#Earth Defense Force
1 messages · Page 4 of 1
not great for cosmos, no. the lasers do great things against dense bug groups but cosmonauts will easily shrug it off and walk out of the radius
Sounds like I should just use something else then since I feel I use my one run enough for bug groups.
spritefall is actually pretty nice for anti air if you can catch a dense enough group
it's basically a giant vertical wall of piercing damage that will kill most flying units that enter it
Honestly, I've also tried using my strafing runs for anti-air. Not that I expected it to do much, bit I figure 'well, there's no other enemy types this mission, so... yeet'.
AR's anti-air options in 5 are very dependent on enemy density to properly reload them
Yeeeaaah
it's that or relying on gunships to do most of the work, which is where neutralize shines
And hey, sometimes ya manage to get a bunch of them in a row
And when ya do, it's a good feeling
in the bigger missions with big flyer waves you can just call spritefall in the path they're flying in and it should do heavy damage to the group
but that chance is often when they're collecting around you or an NPC
I do feel like the less accurate weapons are actually decent against the Mark 2 drones, but I may be saying that just due to size.
My answer to the huge flyer swarm and their queen today was just cruise missiles.. which for some reason, I decided to use the first version rather than the high-speed versions. Not too sure how big the difference between them is, I just felt like it.
I may have also felt tense when I saw one of said missiles repeatedly somehow circle around a wasp and nearly hit me when it was on a power pole
Also I dunno how well Spritefall will do for me in that case since I tend to like to try and tag enemies with my beacons/call-ins
spritefall can be called in on a dense enough cloud just by pointing at it with the laser, but typically it's something you do preemptively—you don't want to call it in on top of yourself
Just woke up and didn't see it mentioned, there's a minigun strapped to most depth crawlers, bound to the shift key
I've found that for a while
I find depth crawlers to be less than useful myself
They are a gimmick and nothing more to me
Underground missions are also just horrid mazes
So I am biased
So I know one guy told me to ping them whenever I'm interested, but anyone else down for some EDF 5 once I eat breakfast?
Man, the Stork is a pretty good rifle so far!
Storks are pretty good, yeah. if you wish to obliterate your knuckles you can try the G&M guns, cause that dps is absurd
Like maybe I'm being fooled by Normal scaling, but it's also pretty good against frogs.
Like it just seems really good against a lot of stuff. And it has enough ammo and a quick enough reload to not really need to worry about being vulnerable.
Sorta been jumping between what I have on my secondary, mainly depending what I think I'm gonna need. Jumping being Volatile Napalm, trying Firecracker and remembering I hate it, and various rocket/missile-launchers
oh, the raven is pretty good for just stunlocking some enemies, and chips away at cosmonaut armor pretty good. shame what they did to it's range in 6
I haven't tried that out yet.
it's basically a bullet hose.
I did try the prototype (insert name) sniper a bit though.
And also a couple of vehicles (The Blacker E1 I think and the railcannon thing).. not sure how I feel about them.
I don't trust myself with the motorcycle, I've seen someone crash out all the time on it
the railcannon is really good on very specific levels. it's main gun eventually does tons of damage in later versions
Takes a lot to get it though.
it's damage doesn't drop off between pierced targets, so it can just punch through a crowd.
but yeah, very expensive.
and there is only one Bikeman.
you basically have to drop the rest of the game entirely and only play bikes, or you'll never be good at bike driving, and even then, they'll fling you just as easily as turn a corner
Eugh.
Also am I weird or does the Blacker E1 have a different gun to the other two Blackers the Air Raider has? Or do I just not use the Blackers that much that I can't tell the difference?
Like from what I recall, the Air Raider's version is much more fast firing.
edf 6 adds the keppler tank, basically a pair of miniguns on treads. it's... decent.
May be a different tank though.
Oooo that sounds cool
but yeah, most of the time, rangers' vehicles are a side-project, not so much a build defining superweapon
Explains why I've felt comfier just having the passives. Like not getting as slow when hit cause good lord I forgot how it felt to be sandwiched between a few queens and frogs and just stuck
I found the piercing blacker tanks to be slightly more reliable when I needed a small supply of hard hitting projectiles, but they're not all that more powerful than just taking a sniper rilfe or bazooka
I also never noticed you just have the small squad with ya on the rainy field mission
Probably felt louder cause of my buds.
Really makes things feel more dangerous when you don't have two buddies going around, blowing the dropships up while your 'sniping' things.
And then all alone against a swarm of ants, frogs, queens, and dropships the next mission.
there's some hilariously broken passives for ranger, though. I remember a 200% sprinting speed one that was a great time
I got one that buffs walking to 110%, running to 120%, and gives me the -50% reduction when hit.
Which not bad
I've also been trying some of the ones specifically for lock-on buffs. Not bad though not sure I'm too fond of the multi-lock-on one.. makes it harder to target crowds of aerial enemies.
on that rainy mission, I always headshot each pair of artillery frogs, then picked off their adds, rinse, repeat
the "faster lockon and longer range" buffs are really good if you're using stuff like the Prominence or Emerald
the multi-lock one is purely for single targets, basically
things like the MRLA do a surprising amount of damage when all focused on one thing, but it's pretty niche otherwise
I feel like I'd just use the Fork honestly?
it only really gets outclassed by the later forks. only because firing the later mlras takes longer than reloading the fork
Less locking on needed, more missiles in one package, faster reloading..
Therefore faster firing
Like I feel like the fork also does well against frogs. And if your wondering why I bother, I try to use rifle up-close due to damage drop-off, and therefore I carry some missiles or rockets.
oh no, fork works well on frogs.
I used the air tortoise for a while as well.
..Did you guys know that Wing Divers LOVE to jump in front of missiles?
air tortoise is technically a joke wepaon, but when it works, it obliterates the competition
never take wing diver npcs, they fight for the enemy
Insanely slow, but very big blast radius and it.. does seem to one-shot frogs.
it one-shots a lot of things in later versions
Granted I mostly used it on the 'stealth' mission and just had fun seeing if I could 'assassinate' frogs with it
Which uh.. it sure did.
ha, stealth.
turns out if they blow up, they don't get alerted
another fun "stealthy" weapon for that level is the Dragoon Lance for wing divers
Oh yeah, I tried the Wing Diver for a bit
otherwise known as the boopinator 5000
Liked their snazzy lil homing arrow weapon. Confused by some of the other weapons like the Geist.
And mega confused by super weapons.
I like the light show, but.. can you actually throw it and not just set it in front of your face?
a lot of the homing weapons are just... not as good dps as "basic laser"
just, y'know, reload it at half tank
the light show "super weapons" are meant to be dropped in the midst of an enemy group, so they just party all over them. especially the gleipnir
it's basically a few dozen mirages duct taped together
ehhh, the laser one's much less fun. also be very careful using the lightning one in caves. it does great work but is not afraid of killing you too.
I don't think I'll touch Wing Diver much.
Way too much for me to manage.
Speaking of management.. the Ranger claymores.
only thing I'd insist on trying, is once you have a battery at least 15 levels higher than it, try out the ghost chaser, but park yourself on a lamp post, or something else tall and thin. it's horrifying what that thing does to stuff if it fires for more than 2 seconds
heh, claymores bad.
WD's homing weapons are some of the best for simply shutting down a bug group
They even have a anti-air verison.. for some reason.
but for general weapons they're not that great, so something you bring as a secondary
yeah... the claymores are kinda dumb.
I really liked the 5-lock homing laser I used on her.
5-way mirage
Ye
I just couldn't decide what to use alongside it that wasn't me wanting to see what big sparkly nukes I could pull out.
the thunder crossbows aren't bad, but can risk a RSI if you overuse em.
