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Sly Reflex

Earth Defense Force 5

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Now that does sound like a laugh. I’ve only used Ranger so far,but I’ll certainly give the other classes a go once I reach the end. 

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Next time you're on jump in my party and I'll show you what you can do. It might take a bit of practice but I'm sure you'll be barging into frogs and shooting their legs across the street in no time at all once you get the gist of it.

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I quite enjoy shooting their heads off when they’re dead. And kicking them down the road. Or killing them by shooting them in the knackers. Ah,maturity.

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Well. Those final few levels were absolutely crazy. Was definitely fun. Though how the hell you’d manage them on Hard,or Inferno,i have no idea.

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Hard is OK as long as people that are in the game have armour and you're working towards clearing out bits of the maps. It's a definite step up, you have to be more with it when it comes to prioritising and focusing enemies.

 

It also helps when people take good load outs as well. I took a lock on beacon for the mission where you're put against the flying reds and it made it a lot easier that all the missile using members of the team spent all their time shooting at the one that would allow them to lock on all their missiles instead of trying to tag each ship once. It always works out better to pick one of those drones and pressure it until it is dead rather than do a little bit of damage to each one, since they're capable of out damaging you easily, it's way easier to survive the shots if there's less of them shooting.

 

I think when we play we will be going on hard @AndyKurosaki. You should have the armour to be able to take a few shots now, as well as some levelled up guns. The only normal play through I will probably do now is so @regemond or whoever wants to join (maybe @Whiskey_chaser?) can find their feet and then once they've done a completion go to hard and never look back.

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Yeah my Ranger armour is just over 900-ish,so I’m not too bad. Got some decent weapons now as well.

 

I definitely go for the “shoot til Dead” mentality,especially with the Armoured aliens,as leaving them alone leads to them regenerating and making you regret not finishing the job.

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16 minutes ago, Whiskey_chaser said:

I want to buy this, just not pay £39.99 for it. If it hits a sale I'm in! 

 

Same.

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3 hours ago, AndyKurosaki said:

I definitely go for the “shoot til Dead” mentality,especially with the Armoured aliens,as leaving them alone leads to them regenerating and making you regret not finishing the job.

 

You can use the regrowth to your advantage, as well as keep mobs down for longer if you  understand how damage against them works.

 

Head shots do the most damage. Body shots do the next best. Limb shots take a bit more, but they incapacitate the mob.

 

However the limbs are made of two parts and when removed from the body do set amounts of damage to the enemy. So shooting out below the knee will allow you to shoot off below the other knee and then both thighs and then the forearm and upper arms which will often result in a kill. Sometimes all the limbs will pop off when you use explosives, but I think this is doing damage to the upper limb so extra damage needs to be piled into the trunk.

 

That works for frogs. Greys are different because they wear armour. Damaging armour does 0 damage to the mob itself, but it opens the part you have exposed to damage.

 

However using the regrowth thing you can get rid of armoured parts with well placed shots. Upper limbs when they are broken off will not replace the armour on the lower limb when they regrow, and since those lower parts will be unarmoured it's going to be easier to delimb them further down the line and cause a set amount of damage to them, even if you miss and break off other parts of armour.

 

I've tried several different methods when it comes to the big guys and taking off at the legs is the best way practically every time. Unless an air raid has smashed off the helmets of the armour wearing ones going for leg or body shots is the best way to go about dispatching them. If they're miles away you don't have to worry about confirming the kill, that's only when they're on top of you, or you are on top of them. When those ones you have knocked the legs out of are on top of you it's a lot easier to control them if you can take them to the ground, which body shots or head shots can't do.

 

So yeah. Leg shots are the way forwards.

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See I don't actually know if explosives are the way forwards for that, since I'm not really sure how it's applying the damage and if any multipliers are present when the splash hits. I tried testing it to see if explosives did more damage to armour but it was inconclusive. I found the quickest way to  remove armour was point blank shotgun blasts and sniper rifle hits since they targeted a singular piece and shredded it off in a magazine or less, not including the fat lads.

