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Long Caster, the hell is a 'Italian'?◊
Edited by Emperordaein on Mar 5th 2019 at 10:24:17 PM
It's someone who studied under the great Emmerian chef Italo.
I would like to submit a very unpopular Ace Combat opinion: Mobius 1 is the second-weakest player character in the Strangereal Ace Combat games (Blaze is the weakest because even if the gameplay has a hard time showing it, the rest of Wardog/Razgriz is supposed to be kicking a huge amount of ass, too, diminishing his individual achievement). My biggest strike against him is that, unlike any other Strangereal Ace Combat protagonist, he is outright outmatched by enemy aces during the game. When Yellow first shows up, Mobius 1 just plain cannot beat them. No other player character in a Strangereal title is put in a position where they have an armed plane and have no choice but to flee. The closest comparable situation is the ambush in the mission 8492 during 5, but despite their dirty Belkan tricks, Wardog can stand their ground and defeat the 8492nd, while Mobius 1 has absolutely no choice but to tuck his tail between his legs and flee. Even following this, Mobius 1 struggles to take down a single ace squadron throughout the entire game, while Cipher and Phoenix down several of them, Razgriz foils Ofnir and Grabacr on multiple occasions, and Trigger comes out on top in his encounters with Sol, even though Mihaly was Yellow 13's teacher and is suggested to be better than Yellow 13 ever was.
Hell, you can say that Wardog's (canon) performance can partially be attributed to Blaze's skill at being a flight leader.
Just beat 7 today. The campaign itself was alright, though the story's pacing felt off and it relied on too many Annihilation missions (of which only Fleet Destruction was really good). The whole grey war story plot falls apart because Erusea comes across as totally unsympathetic, aside from regionalists who want out. They can't go an entire act without committing some sort of war crime.
Edited by Rationalinsanity on Mar 6th 2019 at 1:21:01 PM
Oh, a lot of Wardog/Razgriz's performance is definitely on Blaze, but while the actual gameplay data suggests that it's about 85-90% Blaze (incidentally, this puts them, when combined, at about the same level as PJ), I get the impression that the story is supposed to indicate that Waedog/Razgriz's performance is between 40% and 60% Blaze, with the wingmen making a very significant contribution rather than basically being along for the ride.
Also, Erusea being all aboard the war crimes train is nothing new. They were pretty bad in 04, too. Really, in general, Ace Combat villains tend to be pretty war crime happy. It's just that Osea doesn't seem much less willing to commit them.
Edited by Balmung on Mar 6th 2019 at 11:26:54 AM
Osea's main issue seems to be its draconian penal system, recruiting folks that they really shouldn't (which applies to half of Strangereal), and not thinking their acts through (their A-Sat stunt being the big thing).
The rest is just collateral damage, the fault of the aggressor in the conflict. I'm assuming that they were only trying to cripple the Elevator in Mission 04, not topple the thing.
The Princess seems to think that Harling regretted building the space elevator, and was actually planning to destroy it somehow (possibly by ramming - ineffective as that would likely be).
Then again... she's not the brightest bulb in the plot, and its strongly implied that anything she says kowtows along the line of whatever the Erusean radicals propaganda claims. Moreso, almost everybody else, especially those who have familiarity with the space elevator's history, know Harling fully believed in the potential success of the project.
Harling attempting to destroy the elevator would be so out of character that it isn't believable. I think he was either trying to shield it, he was wounded (and in control of a difficult to fly aircraft and not a pilot) and not thinking clearly, or that the aircraft had been hijacked.
Possibly that last one, considering that Harling's death was plotted by the radical faction (if we are to believe the defector).
Edited by Rationalinsanity on Mar 7th 2019 at 10:56:33 AM
This game looks like it had a far, far more troubled development than the final product suggests.
Ace Combat 7 Producer Shares Heartfelt Story of Troubled Development Before the Game’s Success
Ace Combat 7 Had the Best Launch of the Series; Producer Shares Moving Story of How it Was Saved
Apparently, Kono-san had a far more grand vision of the game, including adding in a bunch of features and multiplayer modes from Ace Combat Infinity and making the entire game VR-compatible, but repeated technical and company issues made those goals impossible. Heck, the game's main theme song, Daredevil, was a last-minute addition because Kono felt that none of the other soundtracks in the game felt memorable enough.
And at one point, it was almost outright cancelled by the higher-ups from Bandai-Namco - they wanted to focus more on F 2 P games and mobile titles, since in their eyes AAA titles were just too expensive and not profitable enough. Sounds depressingly familiar, eh?
Oh, and it looks like Trigger may have a canon visual look, if Kono's re-tweet is an indication: Link◊
Kono has also confirmed that Project Aces now has a contact with the Aviation Industry Corporation of China (the state-owned enterprise that makes all of China's indigenous aircraft) and that, while there's no guarantee that Chinese aircraft will show up in DLC for AC7, they may well be in future games.
This is pretty exciting because China's more recent designs have moved away from derivatives of old Soviet planes to wholly new aircraft, which means something distinct from the numerous Flanker and Eagle variants.
I feel the game was intended to be much longer since it only has half the missions of a normal ace combat game, and the above posts seem to confirm that.
Really? 20 missions is more than 04, Zero, 6, TSC:IA, or any single route through X, 3, or AHL.
Only 5 has more missions in a single playthrough and X, 3, and AHL only have more across multiple playthroughs. None of them have "twice as many" missions.
