/aceg/'s Ace Combat 7 multiplayer guide v1.71, as compiled by the anons. Let's do this, buddy.
The essentials:
- Parts and builds
- Flying technique essentials
- Camera tracking
More advanced techniques and knowledge:
- Special Weapons and how to use them
- Advanced tips / Stupid party tricks
- PSM essentials
- Countering meta builds
- Gunnery
- Stealth
- Scoring system explanation
Goodies:
- /aceg/-approved builds
- Credits
- Parts and builds
Before you start playing multiplayer in earnest, set your control scheme to expert, finish the campaign, and unlock the following parts (listed in order of importance). It's genuinely more important than getting more planes.High-Speed Datalink Antenna (MSL Homing ++)
Thrust-Adjusting Steering Device 2 (MSL) (MSL Homing+)
Thrust-Adjusting Steering Device 2 (Sp.W) (Sp.W Homing+)
New Flap Actuators 3 (Pitch++)
Superior Maneuverability 2 (All manoeuvrability+)
Light Blisk 2 (Accel.+ especially under 700 kph)
Variable Cycle Engine 2 (Accel.+ especially above 1100 kph and Top Speed+)
Directional Proximity Fuze 2 (MSL Damage+)
Directional Proximity Fuze 2 (Sp.W Damage+)
Cutting-Edge Airbrakes 2 and ECU Software Update (more on that later)
Almost every build in the game will benefit from having Flaps 3, SupMan 2, Blisk and Variable Cycle Engine (level depending on whether your flying style makes you end up to low-ish (700 kph) speeds or you stay at medium speeds). These will be your bread and butter, coupled with damage and homing parts for your build's missiles. If you're using standard missiles, Datalink Antenna will also be vital to increase MSL homing to an even greater degree. It unfortunately adds looping capabilities too, but unlike QAAMs, they are not manoeuvrable or persistent enough to be a massive threat while they loop.
If your plane has access to HCAAs or HPAAs, only upgrade them and don't bother with the standards.
When it comes to manoeuvrability, pitch rate is the single most important stat. Maximise that. After that, acceleration will allow you to actually get back in your plane's ideal range of speed in a heated turnfight, so that will be your second priority. Top speed is the last truly important stat, and it's only situationally used (e.g. when chasing down a LAAM/HVAA user). Roll rate might come in handy, but SupMan already improves it to a degree where it's not really important to upgrade it specifically, and yaw is essentially irrelevant.
Weapon parts are equally important, and Homing and Damage parts are essentially mandatory if you want to play. After putting those on, it's down to personal choice on the other buffs to apply:faster missiles (BUT slightly less manoeuvrable) with Propellant
more missiles to throw at the enemy with Takeoff Weight Augmentation 2
an extreme edge in head-on engagements with lock-on speed parts
It's important to look in the datasheet (https://pastebin.com/6Uh45geR): by looking into how parts interact with the plane's stats, you'll be able to see synergies and get the most out of a build.
After that's done, we can get to the fun part. - Flying technique essentials
look up your plane's ideal cornering speed in the datasheet (https://pastebin.com/6Uh45geR) and try to stay in that range, and don't slow down excessively
if you're not building up speed to get back to your ideal cornering speed, use high-G turns; and for the love of god, do not fly straight!
NEVER pitch down UNLESS it's to evade a missile in a head-on or for a very minute adjustment, and don't roll to reverse course if someone's behind you; don't try to evade missiles with blind barrel rolls!
if you hear a missile alert, drop whatever you're doing to assess where it's coming from
missiles will almost never hit from the side unless you're going under 600 kph, so if lots are coming from multiple directions, show them your sides
a good rule of thumb to make your missiles hit is to fire when you can see up the target's engines if you're behind, and refer to these webms for head-on attacks: fire so that the enemy will turn into your missile's trajectory.
https://arch-img.b4k.dev/vg/1637052321107.webm or https://imgur.com/q2OinVC
Notice how this buddy has forced the target to go slow, and fires when the enemy has no way of evading the attack. His target does get a shot off, but he evades by pitching down; instead the target keeps turning into the missiles and actually makes their job easier, guaranteeing a hit.