I've tried the crossbows.
Though I think I tried the one that... looks at description focuses on aoe more than single-target damage.. even though it looked like a big straight line of damage.
the crossbows are good midrange single target weapons
ahh, the lightning bows. those're less good.
the bows are a sidegrade to the mag blasters that specialize in crowd control
Didn't try those.
you can press R to cancel their firing early and skip out the latter half of the charge
few things more satisfying than firing the lightning sniper into a cavern system and watching it just bounce everywhere and nearly kill you
I wish the bouncing bullet weapon the Ranger had actually looked.. useful? Least compared to what I have already
oh yeah, you can reload partway through those charged up attacks. makes the plasma guns pretty decent.
Speaking of bouncing, when do I find a bouncing grenade spray gun so I can fire in a direction and then watch them all return to me?
nah, most of the ranger's "special" stuff was just devs trying weird stuff.
Cause I only have the impact version right now.
ohhh, you mean the stampede?
Ye
I've been trying to use it and I think my best use of it has just been mauling queens with it.
Though maybe I just suck at 'aiming' it.
there's a sticky grenade version that happens later. gets more projectiles, too
one does not simply "aim" a stampede
Though I've also been questioning if it's comparable to the Volatile Napalm Grenade Launcher in terms of use besides.. being nothing alike.
Well, my most hit stampedes have mainly been queens, so I sure can't aim at crowds, that sure is true.
napalm grenades are alright, but I just loved using the normal UM line launchers
do you have a UMRA yet?
I doubt it. I've only had timed and impact grenade launchers.
it's basically a rapidfire version of the impact one
I do have a big funny grenade that goes big boom, but last time I used it, a Ranger walked in front of me and ended up making me kill the entire squad and myself.
ahh, the baseball of doom
And I also don't like it's windup, it messes me up.
it's a joy when it hits, but if anything exists in the way, you're dust
sure is funny watching it pop into existence as this massive beachball, though
It is quite an experience, that's for sure.
When does the Minion Buster Burst not spray everywhere by the way? Cause that's a rifle I was using before I tried out the Stork and it seemed fairly effective as well, just.. very little accuracy.
And yeah, it's the most recent grenade I've unlocked.
minion buster is probably useable at around a b+, maybe a-
it's usually the accuracy that assault rifles stop getting better at. only S ranks are G&M and the ravens once enough stars are in em
...maybe the storks, too
I do like splodey weapons.. cause if I remember, it DOES have a blast radius stat.
love the keppler
but i am biased, since its a german design
Is that a sattelite/radar on top?
radar i believe, yes
i wanted to like the kepler, but outside of it being a ranger vehicle it's just
not that worth it
honestly it being a ranger vehicle is like 40% of the problem, with the other 60% being that it's just not a very good vehicle series
active search radar, which allows for fun stuff like auto-leading and tracking targets
(not implemented in game)
i once joked about putting a nix's revolver cannon on a tank to make a good vehicle, but the kepler's guns seem to be worse than on-level assault rifles with poor vehicle handling to boot
paradoxically bad shotspeed, lousy damage and accuracy, and mediocre mobility until EDF6's DLC versions
Random question, but do Erginus and Argini-- I mean spiky rolly dino that is definitely not based on another kaiju start popping up as regular enemies?
no not really
not in edf6, no
So they do in edf5
oh, sorry, not in edf5 either
edf 4-and-a-half?
there'll be big missions that feature them prominently, but they're boss monsters and treated appropriately
Sounds like I'll get some warning in the future then so I'll know if I should bring strafing runs or not.. given kinda hard to get kills during kaiju fights
kaiju fights are primarily done with gunships or timed reload weapons, yes
strafing runs can do big damage but if you fail to get the kill it's a lot tougher
Oh yeah, is shooting at big-spiky -Argilus worth during the dropship 'stealth' mission or is that just a timer thing?
and the mission with the most kaiju doesn't really ask you to fight them; rather, supporting the NPCs by killing all the small fry
the dropship stealth mission is a timer based encounter
So I shouldn't have tried shooting at it. Woops.
you can still shoot archelus to fend him off, but he'll aggro enemies around in a pretty big radius if you don't drag him far enough away
And here I thought the bugs were buddies with the kaijus.
Sounds like that mission may be a bit annoying to solo then..
Also by fend him off.. do ya mean making him stagger or..?
Is there a way to tell when he'll stagger or is it just shoot at him and pray?
not really no
Like is there a hidden bar or meter or something?
it's just when you deal a % of its hp i believe
So.. let's say I'm using the Stork T1 during that then.
How many shots will that take?
I'm still questioning if I should eventually main rocket launchers cause I remember a certain tuber saying rocket launchers are the best weapons for Rangers.
they're kind of mediocre in 5
Admittedly said tuber said that during a video of 4.1
buffed substantially in 6, but iirc their damage output isn't very substantial—mostly just crowd clear and reliable long range bombardment
And said tuber also gave me the important information for Air Raider; 'I don't support the violence. I AM. THE VIOLENCE.' Big explosion
Tis kinda what I relegate having a rocket launcher on my second slot as. AR isn't clearing fast enough, need some booming that ISN'T reliant on my throwing arm.
Also is it just me or does the Air Tortoise reload pretty fast for such a slow missile?
when i play ranger i use multilock missiles, shotguns, snipers and sometimes ar s
any combination of those deal with most stuff
I wanna use shotguns, but I haven't found any that reload real fast.
slaughter has an alright reload, but your first dedicated "quick reload" shotgun will be the monsoon
Using the auto-reloading Air Raider may have spoiled me a bit in terms of having reloads
and that isn't until level ~20 iirc
i feel like the slaughter more than makes up it's reaload time with just deleting enemies, but then again different playstyles and all that
reload speed is so important. uptime is key
well yes, however: if enemy dead, available time to reload = infinite (or at least pretty long)
on a more serious note, i like to use my shotguns as a secondary for 3 situations: "switching to your sidearm is faster than reloading", big-thing-obliterator, enemy too close for explosives
which is why i don't care that much about reload on them
also it is feasable to just dodge while reloading, works for ~85% of enemies
Counter counter point: the red ant you can’t see is always faster than you can react.
I use my largest explosive if I get bitten, damn you ant and all of us in this here 20 meter radius
This is not actual advice, in fact is a bad thing to do. The people who I used to play with found this funny and so did I
It is still just a game
The issue for me is if I do that I just instantly die.
True.
One does not play edf to optimize, merely to goof
I did a level with a friend who was new to the game and I exclusively used the bomb roombas
Maybe I should try being a lil goofy sometimes. Experiment a little.
I used roombas for a level once, and hit exactly no enemies
they honestly weren't that bad in 5
in 6 their usefulness is massively curbed alongside opportunity cost, so i didn't find one good place to use them
Opportunity cost?
They take a backpack slot in 6
Aka a vehicle slot
Would you like tank or roombas?
Oh
Oh yeah, I did notice weird stuff like grenades in lil backup slots in EDF6 from what I saw
separate things in 6
There's also auto-turret buddy in 6. It's pretty neat, especially the flamethrower one
vehicle and support item slots don't occupy the same space, but there's like two categories that are generally-useful in 6
(old support items like posts and bunkers, the aforementioned auto-turrets)
the 'cost' of picking one thing and not having the other, basically
Ew, posts and bunkers. Those don't sound like "giant explosion"
they've served me well while trudging through DLC2 Inferno; [faux-pompous voice] i find the focus on raw explosions reductive.
Phobos bomber go kaboom, make everything regret existence
it's not like phobos and bunker compete for the same slot in 6 anyhow
Do later helicopters get more stable?
