#Earth Defense Force
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also told the non-air raider "Wait for the air strikes to land." through the reply system to tell them to be patient and let the leviathans destroy the anchors before they get a chance to spew hell at us
it's an astoundingly in-depth system and because they're built-in replies with their own voicelines, they're automatically translated between members
handy
as clunky as that system is..... well.... as you have shown
when information needs to be communicated
people get CREATIVE
me and my friends originally did this mission as 2 WD and me as the AR, but honestly way less clean than just doing it with leviathans
i'm not sure why i opted to use bulge laser instead of just using tempests, honestly. the pylons are all small and only take 26k to kill
on online scaling they took 26k damage, which is still almost half of my tempest A2 way below current level range
took me until my 5th attempt at playing fencer to give blood storms a try, cause they weren't great before. things are nasty in 6
they are..... astounding
yeah
6..... 6 has been very interesting balance wise
many things that were don't use this, what's wrong with you? are now at "why's this thing outperforming the ace weapons of the previous game?"
just the pocket roombas alone
so much more devastating than they should be.
and now a bunch of the old great weapons have become "why would I ever use you? you suck."
and its
been..... trying on my patience.
rip ravens
on the other hand, welcome drones. tiny "we're good once we get home" bombing runs? yes please.
drones have been amazing but
my turrets
I held of ARMIES by dropping down a guard post and 7 turrets
I was a turret raider too, gurm. it hurts so bad
me and my babies vs existence
ah. sorry.
there werent many of us.
at least it didnt feel like there were.
alas, I only really played 5 with my close friends from college.
alas, I only played 5 solo after terrible online experiences.
no wait thats not true
I played with para a few times
I learned manually about solo online in 5. still played turret raider.
Turret Raider did WORK
sure
we lacked the flashiness of the bombs
or the raw DPS of the miniguns
but, we had turrets
and we held the line
we also lacked the sheer nightmare that was G&Ms. things were horrifying with macro scripts.
but yes, for every other soldier out there, we were safety.
also the party bus, but someone had to go pick up the melee fencer who mistimed a dodge.
not to mention it's sheer speed. thing's a beast under the hood.
1st one or the higher level variants?
amusingly, it was the first model.
yeah the first one is surprisingly competent for its band
dissolves the time frogs.
anomalously the higher level ones have half the submunitions and their accuracy isn't really enough to properly hit even big enemies
at least they made fencer's arcanes fairly competent
until you get to the GA iteration, which does less damage than the previous one and you need to wait another iteration for a higher damage one
i love the game to pieces, but some of the weapon tuning is whack
it's always a little jarring swapping between online and offline scaling
at minimum you're slogging through 2x enemy hp and damage so imo even the handling of classes like WD or Fenfer change
fencer less so, but basically any explosive weapon dips dramatically in usefulness if it didn't already clear chaff HP by huge amounts
androids in particular are an extreme example in how tanky they become
...I really cannot help but judge the loadouts of certain fencer players
the double missle loadouts in particular, but it's a general thing sometimes
Ima need..... some more infoooooo????
fencer's the Weird, Advanced Class, unsurprisingly. but he's one of the best two classes for frontlining and doing mobile stuff
sorry, ingame at the moment
nono take your time
Im just not quite sure what your issue is beyond "new player picks the absurdly hard class"
typically when another class picks an "unoptimal" build it's usually pretty innocuous, but i guess i find it particularly irritating when i know fencer's roles and how badly it can be screwed up
especially with friendly fire from missiles
with other classes it's usually hard to "screw up" a loadout, but since fencer's tech is pretty reliant on weapon choice and loadouts, the bad ones stick out really strongly
yeah
I mean
I can very easily screw up ranger but thats only because I know exactly what is terrible and awful.
a lot of rookie fencers seem to pidgeonhole themselves into glacial loadouts with boost jumps as their sole mobility, and a fencer sniping usually means the aggro is on other teammates that can't as easily manage that aggro
just play melee fencer
melee fencer is absolutely viable
and not a joke
mhym
yup
half of fencer's dps is in his melees
.......
but its so bad
you die so fast
what am I not supposed to play fencer with shields and miniguns face tanking the universe before gunning it down with excessive force?
you really have not seen an ounce of fencer gameplay
oh okay Piercers yeah
sorry when I think of melee I think of the swords and axes and hammers
not the piercers
because the piercers feel more rangey
the strikers are niche most of the time
the piercers are basically the backbone of most fencer mobility and his mobility tech
dashboosting is like his largest mobility option in 5 and 6
oooorrrr I could grab this flachette mortar and hold right click and then hold shift and.... wait this isn't 4.1
yes. it isn't 4.1 anymore.
fencer is perfectly fine spamming dash cells in 5 and 6, but him being able to dashboost is a fundamental part of being good at him
it's also part of how he stays alive, considering that dashboosting is capable of outrunning a majority of enemies
outside of the force blades/axes and dynamo blades though, his strikers are pretty awful
they got a middling rework that didn't really fix them in 6
in contrast the spine driver got an inexplicable 1.5x damage buff despite already being good
good times
but i think generally my peeve with mildly inept fencers is that i always feel like they could be doing more
if you're sitting back as fencer and you're not solo it means that someone else is taking aggro
and i've had a couple bad experiences with fencers just incapable of defending themselves or spamming missiles without doing much else while i play a class like air raider
fair enough
I just like bein a dude with a gun.
it takes a lot of the guesswork out of situations
・Fixed an issue with the Ranger vehicle “Free Bike,” where contact damage would occur with objects when not in the vehicle. ・Reduced load times by increasing read speeds. ・Fixed an issue with the Air Raider vehicle “Combat Wagon,” included in the Additional Mission Pack 2. The “Giga Launcher” can now be fired when using keyboard and mouse contro...
seems they've finally sent out an update to fix the AMD crashes and a couple vehicle bugs.
well thats nice
so my bikes will no longer explode by touching a curb slightly wrong?
no
ah.
they were never supposed to in 6.
never explode
my experience with self detonation disagrees.
the console versions apparently had no collision damage for them, but the PC version just had it again until now
huh
brilliant
wonderful
genius
how is that an issue with porting from CONSOLE. TO PC.
how does
I
bwuh

it should have exploded.
wha.
I.
EVERYTHING I KNOW IS A LIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
i find it funny how free bikes are technically 'buffed' on apocalypse maps like these because they aren't underground but still call in instantly
it's 'buffed' because the awful landscape means that you probably aren't going to be riding your bike at full-speed for longer than maybe 3 seconds
awesome
played some dlc1 hardest with a friend, hopped onto hardest singleplayer offline to do some random stuff while bored
suddenly my stereo audio is broken and i can't hear anything behind me (https://cdn.discordapp.com/attachments/970470958513152070/1338423066568560730/Earth_Defense_Force_6_2025.02.10_-_00.14.55.05.mp4)
i can technically fix this by forcing my audio to emulate a surround sound system, but this makes the rest of my audio sound tinny and i would really rather it just start working like it did for the last 350 hours of gameplay

fixed it. wasn't drivers or anything and instead some vague audio enhancement option that looks innocuous, but isn't
system -> sound -> output device -> properties in windows settings
been doing the dlcs on Hardest with a friend, primarily as air raider
clearing it significantly easier than when we tried on Hard
...... thats kinda funny
it's probably mostly because we know what we're doing
M7 Hive Breaker went a lot smoother with a tempest, sitting in the alcove of a building, and using an electroncopter
originally we did use tempest, but i elected to go with the much less reliable spritefall route
fair
dishonorable mention to online inferno androids
really the stuff of mild misery when i played last night with a team of squishy players and i was air raider
same base HP as a red ant with a fraction of the size and way harder to hit, impossible to effectively fight as AR without just using an electroncopter to consign a 50m radius to death
fencers who don't know what they're doing seem to be drawn towards the convertible jump boosters like moths to a flame
i basically never see them online unless it's someone who doesn't really look like they know what they're doing—like the guy who kept using arm hounds against red androids online
they literally had 25k hp and all the guy was doing was arm hound spamming them and ocassionally ragdolling me while i fought them
in general fencer's explosives (excluding heavy mortar and arm hound in specific scenarios) are way less useful online because they only just barely clear breakpoints offline
i seem to do a lot of complaining about fencers online
that's why i have a super WIP guide on fencers up on steam but i can't help every double-HAIL fencer when they want to aggro the entire map
Yeah... solo splosion man can sometimes work, but you really should be built for bullet hose or captain stabby.
between 5 and 6 i've become a lot more favorable towards hybrid builds rather than pure melee or double-gun
most times i use gallics or handcannons they're paired with a dash weapon, as the clunkiness of double-heavies makes swapping between sets rather miserable
I normally have a gallic and a ut-minigun, then the vibroblade and a spear if I'm building bullet hose
gallic/ut on one set and vibro/spear on the other?