https://arch-img.b4k.dev/vg/1657584721339.webm or https://imgur.com/t7TPbtu
This other buddy is fighting a target that is going faster. Take a good look at the footage and memorise the firing angles: they're meant to minimise risk to yourself while exploiting the enemy's flight path to ensure a hit.
https://arch-img.b4k.dev/vg/1662885630004.webm or https://imgur.com/nGBSjEt
https://imgur.com/TrBTbsM
Here you can see how these angles can also be applied to special weapons: HPAAs and HCAAs are extremely deadly in head-on attacks.speaking of missile trajectories, fire them when the enemy is at the edge of your screen or beyond (most missiles have a lock-on cone bigger than your screen): this way, the missile's curve will be more natural and it will track better
A missile fired with this technique will track really viciously, to the point where it would seem like looping at first glance.try to anticipate the enemy's moves!
don't bother with QAAM/EML/SASM, they only teach you bad manoeuvres that either leave you extremely exposed to attack or at a terrible angle to fire on the enemy.
before pulling a PSM, check who's targeting you and don't initiate the manoeuvre if someone could shoot at you
use gravity to your advantage!
- Target-tracking camera
Accessed by keeping the "change target" button pressed on controller, or the one referred to as "highlight target" in the keyboard control options, this feature will allow you to keep your view centred on your current target. It works best in third person, as first person's view angle is constrained by the cockpit.
There are many advantages to using it, namelybeing able to track your target at all times
be aware of your target's current heading and infer where it's going to turn, or see if he's trying any funny shit with PSMs
lock your missiles earlier than normal and at safer angles because the lock-on cone of every missile is larger than the screen
---Now that you've got the basics, let's tackle the things that will allow you to win!---
- Special Weapons and how to use them
Unless you're in a Sp.W off room or your plane doesn't get good Sp.Ws, you will do most of your work using Special Weapons. They differ greatly in behaviour, so you'll need to adjust your playstyle to employ them most effectively.4AAM
6AAM and 8AAM
HCAA
HPAA
HVAA
LAAM
PLSL
SAAM
if your target gets outside the circle, but then you put them back in the circle, the missile will start tracking again
if you fire two SAAMs at different targets, and both targets are within the circle, both missiles will keep tracking perfectly fine
Don't get overly focused on your current target, or you might be easy prey to other people, who'll catch you distracted!TLS
EML, QAAM, SASM
- Advanced tips / Stupid party tricks
Beyond the sensible tips and clever strategies, there is a variety of little-known details that can give you the smallest, most vital edge, and a slew of high-risk bullshit that will either give you the upper hand in the hardest fights or get you killed in a really embarrassing manner. It is up to you to use them in the appropriate moment.yaw-pitching
using gravity in your turns
stall turns
- PSM essentials
Post-stall manoeuvres (PSMs) allow your plane to ignore the concept of angle of attack, plus reposition as you'd like, allowing you to outturn otherwise more manoeuvrable opponents. They are powerful in a one-on-one engagement, but you are vulnerable while you're in the middle of the manoeuvre, so you'll need to always stay alert to avoid getting fucked up. PSM-capable planes are divided in two categories (which can be viewed in the datasheet (https://pastebin.com/6Uh45geR) : half-PSM (which can only pull off Cobra manoeuvres at most without chaining) and full-PSM (which allow you to PSM for longer). A good rule of thumb is that if the plane is PSM-capable but not fitted with thrust-vectoring nozzles, it's a half-PSM plane (Su-34, non-Top Gun F/A-18, ADFX-01).
Before starting, set your controls to expert (as you always should) and your High-G Turn Settings to Type B. This will make them easier to initiate and pull off.
