from any angle. I'd even go as far to say these have been nerfed even more than the AC4->AC5 version. QAAMS in this game are unspectacular and have still been nerfed into oblivion. While yes, the homing and speed of the missile is increased, the difference is very minimal. From my experience (Berkut with QAAMS and hours of PvP) the difference was basically negligible. It felt like I was carrying another normal missile, aside from the fact it can lock on to an opponent at your six, the only real redeeming feature. They don't pack much more damage than a normal missile either, unlike in ACX. While QAAMS in this game aren't bad, I recommend sticking to a better anti-air special weapon if you can.

Available to: F-16C, MiG-29A, Su-35 Super Flanker, Su-47, T-50, F-22, F-14 Zipang, ADFX-01-1

4AAM/XMAA (4 Target Advanced Air to Air Missile)

  • Damage [ l l l l l . . . . . ]
  • Accuracy [ l l l l l . . . . . ]
  • Range [ l l l l l l l . . . ]
  • Homing [ l l l l l . . . . . ]
  • Blast Radius [ l . . . . . . . . . ]
  • Overall [ l l l l l l l . . . ]

Your standard multi-target missiles. Not much special here. Commonly known as AIM-7 Sparrows or AIM-120 AMRAAMs, these can be fired 4 at a time. These excel in clearing the skies of weak and unmaneuverable yellow targets or concentrating fire on a certain Air to Air Target. They are slow, which can be fixed with SP W Propulsion+, but have decent damage and OK homing. These are excellent for missile spamming on PvP, or destroying parked bombers and Jamming aircraft. They can also work for Moby Dick, but are generally not as useful as the UGB. If you can, their bigger brother, the 6AAM, is a bit more useful. Try and use those if you can.

Available to: F-16C, Mirage 2000, MiG-29A, Gripen C, F-15C, F/A-18F, F-15E, F-15 S/MTD -SP-,T-50, F-22A

6AAM/XLAA (6 Target Air to Air Missile/Advanced Long Range Air to Air Missile)

  • Damage [ l l l l l l l . . . ]
  • Accuracy [ l l l l l . . . . . ]
  • Range [ l l l l l l l l . . ]
  • Homing [ l l l l . . . . . . ]
  • Blast Radius [ l l l . . . . . . . ]
  • Overall [ l l l l l l l l l . ]

A multi target missile with long range, high damage, and capable of locking on to 6 targets at once. This is probably the best Air to Air Special weapon in the game. It has great damage and range while sacrificing a little bit of homing, but can rake aerial targets in groups of 6. They are quite similar and useful in the way they work to the 4AAM, but are a bit better. The 6AAM are a lot more limited than the 4AAM, so enjoy them on your aircraft while you can. They also have a bit more of a blast radius, but this probably won't help you out too much. Great for wrecking choppers, bombers, and anything else that doesn't move fast.

Available to: F-14A, Typhoon, F-14A Zipang, Su-35 Super Flanker, F-14A Wardog, Rafale M -VA-

Air to Ground Special Weapons

Designed at making quick work of ground targets, there are 8 in total.

LAGM (Long Range Air to Ground Missile)

  • Damage [ l l l l l l . . . . ]
  • Accuracy [ l l l l l l l . . . ]
  • Range [ l l l l l l l l l . ]
  • Homing [ l l l l l l . . . . ]
  • Blast Radius [ l l l l l . . . . . ]
  • Overall [ l l l l l l l l l l ]

An air to ground missile with long range and large blast radius, capable of destroying clusters of targets in a wide area. These are undoubtely the best weapon in Infinity, as these things have monster range, a huge radius, and good damage. These are highly controversial, and, unfortunately, broken. They are relatively similar to the previous AC's but, add to the fact they get a huge radius boost with the explosive enhancing part, are extremely deadly and amazingly overpowered. Combine this with the MTD multirole with boatloads of part slots, and you have a recipe for disaster and a new metagame. They work best on the slow aircraft that cannot beat their targets to the cake, such as the F-117A and F-4's, but as we have seen over these past two months are just demoralizing on the MTD. They cause complete chaos on maps with clusters of targets, such as Weapons Base Assault and Alps Air Corridor. This weapon is worth it on any plane. You can really rack up the points and MVPs. Just please, don't break the game by using it on an MTD.

