This page is a collection of fine materials and techniques those are not written in the lectures. From local minor tricks to practical major technologies, let's be adding more techniques that come up with.

Rotation speed of during rotational movement

“Rotation speed is reduced while turn on the Auto-Rotate Targ, when you start to move in after one or more frames.”
(It is displayed as "Forward + Clockwise" and the like in information)

By performing Halt rotate chip after one or more frames from that state, It is possible to perform the rotational movement while maintaining the rotating speed of the original (Display becomes "Forward", etc.), let us remember the case of performing rotational movement.

Incidentally, even when performing the rotational movement by Move chips and Rotate chips, rotation speed is reduced. Since there is no way to increase the rotation speed in this case, in the scene that can activate Auto-Rotate Targ., it would be better to use it as much as possible.

Conditions of rotation jump

You can perform the rotation jump when you executing Jump while rotating by Rotate chips. But…
“Rotation jump does not occur if it is moving and Auto-Rotate Targ. is on.”
When you perform the rotation jump, Halt moving or turn off the Auto-Rotate Targ. is necessary.

Examples that conditions of rotation jump occur and do not occur are shown in the link.

Note that there is a need to use the Rotate chip since rotation jump does not occur in the jump and Auto-Rotate. It is noted also that you cannot perform rotation jump if you execute Rotate during jump.
If you do not design the program consciously, you cannot perform the rotation jump accurately. It is good to remember when you are designing legged OKEs.

Rotation jump utilizing Auto-Rotate Targ.

Rotation jump does not occur if Auto-Rotate Targ. is on. But in a state in which it is displayed as "Forward + Clockwise" and the like since Auto-Rotate Targ is on, it is possible to perform the rotation jump if you execute in the order of turn off Auto-Rotate Targ. → Jump.

For example, rotation jump occurs without use of Rotate chip when you programmed in this way.

Although it should be noted that the rotational speed becomes slow as previously described and fine adjustment does not work on the angle of rotation of jumping as described below, if you incorporate well, it is possible to implement a rotation jump with a small number of chips.

The behavior of the rotation jump

Depending on the angle of rotation that is specified before the jump, turning angle of the rotation jump is determined in one of several stages of the angle prescribed. (Two-stage seems to many, but not yet examined on all models)
It is necessary to note that even if you specify the angle finely such as 60 degrees or 30 degrees, it is rotated at an angle prescribed in each body. However, if it was not rotated to the specified angle until the landing from a jump, the rotation is performed during the landing motion.

Although the jump handled as normal if you execute Halt rotation after one or more frames of rotation jump, it rotate to the same angle as the rotation jump since rotational inertia is not canceled.
Rotation jump consumes more fuel than a normal jump. Fuel efficiency is improved if you execute Halt rotation during rotation jump because fuel consumption also becomes the same as the normal jump.

Offset move

The move method of approaching the opponent while avoiding bullets by keep moving forward while capturing opponent diagonally forward. The technique is mainly used in vehicle type, but it is easy to leverage this in flying types or bodies perform melee.

The easy way to perform the offset movement is, to set the direction of Auto-Rotate Targ. slightly diagonal than the right in front and just move (mainly forward).
The case of moving forward, approaching an opponent sooner and easier to fire as orientation closer to the front but easier to be struck, it tends to be unlikely to be struck as orientation farther to the front but more difficult to fire and harder to approach the opponent.
Tractable orientation is 10 ~ 30 deg. approximately, but it is preferable to adjust to such as proper distance and moving speed of the bodies to be used.

Simplified focused lock-on

Place friendly OKEs in tandem, lock on giving priority to opponent of front when the battle start, then it becomes the state that all the friendly is locking on the same opponent.
On account of the formation, the head is likely to be exposed to crossfire and tends to interfere with the line of fire of the friendly.
It is a valid technique when it is desired to realize focused lock-on with a small number of chips.