……. I mean…. We can do both!
they get more responsive, so only sort of
Alright. Just making sure my first helicopter controlling like it was on ice wasn't just a skill issue on my end.
if you can outwit the bad controls, they get dumb later, though
imo the main problem with helicopters is the fact you could deploy so many other weapons instead of using it, especially since air raider only seems to get one (1) as far as i have seen (not my main class so who knows if i missed a few) and ranger gets most of them
everybody but fencer gets a new "backpack" or "utility slot" i think it is kinda neat, but has also impacted some "balancing", why would i take something other than a phobos the A(whatever letter) minigun/similar gunship and a spritefall
"ah yes i am craving a limpet gun instead of the orbital death laser"-said no one ever
fencer (outside of number balancing) hasn't been changed almost at all, air raider and wing diver get the backpack slot and ranger i don't remember the difference to 5 outside of hum being able to turn while sprinting finally
AR still gets ~2 helicopter lines iirc
as for the backpack utility slots and AR, i still felt like i didn't have enough slots for some missions (or perhaps that's just DLC2 speaking)
well, no, i meant more like "i still don't have enough to handle this mission like i would like to"
AR still has some gaps in his loadout imo and it's only been sort of delayed by EDF6
but i think it's mostly because they refuse to give him a direct-fire/medium range weapon that is not limited in some way
well that is somewhat the point of having a class-system in a game like this, AR can already destroy most of the game when somebody runs distraction
that's true, i think it's just more noticeable for AR when it comes to self defense
especially against androids, where anything smaller than an electron-copter is too niche or simply can't handle them very well
i don't think i've ever 100% settled on one loadout for AR
I find the minigun good for that, since you can either shutdown a small area and pivot around it or slap something with 5-15 seconds of ouch
i mean, i know that's an option—i've played through to M38 DLC2 Inferno—i just think he's more limited than it first seems
it's hard to say exactly what, but it really becomes noticeable if you need to handle excavators or groups of androids too small for big strikes
yeah AR trades direct-fire capabilities for massive aoe attacks, it's why i like to orbit around my air raider when playing fencer
Air Raider and Fencer do seem like buds
Also am I weird in that I prefer trying to aim for enemies in terms of aiming beacons?
that is how i normally do it as well, since they then may be tracked by the firemission, but it is also good to remember that you can use the more drawn out gunship strikes and similar as area denial
turns out 20 secs of constant depleted uranium and/or tungsten at super sonic speeds are a pretty good deterrent
when i play with my buddy i either pull the whole map in a circle and revive him or i am body guard
pull one of these everytime an enemy shows up
Fair. May wanna try that sometimes, I just usually tend to aim beacons at enemies at least. I haven't used the lasers enough to quite form an opinion and well, big area enemy
Though how many shots would ya count a strike for being drawn out?
well for me something which has >3 shots off a single beacon shot is usable for area denial
though i really only use that for smaller enemies or ones which consistently outrun airstrikes
otherwise just put the laser and/or beacon on the enemy and let it rip
that's usually how the beacons are supposed to be applied, since they all have tracking
the 105mm and autocannon/minigun/vulcan are most usable when thrown on the ground but they don't have the largest radii
Welp, guess I'm using the auto cannon wrong then
i disagree on that one
you should only throw the gunship beacons on the ground if you need it as cover while dialing up something else or to disrupt enemies like the pillbugs
otherwise always hit the enemy directly, with the very fast ones you just have to get a feel for the timing
meant 'most usable' as in that they won't be useless if you do that, but you should obviously still just shoot them at enemies
Noted. I'll try to pay attention to beacon speed.
Or do you mean fast as in reload/fires fast?
I assume ya meant how fast the beacon goes.
fast enemies i think
obviously beacon speed matters in general but as the difficulties go up some enemies get faster
Drones my nemesis
Oh
Also is it just me or have the advanced drones not shown up much? (The upgraded circular ones, not the new-shaped ones.) Like I feel like they've only popped up in one mission outside of their introduction.
the reds?
Yeah
The ones that shoot beams instead of a spread of plasma.
And drop a decent amount of boxes.
yeah, they don't show up a lot 'cause they're basically elite enemy variants
Not worth the effort in my opinion
there's no official classification but that's just how they're treated
I mean if one shows up and shoots at me, I'm gonna fight back. If only to kill it so it's not harassing.
on higher difficulties they're a lot more dangerous
Does explain why they drop more loot than a frog. Even if by just a couple more boxes.
And now that I've seen the loot frogs can drop now that I've found a pretty steady way of taking them down
they're not tanky/drop a lot of boxes because they're elites, i just assume the mission design treats them like 'elite' enemies because of how they are
if mother ants/king spiders/queen wasps are 'boss' enemies for their respective enemy variant, then the red flyers are the 'boss' types for the flyers
I dread the day I meet these king spiders..
And the spiders that actually spin up webs.
they're honestly not that bad if you know where they are
wasps and spiders get ragdolled by explosives and this applies to their boss variants too
I didn't know specific enemies got ragdolled.
Cascade obtained.
Feels.. kinda wonky right now, but probably cause it's level 1.
Okay, robots are kinda overwhelming with the Stork. May be time to change strategy.
Assault Beetle?
mostly useless
marginally better in 6 but most of the time just a novelty; the later variants are sort of like a gimmicky version of ranger's c4 bombs
..I hate being a bowling ball
Also I have now encountered elite infantry it appears
Nothing spraying with bullets doesn't solve
I see
I've obtained some odd cluster missile launcher
Limpet Splendor?
limpet splendor bombs shoot out shrapnel instead of exploding
What's the downside?
typically something for caves, but outside of a couple later level variants (buster, detector) they don't do a whole lot of damage
the shrapnel bounces and penetrates, but outside it'll miss and it has pretty lousy shotspeed to boot
..Detector sounds interesting.
Oh yeah, I met the shield dogs. I despise them. Cries in Air Raider
shoots a big arc of these shrapnel bombs that act like claymores
Oooooo
uncharacteristically, the shrapnel from these goes extremely fast and does a substantial amount of damage—unfortunately it's only one or two variants at level 60-70 or something
typically best dealt with by walking in with a nix, potentially one boosted with a guard post/gun
Yeeeaaaah I figured that
Sucks when the first enemy is one though and you therefore don't have a Nix charged
Questioning how Air Raider would deal with the pillbugs and flying frogs. Cause unless I missed something, web spiders are just.. more annoying than actual threats? And the heavy infantry aliens just seem tankier
the flying frogs (tadpoles) are tricky for AR since his singular homing missile option is incredibly fragile
typically KM6 spam directly over yourself/NPCs, 120mm neutralize for singular targets
recruiting NPCs and making them simply move in a direction will help them live a lot longer
Oh yeah, I got a new KM6. Just said it was an improved version.. and also took its sweet time coming at a pylon, leaving me to point it at an ant and to suddenly get blown up cause I didn't know where the missiles were.
km6 is the machinegun strafer
Been using the Rapid-Fire as a cover clearer since it seems to break buildings fast and less buildings is less cover for frogs and aliens.
Oh that's what ya meant
My brain is kinda tired, mixing stuff up, sorry.
Speaking of runs, I just got Phobos though.
phobos 3?
yeah, that's its main deal
And also really destroys the long-legged robots apparently
Not that Air Raider can't do that normally, just found that on my first run cause it was in the 'this is a stealth mission' industrial area where ya get 3 to hunt down along with frogs, aliens, and shield dogs
Should probably use Neutralize a bit more often. May help me a bit more in terms of fast-moving enemies.
Been using Phobos lately. Figured it's probably good against frogs/aliens compared to the KM6 and also just good for cleaning up a long line. Also found out that Ranger and Air Raider share some special weapons.. for better or worse.