With that done, this is how you initiate a PSM:stay around 400 to 500 kph
hold the acceleration button (throttle up)
press brake + pitch uppitch down
For reference, PSMing will be divided in phases depending on the plane's current behaviour. The phases are called Drift and Boost. Drift is the initial part, when you're moving in a straight line (the same direction you were going towards before starting the PSM) but can turn the plane's nose to your liking except downwards (allowing you, for instance, to plan your next move or line up for guns), and lasts until you've turned more than 90 degrees. Boost follows immediately after, and is the phase where the plane will start to move towards the direction your nose is currently pointing at. When boosting, you'll be accelerating very fast while maintaining the enhanced mobility (thus "boosting"). Drifting is mostly a setup step (for either a shot or a following move), while Boosting is what allows you to really outturn someone.
You'll notice that while the plane's nose can turn extremely quickly, the aircraft itself is going straight until you've rotated more than 90 degrees, after which you'll start to move towards the direction you're pointing at. This is the main limitation of PSMs: while you can outturn anything else in a duel, you will be vulnerable to players outside said duel, who can shoot at you with impunity. This also means that if you PSM while the enemy is directly behind you, the only thing you'll get is a missile up your arse.do not PSM if the enemy has a good angle on you, you'll be a sitting duck
never PSM if you've got someone close behind you
be careful if someone is packing HVAAs or multi-lock weaponsinitiate a PSM normally
cancel once (this can be done at any point) or wait for the PSM to end naturally
quickly PSM again
PSM chaining allows you to do things such as fly backwards (BKF), plus benefit from the effects of PSMing for longer. As such, by chaining, you can keep the advantages of a PSM for as long as you want. There is literally no disadvantage, beyond the usual ones that come from simply fighting at slow speeds - and even then, due to PSMing being weird, enemy missiles may become retarded and miss you anyway (still, don't count on it).
BKF is useful because it allows you to keep your nose pointed at the opponent while actually moving away from him, so you might get a shot off (gun or missile) while in a position of relative safety.
To BKF:PSM normally
turn until you're going backwards
cancel, then immediately initiate another PSM (after all, you're chaining)
keep chaining as long as you like - Countering meta builds
The unholy trinity of QAAM/EML/SASM are a pain in the ass, but even they can be beaten with some subterfuge and specific builds. They will still have the advantage, and a meta user will still give you a hard time if he's got half a thought going through his head, but goddamn if beating them doesn't feel good. The first two in particular will be your biggest problem.EML
With that said, even something like this has shortcomings for you to brutally exploit.7 second reload time
requires the enemy to put his nose on you, and thus needs predictable manoeuvres
By the way, this should be a given, but it also means that you need to jink a bit when first approaching the enemy. If you just go towards him on the merge, without doing some basic manoeuvres to throw off his aim (like a lazy barrel roll at full throttle), he'll snipe you from 5 miles away because you're pointing directly at his nose.since those manoeuvres also require some room to be pulled, fight close to the ground and use terrain to your advantage to try and deny them
Fight like a lion.
At least in my experience, a build that can get the shot off in a head-on before the enemy can get the EML to bear on you will be your best bet for survival at worst and victory at best. As an example, below is a HCAA Typhoon build made to exploit that fact, which can also be applied to the Rafale and F-15J.
https://arch-img.b4k.dev/vg/1663685464459.jpg or https://imgur.com/1eO1SUF
Many HPAA planes are able to PSM to level the playing field, and the F-15 S/MTD will also outmanoeuvre the Wyvern at all flight regimes.QAAM
enormous lock-on cone extending way past the aircraft's nose
extreme manoeuvrability, jumping off the rail in an instant and tracking like mad
extreme persistency, especially if they equipped Flight Time 2 (Ramjet) to give them even more flight time
high damage, will oneshot most planes without Armor 2 (Bulletproof Fuel Tank) and leave the others at 90% damageunless you're definitely behind the QAAM player, assume he can lock and shoot a missile at you
no matter what, keep a decent pace so that you'll have energy for high-G turns
keep your awareness up, those shits loop!
avoid head-on attacks unless you can reach a really safe angle
if the enemy exploits the wide lock-on angle too much, he might actually leave himself wide open to your guns!