Available to: F-4G, F-4E, F-15S/MTD, F-117A, Su-34

LASM (Long Range Anti Ship Missile)

  • Damage [ l l l l l l l l . . ]
  • Accuracy [ l l l l l l . . . . ]
  • Range [ l l l l l l l l l . ]
  • Homing [ l l . . . . . . . . ]
  • Blast Radius [ l l l l . . . . . . ]
  • Overall [ l l l l l l l l . . ]

Long range anti-ship missile capable of dealing extreme damage to enemy ships and moderate damage ground targets. The LASM is pretty much the same since AC04. It cuts ships in half (literally), especially when upgraded, and has a moderate blast radius to boot, allowing it to strip off the side armaments for extra points. It can also destroy single, high health ground targets in one blow from a very long range away. The LASMs range is identical to the LAGM, however, it is different in a few key areas. The LASMs do much more damage to ships, at the cost of blast radius. They also fly much lower when targeting ships as compared to LAGMs, which means it might crash into something on its flight path. It is important to note that it doesn't do much to get out of the way, either. When targeting ground targets, it flies exactly the same as the LAGM: straight down into targets. I recommend you slow down before you fire these as they do have a tendency to fly straight into the ground or water if you are flying too fast or with A/B. Overall, these are good, reliable, versatile anti ground missiles. Many planes can carry this missile, so you know you will have at least one solid anti-ground special weapon. American aircraft use the Harpoon, French use the Exocet, and Japanese the Type 90 (or some other variant).

Available to: AV-8B, Su-24M, F-2A, F-2A Shogun, EA-18G, F/A-18F, Rafale M, Mirage 2000 -WT-, Rafale M -VA-

SOD (Stand Off Dispenser)

  • Damage [ l l l l l . . . . . ]
  • Accuracy [ l l l l l . . . . . ]
  • Range [ l l l l l l . . . . ]
  • Homing [ l l l l l . . . . . ]
  • Blast Radius [ l l l l l l l . . . ]
  • Overall [ l l l l l l . . . . ]

A dispenser packed with bomblets that glides over its target and releases its payload in a straight line. At first, I thought these were terribad, just as useless as the HCAA. But honestly, after doing some testing, they are OK, its just that the SOD pales in comparison to other air to ground ordnance. They do moderate damage, enough to destroy yellow and orange ground targets, but fly extremely slow. This means that an Su-34 or Bombkut can swoop in and steal your targets before the SOD even gets there. They have average range, but perhaps the biggest downfall of this weapon is that it favors targets directly in a straight line. This really hurts the effectiveness of the weapon, as a UGB can completely encompass and melt all targets in a wide circle. Rarely are targets in this game lined up in a long line. Because of this, the SOD wastes about 70% of its flight path on nothing, since you can't change how the bomb drops its ordnance or how it lines up. The SOD dispersal parts increase blast radius very slightly but increase the area of effect the SOD has significantly. As I just said, this is useless since ground targets are almost never lined up in a straight line. SOD can be competitive if it had the good damage it had in previous Ace Combats. You can try adjusting your flight path so that your ground targets are lined up correctly, but this takes a lot of time and time is very important nowadays since targets vanish instantly by Bombkuts and LAGMTDs. Overall, this isn't a bad weapon, but is overshadowed by many of its competitors. Its not a bad choice, but there are better options, and is quite rare.

Available to: Rafale M, F-16F -DR-, F-117A

UGB (Unguided Bomb)

  • Damage [ l l l l l l l l . . ]
  • Accuracy [ l l l . . . . . . . ]
  • Range [ l l l l l l l . . . ]
  • Homing [ . . . . . . . . . . ]
  • Blast Radius [ l l l l l l l l . . ]
  • Overall [ l l l l l l l l l . ]

A large unguided free fall bomb packed with combustible explosives. Although there are no versions of this bomb (this would be considered the medium type) like previous installments, do not mistake these for something mediocre. Arguably one of the most destructive (and completely broken) weapons, these things pack a major punch when upgraded and equipped with the right parts. They are available on a decent amount of aircraft, and being given to the Su-47 allows for complete mayhem on big maps like Alps and Weapons Base, as it can pack a whopping 36 of these fully upgraded. They only take second to LAGMS because of their only con, you have to get in closer to drop the bomb and it flies rather slow. Even then, these are still extremely powerful and are a great alternative to the LAGM, albeit being extremely broken again by the radius enhancing part. Its up to you whether or not you want to go meta, I personally just use it on my weak F-4 shitplane. Its also up to you whether or not you want to LAGM (F-15 STD) or UGB (Su-47 Bombkut). Both are amazingly OP, so pick your poison.