I've also found a 150MM Cannon Lapis System thing, whatever that is
phobos does have an easier time hitting frogs/aliens, yeah
still wouldn't exactly recommend it but it can do that
150mm lapis is basically a 150mm single strike with quicker response time/tracking at the cost of per-shot damage
Hmmm
I mean I usually bring the 180mm.. least I used to till I remembered how great the Autocannon just is overall.
So not sure if I'd use that over normal 150mm
Also the cluster missile launcher is called the Volcano cause twas wondering. Dunno if there are others
Feels.. interesting.
the volcano is the only spread-fire one for ranger
good for clearing buildings at least
anyway, mileage may vary on cover
you should care about cover more than aliens because their weaponry is hard to dodge at higher difficulties
compared to chaff enemies, their damage scales minimally with range and moreso with raw exposure time
Noted
on higher difficulties, it's more easily noticed that they do relatively lower damage compared to an ant—not that they aren't deadly, but that their danger is in the form of range and consistency
it's much easier to tank them with shields or vehicles compared to fodder enemies, which often have deadly shotgun attacks at close range
there's exceptions obviously but a dozen spiders is more of a threat to a vehicle than one heavy cosmo
Admittedly, my main tactic has been using Minion Buster Burst or Stork (or the new piercing Shredder I got, dunno which may be more useful) for stun-locking aliens and using a missile launcher for longer ranges.
The Cascade
yea you don't really need to worry about it on normal/offline as much as online on hardest+
I've also gotten an upgraded version of the Emerald.
And also a few snipers I haven't really tried.. my main experience in which so far is the big single-hit one that goes mega fast and far can take a helmet off of an alien.
Buuut if it hits an unarmored bit.. sploosh.
Squish? I dunno a good sound effect for an alien getting vaporized by a big bullet.
Felt kinda slow, but probably good in some scenarios. I just like having faster-reloading weapons and ones that don't need too much accuracy.
if it's a weapon with several shots in the magazine, it's a lysander. if it's one, it's a fang. both allow you to do some weapon swap things for tech
the lysander basically always takes four seconds between shots, but you can swap to your other weapon to wait it out
I think it's the Fang, yeah.
the fang has a big recoil animation after firing you can cancel by swapping to your other gun and swapping back
this also lets you reload faster too
the lysander has somewhat low DPS alone, but this essentially allows you to supplement your other gun's DPS for ~7 shots
So given the primaries I use, which of those two snipers supplements the other well?
I've kinda gotten better rifles than the Stork, but I also just got it's upgraded version.. and I feel like Minion Buster is really good against armor or big targets?
minion buster is more dedicated towards armor or big targets, yes. it doesn't have any dropoff and easily staggers due to its two-stage nature
conversely, its delayed damage means it's worse for crowds since efficiently using it would mean counting how many bullets it takes per enemy
both lysander and fang act like 'secondaries' that fill the range/burst damage gap for basically any primary
probably just an assault rifle or shotgun would pair well
Where would ya rank the Slaughter then? (and upgrades/variants of it)
slaughter is the most consistent shotgun out of them all; shotguns in general are really great
they do a lot of damage with decent range and have enemy penetration up to a certain range
slaughter is versatile, SGN (semi-auto/auto) is raw burst, monsoon is reload speed
I've mainly picked it cause I got a version that seems to have piercing/penetration
Which I'm guessing means it goes through targets
So more crowd clear.
Hmm.. odd. The new Slaughter I got mentioned something about blue hitsparks meaning something special.
the blue hitsparks is the penetration effect
that means a bullet has hit through an enemy and will continue onward its path (presumably into another enemy)
Shotguns are excellent at the missions that go "500 drones"
God I hate those
Before I understood the strength of Spritefall, shotgunning those was a pain
Shotguns good against drones?
And also Spritefall?
Oh yeah, I also got a helicopter with an auto-aiming autocannon and that one vehicle that shot not-godzilla
Still can't get used to the helicopter
Never bothered with helicopters
They are... available I guess
While I am in a vehicle I could also be useful and calling in strikes
Yeeeaaaah
I've also gotten a couple of new artillery strikes. One that basically seems to be railcannon shots and one that's.. said something about mixed?
Not that I really use them besides taking on the wasp hive.
I'd probably use them more if I didn't prefer strafing/bombing runs.
I don't trust myself with grenade arcs and a big circle is a bit more limited than the cones/lines of runs.
Maybe not as much focused damage, but like.. I'm pretty sure a bombing run will still wreck a swarm of bugs.
type 1's, yes
they're relatively tanky and get knocked away by bullets, so killing them in 1 go is good
Huh, I thought the g&m still popped type 1 drones in one shot. Also spritefall is one of the AR's big weapons. It's a space laser
It is very much just "that area dipleases me, laser Lady if you would please remove said area"
I don't remember the character's name
...were we ever told that
I was more inquirinf to the usage of Spritefall aa someone mixed myself
It locks down an area ground and air
Quite useful, no blast radius to worry about. Some of the later ones do have a massive radius of effect though
I like using them myself
I confess I was a Lionic user more than spritefall
I have yet to get this Lionic
I would like to sue past me for saying the Droids are easy
They suddenly grew longer legs and now it's somehow impossible
I love being juggled like a ragdoll
In other news oh hey the Lionic
So your autocannon or whatever variety you have can just bully the walkers if you hit the head
Oh yeah, I know that.
But.. it's way too tall for me to shoot conveniently in the head.
Like I have to get right under it for autocannon beacons to hit.
And it has all those lasers that shoot me and ow
That is one of the issues with the lower level ones
And generally the autocannons, low range
could be an upgrade problem
in a pinch you can use a missile strike or bulge laser since those two typically have plenty of range to spare
I now have Neuraltize Cannon B
And also some missile from a place called Barren Land or something like that?
It sure looks like a big missile, that's all I can say.
Strange cause Autocannon A has quite some range for me.. but B doesn't so far. Dunno if it still needs upgrades or what.
tempest, yes
it's an 'opener' missile strike on an un-aggro'd group of enemies, pylons and stuff like that
Neutralise is sky shotgun, good luck hitting what you intended
Tempest also takes chunks off boss healthbars
90% of all enemies are larger than a house. the spread is a good thing.
I could just hit them with something that actually has a chance to kill them instead
i don't understand where this idea about the 120mm comes from. it does plenty of damage on typical enemies and has an easier time with flyers
sure it doesn't instakill small enemies in one beacon shot, but the spread will hit enemies around and will catch moving enemies more easily
i wouldn't recommend it for cosmonauts but for everything else it does fine/exceptionally well
The humble autocannon one-cycling a pylon:
And noted. Got it along with the Lionic.. not sure which I prefer, but I'm admittedly mixed on missiles.
Would probably use with buddies, but runs require less attention.
Also I got sniper turrets apparently.
Rocket Cannons/Lapis System/Single-Fire Cannon seems to do well enough, especially in terms of tracking for the Lapis System Cannon.
may just be a difficulty thing
Not a fan of these x-shaped runs.
I don't really use the KM6 myself, honestly half my fun is hearing my teammates running from my airstrikes
After I told them twice to move
No one does karma better than Air Raider
Look I am but a humble infantryman, and I will hold this god damned hill until I’m dead and gone. You dropping 37 missile strikes on me isn’t gonna change that.
i prefer my teammates alive and taking enemy aggro. if the enemy has already arrived on their position while i had an explosive strike it is my failing
No see this was a hill I ran onto while it was covered in bobble heads and you verbally warned me to not go there but I was too distracted to notice.
This is if anything, an act of pure idiocy and battle high.