SASM
the wide AOE means that it doesn't even need to hit to damage the target, essentially getting points for free
the explosion itself deals half the damage of a standard missile, which doesn't sound like much, but it takes only two salvos to kill an F-15C without Armour 2
if it does hit, a SASM inflicts as much damage as a QAAM from the impact plus the explosion on top of it, oneshotting every single plane without Armor 2 installed
Unless you actually get hit square in the face by the SASM, it's unlikely that its user will kill you unassisted. Rather, he will target players that are already damaged to ensure a kill and get even more free points. With all that said, it's time to think up ways to counter it.check your radar to see if someone is approaching the furball at high speed.
if he's approaching fast and you cannot assure you'll hit him, fire when he's as close as possible and at the edge of the lock-on cone: your missiles will pursue more persistently and he'll be forced to evade (and thus lose speed) or die
you can attempt head-on attacks and consistently win them, but expect to take at least some damage if you do
If you are close enough to get a lock but he keeps circling to evade your missiles, with no attempt to shoot back at you, you have three options:gun him down
try to close as much as possible and fire your missiles from a lag pursuit position (near the edge of your screen)
try to get a different angle and try again
Darkstar
bring TLS or PLSL
bring HVAAs or LAAMs
don't point directly at him, but lead the target so that you'll be as close as possible when you fire your weapons
don't let him distract you from the rest of the room!
With this in mind, something like a F-15E with TLS, the tried and true PLSL-57, or a MiG-31 with either PLSL or LAAM will make short work of a Darkstar and the rest of the room. If you're in an unlimited Sp.W off room, then put Speed 2 on your MSLs and lead your target a lot. - Gunnery
Ace Combat 7's guns are misunderstood. Their range is 1700 metres, more than what the gunsight shows you, and they're capable of handily destroying any target with a sustained burst. They are as powerful as the gunsight is unsuitable for dogfighting. Think of it as a WW2-era gyro sight: it shows the right direction to lead your shot, but you need to lead your target a lot more than what it shows you in order to hit. A far more intuitive way to aim is to take advantage of your infinite ammo and "walk your fire":see where the tracers are going
apply a correction accordingly
watch as the enemy is shredded in less than two seconds of sustained fire
Given that your guns have infinite ammo, the only real disadvantage to constantly shooting is that you'll constantly appear on the radar regardless of distance, even if you're in a stealth plane. - Stealth
Ḯ̸̧̖̠̗̍̉̌ ̶̺͇̗͐̿S̸̢̨̰̟͌͋́̕Ē̴̛̳̟͍͘ͅE̷͖̗̬͙̾ ̵̭̟́̌Y̵̞̺͕͚̋̇O̸͚̼͎͑̂̋̽U̶̲̍̂̚
In AC7, stealth works through levels, from 0 to 10, that increasingly affect the enemy's ability to spot you on radar. Stealth will affect enemy detection by:hiding you entirely at a distance
making you fade into view when approaching, instead of instantly appearing on the enemy's scope
hiding you when you are in a cone behind the enemy, the size of which will depend on the exact level
The effects of stealth are summed up in this chart (https://arch-img.b4k.dev/vg/1683039631708.png or https://imgur.com/9RLCON7 ) from the datasheet, wherestart displaying
fully displayed
Back Blind angle
Stealth is mostly used in BVR builds (LAAM and HVAA) to make hunting them down more difficult- after all, it's hard to kill the guy who shot you if you can't even see him. Adding range parts to these Sp.Ws will make this strategy even more effective, potentially allowing you to fire your weapons beyond the enemy's radar range. However, no matter what you do, you WILL pop up on everyone's radar for a second when you fire any weapon (including your gun!), so these builds rely on surprise and an extremely cautious playstyle, often turning tail the moment someone figures out where they are and comes for their blood. - Score system explanation
Every player has a base score value based on the cost rating of their aircraft. The exact cost/score table can be found here: https://arch-img.b4k.dev/vg/1656114430836.png or https://imgur.com/kopFbsp
However, the actual amount of points you get is scaled based on the ratio of your aircraft cost to that of the other players. Flying a higher cost aircraft will reduce the points you receive, and conversely flying a lower cost aircraft increases the points you receive. For instance, if you destroy a plane that has 300 cost less than you do, 95% of the original score calculated is given.