Most complaints that 7 is in some way short of the series norm in content seem to stem from comparison to outliers, not the norm. 7 isn't short, 5 is just really long. 7 doesn't have a small plane roster, 5 and Zero just have a really big one. 7 does have a lot of Flankers and Eagles, but that one isn't unusual. Hell, more of 5's roster consists of barely different variations of planes than 7's.
Edited by Balmung on Mar 14th 2019 at 5:52:56 AM
It's 20? For some reason I was thinking it was 17 to 5's 30.
It still definitely feels like it is suposed to be longer, each "arc" barely lasts any time at all, as soon as you get used to one set of charecters and squadron your shuffled to the next, you barely even get a chance to know the charecters that die making it hard to care... more time was needed in the story.
Bandog should have remained AWACS throughout the game. Just saying.
Trust issues and previous tension would've eventually ruined that, and at some point I think it would've come to light that Bandog had Full Band killed to shut him up potentially gossiping about the Stonehenge operation. No way that would've gone over well with Count at all.
Plus, I happen to like Long Caster. A real shame his radio image (one of a deli hamburger) never appears in game.
Long Caster's meme is funny (but I think the main reason he stands out is that none of the other characters who are prominent in Act 3 are memorable), but Bandog had a personality. Just when he was showing actual character development in M10 he disappeared.
Wow, these old textures in The Unsung War haven't aged as well as I thought. Still, the models look pretty damn good for PS2 assets. I'd still love a proper remaster with newer models. Shame Panavia's apparently not big on licensing the Tornado out anymore, but surely the game could be remade without that, much like how 2 was remade with a different plane roster.
Also, I don't think I realized this before, but I'm pretty sure that there are alternate, lower detail models and textures for absolutely everyone who isn't Blaze. For example, in mission 3, compare Blaze's bombs to everyone else's - Blaze's are fully detailed, while Chopper and Edge have simplified pointy tips on theirs.
EDIT: Going for unlocking the F-4X in my first playthrough of 5 on PS4.
Edited by Balmung on Mar 16th 2019 at 5:17:11 AM
Makes sense. You're engaging enemies at such a distance that you'll almost never have the chance to observe the minute details of virtually any other plane or vehicle aside from yours. So if you wanted to save on virtual memory, cutting down on the texture/visual quality of everybody else except your own jet is a practical choice that would go unnoticed most of the time.
Edited by SgtRicko on Mar 17th 2019 at 10:40:41 PM
Thing is, your wingmen use these models, and they get many close up shots where you can appreciate the difference in the models and can barely identify their roundels.
And it's not a small difference. The player character model looks nearly like it's from a PS3 game, while everyone else looks like they came from a PSX game.
Would have been neat if the PS4 port used the higher quality assets for everything since the PS4 has so much more processing power to work with.
EDIT: LOL, I remember that I took the Phantom over the Tigershark the very first time I played 5 and didn't get enough points to unlock the Wild Weasel before mission 7. This time I almost had enough by the end of mission 5. Turns out LAGM wrecks the Scinfaxi. Gonna bring these bad boys to Lit Fuse and have the F-4X before I could possibly unlock the Eagle or Flanker. I'm close enough I might even manage it before the split. And deffo doing both B routes this time through.
Edited by Balmung on Mar 16th 2019 at 6:07:29 AM
Think I'm going to do an Gun Only run (on Easy). I have access to most of the singleplayer tree, bar a few aircraft, so I have all the parts and planes I should need.
It occurs to me that Ace Combat 5 taught me a lot of ammo management lessons. Like, I've heard people complain about running out of ammo on Desert Arrow/Lightning, and I just put in a complete wipe of Desert Lightning in a Tornado Gr.1 and still had 12 missiles and about 350 cannon rounds left, and I'm not even all that good with BDSP, nor does the Tornado have a particularly impressive amount of ordinance to its name.
Also, Four Horsemen really isn't that hard and the back half of the mission is one of the most fun in the game.
And yes, this is a humblebrag.
Edited by Balmung on Mar 18th 2019 at 11:40:02 AM
I found Four Horsemen to be fairly manageable if you knew how to manage your flightspeed by holding the throttle button down lightly. If I remember right, 600 mph lets you just cruise in and take the shots without worrying too much. On the other hand, this is pretty much the only mission where you really need to control your speed.
With regards to Fleet Destruction and Farbanti, when going guns only is it better to ignore naval targets? Or is it still worth trying to melt them?
Just cleared Long Day, haven't had issues yet.
High Roller was best Spare and died too soon.
Edited by Rationalinsanity on Mar 21st 2019 at 10:11:57 AM
For Fleet Destruction, yeah, just ignore the naval warships and focus on the platforms. Their cores are rather fragile and can be quickly destroyed with machinegun fire. Oh, and don't forget about those large transport planes attempting to escape from the northeast platform's runway, they're worth a decent amount of points and are easy targets to destroy.
Farbanti is gonna be a tricky one though. You probably won't get enough points just destroying ground targets alone, and chasing around aircraft is going to waste valuable time. You do get a bunch of new ground targets near the last few minutes, but they're all clustered around a ton of air defenses and dense structures, making it tricky to strafe that area. At least it's really easy to make the enemy Aces spawn, and those guys give a ton of points upon being shot down.
If you use MGP, it's not terribly hard to melt both the ships and the platforms.
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