It's.. kinda slow, huh?
it's why most people only use it as an opener attack
the later level variants are some of the highest burst damage options you have out there
Like am I blind or does it take a hot minute to actually start responding to laser homing?
Or does it just move so slow it LOOKS like it takes so long to start homing?
Well, either that or the new missile swarm thing I got, which someone here said was.. eh?
Or I just keep bombing. Been kinda experimenting, especially wiht turrets lately.
yes, the tempest needs to get to ~middle of the map to actually start functioning as a missile
anyway, the lionic/cruise missiles aren't the strongest weapons AR has due to the time commitment and reload times they have, but if you want to make them work they're fine
i'd probably say lionics are far more popular than cruise missiles due to their responsiveness and high burst damage
It's really a question of 'what am I fighting on this mission?' which.. I've sorta forgotten for most of them.
And of course 'Do I have to fight a teleport ship?'
They sure do come quick so far
I also decked the heck out of the big spiny fella
..And I'm scared this means he's gonna start being a common enemy.
no, they don't start dropping archeluses into random missions like that
he'll be a big feature of a mission, not just something random
I think this means I'm in the 90s in terms of missions now?
Dunno how much left.
Besides replaying the campaign with all classes.
you're getting decently close
wing diver should be fine—energy management is basically her central mechanic with nothing else to worry about
Oh, and then I have the extra difficulties.. and the mission packs.
fencer takes more to get used to. once you get decent with him he often has an easy time with missions, but you'll need to at least learn his stuff
I may need a lil hand-holding.
In terms of putting a Fencer together.
He looks like he has some fun toys though.
AR is probably the most taxing mentally of all the classes since he relies more on knowing enemy composition/mission structure
there will be a big cinematic mission that features a bunch of barga NPCs decking it out with erginus/archelus groups
however, that's basically a diversion from what you're actually supposed to do in the mission (kill small chaff enemies)
it was a big mission in 4.1 and follows a generally similar structure
I mean. So like. In mech missions you typically get a few. But outside of those yeah if he shows up he is THE big threat.
A threat I have consistently staggered with AR fire
AR is basically allowed to combine 3 slots' worth of total DPS at once, so, yeah he's extremely powerful in that regard
at least, for one target.
Look you want the short answer or the long answer?
TLDR: you used the right tool for the right job.
Good job on using high fire rate single target damage on the big single target.
As the campaign and difficulties ramp up, this will not continue to work. Which is a shame.
I personally prefer using a rocket launcher. There’s some really good options. Big booms.
missiles are one of ranger's biggest assets against air targets, yes
Oddly liking the Cascade more
it's actually kind of fencer's one substantial weakness (outside of having no solo mega-burst damage options)—his missiles and anti-air options are weaker than that of the other classes
The lack of burst and AA on fencer is
Brutal
In 4.1 you at least had obscene mobility
In 5/6 you have. Okay mobility. And like. A hope and a prayer.
Noted
Also I noticed you can't forward dash with some weapons
On Fencer
Or is it jump? I remember finding some odd restriction
specific weapon categories will be mostly jump or boost
it'll tell you at the end of the weapon description
we've had this talk before about mobility, gurm.
And I’ve noted that to me it feels terrible.
anyway the AA thing usually means fencer needs to fight and focus on it
the second hardest is AR because he needs to time/place his strikes right to wipe out a swarm
fencer still has decent/good missile weapons but they're less fire and forget than WD or R
Naegling my beloved.
Got a newer version with missiles that split and feels like a sweet.. upgrade?
But yeah, I had a feeling..
good rules of thumb for fencer: if you took 2 of the same weapon, fire one, then the other. unless you have two miniguns. then you empty one then the other
uhh, what else... the spear weapons almost always thrust-dash, the minigun/shotgun weapons almost always boost jump, boost/dash conversion "upgrades" are actually a massive downgrade...
oh, right. and look up how to dash cancel, because you, like me, might be doing it wrong. for half the campaign
So basically like piloting the Barga;left, right, left, right, etc?
dash cancelling is using some function of your weapons (most often your shield) to cancel the animation at the end of your dash, which will normally make you do a full stop, animation locking you
if you use the reflection ability of your shield or other animations to cancel this lock, you will keep your momentum or at least a good chunk of it
my personal favourite in 5 was the ion shields, because they do the reflection animation nice and quick, in 6 i prefer the feel of the normal reflector shield
arm hound missiles are nice mobility with some constant trickling dmg
I forget what reflect does..
any projectile goes back to sender
Beams aren't projectiles, are they?
i can be heard in some missions going "idiot" * ant dies of its own projectile *
nope
And does that include missiles and the leggy boy's weird 'missiles'?
anything which is beam shaped cannot be 'parried'
Noted
missiles are a mixed bag
plasma glob looking ones can be parryed
the big leggy boy ones cannot
but you can shoot those
also i am a bit late to the air raider discussion but: personally feel neutralize feels meh for damage and so do the strafing runs, if i already have to wait for an aircraft to fly in from off-screen, it should at least bring some explosives
I just feel the runs are easier and more reliable than the artillery without much need for focus.
and i cannot really talk for rangers but if you mark a fencer with an airstrike and they die, they were not playing right :]
i am enemy magnet, mark me for death and i will deliver them to the soil marked in crimson
oh i never use atillery, i meant if i use a bomber it's either phobos or the napalm one
Been told Napalm doesn't deal much damage
But yeah, been using this x-shaped Phobos that brings in two bombers.
Felt odd at first, but I've gotten used to it.
more for locking down an area, which makes enemies be stuck on it
and them aoe the hell out of them
But i will also not claim supreme knowledge about air raider since fencer is my main
I should remember to poke this server for people now and then, but I'm pretty sure only one guy has offered to play with me in here. And then I get nervous about randomly poking people.
Not too sure if I'm looking forward to playing through as Fencer.
Wait, does the multiplayer have its own story progress? Would I need to do all that as all four classes too for real 100%?
I think you are good to just hit the vcs and ask in the appropriate chat
Personally don't have many timeslots which line up with people here
y'know work and being in germany and all that
Not too sure where the appropriate chat would be unless ya mean here. And I guess? I feel like I'm kinda boring or annoying though..
Like I feel like my buddies are used to my brand of.. socializing?
I came here looking for people to raid in destiny with and found people with a pretty similar spread of interests
Also there's enough people here to make it very likely to hit it off with someone sooner or later
Mind you it took me about 2-3 weeks after joining this server to write in the destiny chat
so i totally get the social fear (i forgot the appropriate word here) but so far nobody inthis server has killed me for any of my bad dad jokes :]
I also fear the anger from me accidently bombing people with my runs or bigger guns
Cause honestly.. I tend to pay more attention to the enemy than any allies near any of my danger zones.
my edf ruleset is:
air raiders are either far enough away from the enemies or already actively perishing
rangers are to be looked out for but can mostly handle a little bit of red ground clipping them
unless you hear the wingdiver scream in pain they can just take off
if you hit a fencer with a bombing run they have either choosen to have their 'frank sinatra - my way'-moment right there and then or they were weak, for they lack movement tech
[obviously a bit more extreme than realistically applicable but it is the foundation of how i play]
from a fencers perspective: spritefall marks the ground and i am not a bus-sized ant so the chance to get hit often enough to kill me is fairly low, missiles are a bit more tricky to dodge but this can mostly be mitigated by *not standing in a pile of enemies when you hear air raider voicelines/know you have a lockheed&magician in the backline casting bombers and missiles
I mostly say this cause much as I prefer runs, sometimes I feel like 'methinks missiles/lasers cut it better here/more curious about new missile or laser I got'
Much as I also fear them since fellow soldiers like to step in front of them at the worse times.
experimentation is your best friend when progressing through missions
Especially wing divers.
you and your fellow soliders will learn whith which weapons to fear the desync through some friendly fire incidents
and with some mission&weapon combos my first action at the start of a mission is sometimes downing all npcs
i will not have a wingdiver eat another heavy mortar round for the 5th time in a row, you are getting the cia prize for outstanding journalism in 30mm form
Been questioning whether big bullet or shotgun call-in is better for big guys.