Score difference between planes and percentage of score given:
0: 100%
100: 100%
200: 100%
300: 95%
400: 92%
500: 92%
600: 86%
700: 72%
Any more than a 700 point difference and the score calculation given is still 72%.
You get up to 70% of a player's score value for dealing damage, and the last 30% for actually scoring a kill.
What fraction of the 70% you get is simply (damage dealt) / (maximum HP). This means that equipping Bulletproof Fuel Tank (which increases your max HP) effectively reduces the amount of points you give out whenever you get hit, as long as you're not dying in one hit (from, say, HPAA or EML).
Each star next to a high scorer's name increases their point value by about 50% per star. That means that three stars turns your 10k F-15C into a 25k F-15C.
In BR:
0~3 players: No stars are awarded
4~5 players: 1 star for 1st
6~7 players: 2 stars for 1st, 1 star for 2nd
8 players: 3 stars for 1st, 2 stars for 2nd, 1 star for 3rd
In TDM:
Stars are awarded to both teams, according to how many players there are on that team
Last place within that team gets 0 stars, and each player above them gets an extra star as you move up in score
So even if the scoreboard in TDM is:
Alpha 1 100k
Bravo 2 80k
Bravo 4 70k
Bravo 1 30k
Bravo 3 20k
Alpha 3 15k
Alpha 4 5k
Alpha 2 2k
Then Alpha 3 will still have 2 stars, and Alpha 4 will have 1, despite all of Bravo outscoring them. However, low scoring players can still contribute by tying up enemies, evading their attacks and not giving out points, while their teammates hit those enemies while they're distracted.
- /aceg/-approved builds
The buddies have come up with many builds and tactics to use them effectively, focusing on making them enjoyable to use without sacrificing strength in a fight. Included here are the main weapons used by the build, the buddies' remarks on how to employ these planes, and the reasoning behind their choice of parts. The builds listed here are sorted by increasing CST.
Remember: many of these builds can be applied to a good variety of aircraft!
1950 MiG-21bis MGP
https://arch-img.b4k.dev/vg/1721580847208.jpg
Despite being dismissed as an early-game plane by most players, the MiG-21 is actually among the most maneuverable aircraft in the game.
Combine that with the power of MGP, and you can obliterate any other plane in the sky in less than half a second.Acceleration lv2
Acceleration/max speed lv2
Pitch lv2
SupMan lv2
Airbrake lv2
GUN Damage lv2
GUN Range lv2
GUN "Precision" (Hitbox) lv2 [---Editor's note: it doesn't increase hitbox size! According to the stat sheet, it reduces shot spread. You're better off using another part, such as pitch stability, to make the plane less twitchy.---]Yes, this is just my Su-37 build again. But it just works™, okay?
Why Pitch lv2 though?
With Pitch lv3, the Fishbed becomes way, way too twitchy to hit anything with guns. Pitch lv2 counteracts that, while still making the Fishbed maneuverable enough to compete against the average Unlimited and 2500 builds. [With a stability part, you might be able to rock Flaps 3!]
2090 MiG-29A MSL
https://arch-img.b4k.dev/vg/1658138545693.png or https://imgur.com/IGAMXrh
All you need is a Mig and and some MSL.
Blisk 2
VCE 2
Flaps 3
SupMan 2
MSL Damage 2
MSL Speed 2
MSL Homing 2
Datalink
2130 MiG-29A HPAA
https://imgur.com/a/6sZdWR9 or https://imgur.com/bJfOghI
Here's a more slightly more readable (and up-to-date in terms of what I fly nowadays) screencap.