I like using spear and shield.
i don't typically think about it, but mixing two different bullet based weapons is basically something i've never done since 4.1
particularly gatlings with any other gun weapon as you'll be dealing with differences in bullet speed, range, and animation conflicts while still being stuck with boosts-only on one hand
Ive tried it but.... it uhh..... is messy
i will say that i had a really great moment with shield fencer on M127, Assembly Point
online Hardest with three randoms
it's a pretty major difficulty spike both because of the new additions in Hardest and the fact that random teams are generally bad at picking off enemies without pissing them all off at once
which my teammates did indeed do, so i ended up kiting enemies with a dash/shield build until all the pink haze were dead and i could slowly chunk the cosmos to death and revive my teammates
it's incredibly funny that by their very nature, weapons like blasthole or spine driver ignore kruul/kraken shields for the most part
its great
stabby stabby
honestly I kinda wish we had two hander weapons
like just titanically oversized even for fencers that it takes up two slots.
iunno, him having two hand slots is kind of what makes him special
though the DLC weapons are pretty close to "oversized, rediculous superweapons"
featuring things like "spine driver, but more", "flashing spear, but more", "leviathan, but for solo play", and "what if we made the gallics fire a 3/6 burst of shells?"
I still miss the "blood storm, but it fires 20ish missiles" but my computer certainly doesn't.
really glad there's a couple unobtrusive mods to make DLC1 drops not completely terrible
i've been using a rebalance mod that makes the drops of the various enemies at least reasonable and supposedly capable of giving you the full suite of dlc1 weapons without forcing you to farm cosmonauts forever
oh hey apparently air raider's bomber drones can pass through shield bearers
literally nobody has mentioned this in anything i've seen, so i guess nobody's tried until now
in the case of his stupid strong strafer drones it can actually kill the bearers from the outside
the indicators for the strafer drones are still restricted to the outside of the shield, but strafers with long enough flight paths (and against shield bearers with small enough shields) are capable of hitting and killing them
his electron copter can still hit them through the shields though so it's not like AR was lacking in weapons to hit enemies inside shields
here's a video of it.
it's an inferno-grade weapon on a hardest shield bearer, but it gets the point across
oh. oh damn. spicy.
Dadgum
Praise me
for I bring gifts
!edf
STUPID BOT
well
there from NB
you can EDF again
thought maybe since it wasnt in the forum it might not see
try outside
Curses! This must be a new trick from checks notes the ravagers? Yeah sure that sounds about right.
I dare ask, does anyone still play 5 here?
I mean I have it installed, but I haven't opened it in about a month
I am usually looking to play the game, current moment included. Just let me know if you wish to
alas, I've got a thing currently. what difficulty, btw?
Didn't beat the game yet so can't go above Hard
I do have both mission packs though
I don't quite enjoy playing the later missions alone, so never really got to the end
ahh, I understand
I also have 4.1, never bothered to get 6
it has some nice changes here and there, but there's also a lot of nerfs for fan favourite weapons
I just simply didn't see enough of a difference to warrant the price
only real big difference is in air raider's gameplay loop. now its "waggle thumbs until drone returns from getting milk" instead of "shoot sticky bombs at ants until you've paid off your ammo loans"
effectively if you miss with the drone weapons, they take several minutes to get to your target beacon, do their thing, and then slowly hover back.
but if you hit their reload time is "I didn't hear no bell"
that's part of the problem. using aircraft, beacons, and space lasers? illegal on multiple levels, that just show up every once in a while. in groups of 4-7.
your "aircraft" are the drones, but the other two don't really... exist.
as someone who's played AR fairly extensively in 5 and 6 + trawling through DLC2 Hardest with a friend (level equivalent to inferno), i feel like you're playing it up a bit much
his old strikes (excluding bulge laser and missiles) got nerfed across the board with reload cost/time nerfs, yes
- for the airstrikes it doesn't really matter—you can't just call them willy nilly for the smallest things
- the gunships were impacted by the doubled reload times, and some of his weaker gunships are even worse, however none of their other stats were touched
his phoboses, km6 strikes, 120mms, miniguns all still hit as hard as they ever did, just with more finnicky uptimes
you don't need to bring drones all the time, only when you need the reliable self-defense of a gunship-drone or if you need a specialty that a drone does better.
obviously this is different when you can't use air support, but his machinegun strafers and electron copters are extremely powerful
I feel there's a mid-late game enemy ||flamethrower fish drones|| that is very "ha ha, you picked air raider, good luck hurting me" though. they're only vulnerable to damage while shooting at you.
yeah, that's one of my other complaints about drones outside of their low range and dubiously-useful types
air raider just doesn't really have a good answer for them because of his lack of good direct-fire weapons, particularly explosives
I do love how air raider basically gets an air tortoise, tho.
air raider is still my favorite, next to fencer
the primary answer to this enemy type as other classes is to knock them out with direct explosives/piercing weapons when they're all clumped up, but air raider's options for that are typically cumbersome or haphazard
I admit once I realised how lasers are meant to be used, wing diver became my #2 spot in an instant.
wd benefitted a lot from the partial reloads, yes
the mag blasters are an instant good all-rounder because of it
I also hadn't known at the time that reloading stops firing entirely
this is also important to know
there's several weapons where you think "ah, I've done my damage, now for 1 minute of wasted time, possibly hurting my allies" if you don't know of reload cancelling.
alas, fencer is still my #1 precious boy, because blood storm
range? yes. damage? yes volume? yes
fencer is my favorite for every reason excluding his missiles, though these complaints manifest primarily in online lobbies
for everything else, there's spear/anime sword
me? let's see... just playing normal at the moment, not looking forward to the high level weapon nerfs, but... 75-80? somewhere in there.
da ||feesh men||, they're so annoying
after all, a "you die if you stay here 2 seconds" field that can throw itself at you, animation canceling said field and giving no tells that just won't die? evil.
also the field lasts about 40 seconds.
i wouldn't say that long, but
||scylla|| are abnormally tanky for their size (and vertical cross-section for KM6), they demand the absolute extremes of all the classes
wd has probably the easiest time, then fencer, ranger, and AR shortly behind
da biggest boom, the fastest "run awaaaay" and the longest healthbars.
think I have to go back and farm mission 70 for more armor
i wouldn't ever tank a scylla, fencer and WD have the mobility to kite around the clouds
typically backpedalling or strafing to the left is enough to get out of the way of a lunge
oh no, the health isn't for tanking, it's for surviving getting out of the field.
cause those lunges? oof-da
well the giant gouts of purple should be evidence enough :p
but it doesn't make them if it starts making purple then jumps.
but yes they're an annoying problem and astoundingly hard to deal with as air raider, who doesn't actually have many "i want to absolutely nuke this enemy for over 100k damage" options, especially online
gigantocopter is an instakill for fodder enemies, but it has a slow speed, dangerous to use, and a slow reload—the scale at which ||scyllas|| demand damage online is enough where the Cannon artillery strike is an unironic option
traditional big enemy killing options like KM6, autocannon/minigun/vulcan, 120mm, and new strafer drones are unironically insufficient for the amount they throw at you—these are enemies that easily surpass ant queens or king spiders in sheer hp
offline it's way better but online is the literal logical limit of "i really need damage".