 

Look at the armour as a red ants health pool. When you rocket it  it usually absorbs the first few blasts and then dies in the 3rd or 4th hit. You don't really have that with the other high burst damage weapons. You hit them once or maybe twice and they die. The difference is one requires you to be accurate and the other just makes you be semi accurate and lets the blast radius do the rest of the work.

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For the most part I’ve been using a really powerful assault rifle,and rocket launcher to get the job done. With the occasional use of shotguns,which are a right laugh.

 

I tried the Air Diver class for the first time ever,on an earlier mission . Equipped a decent plasma cannon,and rifle. Fired a few shots in a town area,and very quickly levelled the place. Off to a good start then 😄

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Hold R2 for some of the strikes, You can place them where you want, when you release R2 those coordinates will lock in and then the fly by will happen and bomb the fuck out of anything that was highlighted in red.

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I've been making my way through hard with randoms and playing bits and bobs where I've missed medals out. Mostly this is anything but Ranger. 

 

The Wing Diver feels like they've taken on criticism that she was too easy to play before so they've made her harder, but by making her skill ceiling higher they've made it more interesting because it's no longer a case of flying right in, pissing out your load all over the enemies and then flying out before they can retaliate. She feels a lot more hit and run than she did previously. There were points in the older games where you could be up and in their face all the time because of how a lot of her weapons worked. To some extent you can still do that very occasionally, but it's much harder to disengage when things go south. I'm not sure I like having to act like a predator with her. The whole pre-charging of charged weapons really jars against all those years where I've built up a muscle memory on what I can get away with. She's always been the glass cannon of the crew but instead of having to just go do what you want now you have to have a bit of premeditation.

 

Of course people that are coming into the game and being told she is the easiest to play are falling down and spending most of the missions laid on the floor calling for help. That skill ceiling increase might have made it more interesting for people that are veterans of the series, but it's really dicked those that aren't and are just looking for the more mobile class.

 

The biggest surprise is the Air Raider. I fucking hated this guy in previous games, but here they've reworked him into a complete and utter god. Before I'd sigh whenever anyone picked this guy because I knew I'd end up picking up the slack, and to some extent I still do feel like that when not playing missions that have the sky visible. But when the sky is visible, fuck me, the fireworks that fly. Before I'd feel like a spare part that was occasionally chipping in but now when playing the Raider I really feel like I'm contributing all the time in some way of another.

 

It seems that Sandlot have actually worked out strengths and weakness balance for the Raider too as with any other class there's enemies he's completely hopeless against, but it's more balanced than it once was. He's no longer just the big boy buster, it's nice that they actually looked at how shitty he was at general mobbing and made it so that he could hold his own corner

 

Fencer is pretty ridiculous as well. Check this out. Fencer gameplay on Inferno mode.

 

 

You get people that complain he's too slow...

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When people play an EDF game they normally complain that the armour comes too slow. There was a point in our 4.1 play through that @regemond got to a point where the armour cap started rushing off into the distance and that that opening made some of the onslaughts hard to cope with.You had to go back to previous levels and replay them to grind armour.

 

I had a look last time I played and I've already passed the armour cap for hard on Ranger. Off of one play through on normal and then about 50% through hard with each class I'm already set I think for quite some time. If I carry on I'll be set for hardest. The other classes are trailing a bit, but not so much that they're not all way above the armour limit for where they are in the completion.

 

It looks like the armour economy as well as the armour share on mission completion is really helping out. I feel no pressure switching to another class if needs be since they're generally armoured to a workable extent as well as having weapons unlocked and upgraded.

 

I do wonder if that gap will open up at some point? I didn't think to look and see if that curve escalates at any point. If it doesn't this is probably the best balanced EDF in regards of pick ups and mission difficulty.

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