Blisk was chosen over VCE specifically due to the higher acceleration (despite the descriptions being the same), Cutting-Edge Airbrakes to make low-speed energy fighting easier, New Flaps and SupMan are bogstandard, Cutting Edge Large Flap had some kind of reasoning behind it, but I kinda forgot. [---Editor's note: Do not use that part! We thought it would give increased deceleration, but it turned out to be false!---] BFTs are sort of a crutch, but you are a paper mache plane if you don't have BFTs on the 29 as well (many, and I mean many missiles will OHKO or 2HKO you) but I've mostly relied on dodging. DPF to OHKO Wyverns and tougher bastards, High-Energy Propellant and Steering Device to make up for the HPAA's many failures. Takeoff Weight Augmentation is another "crutch" in that 22 HPAAs are generally just barely enough to get you through a normal time limit lobby, if you aren't being extraordinarily shrewd. Having extra missiles would be useful for a fledgling HPAA user though.
2200 F-2A HVAA
https://arch-img.b4k.dev/vg/1734469921458.jpg
Surprised there's no F-2 featured, it's a nice and versatile little plen especially in lower cost rooms. You've probably seen pic related in action if you were around for the last few shootouts.
Flaps 3
SupMan 2
MSL Damage 2
MSL Homing 2
Sp.W Damage 2
Sp.W Homing 2
Anti-Stealth Microwave Radar
Datalink
2330 F-15J HCAA
https://arch-img.b4k.dev/vg/1719699705344.jpg
A tweaked version of my PLSL F-15C build, meant for the J w/HCAA. Keep in mind I haven't tested it yet.
Acceleration lv2
Airbrakes lv2
ECU lv2
Pitch lv3
SupMan lv2
SPW Damage lv2
SPW Speed lv2
SPW Homing lv2I noticed that I struggled to pull High-Gs with my C build, and since this build is an Eagle build for dogfights, I swapped Max Speed and Acceleration for ECU. This change should make this F-15J a much better dogfighter while still retaining some of the hit-and-run capabilities of my F-15C.
2340 F-15C PLSL
https://arch-img.b4k.dev/vg/1690053881947.jpg or https://imgur.com/T23Z0l2
In the meantime, I'll post the PLSL F-15C build I just used. It managed to keep up with what appears to be the MiG-29 build from the MP guide, so I think it's pretty good.
Acceleration 2
Airbrake 2
Max speed 2
Pitch 2
SupMan 2
Laser hitbox, range and damage 2It's made to be good at both boom and zoom and dogfighting.
2400 Su-37 HPAA (UPDATED)
https://arch-img.b4k.dev/vg/1689886388061.jpg or https://imgur.com/0bcL6Ga
I'm finally done with my Su-37 build for AC7 MP. Here are the parts:
Acceleration lv2
Acceleration/max speed lv2
Pitch lv3
SupMan lv2
Gun damage lv1Airbrake lv1 (Update!)
SPW damage lv2
SPW speed lv2
SPW homing lv2As with most Su-37 builds, this one excels at punishing sloppy play from nuggets. You'll only need one or two good shots (or machine gun bursts) to shoot down whoever you're targeting.
UPDATE:
One shot, one kill
Contrary to many other HPAA builds, I use SPW damage instead of SPW reload to counter lv2 armor shenanigans while still using one missile. You might have to wait longer for a window, but if the missile hits, your opponent will die no matter what.
Max speed and acceleration and accelereation lv2 fixes one of the 37's biggest flaws and turns it into a great energy fighter, which makes the build viable even if you don't know how to PSM.
Airbrake lv1 might not seem like much, but it gave me the edge I needed to counter Typhoonanon's excellent Typhoon build.
2400 Rafale M HCAA
https://arch-img.b4k.dev/vg/1675558829806.png or https://imgur.com/0DmPZBO
Never stalls, always ready to fire. ECU Software Update is the important part. Lower Stall speed means you can maintain high-G with a tight radius turns longer than opponents. Vulnerable at high speed since ECU also reduces deceleration in high-G turns. Ideal for aggressive close-range fights at low speeds, exactly what the Rafale excels at. Especially useful in a 1v1 or prolonged turn-rate fights and against PSM users, all low-speed situations.