ew.
this is primarily from someone who's played a lot of Online Hardest/some Inferno around that exact mission range, so i've kinda lost sight of what it's like offline at more normal difficulties
kinda as an aside, in my experience in EDF a lot of the strongest kaiju-killer / mega-monster killer weapons are the ones that shoot the most bullets. stuff like goliath/heavy mortar/giganto copter trade raw DPS or total DPS to have an explosion that can hit many enemies at once
in contrast, something like the AR's level 22 portable attack aircraft does >100 damage per bullet—a lot compared to a similar level assault rifle—has the potential to do 41k damage if all of its bullets hit. they won't but you'll be doing a significant percentage of that total damage to any big enemy you make it pass over
-# sorry for the infodumps, i've played this game too much
le bullet spray, my beloved. there's just a joyous feeling to hosing down big spooky beasts with a raven/minigun
i've actually been thinking and trying to figure out what weapons would actually be good against them
potentially actually the magnum/killer copters (at least before inferno-grade limpets)
things are stupid fast when they want to be, too, so clumping them up is almost always a maybe.
well, they basically always clump up when they first spawn. it's absolutely imperative that you kill as many as you can on their first attack before they fall out of sync and start surrounding you
i kinda think robot bomb might be kinda funny for catching split-up excavators and killing them, but a guard capsule probably just works better
battle roombas. the secret best bad weapon in the game.
well, in 5 they were pretty good on those colonist/cosmonaut fog missions when you absolutely didn't want to bother fighting through the fog
but in 6 they forcefully spread out and must lock onto separate targets or else they defuse
I am once again requesting other boots to stomp upon bugs.
Just got my tea, so sure could be fun
excellent. I've got about an hour and a half to kill, though I'll have to be mic-less
I've got 5 open, would need to reinstall 4.1
5 it is then
alright, just host up and toss the room name
Right, moment
Lobby name "Krabric" password "crabric"
I have up to mission 89, and... I have a handful I never actually finished
I arrive
Right, this is one I never managed to beat even with 4 people
ahh, the trick is to leave out the back of the car park and wipe the cosmos out that way first, then pick isolated pairs off.
I'll just try what I can do
time for me to infiltrate some shields
I may have forgotten the robots were on that mission.
Eh, autocannon grounds them well enough
Now I don't see any question marks on my list
Still nothing new after 89 though
welp. time to blast away, then
How much time do you have left?
I should be good for one more.
Righto
That makes this even funnier
heh. that's one of 4 missions you can ghost chaser with the big battery safely. just gotta bring a very cheap other weapon
you too.
i've been doing DLC2 Hardest as AR with a friend online, and as fencer in public lobbies
the difference between what i can do and what i struggle at is night and day
did Snow March, one of the later missions that features a lot of robotic/android enemies that AR is either only okay at or actively struggles with
- AR with a WD friend: extremely reliant on electron copter to do its job, relied on red nix as a lifeline and my WD friend to pick up the slack in places
- F, two ARs/Rs, basically the star of the show in thinning out android and excavator clumps
what fencer primarily lacks is a lot of "playmaking" weapons like WD's plasma great cannon, raijin; R's C90 bombs; or AR's big airstrikes
...and also good anti-air
I dare ask once more, whom if any wishes to partake in a crumb of EDF 5 in an hour or so?
I'd be down after work today if you are. I'm home in about 7 hours.
If not today, then tomorrow anytime
I'll likely be asleep by then, tomorrow is questionable for me
Dang. Well my hours are pretty much the same all week. Ping me if you have time.
Saturdays are pretty much the only days I have anything going on
Then again, some days I just cannot really sleep
auto-collect weapons&armore and multiplying drops has done wonders for enjoying edf for me, makes the inferno grind a little less "accidentally killed the last enemy so 45 mins of barely surviving were not worth anything"
so apparently (later level) hammer copters for air raider are capable of hitting through kruul shields
i found this out a couple weeks ago when playing DLC2 with a friend, though this is someone else's recording with the inferno-grade hammer copter
it's the same weird mechanic that the dynamo blade experiences, where the projectile hitbox is so huge (and doesn't instantly expire on-hit) that it's capable of clipping through the shield and hitting the hand behind it
though in the dynamo's case this only really applies to kraken
speaking of which, yeah, it's a pain in the ass
we're a little over 3/4 of the way done and the missions have sort of entered the "take up an entire play session to try and beat" territory
yeah. we got to DLC2 m31, fast ship
wonderful mission that drops every kind of fodder android at you in high-up transport ships that move, as the name says in the mission, incredibly fast
we ended up doing m31 just with grape caravan strats; take down the leftmost ship (that drops machinegun androids) and then run around the perimeter of the map shooting down androids
my friend was doing most of that so i actually ended up just using a beacon gun to mark which transports dropped actually threatening androids
we're currently on m39, last mission of the dlc will be m40.
neither are particularly pleasant for an AR/WD combo
though i wager playing fencer would make it significantly easier in a couple ways.
Oh heck, I didn't notice this was here. Probably should shove all my EDF questions here in the future.
Granted it seems rather quiet in here..
It tends to be, after a fashion. I still check here every day or two
Sooo should I just keep using nerdtalk then or..?
Not too fussed either way, myself
May as well put the questions here, though. Whatcha wanna know?
So I was air raiding some today, cause I really like calling in big booms, and I've noticed that some of my runs hit the dropships and some don't? Or maybe I've just not noticed some? So was wondering what that was about. I think my new strafing run that sends 3 machine gun runs also drops explosives? Not too sure, but it did some big damage to a ship once apparently.
Huh... the strafing runs as in edf6 drone strafing runs?
My general go on Air Raider so far is aerial enemies kinda suck unless ya got homing missiles, in which I only have 2 kinds
No, edf5.
Hmm, edf5 air raider needs the ZE guns for flyibg enemies.
You mean the turrets?
Cause honestly, unless I'm underground, I don't really use them.
I feel much happier having either another run to request or a laser for the resident Lancer to launch missiles at.
As for dropships, certain autocannon family strikes punch through them
The turrets are great, just have to put em all out as a "it's safe here" setup.
Sure, I could be safe.
But I could also have two slots to annihilate groups of enemies
Group clearing is nicer when you're not blowing yourself up
Partly joking
Also the turrets dissolve bees
Oh?
Yeah, the one that's basically a machine gun burst, so long as it's centered on the portal circle, will damage through the teleporter ships.
I've mostly been using the Rocket Cannon B or the shotgun calldown as my primaries lately, then swapping my secondary to some sort of strafing/bomb run depending on what new stuff I get or what I'm feeling like. Haven't quite chosen my favorite there yet. Then for third, mostly just depends what I feel or if my allies wants some support, I get the beacons or buffs. Vehicles also kinda swap around depending on the mission.
Real easy grinding, btw, the ||first species gamma|| level. Just draw aggro and spend the rest of the level in the parking garage with a shotgun.
Species what?
The ||pillbugs||
Haven't met those yet
Ah, what difficulty are you going on?
Cause ZE guns get muuuch better once you unlock the ZER gun
Normal so far
The R means rapidfire, btw
Did a few of the beginning levels on Hard.