Neutralize is definitely good for aerial foes, but..
(wingdiver npcs are a nice way for fencers to deal with random air/chaff enemies on normal-hard)
i do not like the shotgun at all
i use singleshots for slower big guys and the minigun/similar for everything else
but you gotta see what feels right for you and your playstyle, half of my playtime is just slamming my head against a mission with different loadouts to see what works that mission
you'll get a feel for the rough vibe of new missions after a while
unfortunately yes for edf5, edf6 unifies offline and online but edf5 is still separate
internal screaming
i could be up to play some edf5 once you hit Hard difficulty
anyway, yeah, fencer's largely reliant on a couple things:
- basic movement tech (dashjump)
- awareness of weapon animations
- what weapons pair well together
with a handle on weapons and movement tech (activating a boostjump halfway through a dash) a fencer is capable of pretty easily kiting most fodder enemy groups
anyway at lower levels (before the level 28 variant) there isn't a huge difference in total DPS between neutralize and other gunships—the autocannon strikes still come out on top—but the later 2 variants do put in the work
so just take autocannon and your best bullet-based gunship for single targets for the most part
the level 58 neutralize version does ~2x more TDPS than the gunships before it, and the level 77 version actually has the highest TDPS out of them all given that every shot hits
TDPS being the damage per second with the reload included
don't know about single player, but i don't like to take 2 gunship-types, feels like a wasted slot for something like spritefall
yeah you don't really need to take more than one gunship, just that if you're considering it then you really can't go wrong with autocannon
and for the neutralize cannon, like i said, i just don't like the feel of it and in my experience it wasn't great
Would you say completing the whole campaign on normal would be worth going Hard after?
i will belive the statistical total dps numbers tell a fidderent story
I've tended to at least take Autocannon to have something I can constantly shoot while other things are reloading or charging or building.
I take Neuralize for aerial or big threats just for some extra damage between.
Though the reload is fast enough I guess I could use it as a primary.
oh don't get me wrong, always take some kind of autocannon or other reloadable, just in case point-reloads don't line up or you are caught in a bad postition
i just prefer to fill the rest of my slots with point reloads
Don't get me wrong, I do think it'd be funny to walk in with big weapons and just rely on everyone else killing to reload my stuff.. buut.. could also get boring and make me contribute less.
Dunno.
But fair.
in comparison the neutralize doesn't kill small targets as cleanly as some of the single-target strikes, but i value its presence around level 30-77 where you stop getting single-hit 150mm cannons and keep getting those consecutive strikes
I've kinda been experimenting with turrets, lasers, etc today.
Particularly using the advanced turrets against flying foes.
for self defense it's really up to preference, but it's a good supplementary DPS option if you already have an autocannon/105mm going
Not too sure how to use sniper turrets neat as they look.
the turrets are kinda wonky
the normal bullet ones have a bunch of weird variants very unevenly spaced around weapon levels
the most reliable ones will simply be the rapid-fire machinegun turrets (named ZER/ZERA/ZEXR), but there's big gaps between these variants
there's eventually flamethrower and rocket launcher sentries that are decent at close and long range respectively
in 5 you can stick anything to a fencer and make them a walking pillbox
or cause their untimely demise with c4
turrets are good midrange fodder-management tools, mostly for defending yourself
I do tend to stick turrets to my vehicles
i mostly value them for close ranger plinking as mentioned above, they kill an ant or 2 fine while i call the 4th phobos
Wait.. you mean I shouldn't throw my turrets into pits of enemies?
you can do that, they will kill some stuff
don't know if that is the most effective use for them though 
Is this a cave mission with aliens with shotguns and a pillbug spawner?
..How the hell am I suppose to combat this with Air Raider?
Not well
Cave missions are where AR suffers a lot
Turrets can only compensate so much, the crawler vehicles are just awful to control
Your weird "guns" are barely making a difference
I just don't play those with AR unless I got people to back me up
I'm sorry there are 3 spawners
AND MORE ALIENS
AND I FELL OFF
And I accidently chucked both of my Depth Trawlers onto walls!
Oh wait only one spawns pillbugs?
Oh thank god
..Is the Splendor gonna be the best I get in terms of cave combat?
Oh, that was the entire mission
Huh.
And also I don't actually ming the crawler vehicles controls?
I do hate how wonky they get when your not on the ground, but otherwise I feel their pretty alright
...it was the "everyone is dead" mission, wasn't it?
and the wonky of crawlers is exclusively how they operate on walls and ceilings
Uhhh dunno, I do know I was alone, some guy was crying about his dead platoon, and there were three spawners bunched together. Just gotta mow through a ton of pill bugs and a few big aliens.
..Also, am I dumb or.. what's the big difference between plan W and X? It says X is bigger damage, but W has more shots.. are these variants just kinda 'pick what ya like' or..?
Cause just got W and it seems to sorta just be two strafings down two lanes.
I remember one long-ass chain of cave missions being a pain, enough enemy spam that i was running a minigun and a shield in one loadout and another minigun and another shield in the other one for when the First shield broke
All while having a buddy basically using my shoulders as a bipod, it was glorious and horrid
I will say I find the cave missions just plain annoying and in my opinion the game would be better without them.
I get the idea of them but they are not good
So.. they decided to make faster variants of the ants, huh?
Great.. and of course the second mission they get put in is with shield bearers.. meaning I gotta use limpets and I keep blowing myself up with my own limpets.
the green ants are an annoying enemy variant if you're not prepared for them, yes
but completely countered by any form of fire attack—which is something a red nix has by default
Fair. I just have been defaulted to my new Naegling
They have like. Zero hp.
low hp, high speed, high numbers
any weapon with a penetrating effect will do a lot to kill them
a good assault rifle or high explosive armament puts em down pretty well.
on Air Raider though..... it gets tricky
not a lot of good fast options, the NYX REDCOAT is probably your best bet?
even more relevant in edf6 when you get like 3 repeats of that mission type and get more access to weapons with PT
I actually found those repeats really fun
felt like a good baseline of "this is how much you've grown"
they feel varied at least, yeah
i wish they had more variance on the 'end of loop' sequences
they sort of give up on making them feel distinct halfway through
I mean, that was kinda the point?
it was all about things having gone wrong in the worst way possible, AGAIN, and now you have a last ditch suicide charge to attempt to fix it, AGAIN.
it is relevant to the story, yeah, just at the cost of memorability
fair
..I hate that my turrets can stick to enemies.
And that apparently this mission has TWO teleporter ships that drop pillbugs
That or pillbugs are coming out of nowhere purely cause of my hatred
Slowly growing frustrated with this game now
Finally. That level was annoying. Had to take out a bunch of teleporter ships and two deployments of aliens
Limpets are.. not very good against aliens frustratingly.
Mortars are though.. if they actually hit. Seriously how the heck did a legless, one-armless alien NOT die from a bombardment?!
He was right in the center!
limpet snipers are probably the most competent out of all the limpets
I chucked it, figuring 'your good as dead', cleared some bugs, and then looked to see-- NOPE! He still kicking!
I mean course just needed some focus fire, but he was using the missiles, which.. annoying.
And been using the Limpet C.
Tis cool.. if not the bigger boom pushing me around a lot with all these swarms.
Darn. Those don't really seem my style..
