Another Century's Episode/Gameplay Tips And Strategies

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  • For weapons with multi-lock capability, hold circle to lock multiple targets on screen marked with orange circles
  • For chargeable weapon, hold the related weapon button to start charging. Release the button after the weapon glows twice/thrice for maximum charge. Other than Aug's Buster Launcher, charging requires the unit to be stationary and can be cancelled when your mecha gets flinched by enemy attacks
  • All funnel type weapons except Quebeley's cannot be reloaded in the middle of a mission. Deployed funnels are permanently gone for the remainder of the mission whether they're shot down or ran out of energy
  • Green lock bracket denotes the enemy is outside your main weapon's range while orange target bracket means the enemy is within your main weapon's range. Double lock bracket automatically switches main weapon to melee attack regardless of altitude difference
  • As such due to inherently poor vertical tracking for most, if not all melee attacks, try matching target altitude with yours before performing a melee attack
  • Weapon icon in dark shade denotes the enemy is outside weapon's range, weapon icon is bright shaded when the target is within range weapon range
  • Mechas with transformable flight/MA form can stagger an enemy by ramming them while in flight/MA form.
  • Unlike traditional jamming based abilities, Nu Gundam/Sazabi's Dummy Balloon draws enemy lock on to the balloon instead of the MS until either the balloon is destroyed or the effect expires
  • Repair resources is automatically resupplied when reaching rendezvous point and all damaged units are repaired for free
  • In Free Mission menu, mission rating for every mission is tracked for each individual mecha so it may be difficult to track how many missions you've aced so far
  • Mission rating breakdown TL (can be seen by pressing square at debriefing screen) :
    • Distance traveled
    • Clear Time
    • Numbers of intrusions (how many enemies escaped/get past defense line on certain missions?)
    • Times left mission area boundary (!)
    • Dodge Rate
    • Maximum Chain time
    • Numbers of shots fired
    • Hit Rate
    • Critical Rate
    • Times getting flinched
    • Blind spot/critical damage taken
    • Damage taken
    • Friendly NPC damage taken