Available to: F-4E, F-4G, Su-47, F-2A, Su-25TM, Su-24MP

4AGM/XAGM (Advanced Air to ground Missile)

  • Damage [ l l l l . . . . . . ]
  • Accuracy [ l l l l l l l l l . ]
  • Range [ l l l l l l . . . . ]
  • Homing [ l l l l l l l l l . ]
  • Blast Radius [ l l . . . . . . . . ]
  • Overall [ l l l l l l l l l . ]

An air to ground missile with an advanced targeting system that allows for four to be fired at one time. The 4AGM is named differently than previous incarnations, but they perform almost exactly the same to the XAGM. These are one of the most effective weapons in the game, and even used to hold the crown as best Special Weapon at the launch of the game. It is still very effective, but with the launch of powerful ground targets (Armories, Arms Facilities, Missile Silos etc.) and discovery of LAGMS, they have lost some of their shine. XAGMs are unique in that they strike their targets from the top-ish, so they can fly over obstacles and strike bunkers without hitting their invisible void. They can also be carried in astounding amounts (75 on a level 10 F-35B, that's insane) and can dispatch spread out targets with ease in groups of four. Adding quick recharge datalink and Advanced target awareness circuit can significantly boost payload and spammability. However, they don't possess the mass destruction of a bomb or wide radius and range of a LAGM, which means you can be beat to the important targets. Another plus, however, is that many aircraft carry them, allowing you to have at least 1 solid SP weapon at your disposal.

Available to: F-4G, Su-25TM, F-35B, Su-24M, A-10A, Harrier, F-2 Shogun, Mirage 2000, F-16F, F-15E, Su-34, Su-24MP

FAEB (Fuel Air Explosive Bomb

  • Damage [ l l l l . . . . . . ]
  • Accuracy [ l l . . . . . . . . ]
  • Range [ l l l l l l l . . . ]
  • Homing [ . . . . . . . . . . ]
  • Blast Radius [ l l l l l l l l l l ]
  • Overall [ l l l l l l . . . . ]

A bomb carrying fuel that ignites over the impact point, causing widespread explosive damage. Like the QAAM, this weapon has been severely nerfed since its previous incarnations. AC4's FAEB (exclusive only to the F-15 ACTIVE) could destroy an ENTIRE enemy installation if carefully placed. Yes, it was that powerful (as some of you may know). In ACX, the FAEB had massive damage and could wipe out spaced ground targets with ease. ACZ could wipe clean a whole enemy platform (namely: mission 7-Bastion). Unfortunately for ACI, the FAEB's damage has taken quite a hit. It is only good enough for destroying yellow targets, and leaves plenty of health left on orange and SP targets. While it can be upgraded and be increased in power, it usually isn't worth it, as it still can't wipe out SP targets in one blow like the UGB, and yet STILL doesn't get its own radius increasing part. I like to think of it as a bomb version of the 4AGM. It can destroy yellow targets quickly, but doesn't lock on. The bomb retains its massive blast radius, however, which helps in destroying assortments of targets. Panda has recommended dropping the bomb and then using bursts of machine gun fire, but at the higher MR, where everything disappears in a flash, there just isn't enough time. Honestly, it's a good weapon to carry if your plane doesn't have access to the holy trinity (XAGM/UGB/LAGM), otherwise, stick to something else. Its been nerfed too much.