Been tempted to switch to the shrapnel one instead cause less knock around, but.. dunno.
Please tell me there's some alternative to taking on teleporter ships? Like can I try maneuvering missiles into them? Or is that actually less damage? And probably less consistent..
Maybe I'll just bring a sniper along with a regular limpet if things go that way.
Dunno.
Your vehicles?
what about my vehicles?
Also good lord, the sniper is pretty good. I think it just one-shot a queen. Or very close at least.
a nix with a midranged weapon
Tank is straighforward, you need to know your one weapon key
nixes in general become incredibly powerful in edf5, less so in 6 due to cost nerfs
nixes are simply extremely competent fighting vehicles
Ah right good point. Was just hoping for one that didn't require points or being a vehicle though..
But yeah, the Red Coat is doing a pretty good job
I wish I'd use the two newer nix I have, but.. both of them feel a bit slow to react to some of the non-permanently-open teleport ships.
reminder that middle mouse button click is the 'jump' option for nixes and fencer
red nixes eventually get fast/long distance jumps compared to other nixes
OK, I'm actually really digging the Limpet Sniper
Really good against single targets AND huuuuge range
Granted it ironically has more spread than the usual full-level Limpet..
I... I'm done?
Sometimes your best weapons are 20 levels under, because you haven't gotten the upgrades on the on-level ones or because you haven't gotten a new one of the good variant, it just be like that
Wait, who is that and why are they floating?
Oh no
Wish me luck, I.. think I'm now at the final boss?
Ah time to arrest jod
Not.. sure how to approach this..
Don't got any giant mechs to fist-fight him in..
Have fun!
This is one of the times where i would recommend 3 non-points-reload weapons
Use heavy ordinance.
A gunship, a bulge and a beeg Missile maybe
I try not to bring those for bosses.
And uh.. wow.
Jod was easier than his big fancy golden egg
Oh
Hardest and Inferno are now unlocked.
..D-do I.. play those next or..?
no
hardest and inferno are done sequentially after Hard, probably when you've done a run for each class on hard
Ah.
Hmm.. should I do normal with each class or just go straight to Hard?
Cause given I've been doing Air Raider, the others probably don't have as many upgrades or weapons.
you can basically start on hard without needing to play normal, so if you're confident you already technically have a head start for the others
My OCD is worried I may miss some weapons on normal I won't get on hard. clueless
Like I'm sure weapons on higher diffs are overall just better or something but
I like collecting
hard goes from 0-50, so you'll probably pick up everything with typical collection and progression
Well, now that I've completed the campaign.
Oh god wait I realized.. doing all this solo inferno..
Oh jeez
have fuuuuuuun
I mean. Yeah. EDF 5 doesn’t share progress between MP and SP.
We all had to do inferno solo if we wanted the shinies.
AAAAAAAAAAAAA
inferno online is dubiously rougher imo due to certain online-only missions and online scaling
Oh yeah, I got the mission pack.. when should I do those?
enemies are adjusted for multiplayer only in terms of damage and hp, so some weapons lose a lot of use
the mission packs are primarily challenge packs
they have higher drop ranges than main campaign at the tradeoff of being difficult
most people i presume don't really bother until hardest/inferno, as the extra weapons are inferno-only
you don't really need to do them. i don't have much experience playing them so i can't comment much on it
i could be up for some EDF if you decide to play Hard
-# though i will say that a while ago i had gotten tired of weapon upgrades and cheated in max ones for myself
I'mma take a break first. Today was a little.. intense.
I also admit I haven't gotten far in MP
TBF: it’s literally the same missions
Yeah, I figured
for the most part, yeah
Most part?
MP skips the tutorial section from singleplayer and adds in 2 endgame MP-only missions that are tough
Ooooo
unfortunately they don't really do anything more than that, but apparently it's enough to separate the progression between SP and MP
I never really played SP since it just always felt like a slog
Yeah, it kinda does
Could be why I never quite unlocked the last missions
Well, too bad
I am not slogging through it
Would you like to slog through it together perhaps?
Can't really do that for a bit
Aww
OK dang played some EDF 6 today and wow, I really like the drones
they're good, not perfect, but certainly the best non-air-support weapon he has
feels almost like playing 5 with mods, right?
although... 6's androids are... not the best
They don't feel that bad
Sniper Drone to head takes them out in one-shot usually
I also like that the classes seem to have some items in utility instead of a weapon slot too
they're an uncomfortable enemy to fight for AR, basically the unoptimal one to fight
tanky, wobbly silhouette, small surface area from above
you throw an entire phobos or electron copter at them to properly deal with them online
swarm enemy that has a ranged attack that disrupts your own attacks? not fun
I have a taser drone
taser is amusingly high total damage at slightly low dps
stunlocks things pretty good, too
it's still a tickle beam on anything bigger than a frogman, tho
Noted
does horrible things to the ||octopus and squid enemies'|| temporary shields
mid story spoilers, there
Not sure if it makes a good primary dps
Have considered having it as a secondary for certain missions though
most AR primary dps are the "fire once and come back" drones
I brought it to take on the tail pylons by accident and.. well, if ya shoot right under, they'll slip under the shield, zap it for a bit, and usually it goes boom.
Sniper sadly does not shoot the pylon correctly
Dunno what other drones would be good for that
Been mixed between drone mortar, drone machine gun, and drone cannonball.
drone mortar is obscenely damage dense when fully starred
I reallyl ike the drone strafing runs though.
Maybe not much damage, but it's damage from cover and you can do it quite a lot if ya don't send them too far.
the cannonball is great for "that takes a bit to actually die" targets
But does it hit motherships?
I've noticed the machineguns do, quite decently even. Sniper.. again, dumb. Dunno about rest.
I imagine cannonball is no due to its firing arc.
ha no. it doesn't get high enough to arc up into them
Darn.
cannonball is amusingly yes, because the thing just spitwads it out inside the damage zone
the big thing for umbrella tails is to be close enough the drones fly up under the shield and get stuck inside before shooting
on the other classes in 6, though, wing diver gets some... hilarously overpowered options for way too close to be safe range.
I think I've had the shock drones get stuck before in there.
Not quite sure the right position to get them in there but not get them missing or stuck.
sword go BRRRRR
the return trip on your drones usually has them noclip through terrain
it's also at half speed
I've also been unironically using the explosive roombas now that they can just sit in my pocket and reload automatically.
the worst ones are the whiffs that have their beacon practically hit the opposite corner of the map
see? roombas are actually good in 6
well... until you get "mr coffee toasty"
I probably should release them closer to enemies.. but I like seeing them zip about
Is that the fire drone?
Cause I already have it. Or.. a version of it.
yup. the one that goes free range
it can solo a pair of cosmonauts
Noted
besides, the third items are always meant to be tertiary(heh) weapons you use once in an emergency
I'll see. I've been messing with the different drones. Not quite sure what the three types of drone quite mean in terms of category
"shoots at what you look at" "shoots at it's own targets but follows you around" and "goes on an adventure"
note those drones can't do friendly fire
the main wepaons can, though, obviously
just to check, you were talking equipment drones, yes?
Yea
excellent
the fire "goes on an adventure" one is the one I was talking about
they got after the enemy you were looking at when activating them, then when that one's dead, they'll pick someone else to chase down
you specifically want an "assault aircraft" for that, though. basically the "this ain't a machinegun" drones
(it's mostly fire)
Gotcha
as with 5, the truly wacky stuff shows up at weapon level 18-22, but there's still fun things until then
I barely touched Hard in EDF5 for a moment, did a challenge out of curiosity, barely made it, and got effectively a shotgun Limpet
ahh, splendor. the limpet that does more damage if you set it up as a wall trap and set it off as the enemies run by
Me who just sprays and prays in the direction of the enemy
mmh, that's not a good weapon for you, then
hmmm... I don't remember. after a point there, I just... stopped taking them
got real good at doing stupidly impossible turns with the cruise missiles and lionics for a while there
Only a fan of missiles depending on what I'm planning on bringing
And even then, it's usually 'I need one weapon to pay attention two outside of two auto-reloaders'
might've been a mission or two I forced the grape into a mbt role
it's... not meant for that
but hey, lootbus
So do ya still play EDF btw?