An okay-ish level for real early grind for hard mode is "encounters on return"
Loads of enemies, so many drops
i always seem to be late for these, hold on
All I can remember of today is fighting a bunch of bugs and ships in some wet fields, surviving a beach ambush (giant golden platform included), and destroying said giant golden platform.
normal dropships can't be damaged by any form of bombing run in EDF5/6, but the walking outpost has a weird hitbox
as such, the machinegun strafing runs (KM6) will clip through and hit from the inside-out of the red weakpoint
Wasn't the walking outpost I did weird hits with. Twas normal dropships.
i'm not sure then, because i haven't ever really heard of it—either way, not really a reliable option
many of air raider's strikes can penetrate through dropships to hit enemies below, but won't damage the dropship itself. the only strikes that don't do this are the 120mm Neutralize and the aforementioned rocket cannons
The neutralize is the orbital shotgun, then.
anyway, aerial enemies are indeed AR's weakpoint in 5 unless he has a good fighting vehicle (typically a nix), the 120mm, or high enough enemy densities to justify calling the KM6 strikes in.
the 120mm is an incredibly flexible gunship strike due to its high damage potential to big enemies and ease with handling fliers or enemy fodder
wasps. Foul creatures, won't let us air raid in peace
the km6 has large enough gaps that calling it directly above yourself (and standing between the lines) will leave you unscathed; it's incredibly cheap but boasts high killing power against enemy groups and boss monsters
Ain't had much trouble with wasps. My homing missile wagon does not care how quick you are. It will find you.
the naegling?
Oh yeah, I think the KM6 is the new one I got. Upgraded (?) version that calls in 3 fighters instead.
The Nix is pretty dang good for taking on dropships.. but man is it slow.
The vehicles are so much tissue paper once the fliers can fight back, though.
I have a bad tendency to call my Nix's far away from the frontlines
they get faster over time; the red nixes are the ones to look out for in terms of general combat
I only have the basic Nix, the grenade Nix, and upgraded basic Nix right now. And the Depth Crawler. Can't forget the Depth Crawler.
admittedly early-level AR isn't a super remarkable experience
I dunno why my brain keeps forgetting names today
Crab tank goes brrrrr and all the problems are gone
typically he picks up around the 30s, particularly when he gets a wider km6 and the Phobos 3
Lionics.
You mean those levels as in the missions?
weapon levels
Item levels
what difficulty are you playing on?
I've heard that certain missions have higher chances of dropping certain items and that higher difficulties drop higher stuff, but that's it
Normal.
Yeh. Also star rating on items is almost entirely random
oh, normal; i believe the max weapon level by the end of the campaign is only somewhere around the 20-25s
Oh
Every mission has a weapon level range for drops. It's different if there's more players. Also normal weapon max dropped on solo is 23
Well, I've mostly been playing with 2 other people lately.
Hard goes to 60ish eventually, tho
each mission has a 'drop range' of weapon levels, so a mission on Hard will drop weapons ranging from level 30-36
weapon upgrades are biased towards the class you're playing and towards weapons in the middle of that weapon band, so a level 33 weapon has a chance to get higher stats
There's... a lot of missions, btw
there's plenty, yes. main appeal of the game is that replayability
anyway, you're still in the early ranges of weapons and still figuring things out, so i wouldn't really worry that much about things
I was told by one of said buddies a mission we did was pretty good for grinding weapons and such. I wanna say it was the rainy field mission with a lot of monsters and aliens and dropships. Though maybe it was another mission close to it.
any mission that can be reliably/quickly/easily completed and gives good crate amounts can be farmable
Ehh, way too much walking. Takes too long to get everything.
Noted.
The crate chance is what kills most potential farming missions
Oh yeah, I tried the Caliban today.. I kinda just summoned it all over the place so we had spots to retreat for healing (the Fencer lacked range against the walking outpost and the Wing Diver died on top of it, so half the mission was just surviving and waiting for Wing Diver to fall off. And before ya asked why didn't I help, the only option I had to reach that didn't get me focused was missiles. And yes, I know just summoning stuff when it's off cooldown is probably not the smartest, but it's the simplest sort of loop for me to follow, and it always feels wasteful if I'm not spending time charging up the next run or whatever I have.
The Caliban is the big, healing ambulance
Oh no, caliban is like a food truck. Dump em everywhere
Not exactly an exciting choice, I know, but I didn't think any of my vehicles would've helped out much.
Also there are some wacky fencer weapons later that'll need your help to fire.
Oh yeah, I've been helping my Lancer buddy with his Blood Storms and Leviathans.
Yeah, that lockon gun? Works for everyone's lock ons.
I've theorized that doing so may be a good idea against dropships, but not really sure. Haven't had the luck cause the missiles keep hitting the not-red spot or they close up when we start locking on.
I've wanted to use the High-Speed Laser Guide, but jesus christ it has such short range it honestly feels kinda useless, but maybe I just need to get it upgraded a bit more.
It can get better, like any other gun. That range is probably not set in stone unless it's star is filled in.
I don't think it's star is filled in.
But dang, like it's range is way shorter than the normal Laser Guide I have
Anyways, I'm getting drowsy so I'm gonna head to bed now
Fair, thanks for the information.
May poke this server to see if anyone is down for some EDF sometime
No worries, this game series was a hyperfixation for me for a couple years
Long as no one minds me horribly misaiming my bombing runs
I've still gotta get used to some of the times cause the one I'm used to using comes in real fast, but the others have felt slower in comparison and I'm not good at reading the enemy
Takes some gettibg used to, aiming those
Bah. That happens constantly.
most stars won't fill in as you play through the game, they should get past 5☆ regularly but completely maxxing out a weapon is entirely luck
Is there a stat that shows how fast a strike will come in? Cause I swear some come in faster than others. (As in how quickly it's performed to determine how much ya need to place in advance for something.)
airstrikes do have varying call-in times, but it's not listed. generally, heavier bombers like Vesta or Phobos will take a fair bit longer than ones like KM6
kamuy has the fastest, but it's not instantaneous and its small radius makes it questionably worth it
I have had a lot of success with Kamuy but in the end it comes down to getting a feel for each
Use what you like or what works for the mission
Awww but Kamuy is my favorite cause it doesn't waste a second bombing in :C
I'm good when I don't need to plan for enemy movement. Or if no one disturbs the enemies so I can get in a run before someone pokes and gets the whole swarm running at them
Well, darn
I didn't see your message yesterday, but I would have been happy to. Ping me if you want someone to join you for EDF5.
Sorry, sundays are usually my arpg days. That or I spend time with local friends
Fair enough
I'd also have to consider the fact that all of you may have progressed further in the game than me and I may not have access to certain missions.
That just means we let you run the lobby
Yup
If that's not an issue to anyone then
Given that the game clamps down on armour and gun levels, ittle all be fine.
I find that a lil dumb honestly but it's probably for some balance thing
I mean…. Yesnt?
Ish?
Balance isn’t real and armour is never enough. Caps or no.
That’s just the truth of EDF
Huh.
Is it rude if I ask you guys help me find good missions for cool Air Raider weapons? Or is that not how drops work? I'm.. still struggling to understand that.
okay so each mission has a level range of drops it can give you, within that range its TOTAL RNG. THERE IS NO DUPLICATE PROTECTION. GOD IS DEAD AND RNGESUS IS YOUR NEW LORD!
so basically find a mission around the level that you are with lotsa pinyata enemies. the giant aliens are that kinda enemy, so are some of the special drones. when you kill em instead of it being a chance for some crates its essentially garentees you get more than 1. thats why I call em pinyatas. of course theres probably some specific levels the community would reccomend for specific level ranges but essentially, if you can clear a level well, and its got a lotta pinyatas, have at it.
oh no wait I do think weapon pickups do have a slight weight towards the class you are actively playing?
yeah that sounds right in my head.
oh and dont get me STARTED ON THE STAR SYSTEM
AHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
but yeah fight some frogs, kill em good, and pick up the shinies.
Really?
I felt the frogs didn't drop much.
And are very annoying to fight
Though maybe I'm just not using the right tools for frog hunting
aim for the head
arms and legs are worthless
they just grow back. I mean eventually sure you might kill it. but I think they've got DR or something on their limbs
the head though
if that gets popped they go all boomy
its like 2 crates and 3 heals per kill.
or at least thats what I remember it being like
Bit hard to 'aim' with air strikes.
