I do not have a PS5 and the Frontline 59 content is currently PS5 only. Because of this, while I am opening new categories for Frontline 59, I will not be able to verify them unless Frontline 59 becomes available on PC. The category will need moderators that have the PS5 version to do verification.
A mighty 3.93 GB update is available on Steam in the beta branch, and the game is now available on PS5. Frontline 59 is NOT on PC or XBox at this time.
The default for submitting runs will now be the 2.0 version. A 1.04 (or older) subcategory has been created where all current existing submissions have been placed.
Was looking over the rules and read this. "Runs must be timed using the load remover which can be found within Livesplit." Doesn't that require the game to be run on the same system that Livesplit is running on? I prefer to use a 2 system setup where the gaming rig is separate from the broadcasting rig, and I run my Livesplit on the broadcaster.
Been watching some of the runs for this game, and I noticed that Mog's magic never seems to be used. Do the elemental charge combos not do extra damage? I know it's not practical most of the time, since Mog's range is so tiny, and Mog has to drop the chalice to cast, but I would imagine it would help DPS on stationary bosses.
Are imported characters from the GBC version of the game allowed? I'm guessing no since it requires you to have the ability to transfer data from a GBC version to N64, but want to be sure.
This implies the next update for the game is going to release soon if all he's got to figure out is what to call it. Make sure to backup your 1.0.4 version if you ever want to run MSB since I'm sure it'll be patched out. https://twitter.com/RB_Dev2/status/1442785322304086017
They would be lengthy, but I have noticed one of our runners doing Conquest speedruns. They're doing them on Easy which seems fine by me, way too easy to lose a run to crashing into an airship or just being overwhelmed by missiles. Not sure about what to do for the Alert level rate. I don't think a good run would reach Red Alert (30+) at 0.5 rate.
I have been trying to find a stable route for a New Game MSB run. Let me know if this works for anyone else. The magic number for most of them is 9 skips. Try to get them done as quickly but steadily in succession as you can. I've found being off rythym for the inputs can cause unusual outcomes.
Odds Route: Mission 1 Black Flag: 8 Skips into Mission 3 Takeoff Mission 3 Takeoff: 2 Skips into Mission 3 Landing Mission 3 Landing: 4 Skips into Mission 4 Debriefing Mission 5 Sirens of Defeat: 9 Skips into Mission 7 Hangar Mission 7 Emminent Domain: 9 Skips into Mission 9 Hangar Mission 9 Stepping Stone: 9 Skips into Mission 11 Hangar Mission 11 Cold War: 9 Skips into Mission 13 Hangar Mission 13 Valkyrie's Call: 9 Skips into Mission 15 Hangar Mission 15 Consequence of Power: 2 Skips into Mission 16 recap Mission 17 Takeoff: 2 Skips into Mission 17 Landing Mission 17 Landing: 4 Skips into Mission 18 Hangar Mission 18 Return: 9 Skips into Mission 20 Briefing Mission 20 Presidia: 4 Skips into Mission 21 Debriefing (End)
I did also have a route during testing that primarily skipped odd numbered missions instead of evens, but don't have a stable way to do it yet. It does seem faster though as when I did that run I had 2 softlocks on Midnight's Light and still came close to my current posted time on the board which had a death in Cold War.
Evens Route Mission 1 Black Flag: 8 Skips into Mission 3 Briefing Mission 3 Takeoff: 2 Skips into Mission 3 Landing Mission 3 Landing: 3 Skips into Mission 4 Menu Mission 4 Takeoff: 1 Skip into Mission 4 Proper Mission 4 Uphill, Every Way: 9 Skips into Mission 6 Hangar Mission 6 Machine of the Mantle: 9 Skips into Mission 8 Hangar Mission 8 Clear Skies: 9 Skips into Mission 10 Hangar Mission 10 Pillars of Communication: 9 Skips into Mission 12 Hangar Mission 12 Midnight's Light: 9 Skips into Mission 14 Mission 14 Open Season: 6 Skips into Mission 15 Debriefing Mission 16 Wayback: 4 Skips into Mission 17 Briefing Mission 17 Takeoff: 2 Skips into Mission 17 Landing Mission 17 Landing: 4 Skips into Mission 18 Hangar Mission 18 Return: 9 Skips into Mission 20 Briefing Mission 20 Presidia: 4 Skips into Mission 21 Debriefing (End)
Seeing as this is a PC game, I have no issue with most mods. Things like Prez in all aircraft, music changing, or player skins are all fine. As long as it doesn't make things easier or faster than what can be accomplished in the vanilla game it's good.
This means no mods to access incomplete aircraft, no mods to change lighting to make things easier to spot like Midnight Light in daytime, or mods to give your planes nukes from Conquest mode or other weapons not normally accessible.
If there are any specific mods in question though, drop them here so it can be determined if it changes the game in a way that is unfair or not. I would imagine other runners would want to have input as well.
These were reported on the official Project Wingman discord by AMMO7867. You can skip the entire mission if there is both a take off and a landing sequence. So my question is to the community, should these have their own category? And should these be allowed in ILs? It would be a massive time save.