About the turning when firing

In a state of locking on the target, when performing the firing using the chips of Shoot Reticle, Firing Direction, or Select and Fire, phenomenon that the body is turning to firing direction occurs in some bodies and throwing of grenades.
Bodies that occur are as follows. (The armaments that occur are in parentheses)

Negroni (Weapon 1)
Eggnog (Weapon 2)
Norlander (Weapon 1)
Moonlight (Weapon 2)
Gravestone (Weapon 1 and 2)
Fried (All weapons)
Priest (All weapons)
Mockingbird (All weapons)

Bodies that the turning occurs in all weapons have narrow angle of fire. But because the turning occurs, hit can be expected when you perform the firing under conditions of wider angle of fire than its own.
On the other hand, if you do not want to capture the front opponents such as orbiting near the wall, it is necessary to avoid occurring turning by using Firing Direction chip to fire in front.

In the case of two-legged bodies, since to be able to capture the opponent in front of them even in the middle of a jump, it would be better to make active use.

Elevation defect of gun type arms

When gun type arms are fired toward depression and elevation angle of more than 63 degrees (straight up or down), bullets are fired to unnatural angle different from the direction of the arms.
Therefore, gun type arms are not possible to aim the depression and elevation angle more than 63 degrees.
However, only beam guns can be fired at the same elevation as they appear.
When the shotgun shell was shot just below or just above, since the angle is limited to 63 degrees to each bullet, it scatters significantly. Submunitions of explosives and rockets are also limited to an angle of 63 degrees.

Depression or elevation is different for each OKE. Not a few OKEs can be moved their gun barrel up to near 90 degrees but because of this phenomenon, called the elevation defect, cannot be shooting straight up or down when you use the arms except beam guns.
For this specification, beam guns have advantageous performance of air-to-ground and ground-to-air among the gun type arms.

Control of the surface-to-air lock-on by toroidal range designation

Since many of ground types have limited elevation angle, it is very difficult to score a hit by the main armament on the flying opponents which are located just above.

It is possible to specify a toroidal range, such as 50m ~ 800m to various determinations such as lock-on in EXA.

By using this feature, it becomes possible to lock on another opponent while ignoring the flying types which are too close to attack. It will be a particularly important technique when using OKEs affected by the elevation defect.

Decrease in the stability when they're struck

OKEs become enormous stumble state when subjected to high damage (overturning motion occurs).
Stability decreases significantly during overturning. Even when they're shot by beam gun at an additional, overturning motion continues. If it is able to continue to hit the opponents in that state, it's possible to keep overturning the opponents, put them to destruction eventually.
In the case of OKEs that overturn opponents easily (such as equipping canon, approaching to place mines, be good at melee), additional attack operation when the opponents struck may be decisive factor of victory.

Shooting during overturning

Although it is not possible to take most of the actions during overturning, shooting spree can be executed.You can deal with mines near or missiles of additional attack by Sonic Blaster and can interfere with the pursuit of the opponents by spraying mines or missiles

Attack on the ground types using anti-aircraft aerial mines

Anti-aircraft aerial mine can be made to hit even on the ground types if fired at close range because the contact detection begins immediately after it is fired. (To hit the Kraken to ground type opponent that is performing charge is known as an effective tactic to counter the charge)
Similarly, to hit the land mine on flying types is also not impossible. But this is not practical.

Attack on the flying types using anti-ground aerial mines

Anti-ground aerial mines have characteristics that they are hovering above 60 m raised from fired altitude. Therefore, when firing the anti-ground mines to a high altitude by a flying type or Special Move of Tripod, they can be reacted and attack to flying types fighting in 100m altitude.

Forced termination of combat by out of fuel

When the predetermined time has elapsed in a state that all surviving OKEs become incapacitated by out of fuel, the battle is terminated and the determination of win or loss is made by the Remaining OKEs or Durability Left % at that time.
Needs attention that the battle is terminated even though can be re-act since it is equipped with Regeneration Armor.

Option lasts as long as energy endures

For options involving the consumption of energy for use, if the energy of the body becomes empty while option is activated, its use is interrupted. Options that can be performed without consuming the energy such as Self-Repair System and Self-Destruction System will not be interrupted.

Stop firing during special moves involving firing

If you execute Halt fire during special moves involving firing, it is possible to interrupt the firing and remain only motion of special moves. However, even though it continues to stop the firing, only one shot is fired. (There is a possible case to cancel first shot if you execute firing in advance and then perform special move in reload time)

Flying OKEs resisting high gravity

Flying type will crash immediately after the battle starts at High-Gravity Facility, but it is possible to avoid crashing in a state sticking to the ground by continuing to cancel some operations such as special moves.
Note: 1st high-gravity flight tournament