Strike Suit Infinity

Strike Suit Infinity

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Achievement Guide
By telos
This concise guide covers requirements and strategies for unlocking all the achievements in Strike Suit Infinity.
   
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Introduction
This is a guide for anyone seeking all the achievements. Most of them are fairly easy and reasonable, but do note it appears that if you use the "Continue" function in the game that they will not unlock in addition to not posting a score. I experienced this firsthand trying for admiral, yup. That means you need to do long ones in one sitting unfortunately.

GENERAL TIPS FOR CREDIT RELATED ACHIEVEMENTS:
The easiest way to save up massive amounts of cash is to use the Marauder with fighter support only. Only ONE fighter needs to live in the squad to give you the ally survival bonus (50% of your credits back for a net loss of 3000 if every squad has a surviving member) and if you upgrade them they generally do not have any problems living unlike overpriced capital ships except against the cheeselord enemies like missile interceptors and kamikaze drones. Still try and kill any flak turrets and missile turrets you see on ships though. The Marauder has enough punch to take out anything the fighters can't and tears up capital ships real good. Kill enough of them and you'll have no problem getting Admiral or anything else cash related.

The achievements are listed in alphabetical order.
ADMIRAL
Unlock Requirements: Max out all reinforcement options (Note: This includes the ranks as well)

This is the hardest achievement, definitely. You need 123,000 credits in the bank in order to do this and it will take a decent amount of skill to amass that much even if you opt to use support. Oh, and you have to do this all in one sitting which is really lame. The game isn't too stable either so if you crash, well...

Like the other upgrade achievements you need to play a round before this counts. I did this one by using the Marauder, you'd have to be pretty good to pull it off with any other suit honestly. The loadout I used for most of it was small plasma, railgun, and rocket pods. Swarm missiles would be a good idea too if you're looking for an easy way to take out fighters which is what the Marauder's real weakness is. Don't buy support at all until you really need it, then only buy fighters ever. Interceptors are nice but very fragile, and you don't really need bombers. Make sure you destroy every capital ship you can and every shuttle/freighter you can (freighters will give you 1000 credits if you have everything unlocked already).

Look at all those torpedos!

I've heard if you don't buy anything at all you can get it by wave 10, but that involves killing the carrier in 9 and every capital ship up to that point. But if you're not able to do that and the fighters start to get seriously annoying, buying upgraded fighters is worth every penny as they'll allow you to focus solely on the capital ships. If you fully upgrade your fighters and buy a whole bunch every round after the first few at worst you should get to the amount by wave 15. And hopefully you do get it before 15 because that's when Black Fleet things start spawning and they shred fighters really good. It should be achievable much earlier than that though, just find a balance in the fighters you need and the AI level.
BATTLESHIP DOWN
Unlock Requirement: Destroy a cruiser

The first cruiser appears in Round 6. Cruisers are much tougher than frigates and I feel some of their weak points are a real pain to hit. Further they'll tear up any support capital ships you have with beam cannons. If you want to use capital support you should destroy the beam cannons first (there are three of them, they have the triangle shape with the line), followed by the plasma cannons (the triple line turrets). If you destroy those a battleship cannot harm your capital ship. If you're not using bombers though, you should focus instead on the flak turrets (five dots) and any missile turrets (X with a box in the middle) and then whale on weak points. Alternatively if you're in the Marauder and not in a nebula you can just pour any flux you get into launching torpedos at the hull and take it on solo. Destroy turrets for flux.
CIRCUS TRICKS
Unlock Requirement: Destroy 7 enemies with the Strike Suits circus missiles in one barrage!

This is a Strike Suit-only achievement. The Strike Suit missile barrage has the ability to lock onto more than one target, which is explained in Strike Suit Zero for that bit when you first get it and have to kill torpedos (I REALLY do not recommend actually doing this). All you have to do is hold down the missile button and sweep across enemies. Each click is one missile locking on, you can lock on up to forty of them at once. Interceptors take two missiles, fighters take three or four, and heavy fighters take 5+. Note that elites are tougher so it will take more on them. Interceptors/fighters in a bonus round would be the best location to do this as multi-lock on is quite flux draining and I do not really recommend it outside bonus round.
ELITE PILOTS
Unlock Requirement: Max out pilot upgrades