I do, but not very fond of it honestly.
that has near instant projectile speed, pinpoint accuracy, and enough damage to punch up til level 20?
plan B is calling in machine gun strikes from airships
cause those CAN be aimed
Ya mean like the cannons, right?
yea
you shoot a thingy, and then some of them fire a lotta lil things, those are the ones you want
cause they recharge super fast
and deal big damage
Im really bad with names I just remember what the thingies do
IF ya mean the spraying ones
also just to be clear you do know that without the limpet gun underground missions are going to be cancer.
I only have the one
I mean you could theoretically do turret strats, but, like, they killed that off in EDF 6 so getting used to them in 5 is kinda training yourself for failure later on.
Yes, I've been using it on underground missions.
And by turrets, ya mean the ones Air Raider deploys, right?
I tend to do a fun strategy of slapping those on my Depth Crawler then running forward in tunnels
devastatingly powerful at area denial
tahts.... huh.
I typically shoot down a guard post (the infinite type not those stupid consumables) and drop 5-12 turrets on top of me and watch the enemies kill themselves
god I miss that
EDF6 what did we do to deserve the slaughter?
Yeah, that
the guns are great
Is that not a valid thing?
no thats valid I just feel like a moron
cause instead of THAT
I just slowly marched forward with turrets and post shots ever expanding my controlled area
which took
FOREVER
I mean I'm sure it's annoying for the turrets to have to re-aim but
oh it was fine it just tripled my mission clear time compared to using the rifleman
whatever they're called
Ranger
look as it turns out, firing off an RPG into a bunch of overgrown bugs and then sniping off the stragglers works great.
Who I've admittedly have some fun with. Even if I have far too much interest in using missile launchers
Ranger is great.
mained him in EDF6
because they killed off my turrets
I do not forgive.
I just like calling in a bunch of destruction admittedly
I'll just have to pre-emptively apologize as my mind tends to try and aim runs straight at enemies, paying no attention to other soldiers
I try not to aim towards other players at least. NPCs will have to fend for themselves.
I've also been questioning between whether the Rocket Cannon or the Neutralizer Cannon is better for taking out drones or frogs.
bah. they can all fend for themselves. fire all of the missiles.
neutralizer I wanna say is best for both?
i dunno Im bad with names
I think so too if mostly cause of how much it covers.
And drones when moving can dodge rockets so easily
But also I'm pretty sure rockets reload faster than the neutralizer
Oh yeah, I'll be down for EDF shortly. Though I hope no one minds if I bring another buddy from elsewhere.
the rocket gunships technically have the quickest reload out of the gunship strikes, but suffer in other categories
they're sluggish to track/respond to a lot of targets, do relatively low amounts of total damage, and are significantly more dangerous to use up-close
so the quick reload ends up as a consolation prize for a generally middling gunship
neutralize is absolutely better for drones and flying enemies in general—it misses less and has an extremely low chance of hurting you or your teammates
it's not bad against frogs due to their size and neutralize's total damage per second, but there are other strikes like autocannon, 150mm, or 105mm that are more precise
Yeah, I like those ones, just been bouncing between rockets and neutralize.
In hindsight, I should probably use #looking-for-group when I want to play stuff with other people.
Gonna be honest Red…. You can try? But I’ve not seen much luck from it. Servers too broad for it to be effective
Well, not really sure what else to do. Unless I'm just picking really busy times to try and do a game
Ping me when you want to play. I'm usually game
So either I'm not using missile launchers on the right things or I just need to level them up as using some against drones has proven dissapointing. Granted all I've used are the Fork and the earlier ones that can lock onto multiple targets.
oh no, missile launchers are what I'd like to call "a bad choice" for ranger. they're almost all meme worthy levels of bad
amusingly on easy difficulty the mlra just buzzsaws bugs, though
oneshots the bees, but not on higher difficulties
Probably shouldn't have been trying it on frogs.
if you use the multiple lockon secondary item, the mlra does stupid things to big targets, though
Meanwhile on Air Raider, I'm so used to the distance I have on Autocannon that it feels really weird using shorter-ranged call-ins
Oh yeah, I should probably try that sometime. I've just been using the Probe so I pick stuff up from further.
it's nice, but I find the "let me keep sprinting when taking damage" armor works pretty good on crowded missions
my usual go to for ranger is either a Stork or a Raven assault rifle, then something weird and wacky from the other weapon lists as my second gun.
there's a hilarious sniper rifle you get later that just splats big things
as for Air Raider, the Magnum drone is disturbingly good at popping frogs and reloads fast. not fast enough for droid swarm, but it's droid swarm for a reason
Haven't seen any drones yet.
Also either I'm unlucky or I've unlocked all the stuff I can for the levels I'm on cause I have't gotten anything new from the last couple of farming attempts. I would think an Autocannon B wouldn't be that high-leveled at least, since that's kinda what I really want
sometimes there's a 10-20 lvl gap inbetween variants
i personally recommend grabbing a mod or anything else which increases your drops by at least 2x, since edfs loot system is like that
i also think the magnum drones are exclusive to edf6
...no?
is the weapon you're thinking of over level 24?
the low level ones are absolutely lousy, yeah
my point.
well, you said 'almost all', and i'd say 24-80 is a pretty big exclusion range
most players do the game on normal difficulty, finish the campaign, and then stop
but, I see what you mean.
all the fun weapons in EDF are unlocked by playing hardest or inferno. Exhibit "my barga isn't level locked"
i think it's fine to say that a lot of the early-level weapons (across all classes) feel really crummy—especially for such a long time investment—but even as early as midgame hard you should have more actually competent weapons
I mean, in edf6 the Fencer doesn't even get a second normal hand cannon until the normal difficulty campaign is almost over
yeah, it's kind of unfortunate
….. they do?
a horrifyingly high percentage, yes. about 60% or so
anyway, missile launchers are often heavily reliant on getting good lock-on-speed upgrades, but the early level ones really aren't all that great.
for drones in particular, they don't get stunned by rockets (nor do they often die from them), so missiles aren't a great choice if you want to kill them reliably
missiles are great at managing larger groups of fodder enemies later on, but drones are typically more easily dealt with using burst damage options
snipers are the most obvious, but if the cloud of drones gets really dense a shotgun will do
the fencer gets a "cloud of death" cannon. it's not fast enough to do more than thin the drones out a little, but does a ton of damage if you can position right and hit with all of them
I can't even do the harder difficulties despite the fact that I do not have a mission on my list that is not done
Though I still haven't gotten around to ||GOD||
Wait wait. You’ve fought frogs but NOT drones?
So something must be missing
sometimes the secret to beating the higher difficulties is to find a level with a high enemy count, but they're very weak, then farm the crap out of it
yeah so the secret is you need to farm harder
thats it
well, it's mostly just armor
No I mean they are not available
the grind is eternal
...... what? what do you mean not available?
Eh, I don't have the game installed right now
if you've done every mission you should have Hardest and INFERNO unlocked
Otherwise I'd ask for someone to take a look
fair enough
ohhh you had a bug that made it so you can't play those missions? that's rough because I think you have to go into the game's save file and reactivate those missions manually
there's also probably a mod that just unlocks the harder difficulties for you, but manual save changes would guarantee them
quite possibly. but yeah you'd have to reinstall to see.
ehh, game's good, but I wouldn't say it's "reinstall to check if I'd done that one level" good
I think I was saying that referring to the EDF6 drones, but I may have misunderstood what they meant by drones. Doesn't help I referred to the saucers as drones for a sentence.
Not as bad as getting caught between a ton of frogs though
So far in my experience, yes. Though probably red
ahhhh.
yeah fair enough
green honestly aint that bad
red though
ohhohoooh red.