Edit: This works on any mission with a takeoff sequence, it just loads straight into the post mission summary.
The modifiers add a lot to the game, but this also adds more to potential run variants. To start I'm having Glass Cannon, Budget Cuts, and Gun Runner setup as they are all either very different, or increase your damage output significantly. I have also added combinations of those three subcategories.
However, there are ones that make the game harder like Ace Training and Double Time. For now I feel like that since they would be slower than a No Modifiers subcategory, that they can be placed into the other subcategories if you wish to do multiple modifiers.
For example, a run with Gun Runner, Cordium Interference, and Double Time would be just in the Gun Runner subcategory, as the latter modifiers don't help you complete missions faster.
There is at least an XBox360 Arcade version of this too, with the only differences being how you navigate the tower list and there being fewer AI responses to tower kills and incoming waves. Console might also be more prone to crashes, but I'm not sure on that.
Also I'm surprised there's zero You Monster runs, since that's an entirely different campaign.
Unexpected Visitor doesn't seem very speedrunnable since it's heavily scripted and the only variable on time is the final interception.
Anchorhead Raid is also timed, but it could have RTA because of the rearming. Making the fewest rearms during the mission would be the only way to speed it up other than the ending dogfight.
Ten Million Relief Plan seems very speedrunnable though as your level of aggression can speed everything up during the entire mission. Swiftly taking out SLUAVs in the first segment can speed up the start of the second segment where you can aggressively search for the Alicorn. Then of course the final segment of quickly sinking the Alicorn.
IMO I'd say Unexpected Visitor would be like Long Day where it would be more of a score attack (first to X score), Anchorhead Raid could be both a score attack and speedrun based on efficiency, and Ten Million Relief Plan is very speedrunnable.
I'm pretty sure running New Game on console is as simple as not logging into your main profile for the game, but for PC you have to find the save file and move it if you want to run New Game.
- In Steam, turn off Steam Cloud in the properties for Ace Combat 7.
- Open Windows Explorer, enter %LocalAppData% and press enter (or Start, Run, %LocalAppData%).
- Find the "BANDAI NAMCO Entertainment" subfolder, move through the ACE COMBAT 7, SaveGames, and "seemingly random numbers" folder, copy the ACE7Save.sav file, and move it to another location. (backup purposes)
- Delete the previously existing ACE7Save.sav file.
- Start up the game as normal.
If you did this correctly, advancing past the splash screen will tell you "This game uses an Auto-Save feature" and will create a new save file. You will need to accept the EULA again as this is apparently also stored in the .sav file. You should now only have New Game (and SP Mission for DLC) available on the Campaign menu. You will also only have access to the F-16C and DLC aircraft you may have purchased. Your control scheme will be reset to default as well, so anything like Pitch Controls, Camera Movement, Acelleration/Yaw Controls, and Radar Map/Switch Weapons will need to be changed to your preferences before your run. Graphics and Display settings will not change to a default. Your Emblems will be changed to none.
You can later replace your original save file by deleting the new one the game created for your New Game run and moving the original copy back into the ACE COMBAT 7, SaveGames, "seemingly random numbers" folder.
Steps were originally found here: https://steamcommunity.com/app/502500/discussions/0/1777135944136629085/
After seeing the improvements in ILs, and the fact that scripts have to go off anyway before a mission finishes, should the standard be RTA or IGT? I'm more of a campaign runner but it's still possible to get IGT by reviewing a recording and adding up all the IGTs during the mission debriefs.
One example of there being a meaningful difference between RTA and IGT is the current competition going on mission 09, Faceless Soldier. The RTA strategy uses the F-22 and QAMMs because of its relative ease of use and the fact that you can't speed up the script. However the IGT uses the MiG-31 and PLSL because it allows for the player to efficiently shoot down 3 hostile drones before the IFF updates them to be enemies. The IGT clock stops the moment you finish off the final drone even though there's still 20-something seconds of script left to finish.
Ace Combat Fan just posed a video showing an unwinnable softlock for doing the mission 20 tunnel run too fast. Figured this should be posted here so people know there is a limit to going fast. That said, huge props to anyone who can actually pull this off, that takes some steady and precise flying.
Long and short of it, make sure Count gets hit while you're in the tunnel segment or the drone doesn't spawn and you can't climb high enough to escape.
Seeing as the current world record can get a kill in under 30 seconds I tried to see if I can manipulate the UNKNOWN prototype AI into a predictable pattern. This uses the MiG-21 and its MGP for raw damage output, as the prototype can't shoot down bullets. First you dive away from the drone to about 2000 meters (you start at 3000) and then pull straight up to face the drone. Wait until you and the drone are about 2000 meters apart (maximum standard missile distance) before firing with all guns or else the drone will break off and you'll have to chase them down. After repeating this several times I made a recording to show how it's done so that more runners can make a potentially volatile fight into something predictable.
I intend to start running this game soon, but there are no defined rules for speedruns on the leaderboard. Are DLC planes allowed? Only free DLC? What about an Ace of Aces category? Would that allow DLC planes?