2400 Typhoon HCAA (can also be applied to Rafales and F-15Js)
https://arch-img.b4k.dev/vg/1724854779532.png or https://imgur.com/a/ZZw0qAU
An attempt to counter meta and PSM users. It's meant to catch the enemy by surprise, or buy you time to reposition and try again. You'll only use HCAAs and your gun to kill people, but you can fire standard missiles to increase the pressure on the opponent and increase the probability of mistakes on his part.
SupMan 2 and Flaps 3 are essential in any build. Blisk 2 increases acceleration, especially at low speed. Airbrakes 2 and ECU 1 increase deceleration and stability, especially when high-Ging, to minimise turn radius and thus give you a bit of a positional advantage even against opponents with a better turn rate. Homing and Damage are obligatory on any missile, and make HCAAs especially vicious. Multiple-target threat level detection will ensure you'll get the first shot off in any head-on engagement.
This build requires you to be both extremely aggressive (on the merge and subsequent turns) and aware of both your speed (to avoid stalling) and enemy positioning. Head-on attacks are your best friends against almost anything, only QAAMs are better in that role (and you're a buddy, you don't use QAAMs). Fire your missiles at the edge of the lock-on cone unless you're close enough to see up the enemy's engines (thus only if you're behind him).
2550 Su-35S 6AAM
Posting my general pub build for the Su-35S before taking a nap. It's funny how I used to get scared whenever CIC-ranked players use these. Avoid firing blindly at fur balls since 6AAMs are your only viable weapon.
Blisk for PSM stability and Lv1 Ailerons for additional responsiveness. I prefer putting High-Energy Propellant to give 6AAMs significant chasing capability against DarkStars and MiG-31s. Otherwise, I use Sp.W lock-on speed for 1v1 PSM duels. Takeoff Weight Augmentation is a decent option, too.
2620 MiG-35D 6AAM
https://arch-img.b4k.dev/vg/1719356408828.jpg
And here's my MiG-35D build before I go to bed.
Acceleration lv2
Acceleration/max speed lv2
Pitch lv3
SupMan lv2
Airbrake lv1
SPW damage lv2
SPW speed lv2
SPW homing lv2Yes, this is just my Su-37 build again.
Thanks to 6AAM though, it becomes quite versatile, since they can be used at both close and mid-range. This means you can seamlessly switch from boom and zoom to dogfighting and vice-versa.
Keep an eye on your ammo though, you have just barely enough missiles for a single match.
2630 F-15 S/MTD HPAA
https://arch-img.b4k.dev/vg/1659824808498.jpg or https://imgur.com/deG7YD7
here's what i'm using. my choice for Cutting-Edge Large Flap is to tighten my turn radius more [---Editor's note: We realised it didn't work that way! Use another part instead!---]. combined with airbrakes, i can actually keep up with most Rafale's in this thing -- it's insane
2670 YF-23 HVAA
https://arch-img.b4k.dev/vg/1719354952198.jpg
So I came up with a YF-23 build for Unlimited rooms.
Max speed and acceleration Lv2
Max speed Lv2
Pitch Lv3
SupMan Lv1
Stealth Lv2
SPW Damage Lv2
SPW Lock-On Range Lv2
SPW Homing Lv2A fairly basic build, but it works well most of the time.
Stealth Lv2 is mandatory here, especially since the YF-23 already has a high innate stealth stat. With it, you're practically invisible... Until the lobby starts paying attention to the guy sniping them. It also has the benefit of keeping surprisingly persistent Typhoons off your tail for a while.
Which is where Pitch and SupMan come in. They make evading missiles much easier. If, in theory, your opponent uses an especially shitty build, you can even dogfight with it!
The rest is bog-standard. Lock-On Range lets you attack from further away, and Homing and Damage are mandatory on any missile build.
Not recommended in practice.
- Credits
Many thanks to OriGinS, Ali, Nathan, and Trinity for helping with the PSM section.