vs. Ace Combat 7: Skies Unknown

New Mechanics

Wings of Theve keeps the arcade-style dogfighting the series is known for, but layers in several mechanical changes worth knowing before launch — especially if you're coming back after Skies Unknown.

No more weak-point-only damage

Unlike previous entries, hostile aircraft can now take damage anywhere they're hit — you no longer need to target specific weak points to bring a plane down. Large enemies still have distinct damage zones, but even their unmarked parts can now be damaged, a first for the series.

Debris damage system

A new physics layer means wreckage from a downed aircraft can collide with and damage other nearby enemies. Chain kills near tight enemy formations become a real tactical option instead of just a visual flourish.

Dual special weapons

For the first time, you can carry two Special Weapons into a sortie instead of one. Loadout planning before each mission becomes a bigger part of preparation — expect this to be one of the most-searched mechanics once players start theorycrafting builds.

Wingman Command, refined

The Wingman Command system returns with functionality similar to Ace Combat 5: The Unsung War, plus additional behavior options. Squadmates React to and issue new SP commands and are said to react more distinctly to different combat situations.

Aircraft customization & wear

Aircraft can now pick up dirt over the course of missions, which can be cleaned off between sorties. It's unconfirmed whether this affects performance — we'll update this the moment it's tested.

"Living Skies" — the Cloudly system

A proprietary cloud and weather rendering system drives dynamic, multi-layered cloudscapes and changing conditions mid-mission. Beyond visuals, radar remains useful but players can also track enemies visually via contrails, smoke, and reflections.