Armored Core 2: Another Age
From Before I Play
- A neat and totally unlisted command is the limiter release. Press R3, R2 and L2 at the same time to put your AC in a state that provides infinite energy. The big drawback is that you're left with no energy and no recharge for a short time after the effect ends. It can be a lot of fun with those high drain energy weapons.
- When locking on with non-missile weapons, you may want to wait up to an extra second after the lock to give your FCS time to compensate for the target's movement. This will make it lead your shots for you. To avoid being on the recieving end of this, juke with short boosts and the strafe buttons. This is especially true in the air. The FCS also has a lot of important functions regarding aiming and locking which you should pay attention to in the part window. Otherwise you may end up with a tiny aiming reticle designed for sniping when what you really need is a wide angle reticle for easy missile locks.
- Bipedal legs are generally average for their weight class. Reverse joint legs have excellent jumping ability and often relatively good weight capacity. Quad legs tend to have very high energy drain, but good speed and the ability to fire shoulder weapons while moving. Tread legs can also do this while having very high weight limits and generally low speed. I think that edition also has hover legs, which are mostly notable for the ability to move over water.
- Your core will actively attempt to shoot down incoming missiles. The range and firing angle are listed in the part window.
- Repairs and spent ammo are taken out of your mission reward. Depending on the mission, collateral damage may have bonuses or penalties. Energy weapons don't have any rearming costs, but they still have limited ammo like any projectile weapon.
- I'm a little fuzzy on this one, but I'm fairly sure excess energy produced by your generator gives you a bonus to energy recovery. So using a lot of high drain parts will make your energy recover more slowly if you're riding the limit of your current generator. Related to this, a generator's red zone recovers more slowly than the green. This is only really notable because some generators have ungodly huge red zones. Completely depleting your energy leaves you without any at all until the entire charge is recovered at red zone speed.
- AC parts sell at full price. So you can totally reconfigure your AC after every mission without worrying about losing money.
- If your head part doesn't have a built in radar, be sure to use a shoulder mounted radar.
- Try weapon arms and dual shoulder weapons at least once. I never found dual shoulders to be practical, but weapon arms can be very useful sometimes. They weigh less overall and have excellent power. Just watch the ammo.
- Cores will only shoot down missiles if they have VS missile stats. Usually these cores will have "guns" coming out of them.
- You recover energy proportional to the generator output less all your parts' energy drain; I think it should list it next to your current/max weight, but that could be a different game. This 'Energy Output' is critical to boosting, and is therefore critical to success/not dying (but don't neglect AP or offense).
- Generators' maximum energy capacity usually isn't as important since you shouldn't be constantly boosting during combat. Try not to boost for more than a second most of the time. Short hops work surprisingly well, you recover some energy on the way down. Circle strafing is the key.
- Make sure you have a bio-sensor if you fight biological enemies! You will probably die if you forget!
- DO NOT TRY TO GO INTO NEGATIVE CREDITS! Another Age does not have that feature, you have to import it!