====General Info==== The AC2 Any% run is mostly about routing and patience. There are no glitches or gimmicks to exploit, and only a few levels are execution heavy. It comes down to figuring out which tools will get the jobs done quickest and minimizing menu time. ====Weapon Choices==== Missile Launching Arms - These are great for the Attack the Research Team mission because there are a lot of mobile enemies and the rockets can take most of them down with one lock on. These are also particularly nice because they have extremely quick lock times that is independent of your FCS so I could keep the stock FCS and not be affected. Non-Locking Back-mount Rockets - These are mainly used to destroy terrain and other non-hostile targets. They are powerful with a high rate of fire. Non-locking is beneficial because it's easier to take out panels and barrier posts if the weapon doesn't lock on and fire at an enemy that's standing nearby the target. Dual Grenade Arms - These things are super powerful and can take down most any enemy quickly. Only downside is it's difficult to hit mobile targets. I would like to get more stable equipment to reduce stun-locking but the time required to raise the funds to get that luxury equipment costs more time than it would save. ====Mission Notes==== The only missions I complete in this run are missions that are absolutely required to beat the game. New missions appear over time based on how many missions you've attempted (not won). That's why I abort many missions, to quickly get to the later missions that I have to complete. When choosing which mission in the list to abort, I always go to the one that can be aborted the quickest because it has a short or no opening cutscene. Of other note: getting the money for, buying, and equipping a better generator and boosters is not worth the time saved from having a faster booster, so I stay with stock equipment. Attack the Research Team - This level went EXTREMELY well. Couple things I found out: there is a set number of enemy flying MTs; however, there is one ground MT and if you kill it, another will keep spawning until you take out the starting enemy AC. Therefore, it's quickest to destroy the enemy AC before the ground MT. Also, Strung will typically always spawn behind you unless your back is up against the outer "leaving area" barrier then he'll spawn on the other side of the map. Stop the Surface Weapon - This mission was unfortunate. My nade arms kept locking onto targets on the other side of the surface weapons, instead of the side I was facing, which made a lot of my shots hit harmlessly on the side of the surface weapon. This wasted ammo, time, and caused me to get stun-locked by the machine guns when they should've been destroyed quickly. Lost about 15 seconds on this one. Investigate Murakumo Dome - It looks like I may have lost time from missed shots but I didn't lose any time at all. As long as you destroy the enemy ACs and open the door before the "unable to recover your AC..." message completes then you're good because the mission just won't end until after that message comes and goes. Eliminate Leos Klein - Overboost through floating mines so they won't push you around. I lost about 15 seconds on Leos Klein robot over the fastest I've ever beaten him because I got stun-locked on his shots and lost him for a bit. That fight could go way worse than it did though so I'll accept it. Infiltrate STAI Battleship - Don't really have to do anything in the beginning but wait for the hatch to open so I just destroy stuff for fun. The hatch will open either on the North or South side opposite of which half you are on, so you can't wait right by it to open. Battles on the inside went very well. Quick kills. Phobos - Lost a couple seconds by missing one barrier post and lost a few seconds with three missed shots on the final boss, but overall it was very well done. GG!