Cause been looking for people to do multiplayer with. As I'm probably gonna postpone doing hard or such on solo till I know I have better weapons for everyone here
1:38 AM here.
So your actually 1 behind me.
ahh, nevermind, then.
I keep forgetting other people have as bad sleep schedules as me
I get up at 7:30, and still stay up past midnight most nights
I usually try to sleep in till 12 PM, but depends
on the contrary, the typical drone strafing runs do a lot of damage
Plus, like I said, you can do it from relative safety fairly quickly. Only weakness is not real good against air foes, but is pretty good for making distance between ground foes.
I dunno, I just really like them.
May prefer them compared to actual runs for a while, but I dunno. Will just depend how I feel certain hours of the day.
the drone strafing runs are alright against flying enemies—if you aim in the air and there's nothing in front of the marker, they'll be sent out a preset distance and fly higher
though if there is anything that far out they will take forever to fly to it and take an equally long time returning
Oh?
the marker is visible with the default side cam and actually has no limit on range, only effective range from how long it takes to fly over there
they have no falloff and can do huge amounts of total damage on big enemies—basically a mini KM6
I'll just hope the machine gun drones bully leggy boys as much as autocannon does.
they can also technically be flown underneath the bell of tail pylons, but it's really finnicky
Cause I won't lie, I haven't quite legit taken those down outside of Ranger
AR unfortunately got the reload speed on his gunships halved, so literally everything except a rare few gunships take double the time to reload
Really wanted to push the drones, I guess..
this doesn't really hurt the autocannons that badly but there's plenty that become really questionable to use
well, i think it was moreso that his gunships were really busted in terms of DPS but they were evidently misguided in their approach
they had the same idea for bombing runs, but phobos and KM6 are still decently cheap and effective enough to justify their use on proper targets
vesta (napalm strike) was actually buffed and is useful, but the tiny kamuy is hard to justify using on anything at all
Oh yeah, what's your time like btw, Boring?
it's 11:50, west coast.
Nooooo!!
Alright, so we're fairly close.
i've taken a moratorium on edf after semi-burning out on DLC2 and i've been in the helldivers mines for a good month or so now
Ah. Fair enough.
but i'm up to play on harder difficulties for edf5/6
And here I was just about to ask.
I think I'd like to work on EDF 5 honestly if that's okay.
anyway one final thing about AR drones is that the taser one is (IMO) almost always a waste of a slot unfortunately
Awww
in extremely niche circumstances i think it's usable (high-stakes running and gunning) since it's very low maintenance and does a lot of total damage
but the DPS is slow and even for ideal targets (singular enemies, enemies that let it utilize its One Weird Mechanic) it's really quite cumbersome
Said weird mechanic is the stunning, I presume?
no the stunning is intentional, built into the weapon
rather it's how the little thread it shoots out interacts with things when its target 'expires'
when it hits ground, a prop, or whenever the thing it's attached to dies, it will rapidly expend the rest of the remaining damage it hasn't done through the wire
most of the time this is unnoticeable, but the janky string physics will sometimes let it hit something else and send a couple tens of thousands of remaining damage through in a short instant
it can sometimes hit through thin shields/barriers (even tail anchors, apparently) but it's really inconsistent and there are other drones/gunships better at either killing enemies or killing enemies through barriers
Oh?
the prime tail-anchor distance killer is the electron drone after you get the M2 variant with enough range to hit through the shield
Is this Electron Drone just taser drone but better?
this is the super huge, super lethal AoE damage drone that has the same use case as EDF5's spritefall, but with a surprisingly quick reload and an additional ability to hit through barriers
..I do really like Spritefall.
the electron drone is actually in the satellite call category, it emits a huge ball of electrical discharge that hurts a lot
Though the artillery has kinda been growing on me lately, not gonna lie
spritefall unfortunately got the same reload price nerfs as the other strikes. it can be good sometimes but i find that in EDF6 there's a lot less scenarios where it's particularly good
in 5 there were a lot more pylons and dense enemy groups/waves that spritefall could easily exploit
Ah
It does feel like there are a lot more bigger enemies so far
Rather than a focus on bug swarms
i feel like it's a victim of differing mission design and nerfs simultaneously
Oof
they did rebalance the bulge lasers to do 1.5x damage in trade for 2x the reload time; i found those to be pretty useful even if it's theoretically less DPS compared to EDF5
So I know I just said I wanted to play, but I'm actually suddenly feeling rather tired sooo
And I don't think we need sleep exhaustion effecting my already poor judgement with Air Raider's power.
Did notice something odd about those.. haven't quite used though. Only used the laser drone lately.
yeah it's still pretty late for me so i probably wouldn't be up for edf at these hours
oh, speaking of artillery, in 6 the fencer's mortars get trajectory lines and blast radius warning circles
Oh really?
yeah he gets that
unfortunately AR's artillery smoke grenades are literally the one thing that didn't get trajectory QoL
there's unironically a usecase for Cannon type strikes online but otherwise got like zero buffs for some reason
oh hey, edf 6, drop modifiers are no longer a suggestion 🔫
if i remember the numbers right doing a playthrough on each character on hard and inferno with 2x drops you will statistically only miss half a drop table
i personally did a playthrough on (if i remember right) hard and then hardest and did not have a great time loot wise
now playing inferno farming with, i think, 2x drops
the normal playthrough were in parts not fun because of lacking upgrades
i had zero troubles with upgrades during my runs through normal and hard
the maingame has some spots where it doesn't drop a lot, but usually it isn't too bad—i did absolutely use a drop mod for DLC1 though
i can't really comment otherwise on hardest/inferno since a lot of my weapons around the 50+ range are actually from playing DLC1/2 on Hard
i have just stopped caring for getting through a mission with sweat and blood and then seeing i missed a weapon as it fades the screen, after which i get one of those disruptor non-reloadables, a forceaxe upgrade and 3 weapons for wingdiver (playing as a fencer)
imo the least fun part in edf is how the drop system works
yeah, i was hoping they'd improve the upgrade system between 5 and 6 but i don't think anything was done at all
...though i will say that the disruptors are good. still pretty niche but they got even more ammo in edf6 and can be relied upon to clear out any high-value spawner in short order
Eh?
mods to increase drop rates
Ah
Not sure how to go about that. Mostly used to the Steam workshop handling installation for me.
it's pretty easy, there's a mod on nexus which has drop rates and ratio modifiers
Oh yeah, I witnessed a video of a Fencer defying gravity with several boosts.. and it kinda scares me
Hopefully said auto pickup doesn't apply to health
nope
Also I have just met biological cybernetic explosive androids and.. I'm scared
it just teleports any red and green crates on your position basically
Huh
So uh.. Air Raider tips for these guys?
Yep, already doing that
I've kinda been hoping they have the same health as the non-splodey types so I know how hard popping their heads will be
Eeeehhhhhh
I mean if I had a more consistent weapon, probably
otherwise bombing runs take out a bunch of them in a row
The humble Limpet Gun I've been ignoring
i cannot recommend the limpet gun
electroncopter, fast vehicle or a nix with good guns
minigun gunship
a vesta will work for big joba