Difference between revisions of "P-47 Aces/Strategy"
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== Enemy Detail == | == Enemy Detail == | ||
There is never any randomness with regards to how and when enemies fire. Aiming is also rather precise, so any shots that are not fired at the player are definitely not fired at the player (instead of an artifact of "angle locking" as is common in other shooters). | There is never any randomness with regards to how and when enemies fire. Aiming is also rather precise, so any shots that are not fired at the player are definitely not fired at the player (instead of an artifact of "angle locking" as is common in other shooters). | ||
+ | |||
+ | Enemy behavior and movement is based on "segments", which each have their own HP, movement pattern, and animation/attack pattern. Some segments do not change patterns, or use a child object to just spawn explosion animations and such; in these cases, the HP values have been merged. That is, the only HP segments denoted here are ones which cause a change in movement or attack patterns. | ||
=== Common === | === Common === | ||
Line 41: | Line 43: | ||
| style="text-align:center" | [[File:p47aces_heli.png]] | | style="text-align:center" | [[File:p47aces_heli.png]] | ||
| Heli | | Heli | ||
− | | 100 | + | | '''100''' |
| No | | No | ||
| colspan="2" | '''1''' | | colspan="2" | '''1''' | ||
| Some instances fire ''away'' from the player. | | Some instances fire ''away'' from the player. | ||
|- | |- | ||
− | | style="text-align:center" | [[File: | + | | style="text-align:center" | [[File:p47aces_roll.png]] |
− | | | + | | Roll |
− | | 200 | + | | '''200''' |
| No | | No | ||
| colspan="2" | '''1''' | | colspan="2" | '''1''' | ||
| Some instances fire ''away'' from the player. | | Some instances fire ''away'' from the player. | ||
|- | |- | ||
− | | style="text-align:center" | [[File: | + | | style="text-align:center" | [[File:p47aces_zako.png]] |
− | | | + | | Zako |
− | | | + | | '''100''' |
| No | | No | ||
| colspan="2" | '''1''' | | colspan="2" | '''1''' | ||
| Some instances fire ''away'' from the player. | | Some instances fire ''away'' from the player. | ||
|- | |- | ||
− | | style="text-align:center" | [[File: | + | | style="text-align:center" | [[File:p47aces_jet.png]] |
− | | | + | | Jet |
− | | | + | | '''200''' |
| No | | No | ||
| colspan="2" | '''1''' | | colspan="2" | '''1''' | ||
Line 69: | Line 71: | ||
| rowspan="4" style="text-align:center" | [[File:p47aces_icarya.png]] | | rowspan="4" style="text-align:center" | [[File:p47aces_icarya.png]] | ||
| rowspan="4" | Item Carrier | | rowspan="4" | Item Carrier | ||
− | | rowspan="4" | 400 | + | | rowspan="4" | '''400''' |
| rowspan="4" | Yes | | rowspan="4" | Yes | ||
| Stage 1/3(AS)/5 || '''192'''+'''192''' | | Stage 1/3(AS)/5 || '''192'''+'''192''' | ||
Line 91: | Line 93: | ||
=== Stage 1 === | === Stage 1 === | ||
− | + | {| class="wikitable" | |
− | + | |- | |
− | + | ! Enemy | |
− | + | ! Name | |
− | + | ! colspan="2" | Value | |
+ | ! Contains Item | ||
+ | ! colspan="2" | HP | ||
+ | ! Notes | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:p47aces_aag.png]] | ||
+ | | Anti-Air Gun | ||
+ | | Left facing: '''400''' | ||
+ | | Right facing: '''5000''' | ||
+ | | No | ||
+ | | Moving: '''48''' | ||
+ | | Stationary: '''16''' | ||
+ | | | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:p47aces_htrck.png]] | ||
+ | | H-Truck | ||
+ | | colspan="2" | '''1000''' | ||
+ | | No | ||
+ | | colspan="2" | '''8''' | ||
+ | | | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:p47aces_pz40.png]] | ||
+ | | PZ-40 | ||
+ | | colspan="2" | '''400''' | ||
+ | | No | ||
+ | | colspan="2" | '''128''' | ||
+ | | | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:p47aces_chuua.png]] | ||
+ | | Mid Zako | ||
+ | | colspan="2" | '''400''' | ||
+ | | No | ||
+ | | colspan="2" | '''64''' | ||
+ | | | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:p47aces_bzakoa.png]] | ||
+ | | Big Zako | ||
+ | | colspan="2" | '''1000''' | ||
+ | | Yes | ||
+ | | colspan="2" | '''224''' | ||
+ | | | ||
+ | |- | ||
+ | ! Enemy | ||
+ | ! Name | ||
+ | ! colspan="2" | Value | ||
+ | ! Contains Item | ||
+ | ! colspan="2" | HP | ||
+ | ! Notes | ||
+ | |- | ||
+ | |} | ||
=== Stage 2 === | === Stage 2 === |
Revision as of 18:13, 24 September 2020
Score Area Locations
Stage 1
This is a stub
Stage 2
This is a stub
Stage 3
This is a stub
Stage 4
This is a stub
Stage 5
This is a stub
Stage 6
This is a stub
Stage 7
This is a stub
Stage 8
This is a stub
Enemy Detail
There is never any randomness with regards to how and when enemies fire. Aiming is also rather precise, so any shots that are not fired at the player are definitely not fired at the player (instead of an artifact of "angle locking" as is common in other shooters).
Enemy behavior and movement is based on "segments", which each have their own HP, movement pattern, and animation/attack pattern. Some segments do not change patterns, or use a child object to just spawn explosion animations and such; in these cases, the HP values have been merged. That is, the only HP segments denoted here are ones which cause a change in movement or attack patterns.
Common
Stage 1
Stage 2
- B-Jet
- B-Zako
- Houses
Stage 3
- Chuu A
- Niedl
- P-61
- Ramia
Stage 4
- Asa
- Ramia
- Tiger
Stage 5
- Geta
- Heflt
- Hukuy
Stage 6
- Betty
- Toriko
- King
- Night
Stage 7
- Toriko
- Ramia
Stage 8
- Conso
Boss Detail
This is a stub
Stage 1
LOKI
Stage 2
GIGAH
Stage 3
FE-223
Stage 4
B-SHIP
Stage 5
HE-813
Stage 6
E-1000
Stage 7
RAGNA-313
Stage 8
SHETLAND