Available to: A-10A, F-15S/MTD, F-15S/MTD -SP-, A-10A -GR-

SFFS/CLB (Self Forging Fragments Submunitions/Cluster Bomb)

  • Damage [ l l l l l . . . . . ]
  • Accuracy [ l . . . . . . . . . ]
  • Range [ l l l l l l l . . . ]
  • Homing [ . . . . . . . . . . ]
  • Blast Radius [ l l l l l l l l l l ]
  • Overall [ l l l l l . . . . . ]

A bomb packed with shrapnel that deploys over a wide or short area for spread out or concentrated damage. Previously known as the CLB in AC04 and SFFS onwards, this is the standard shrapnel bomb. It has never been very good (Aside from AC04, it was unbelievably powerful) and it continues here in ACI. The bomb has two blast radiuses: one from a far distance away that spreads the damage unevenly, or a small but concentrated blast at close range. Its a mix of a less accurate FAEB and weaker UGB, but can handle both situations. Even though this is useful, it has two major flaws. The first "mode" (from far away) has circles inside the blast radius circle that indicate where the shrapnel will hit. And it doesn't hit everywhere. Which could potentially mean you put the SFFS over a big group of targets and none of them get hit (although this isn't likely). As for the second mode, the damage from a concentrated blast is quite high (higher than a UGB), but the circle is so small that it is only useful for a single SP target, which the GPB does a much better job of. This is another weapon that isn't bad, but is flawed by the fact that it has issues and that other weapons could be so much more useful. The planes this comes with have better options anyway, making it almost useless.

Available to: Mirage 2000, F-15E, Mirage 2000 -WT-

GPB/PGB (Guided Penetration Bomb or Precision Guided Bomb

  • Damage [ l l l l l l l l l l ]
  • Accuracy [ l l l l l l l l . . ]
  • Range [ l l l . . . . . . . ]
  • Homing [ l l l l l l l . . . ]
  • Blast Radius [ l l l l . . . . . . ]
  • Overall [ l l l l l l l l . . ]

Known as the Bunker Buster in real life, these lock on bombs are designed in penetrating hard targets and destroying them from the inside using pinpoint bombing. They pack massive damage for an Air to Ground Weapon, the highest in the game, but at a cost: a lower than average blast radius. They are quite similar to the previous versions of the weapon, except with a different targeting reticle. It is also worth noting this bomb has pathetic range. You must get in close to release the chaos. But, upgraded, these can clear an entire ship of its armament and destroy Armories/Arms Facilities in a single bomb. They are great where high value and high health targets are available, but for clusters, it might be better to stick with the UGB. Nevertheless, these are still great bombs. They lock on as well, making targeting easy. One of the most underrated weapons out there. F-117A and F-35B unsurprisingly carry the Paveway LGB, while the others carry a nation specific JDAM, like GBU-30.

Available to: F-2 Shogun, F-35B, F-117A, F-16F -DR-, F-16F, Su-34

Mixed/Support Special Weapons

These are weapons with air and ground capabilites, as well as supporting other aircraft. There are 5 in total.

MGP (Machine Gun Pod)

 

  • Damage [ l l l . . . . . . . ]
  • Accuracy [ l l l l l l . . . ]
  • Range [ l l . . . . . . . . ]
  • Homing [ . . . . . . . . . . ]
  • Blast Radius [ . . . . . . . . . . ]
  • Overall [ l l l l l . . . . . ]


RKTL/RCL (Rocket Pod/ Rocket Launcher)

  • Damage [ l l l l l l l l . . ]
  • Accuracy [ l l l . . . . . . . ]
  • Range [ l l l l l l . . . . ]
  • Homing [ . . . . . . . . . . ]
  • Blast Radius [ l l l l l l l . . . ]
  • Overall [ l l l l l l l . . . ]

Not a bad weapon in my opinion. Personally, there are better weapons out there, but the RKTL isn't too bad. The RKTL fires multiple fast rockets at a target that inflict splash damage. Also known as ROCKET LAWNCHAIRS, these can be used in a variety of ways. You can concentrate fire on a certain target, dispatching with ease, or spreading the volley out, destroying clusters of yellow targets. They have some splash damage, however they have none if fired on boats/ships in the sea. The explosion size is moderate. Although these are about mediocre, they are much better than the RCL from previous incarnations. They are faster, deadlier, and more accurate. Overall, its not a bad weapon to use if you don't have anything better available (notably the Gripen). Give it a try to see if its your type of weapon.

Available to: AV-8B, F-2A, Gripen C, A-10A

ECM/ECMP (Electronic Countermeasures Pod)


ESM (Electronic Support Measure)


TLS (Tactical Laser System)


Multirole Special Weapons

This slot is exclusive to the MPBM because of its function to lock on to both air and ground targets.

MPBM (Multi-Purpose Burst Missile)



All credits go to Panda on this one, he did a great job. I unfortunately have not even purchased my Morgan yet.