In order to unlock this achievement you must max pilot rank and then play through a whole mission. There are two options here. You can start at a very high level wave (17 or 18 starts you with 50,000+ credits or so, enough to unlock it AND Monopoly) and roll from there, or you can solo the first few waves without any support, and maybe start buying fighters once you get the 10,000 credit upgrade. Either way the cash involved is not nearly the amount you need for Admiral...
FLIGHT LEADER
Unlock Requirement: Max out all fighter craft for a round (Note: this includes rank)

Like elite pilots, you need to play through the round and will receive the achievement after. All you need to do is max all non-capital ship reinforcement types to receive this one. A high number with lots of starting credits is the simplest option. You only need 28,000 credits to do it. I had max pilot upgrades when I did it, in case that counts toward it too, but I don't think it does.
FRAG A FRIGATE
Unlock Requirement: Destroy a frigate

The first frigate appears in Round 3. Frigates also pose very little threat to the player aside from their missile launcher and flak turrets. Unless you're using the Marauder in a non-nebula level I recommend using the Rail Gun to hit all the weak points then just shoot it a little with rocket pods and your plasma gun. Or bring in bomber or higher support.
GO FORTH AND MULTIPLY
Unlock Requirement: Achieve a multiplier of x9

This is another rather simple one. The easiest way to build up your multiplier is to get a large combo. The easiest place to build up a large combo is a bonus round that spawns fighters. Select the Marauder, hold down auto-aim, fire the main gun and dodge. You'll usually get around a 55x combo (which increases your multiplier by 200 or 300) It's that simple. It's pretty easy to do with any of the strike suits too without really trying.
GOING SOLO
Unlock Requirement: Fly alone for 4 rounds

This one isn't too bad. The first wave doesn't count obviously, since it has free interceptors, so start at wave 2. I recommend using the Strike Suit for its superior dogfighting potential. If you use just enough missiles to kill fighters you can stay in strike mode indefinitely. Use autoaim in strike mode and target the closest ships (change priority if it's targetting some far away ship), and pick them off one by one, dodge as needed. You need 2 missiles for interceptors, 3-4 for fighters, 5 or so for heavy fighters, 15 for corvettes about. And you do not have to kill capital ships as they will fold out eventually.
GOING SOMEWHERE?
Unlock Requirement: Don’t let any capital ships escape for 10 rounds

Either this achievement is bugged or bonus rounds definitely count as I did this without actually trying. I know I would have had quite a time otherwise because I had serious problems killing the carrier in wave 9 when I first started. If bonus rounds count there's one after every even stage so you only need to get past wave 7. I'm fairly sure Transports (not sure about shuttles) count toward this as well. If you have trouble try just restarting the game (NOT continuing) the first few rounds over and over and see if it works. I would appreciate if someone could confirm this if they have trouble doing it in a streak. As far as strategy goes, I naturally recommend the anti-capital suit the Marauder for it.
INFINITE ARSENAL
Unlock Requirement: Unlock every single weapon, missile and player upgrade

This is really just a playtime achievement. Transports drop all of these things, and it doesn't matter what stage they're on either. So just keep killing transports until you have everything. The Rail Gun makes things much easier by the way, if you haven't read it like five times already!
KILL A WHALE
Unlock Requirement: Destroy a carrier

The first carrier appears in round 8, but it's also in a nebula. It's a real pain to kill and to date I still haven't been able to kill it without letting at least one frigate escape. Before you even try to kill that one I recommend you try and unlock the Rail Gun first. It makes it much easier to do. The weak points on a carrier are all fortunately fairly easy to hit due to how flat it is and that they don't seem to be able to turn their damaged side to you to try and keep you from hitting them. Basically anything that looks like a door is a weakpoint. If you hit them all and use a couple titans the round 8 carrier is doable. Otherwise you will have to wait for a later one where you can use the Marauder strategy of unloading all your flux into torpedos for its hull and destroying turrets for flux. And carriers have LOTS of turrets.