Pondering if I should swap out my missile call-in for 180 or one of the other cannon call-ins.
gunships in general will be easier to use for fire-and-forget actions
lionic and cruise demand a lot of your attention for the duration of their use and aren't as flexible
But lot of missiles and booms means to me more destruction.. and they seem pretty good against frogs?
And well, not like I tend to use a lot of things that demand my attention outside of vehicles or if I'm helping guide a Lancer's Leviathans
direct damage to the head is good against frogs.
things that come from the sky traditionally hit the head.
Fair point.
And I imagine enough missiles anyway from a cruise set would probably take at least one out no matter where they hit
it depends
sometimes the frogs still live
the frogs are just, built different
Ive literally had ones where Ive shot them, for like a good 30 seconds, and I think they're dead, and then halfway through the mission they regenerate and snipe me with an explosive that kills me.
you always gotta wait for the blood splosion
Hard to see the blood splosion if a ton of other explosions are covering it.
yup
they're not bad against frogs by any means, if they're working fine then i don't think there's much reason to change that
also yeah what Boring said, if its working, dont switch it up
if it aint broke dont fix it
thats how I had the Dunkle for 90% of my EDF6 playthrough just ripping through everything.
just that generally 105mm/autocannon on a pure frog mission will let you target up to three different targets (or groups) at once
autocannons my beloved
I've thought of mainly using the multi-fire 105, but.. not much range and also the reload.
the gunship beacons are unfortunately very volatile in their range and beacon speed upgrades
I think my furthest so far is the basic Autocannon.
once you get one with a few upgrades in it they become IMMENSELY powerful
the issue is
ya know
finding the upgrades
There's gotta be an Autocannon B at least, right?
I would think I'd have picked one up by now. I've gotten every cannon other than Autocannon as a B.
you're getting a very small slice of the total weapon pool
it might not be until fairly late
the autocannon line is pretty weird anyway, since it changes names like every two variants
That'd explain why all I've gotten are replicas on my repeats then. Darn.
normal is only 0 to ~20 for the entire campaign, hard is 0 to ~55
Big problem with 6's autocannons is their recharge times are significantly longer than in 5
Yeah but in 6 we’ve got the drones so it evens out
gunships were nerfed universally with 2x reload times, but the total DPS on many of the strongest gunships is still absurd
in reality, EDF5's gunships just did a goofy amount of sustained damage, and the reload speed on the autocannons was just extremely fast
turns out 12 seconds instead of 6 is still more dps than the lysander
...so all the nerf did was make the mediocre or bad gunships worse, while the neutralize and autocannons stayed more powerful relatively
the lysander is unique purely because you can wait out the firerate delay by shooting your other gun
otherwise it trades raw dps for bullet performance
and that's a hell of a performance. cosmonauts? still dead, Heavy armor cosmonauts? no helmet
Lysander was my go-to sniper in edf5
more relevant in edf6, really, since cosmonauts were more of a DPS check on their armor, while the new EDF6 enemies actually interact with the bullet speed
uuugh, some of the edf6 enemies are not fun though. Kruul, for example
i like to implement 32mm cannon dismemberment for kruul to take their shield off and then hit them in the head or my local air raider obliterates them from orbit
i do agree that they are some of the more annoying enemies, though i'd rate 'anything with a laser' higher, since that glues my fencer to the ground (red basic drones for example)
also reinforcing my point: always cheat higher drop rates, statisticly you miss about half a drop table on a campaign playthrough (taking only stuff on that level into account)
helps with the whole "this weapon is only good with upgrades"-thing
.... no see base Kruul are fine.
the issue is when its the Kruul variants, and hteres 12 of them, and theres 170 milipedes, and they've got kaiju support, and theres a spawner, and-
I think you get the point.
the issue is not the Kruul. its that EDF6 introduced a lot of BRUTAL enemies on their own, and then stacked them all together into mission enviornments that care not for you.
and while sure you could argue thats the EDF formulae, I think we can all agree that 6 took it too far at times.
also we've been over this, Kruul are easily defeated by hucking a grenade, laughing as they leap to block it, and you shoot all fo their arms off.
i've kind of heard the opposite—EDF5 missions are generally more difficult than EDF6's, since most of the time they'll give you a lot of extra NPC support
in my experience npcs do help in missions, mostly as a point to aim your aoe weapons at, which in edf5 was my job as fencer and now is only 30% instead of 60% of my job
but i do agree that edf6 stacks multiple annoying/hard enemy types in some missions
So when would one recommend doing Hard?
Or getting into higher difficulties?
Cause on one hand, more toys. On the other, possibly excrutiating difficulty jump.
hard on EDF5 isn't that bad; you can do a first playthrough on hard with basically no major problems if you can play decently well
so long as your armor isn't extremely low (at least, online) you'll do fine if you just play normally and collect boxes
though i wouldn't recommend swapping classes often for this reason, since splitting up the drops between classes will make you weaker than if you just stuck to one for a playthrough
What would you consider 'playing decently' out of curiosity?
All I can assume is dodge roll away/through danger, fire when able. Least tis usually my strategy
typically positioning for AR
though honestly it's hard to quantify
knowing just what exactly to bring is like half the battle
i'd say if you feel like you have gotten a rough idea what enemies do/how they usually attack you it's more than enough and if you find a few people to do some farming with, find one of the "plains" missions and bring a 1.wingdiver for collecting 2.airraider for obliteration
those are pretty nice farming missions, since there's nothing in the way, you could even just take an air raider with the apc vehicle (forgot it's name just now) and do collection with that as well
*grape i think
Well, I've mained Air Raider so far, so consider me the Obliterator
Haven't used the Grape much, mostly out of preference for the Naegling, but if it's quick..
or you could let the AI do the obliteration for you. they're actually fairly good at it.
the grape is the generic collectiony vehicle
its fine?
theres technically faster options but nothing as all round as it is
I have Grape, some fancy tank with 3 passenger seats, Depth Trawler (Or is it Crawler? I keep forgetting), Caliban aka healing food truck, and the Naegling.
depth crawler
oh yeah the Caliban is your best friend
or at least it was mine
drove fast, healed me good, worked as a nice meat shield
well "fast"
slower than a grape faster than a tank.
I dunno, my Caliban feel slow.
I mean yeah. it can be.
I liked it cause it had good health and healed me
so I deployed it in a panick corner and hid in it when things got tough
And the only time I brought it was against the giant walking saucer with too many cannons to count.
Mostly cause I couldn't think of any vehicles that would help in breaking said walking saucer
okay yeah so that. that....
probably the worst mission possible to bring it.
answer: none of them.
ever.
thats a limpet gun mission through and through.
Well, none of my weapons were good either cause they all asked me to walk under the platform for the right range and.. yeah.
And we had to wait half the mission for the Wing Diver that died on it to fall off cause the Lancer brought short-ranged weaponry.
painful
I mean, I guess. But calling in strikes feels cooler than shooting explosive glow sticks
1000 meters or more, never less.
if its less I dont want it.
unless its like, a shotgun.
I mean yeah.
but the game is gonna force you to play in a less cool way sometimes
you may have realized it by now but Im deeply picky about my loadouts
I'll do it when the game tells me to go cave-diving. Otherwise, it is not taking away my friends in the sky.
fair enough
Man, I wish I could've stayed a civilian forever. I loved the unique dialogue there.
Also, am I crazy or does the mission control general fella comment on things players do sometimes? Or did he just comment on the Caliban cause the mission actually had NPC Calibans or something and I just had oddly good theming/timing?
And before you ask what else I brought to the mission, it was Rocket Cannon A (didn't have B yet), Cruise Missiles en masse, and a Strafing Run. Dunno how well runs do to the Outpost, but the laser had far too short a range and had a chance to spawn in a way where they wouldn't be able to go under without some fancy laser-work, at least for me.
…… it’s probably the mission.