Hope you guys find this as a good reference source.


Edited by CarrierBuzzard, 26 October 2014 - 08:10 PM.

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#2
FoxHoundElite

FoxHoundElite

    Ace

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how about ECM,with EW+ part,you can easily troll the whole enemy team in TDM,especially when it's fully upgraded and boost with ew +part.Pretty useful in Moby Dick mission too 


Edited by FoxHoundElite, 11 August 2014 - 09:28 AM.

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#3
Yellow 13

Yellow 13

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I'm gonna take exception to 'you have to get in close to drop the bomb', as I've loved and used the iron hammer since AC04 and the introduction of the Su-37, you can drop it from any altitude, as long as the effect pipper can be seen on the target.

 

Example; As you state, Alps and Weapons Base are heaven to bombers.  I don't even leave the altitude I started at in my first pass.  By the time my first strike has landed, I've made my second and am enroute to my third.  Usually, on WB, my team has over 10,000 points before the other team has any, because the Bomkart has hit three specific areas in a full-speed first pass.   Of course, they're not far behind, so you gotta keep moving, hitting those clusters.

 

It gets better from there, especially on WB.

 

Of course, you have to dive-bomb moving targets, ships and Aerial Command Fortresses and their outliers. Unless you're competing against another player on a MDP with UGB or MPMB, you're almost guaranteed a MVP if you do an adequate job.   For ships, much as I love to get on the deck, releasing just as I brush their mast, I am taking shared wisdom into account and using LAGMs on them, for a greater harvest of points (I have not heard or figured out if the 4AGM would accomplish the same thing).  There is an evaluation award for using a UGB on an airborne enemy.  Easy on Aigaion, but I surprised myself last night, when, during combat, having a enemy Mig-29 come up right in front of me, I fumbled the switch to missiles and released a bomb, which, as we all know, is ejected in front of your aircraft, into his tail, effectively taking him down, though it's not a tactic I'd recommend trying deliberately. 

 

So yeah, end of exception....thanks for listening. 


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#4
CarrierBuzzard

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I'm gonna take exception to 'you have to get in close to drop the bomb', as I've loved and used the iron hammer since AC04 and the introduction of the Su-37, you can drop it from any altitude, as long as the effect pipper can be seen on the target.

Example; As you state, Alps and Weapons Base are heaven to bombers. I don't even leave the altitude I started at in my first pass. By the time my first strike has landed, I've made my second and am enroute to my third. Usually, on WB, my team has over 10,000 points before the other team has any, because the Bomkart has hit three specific areas in a full-speed first pass. Of course, they're not far behind, so you gotta keep moving, hitting those clusters.

It gets better from there, especially on WB.

Of course, you have to dive-bomb moving targets, ships and Aerial Command Fortresses and their outliers. Unless you're competing against another player on a MDP with UGB or MPMB, you're almost guaranteed a MVP if you do an adequate job. For ships, much as I love to get on the deck, releasing just as I brush their mast, I am taking shared wisdom into account and using LAGMs on them, for a greater harvest of points (I have not heard or figured out if the 4AGM would accomplish the same thing). There is an evaluation award for using a UGB on an airborne enemy. Easy on Aigaion, but I surprised myself last night, when, during combat, having a enemy Mig-29 come up right in front of me, I fumbled the switch to missiles and released a bomb, which, as we all know, is ejected in front of your aircraft, into his tail, effectively taking him down, though it's not a tactic I'd recommend trying deliberately.

So yeah, end of exception....thanks for listening.


Thanks for the input, Yellow. I'd definitely take it from an experienced Bomkart user. I fixed it to fit the description better.

I know its very incomplete since I'm on my phone now but the list will inflate once I can get to my computer.
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#5
EndarSeth

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SU-34 also has GPB.

Will track this topic, i am interested in QAAM's & FAEB's.
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#6
CarrierBuzzard

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SU-34 also has GPB.

Will track this topic, i am interested in QAAM's & FAEB's.

getting there hehe :)


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#7
Falken Hunter

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Tried the FAEB's on my stripes last night, they seem pretty good. Anyone have one that's at least lvl 3? I wanna invest in it but not sure.
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#8
kuroi

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I have FAEBs at level 4 and I'm still a bit underwhelmed of their performance.