High level bonus rounds will also occasionally spawn a carrier. With infinite flux it's pretty easy to take them down there if you're having problems.
MONOPOLY
Unlock Requirement: Have 50,000 or more reinforcement credits in the bank

As with the other credit related achievements, you need to complete a round with 50,000 in order to unlock it. The higher level waves start you out with this much or nearly this much money. You can solo one of those, though that can be a bit difficult. I find it's easier just to solo from the start to pick up this much. Kill every capital ship you can, etc etc.
PACIFIST
Unlock Requirement: Complete an entire round without shooting

This achievement is REALLY easy which is why it baffles me that it has such a low unlock rate, 0.7% as of this writing. All you need to do is sit in a bonus round and run away for two minutes, since in bonus rounds even the fighters fold out at the end. That is literally it. I can't even imagine how difficult this would be in a real round though.
PRIVATEER
Unlock Requirement: Don't let any shuttles escape for 5 rounds

Exactly as it says. I think bonus rounds may count for this. If you're having trouble because you can't seem to peel yourself away from the battle I recommend the Marauder. Its gun can 2 shot them 4000m+
SUIT FREE ZONE
Unlock Requirement: Complete 3 rounds in a row without switching into Strike mode

The best suit choice for this one is the Raptor for its superior speed. This one is kind of annoying but fortunately the first few missions are very doable in pursuit mode only. Start at round 1 and pick an anti-fighter loadout. Mark 2 missiles (or swarm missiles if you have them unlocked), either machine gun, and light plasma is an excellent choice for a loadout. Other than that all you need to do is really survive. Again you do not need to kill any capital ships, as they'll escape and fold out eventually.
SHUTTLE CROCK
Unlock Requirement: Destroy a shuttle

This is a very simple and straightforward achievement to get. You must kill one of the shuttles that warps in when Control 2.0 states an enemy transport has folded in. Shuttles are the short ones that only give you credits and can afterburner away. They're a little annoying, to catch, but this is a pretty trivial one. Just select "Transport" for targeting priority and point yourself at them before they get away.
24 Comments
Let246AR 22 Oct, 2024 @ 3:58am 
i do 2 times the admiral and don't give me the achievement
EXSEEN 3 Oct, 2016 @ 12:14am 
game keeps ending sometimes if i die in a bonus round, is there a way to fix this? since the game even says dieing wont end my match.
SecretAgentKiiN 特务健 9 Jul, 2016 @ 12:25am 
can u write a bit more detail?
Chane 26 Jan, 2016 @ 11:57am 
This is a really fine guide!
Thanks so much!
Azuki 16 Sep, 2015 @ 3:04pm 
Definitely 1 sitting. I got it now. Third time's the charm I guess. This time I played in windowed mode and didn't die on the bonus rounds.
telos  [author] 15 Sep, 2015 @ 11:48pm 
Did you do so in one sitting or did you use "continue"?
Azuki 15 Sep, 2015 @ 9:26pm 
Not sure what I'm doing wrong here but I've maxed out pilot upgrades and all reinforcements on round 13 after starting from round 1 and Admiral will not pop. I've done it with both Marauder and Raptor. I even cleared the whole round and started the next one and nothing :(
Poofer 13 Feb, 2014 @ 5:37pm 
round 9 was a tough one, but i managed to solo it. just barely, after that, you need full fighters + interceptors to keep all the fodder off of you every round, it just delays you one or 2 rounds, and i only upped them to lvl 3.
telos  [author] 13 Feb, 2014 @ 5:28pm 
It's been awhile but pretty sure I promoted them all the way up as fast as I could. For me their whole point was just to distract fire because the later waves get very hairy, and at the higher levels they do _much_ better at it than the low ones at that job certainly. It's still an issue with mines and kamikazes but can't really be helped. Rather than give a round (esp. since the game has certainly been patched) where you should get them I'd say when you can no longer handle the sometimes absurd amount of stuff on your tail. I tried to put it off as long as possible but I don't think I got all the way up before buying my first wing.

The nice thing about not bring capital ships is that you don't have to worry about half the guns on enemy capital ships. You can kill their flak, missile turrets and anything else that might kill your fighters to incap them relatively quickly.

Nymphetaminne 12 Feb, 2014 @ 2:23am 
Thank you for your time T-elos. I know it's not easy to make a guide like this, and I want to apologise for my "relative unfriendly feedback" earlier, the game might have been patched indeed.

Poofer, pilot upgrades, once you purchase them, are permanent so it's not a waste to purchase them for the fighters as soon as you need them, is that right?