All the radio dialogue always plays. I think.
afaik there's no dynamic voice lines
also i remember the caliban being somewhat slow and kinda unwieldy, the grape is my choice for collection, since it's fast and has a good collection radius
I think I've just found none of the tanks so far had decent weaponry? Though maybe it's also just me not quite used to the piercing cannon one of them had compared to the more explosive kind. Not sure, haven't used in a while.
no the tank cannons are all kinda bad
they are good, when you don't have other direct-fire weapons
Guess I'll just stick with the Naegling then.
Is it probably not as useful outside of swarms? Probably.
it is a pretty good all rounder imo
Or the Depth Crawler if it's a cave or a city. I've found it kinda fun to traverse the city with the Depth Crawler.
for more single target stuff i like to bring the bigger "you get one a mission" types
Yeah? Sure, lock-on takes time, but I feel like the missiles have some pretty good homing for tracking targets, and it can be decently away from the action.
And it's.. not too squishy, I feel? Not that tanky, but I imagine there are squishier vehicles.
Probably suffers on less open mission fields though.
Have not gotten any of those yet.
My buddy Fencer though did get what looks like a very strong railcannon that can't be reloaded and seems pretty hecking good for taking out dropships.
also nixes can be pretty nice in the role in which you might think a tank would be used
they have very specific use-cases
I have a bad habit of tossing out vehicles the moment their bar fills up.. which means I tend to toss out a Nix way in the back if I'm not up-front.
And mech legs are.. kinda slow.
yeah, if you bunny-hop they go a bit faster
kinda nothing. until you get a red coat, they're the slowest
That said, I do sorta like the Grenadier. Not sure if I prefer it over the average Nix, especially if I want something that'll let me solo a Dropship, but that's to be seen. Plus my bombers seem oddly effective against those anyway.
gotta really time that "next jump now" button, though
My friend told me that too, but I CANNOT hop in a Nix, I swear.
I have pressed Space so much and nothing has happened yet I've seen him do it once.
Grenadier is your "that's dead now" nyx
middle mouse button
is the jump key if i remember right
mouse and keyboard for edf is pain
yes
shift and space are your shoulder weapons for nyx
It's Spacebar for soldier movement..
fencers dash and parry on shield is shift and space
Me setting off Explosives right in my face (there's a ton of spiders jumping on me/there's a red frog and I don't like it's tone)
it's intentionally obtuse to "encourage" you to play with controller
my pinky has been in pain so many times after a tough mission of reviving my local airraider and wingdiver
I am very glad I haven't tried Fencer much. I don't think I could get a hang of the parry thing or the fancy thing you can do with Fencer to negate the whole penalty of being slow
one day you'll get the proteus, get all excited, and then become sad. like all the rest of us air raider mains.
That said the missiles they have make me very tempted to use Fencer.
note: proteus is a late hard mode unlock
half the missiles for fencer require an air raider buddy
the proteus is great as long as you have people who jump in it with you
the cannons and miniguns get dumb if you remember to alternate firing them
i love 30mm cannons and the arm hounds
ehhh, arm hounds are nice enough I guess.
flashbacks in blowing self up on lamp posts
arm hounds allow you to dash and fireing them does the dash cancelling for you
I wish I had vehicles for people to join me in, but I don't have those yet and I don't see why anyone would take that in exchange for no longer playing their class
The only ones I have are just passenger seats and I'm questioning why someone would need to get in one.
ranger slower than that. also the medibus heals faster when you're in it
passenger seats are for when you have enough vehicles and somebody needs some "extra armor" to tank a hit
when you're in the passenger seat. a little, yeah.
Huh.
i have never noticed that
could just be placebo from having it's health go down when you're shot at, but I've noticed I heal much faster in it.
well i have to go back to work o7
say hi to phobos from me
fencer's main challenges—outside getting a handle of him on mouse & keyboard—is primarily just knowing the tech and knowing what weapons pair nicely with eachother
he can equip two different weapons, but there's plenty that don't work well with eachother due to his firing animations
Me, being boring and just carrying two sets of each missile batteries/launchers I want cause kaboom
My friend has dual-wielded Leviathans and Blood Storms.
mmmm, blood storms. when your ears don't matter as much as victory does
fencer's primary strength imo is simply being a good fighter
things wipe cosmonauts 3 or more at a time in 2 or 3 volleys
he doesn't really care as much about normal chaff enemies, and his shield loadouts let him chew up medium types
Question;how does Air Raider lock-on guides work for the Blood Storm given it's unique lil multi-missile payload?
cosmos aren't chaff...
wait. am brain dum. I blame tiredness.
the blood storm can lock onto what the guide is pointing at with all it's primary missiles
same is true for MLRAs and any wing diver lockon weapons, like Ghost Chaser or whatever.
Forgive if dumb question, but how useful is that? If it is at all
Wing Diver looks like they have cool weapons, but.. energy management..
note that Ghost Chaser and it's variants should be treated as if they were 16 levels higher than they are for power usage
imagine if you will, a strong enemy that tanks a lot of damage, but only one of your weapon's ten missiles can lock onto it every reload
So guiding Blood Storm would make sure all of the payload hits the target?
also if you're playing edf 5, wing diver has 2 weapons. Rapiers and the mid-range laser beam. laser pointer of doom and the personal-space-inator
they dissolve everything
nnnot exactly, but sort of. It'll just mean all the big missiles will launch at that enemy, they'll still cluster shot when close, but now there's up to 10 times the number of those bursts per reload, depending on the level rating and star level of the blood storm
I dunno how high leveled his blood storm is
still much more dps than one at a time lock-and-fire on one target
Ah right, cause guides allow multi-lock-ons
yup. it's a beautiful thing watching 3 rangers worth of mlra30s just unload on a kaiju
I adore how the EDF subreddit filters out "frogs" with Humans. so funny
O.o there's a chance the Gleipnir grenades for wing divers are affected by the guide beacon, focusing all their damage onto one target
they do do that
though in my opinion (outside of meme loadouts and boss-killing) bringing the guidance stuff is not great, since in 95% of applications the slot is better used on a minigun gunship, spritefall or bombing run and the fencer is better off being the "least-mobile-class" (armored core assault boosting across the map) while setting off missiles and autocannons
wing diver is easy to use out of the gate, but energy management is obviously your main concern
typically you have a reliable backup/self defense weapon and then something for longer ranges or bigger enemies
Will enemies attack vehicles if their just lying around unused?
if you've never gotten into them? they don't care. otherwise yes
I'm questioning if I should consider some strategy to using vehicles besides 'call one down, get in, use all it's ammo, get out and refill, repeat'.
depends on how stupid the humanoid enemies are feeling that day
sometimes they won't see you leave a vehicle and continue attacking it iirc
at best you should just call vehicles before you run out of ammo so you don't have to wait too long
Nah, that's about how the tactics for vehicles work. Sometimes you get enough points to hop out, toss anothe vehicle grenade, and get back to blasting
I now have a Nix Red Coat.
Also no one told me Autocannons would be good at pummeling Drone MK2 (now featuring legs)
Oh yeah, also got Autocannon B
yeah, the sustained strikes are usually good for deroys because of the tracking and deroys' relatively large surface area
Deroys are what the leggy drones are called, I'm guessing?
And yeah, Autocannon and Rapid-fire (something MM) cannons seem to really melt deroys from my short experience.
I've also run into more humanoids.
yeah
autocanon and 105mm are good for basically any enemy medium and above
Does that include the humanoids?
yes
Noted. I've usually thought the 180mm may be quite useful for smashing them down.
they're the prime target, really, since it
- automatically tracks
- reloads quick enough to handle the relatively lesser amounts of them
- does a lot of damage
Though I've pondered wielding the Autocannon and Neutralizer as well at times
180mm is fine, it's just sluggish and not as flexible as autocannon
neutralize is great in general
So bigger hit, but easily juked.
it should track fine, it's just really slow and the autocannons end up doing more total damage anyway
I've also received my first Helicopter today.. I HATE IT!
earlygame helicopters are particularly awful
It's so..
