Revolution Ace
Hints and Tips:
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Submitted by: David K.
-= Fire at the correct target layer =-
Air Fire attacks aircraft and other airborne threats, while Ground Fire attacks
vehicles, ships, buildings, and facilities below. Watch both layers instead of
holding one action continuously. A harmless ground target is not worth ignoring an
aircraft that is already lining up a shot.
-= Build every loadout around coverage first =-
Carry at least one dependable air weapon and one dependable ground weapon. Use the
remaining slots for stronger damage, defense, or a specialist role. A loadout with
excellent air damage still fails when a required ground facility survives, and the
reverse is equally dangerous.
-= Place short-range weapons where they can connect =-
Weapon position on the ship affects where the attack originates. Put short-range or
narrow attacks in slots that align with the targets you expect to chase. Test a new
arrangement in Skirmish before entering a difficult Campaign stage with it.
-= Stop firing briefly to restore the shield =-
The blue shield bar regenerates after a short break from firing. When the screen
becomes too dense, release both fire actions, move through the safest gap, and let
the shield begin recovering. Resume fire after the immediate projectile wave passes
instead of losing armor for one more weak shot.
-= Treat armor as the last defensive reserve =-
Shield damage can be recovered during the stage, while lost armor is much harder to
replace. Upgrade both systems, but protect armor by creating shield recharge windows.
The wrench power-up repairs part of the armor and becomes score when armor is already
full.
-= Earn Scrap and XP from the same destruction route =-
Destroyed enemies and ground objects provide progression value. Clear buildings and
facilities when the threat level allows it, because some also hide power-ups. Do not
chase every object while aircraft are closing in; survival preserves the larger stage
reward.
-= Spend levels on a working ship before chasing specialization =-
Leveling unlocks weapon slots, weapons, and perk choices. Fill missing air, ground,
shield, or armor coverage before buying a narrow bonus. A specialist perk becomes
valuable only after the loadout contains enough matching weapons to benefit from it.
-= Use Regeneration Overflow as a safety perk =-
Regeneration Overflow protects the first hit received after the shield starts
recharging. It rewards the same pause already needed for shield recovery. Take it
early when survival is the problem, then add Extra Plating if armor still disappears
before the boss.
-= Match damage perks to the installed weapon family =-
Jack of All Trades improves every weapon and is the safest broad damage pick. Plasma
Expertise supports a plasma-heavy ship, Quick Loader supports bullet fire, and
Conservation of Energy restores shield energy after plasma kills. Do not spend on a
family that occupies only one minor slot.
-= Use slow weapons before the target reaches you =-
Bombs, mines, and other slow attacks work best when placed into an enemy's future
path. Fire them before the target reaches the center of the screen, then use a faster
weapon to finish survivors. Waiting until a boss is already over the ship removes the
spacing these weapons need.
-= Learn the boss pattern before maximizing damage =-
Bosses repeat recognizable movement and projectile sequences. Spend the first attempt
identifying safe lanes and shield-recharge windows rather than forcing constant fire.
Once the pattern is understood, use the downtime to place bombs or focus the weapon
family that reaches the weak position.
-= Use Skirmish as the loadout laboratory =-
Skirmish reuses unlocked stages and is useful for testing weapon placement, perk
combinations, and power-up behavior. Farm Scrap and XP only on a stage that can be
cleared reliably. A harder stage is inefficient when repeated deaths erase the extra
reward.
-= Use Campaign +1 only after the ship is ready =-
Completing the Campaign unlocks Campaign +1. Enter it with a stable air and ground
loadout, upgraded defense, and a perk plan that already cleared the final normal
stages. Treat the higher run as a build check, not as the place to test an unfinished
ship.
-= Use co-op roles instead of duplicating one ship =-
Local and online co-op expand the playable field, add enemies, and modify patterns.
Let one ship emphasize air control while the other carries stronger ground
destruction or defensive support. Stay close enough that both players can cover the
same dangerous lane when a pattern changes.
-= In Versus, defend while creating the disruption =-
Versus places both players on separate fields and allows hazards, additional enemies,
cloaking, and other effects to be sent across. Do not sacrifice your own survival to
trigger every disruption. Create pressure when your field is stable and the opponent
is already handling a dense wave.
-= Treat Battle Chains as an escalating recorded challenge =-
Battle Chains is an asynchronous form of Versus. Each participant plays against the
extras created by the previous turn, then adds new pressure for the next link. Build
a chain around survivable disruption rather than an early spike that prevents later
players from meaningfully continuing it.
-= Use the yellow plane power-up during a damage window =-
The yellow plane icon increases firing speed. Collect it before a boss opening or a
dense enemy wave, then keep both target layers under control. Increased fire rate
does not replace shield discipline when the screen becomes unsafe.
-= Use the reflector against projectile-heavy waves =-
The blue reflector icon returns enemy projectiles, and reflected shots cannot damage
the player. Move into a position that catches the largest incoming spread, but keep
avoiding collisions and nonprojectile hazards. The effect is strongest when the enemy
is already filling the screen.