I might max them out one day, but it kind of feels like a waste of 800k.
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#9
Falken Hunter

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I have FAEBs at level 4 and I'm still a bit underwhelmed of their performance.

I might max them out one day, but it kind of feels like a waste of 800k.


I really wish they had mods for other ground weapons, or at add them in future updates.
I really wish they had mods for other ground weapons, or at least add them in future updates.
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#10
Panda

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Tried the FAEB's on my stripes last night, they seem pretty good. Anyone have one that's at least lvl 3? I wanna invest in it but not sure.

From someone who used to love FAEBs, and used them a whole lot in the early days of the game: Don't invest in them.


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#11
Caldari Ghost

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F-22 is a special weapon...
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#12
EndarSeth

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Well, Im gonna try Propulsion L for 4AAM's tonight. My Standards with Propulsion L just rock.

HVAA's with Propulsion L must be teleporting to their targets, lol.
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#13
Duncarino

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Well, Im gonna try Propulsion L for 4AAM's tonight. My Standards with Propulsion L just rock.

HVAA's with Propulsion L must be teleporting to their targets, lol.

I've my F-16F DR equiped with the Sp Speed L module and my HVAA are so much fun as a long range finger of death. Perfect for popping mid to low grade planes at max range before anyone else can get to them, with regular reds possible too, but emergency mission reds just twist a bit at mid to long range and the HVAAs miss. In mid to close range they are excellent for hitting them though to slow their movement so that my follow up of regular missiles hitting split seconds after the HVAAs have less extreme homing to do. I'm going to try the other missile types over the next week to see how they are with the module, but I already know LASMs rock with it :P


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#14
Argonaut

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3. 4AGM/XAGM (Advanced Air to ground Missile)

Notes: One of the most effective weapons in the game, this used to hold the top spot at the launch of the game. It is still very effective, but with the launch of powerful ground targets and discovery of LAGMS, have lost some of their shine. XAGMs strike their targets from the top, so they can fly over obstacles and strike bunkers with ease. They can also be carried in astounding amounts, and can take spread out targets in groups of four. Adding quick recharge datalink and Advanced target awareness circuit can significantly boost payload and spammability. However, they don't posses the mass destruction of a bomb or wide radius of a LAGM, which means you can be beat to the important targets.

Available to: F-4G, Su-25TM, F-35B, Su-24M, A-10A, Harrier, F-2 Shogun

Good For: Spread out yellow and orange targets, Scinfaxi, cleaning ships of their side armament

Effectiveness: 9/10

 

You forgot to Include the Su-34 too, perhaps others.


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#15
Panda

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Well, Im gonna try Propulsion L for 4AAM's tonight. My Standards with Propulsion L just rock.

HVAA's with Propulsion L must be teleporting to their targets, lol.

Level 2 HVAAs take 5 to 6 seconds to hit their target at max range. Level 2 HVAAs with Prop L hit their target at max range a whole second earlier.


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#16
Duncarino

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Level 2 HVAAs take 5 to 6 seconds to hit their target at max range. Level 2 HVAAs with Prop L hit their target at max range a whole second earlier.

L3 are even better :P  I've the research done for L4 but I'm using my credits elsewhere for the moment, but I'll have that upgrade sooner than later.


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#17
Leadblast

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When you fire LAGMs on Moby Dick's engines you dumbfire it, right?
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#18
Panda

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When you fire LAGMs on Moby Dick's engines you dumbfire it, right?

Yes.

 

Related info:

With LAGM explosion M, its aoe covers the length of the engine arrays, and the entirety of a Kottos or Gyges. When firing at the closest Aigaion escort at the start of MDP1, a nearby F-15S/MTD usually gets caught in the explosion.

Dumbfired missiles are invisible to Aigaion's lasers.


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#19
CarrierBuzzard

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You forgot to Include the Su-34 too, perhaps others.


Ahem, those have already been there.
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#20
EndarSeth

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All right, the Propulsion L for 4AAM's is NOT kicking ass as i hoped it would.

BUT! I gave the reload + capacity M for them. Now, it doesnt matter how fast, strong or precise they are. I just spam them, switch to standards, shoot them, and 4aam's are already reloaded. Insane.

Now, i need to squeeze missile power whatever for standards, i hate not being able to two-shot emergency fighter squadrons.
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