Like maybe I'm not understanding how to fly but
It either seems too low or too high from how I piloted it
all of them require a lot of practice to use well, but earlygame ones are especially bad when combined with the janky controls on M&Kb
And aiming was practically impossible.
helicopters can only be revved to fly higher, you need to wait for the rotors to slow down to fly down—holding down the space bar more basically "preloads" the revving and makes you do it for longer even if you let go
turning the helicopter basically only reads the raw movement of your mouse, with the actual position being completely in the air until it slows down
That.. sounds very tricky.
they're incredibly niche; flying is a great trick to have but you need to have a lot of practice to actually do good things with higher level ones
I think I'll stick with my mechs and tanks till then.
Speaking of, I also finally got a tank with a pair of turrets for others, and the Cave Crawler Flamer.
titans and another depth crawler, yea
And of course I decided 'I could totally toast these deroys with a Flame Crawler'
i will note that with large, ground-based boss bug enemies, the KM6 will often do significantly more damage at once than autocannons
their huge surface area makes them catch a lot of the extremely damaging bullets from the KM6 strikes, dealing huge amounts of damage for cheap
blue machinegun strafing runs
Ah, I've been using those lately, I think.
cheap, come in relatively quick, typically in long straight lines
Got one that calls in 3 of those, I believe.
they're better the larger the enemy is; relatively tall and 'dense' enemies like frogs or cosmonauts aren't the best targets
Been my recent favorite call-in. Even oddly useful against dropships sometime? Lil confused by when they do, but they.. sometimes just bring one down if I aim them right
but king spiders, ant queens, etc. will get mulched by them
That explains why they did little to the.. I'm guessing it's safe to say the armored humanoids are cosmonauts?
yea
it's just a matter of surface area
the bullets do a pretty big amount of damage, but for the small footprint of a cosmonaut it's going to only catch a couple across multiple different armor pieces
What would you suggest against cosmonauts?
concentrated heavy strikes, autocannon, 150mm
Or even deroys? Granted it seems their decent against deroys assuming they don't move out of the way with their surprisingly swift movement
150mm should work just fine, but the autocannon has the added benefit of having the beacon reload if the armor it attached to breaks
I've been trying the rapid-fire/multi-fire (the one that's kinda like the autocannon fire but less shells but bigger? I forgot the name, been assuming rapid-fire, but I think I'm mixing it with another kind of cannon) and it's.. oddly effect against aircraft? Though it may also help the new drones are also bigger than the older ones, I feel.
nixes also work relatively well in direct combat once their HP scales more, as cosmonauts do relatively low amounts of damage (in trade for being ranged and hard to avoid)
Not as circular, but still
type 1's are the small circular ones, type 2's are the big wide ones
I was rather unfortunate in being caught in the middle with a ton of cosmonauts surrounding me.
In the square.
And yeah, type 2s.
Encountered those today.
105mm is the one that shoots a bunch of larger shots like the autocannon
Ooooh wait I remember why I brought the Flame Crawler. I brought it to a mission cause I thought it'd have Cosmonauts.. but it had the Deroys.
Yeah, that one
Autocannon B, Rapid-Fire 105mm B, and the strafing run I told ya about.
I've pondered bringing the bombers or napalm runs for the Cosmonauts as well theoretically.
eeh, normal gunships are still your best bet for the most part
bombing runs excel at damage over wide areas, but cosmonauts are pretty strict in requiring focus on their armor to break it
Would double flamethrowers be a poor idea then?
in a relatively fragile depth crawler, yes
Darn.
fencer is the only one who would reasonably bring a 'flamethrower' (flame revolvers) close up to a cosmonaut; otherwise most other flamethrower type weapons are meant for chaff
Noted.
i will also note that they have weird interactions with explosives, particularly big ones
Me being weird and liking crawling through cities with the Depth Crawler
if an explosion hits armor it seems to be absorbed first by the armor and leaves anything exposed alone, so big explosions aren't great against armor
Also noted.
In that case, since the Red Coat Nix has a flamethrower, would that mean one of the lower Nix would be theoretically better? (Aka normal or grenadier)
Or do the extra armaments on the Red Coat prove effective enough?
actually kind of different purely because the red coat nix is a nix and because the shoulder shotguns are incredibly strong
damage isn't the biggest still but you have deep ammo reserves and longer range compared to the depth crawler, it's free damage while you lay into a cosmonaut with the shoulder guns
I did get to test the Red Coat Nix a bit against the big rolly kaiju fella who decided to intrude on an oddly quiet dropship destruction mission. Granted only for the latter half, most of the damage there was from a limpet gun and an autocannon
archelus, yeah
And before you ask, I wasn't expecting Archelus
Mostly just had the limpet gun since it was a reliable form of damage against the dropships.. granted my buddy had those handled for the most part soooo
medium-long range nixes are pretty good against archelus, they put out a lot of damage and let you evade/tank its attacks for the most part
Makes sense
Ah right, someone here said the turrets are pretty dang good as well.. I got a weird variant of the turrets called something R. Mentioned something about having less, but.. some sort of upside.
Pondering bringing two sets of turrets on my next cave mission.
Maybe I'll also see how well they help against drones.
Thank you for all the info. I'm still rather new to the game. Feel like my couple of buds are really helping me out through the game honestly.
it's my pleasure, EDF is just a pretty expansive game
Out of curiosity.. what would the napalm runs be good against?
Asking case I ever feel like swapping out some more consistent damage for having two kinds of bombing runs. Though I just know it'll also mostly depend on what I feel like using since I really want to like artillery and the beams. (Just got Bulge Laser C and Howitzer)
the napalms are intended to wall off an area against a bug horde, but unfortunately they aren't that great in EDF5
in EDF6 they got some pretty major buffs, but in 5 they don't do a whole lot of damage—they list the total damage they do if an enemy sits in them for the entire duration, so considering how long it takes for them to expire, it ends up being so little it's not that worth it most of the time
Oh..
bulge lasers are pretty nice against distant big targets like pylons (fire and forget), they're also passable against medium targets like cosmonauts (you'll have to constantly track those)
Oh yeah, I met the huge pylons today, I totally didn't forget about those
artillery is unfortunately the neglected child in EDF, since for three games straight (4.1 to 6) they've mostly gotten the short end of the stick in terms of ease of use and effectiveness
Aw darn
mortars are just too tiny and inconsistent, especially compared to a reliable gunship or the power of a large phobos bombing run
Grenades do require some guessing to where the red arc leads the further ya go
howitzers do have a use from time to time, but mostly on huge, unaggroed groups of bugs
Which.. I mean I'm always down for dropping something on myself, then rolling the heck out.
cannons do the highest amount of damage bar none, but getting the grenade in the right place (or getting an enemy into the right place) is way too difficult most of the time
I feel like a run could also achieve a similar effect.. maybe not quite in such a big area, but..
yeah, that's the big draw especially in edf5
bombing runs can be done from super far away and arrive a lot quicker than artillery
And from what I've seen, even these blue machine gun runs are pretty good for bug crowds.
cannon is sort of proof that even if you make something do 22k damage per shell and give it a lot of shells, it still doesn't justify the limitations from the rest of the weapon
It's very sad cause having seen a howitzer barrage, it looks very impressive.
it will absolutely kill things, but the parabolic arc makes it unideal for pylons and the delay makes it hard to nail a big enemy
the typical big-ticket huge burst damage option is instead the tempest, which is the only credit-reload missile in its category
Yeah, I can see that. Though it didn't feel like my bulge laser did much, but that may be just a lack of upgrades. Mostly been using the Spritefall if I want lasers.
Well, now I'm very eager to find this tempest.
in EDF5 they don't seem to do a lot of DPS, especially for online
in EDF6 they rebalanced it to have a longer reload time but significantly more damage
they come into their own on EDF6, while the opposite is sort of true for spritefall between the two games
spritefall is pretty powerful in EDF5, but trails off a lot in usefulness by EDF6