-= Search ground facilities for hidden power-ups =-
Some power-ups always drop from particular enemies, while others are hidden inside
buildings and ground facilities. Bring a useful ground weapon and destroy optional
structures only when the air layer is controlled. Skirmish can expose later-stage
power-ups without replaying the full Campaign route.
-= Use Respec only after the early levels =-
The current build fixes an old Respec bug that could reduce the ship below level 1
and break progression. Respec still costs progression, so use it to repair a clearly
failed perk plan rather than changing the ship after every stage.
Secrets:
--------
-= Power-ups hidden in structures =-
Buildings and other ground facilities can contain power-ups that do not come from
ordinary enemy drops. Clear the nearby air threat first, then sweep the structures
with Ground Fire before leaving the section.
-= Versus-only disruption power-ups =-
The red firing-speed, minefield, and cloaking icons belong to Versus. They affect the
opponent's field rather than directly improving the collecting ship. Trigger them
while the opponent is already under pressure for the largest practical effect.
-= Respec safety repair =-
Build 4309447 prevents Respec from being used early enough to reduce the ship below
level 1. Older descriptions of that progression-breaking behavior no longer apply to
the current public build.
Solutions:
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-= Loadout test procedure =-
1. Equip one reliable Air Fire weapon and one reliable Ground Fire weapon.
2. Add shield or armor support before filling the remaining damage slots.
3. Open an unlocked Skirmish stage with both air and ground targets.
4. Check whether every installed weapon reaches the intended target lane.
5. Replace a weapon that stays idle or duplicates a role the ship already covers.
6. Repeat the same stage once more before spending additional Scrap.
-= Compact route - First Campaign clear =-
1. Keep the basic machine guns and air-to-ground missiles until replacements work.
2. Buy the first missing weapon slot before specializing in one damage family.
3. Upgrade shield and armor whenever survival, not damage, ends the stage.
4. Use Skirmish to test Wave Beams, Ion Cannons, or a new placement.
5. Take Regeneration Overflow or Extra Plating when bosses reach the armor bar.
6. Clear optional buildings only after the aircraft layer is controlled.
7. Enter the final stages with both target layers and a recharge plan covered.
-= Compact route - Shield survival =-
1. Identify a low-density section of the current projectile pattern.
2. Release Air Fire and Ground Fire before entering that gap.
3. Move without shooting until the blue shield bar starts recovering.
4. Collect a wrench icon when armor is damaged and the route is safe.
5. Resume fire with the weapon that removes the nearest immediate threat.
6. Repeat the pause before armor takes another sustained projectile wave.
-= Compact route - Scrap and XP farming =-
1. Choose an unlocked Skirmish stage that can be cleared without frequent deaths.
2. Equip Ground Fire strong enough to destroy optional buildings and facilities.
3. Clear the aircraft protecting each structure before moving over it.
4. Collect the dollar icon when it appears to improve destruction rewards.
5. Finish the stage instead of extending a dangerous object hunt near the boss.
6. Spend the reward on a missing slot, defense upgrade, or matching perk family.
Unlockables:
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* Campaign +1 - Complete the normal Campaign once.
* Weapon slots and perks - Gain levels by earning XP and continue normal progression.
Reference:
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-= Modes =-
* Campaign - main stage progression with XP, Scrap, and equipment growth.
* Campaign +1 - harder post-clear campaign progression.
* Skirmish - replays unlocked stages for testing and farming.
* Versus - side-by-side fields with disruptions sent to the opponent.
* Battle Chains - asynchronous Versus built from recorded challenge links.
* Local Co-op - expanded field with more enemies and modified patterns.
* Online Co-op - networked two-player form of the expanded co-op stages.
-= Verified weapon examples =-
* Basic Machine Guns - starting air weapon.
* Air-to-Ground Missiles - starting ground weapon.
* Wave Beams - unlockable energy weapon.
* Ion Cannons - unlockable energy weapon.
* Wave Blaster - plasma-family weapon used with Plasma Expertise.
* Pulse Cannon - plasma-family weapon used with Plasma Expertise.
* Plasma Bomb Elite - slow heavy ground attack.
-= Selected perks =-
* Regeneration Overflow - protects the first hit after shield regeneration starts.
* Extra Plating - increases armor.
* Jack of All Trades - increases damage for every weapon family.
* Plasma Expertise - increases plasma-family damage.
* Quick Loader - increases bullet firing speed.
* Conservation of Energy - restores shield energy after plasma kills.
-= Power-up icons =-
* Yellow plane icon - increases firing speed.
* Dollar icon - increases Scrap or points from destroyed objects.
* Wrench icon - restores part of the armor or awards score at full armor.
* Snowflake icon - freezes air units entering its sphere.
* Blue plane icon - creates a mirrored copy that fires with the ship.
* Blue burst icon - destroys several random enemies.
* Blue reflector icon - reflects enemy projectiles without self-damage.
* Red fire icon - increases enemy firing speed on the opponent's field.
* Red mine icon - creates a minefield on the opponent's side.
* Orange cloak icon - cloaks enemy ships on the opponent's field.
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