Earth Defense Force 6: Difference between revisions

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* It helps to have a mission list of enemies who appear so you won't bring bad weapons. At the least, note spawners, kaiju, and if underground. Each of which completely changes the pace of a mission.
* It helps to have a mission list of enemies who appear so you won't bring bad weapons. At the least, note spawners, kaiju, and if underground. Each of which completely changes the pace of a mission.


* Item drops are based around difficulty and enemy size. Inferno difficulty doubles the drops, but the map stops dropping crates on the field when there are too many already on it. The game allows up to ~128 boxes and 1024 boxes in total.
* The map stops dropping crates on the field when there are too many already on it. The game allows up to ~128 boxes and 1024 armor boxes in total.


* Armor increases are not 1:1 per box and Wing Divers need more to catch up to Fencers.
* Armor increases are not 1:1 per box and Wing Divers need more to increase armor.


* Upgrades are shared among the other classes to a lesser amount.
* Upgrades are shared among the other classes to a lesser amount.


* Easy mode has the same weapon drops as Normal.
* Easy mode has the same weapon drops as Normal.
* DLC mission packs are tuned into needing several times more armor than campaign.


==Gameplay==
==Gameplay==


* There are several missions that have hidden timers and you need to wait it out or hang around important NPCs before the game lets you advance the mission. If an NPC is talking at you at the start of a mission, you can RESTART it and skip to the action portion.
* There are several missions that have hidden timers and you need to wait it out or hang around important NPCs before the game lets you advance the mission. If an NPC is talking at you at the start of a mission, you may be able to RESTART it and skip to the action portion.


* Cave missions limit what weapons you can bring. You won't be calling bombing runs or air-dropping giant death robots one mile underground. Get used to the Depth Crawler.
* Cave missions limit what weapons you can bring. You won't be calling bombing runs or air-dropping giant death robots one mile underground. Get used to the Depth Crawler.
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* Some weapons allow for auto-charging while using other weapons. You don't need to hold it like in the last game.
* Some weapons allow for auto-charging while using other weapons. You don't need to hold it like in the last game.


* Fencer can boost (jump) and dash (thrust) and need specific weapons to do so for that pair of weapons. You have two pairs of weapons and being able to jump/dash at once allows for incredible mobility. Read the weapon description.
* A Wing Diver's mobility benefits the most with a small hop and dashing. Keeps you moving and recharging. Works with the heavy cores that limit flight.
 
* Fencer can boost (jump) and dash (thrust) and need specific weapons to do so for that pair of weapons. You have two pairs of weapons and being able to jump/dash at once allows for incredible mobility so long as you have the charges for it. Stay near the ground so you can recharge them faster on foot. Read the weapon description.


* Fencer shields that have Reflector in the name can bounce several enemy attacks back at them. Having two shields with the equipment to buff them makes you almost invincible so long as you have the charges for it. You can spin around inside a swarm on Inferno and not take damage.
* Fencer shields that have Reflector in the name can bounce several kinds of enemy attacks back at them. Having two shields with the equipment to buff them makes you almost invincible so long as you have the charges for it. It helps to be against a raised barrier so only frontal attacks can reach you.


* Air Raiders have three weapon slots and some should be fire and forget with a long recharge. A good build above ground is generally a weapon you can keep spamming on targets, calling in an air strike (Vesta - DOT with long duration/Phobos - Damage and immediate reuse) over an area, an area of denial weapon like poison Gas or Shock cloud. For cave missions, replace air strikes with another poison gas (stacks) or Shock weapons to hold down an area. The constant DOT is very effective at keeping weaker enemies back and interrupting attack patterns.
* Air Raiders have three weapon slots and some should be fire and forget with a long recharge. A good build above ground is generally a weapon you can keep spamming on targets, calling in an air strike (Vesta - DOT with long duration/Phobos - Damage and immediate reuse) over an area, an area of denial weapon like Electron Copter. Air Strikes won't win battles. For cave missions, replace air strikes with Electron (Shock) weapons to hold down an area.


* Some weapons have defensive uses for keeping Air Raiders alive while still be useful. Calling a Vesta bomber on top of you and between fires can keep most enemies away unless they are flying. Poison gas covers a tall and wide area that will stunlock for a very long time. Bypasses tail anchor shields and armored enemies like Cosmonauts and clams. Certain electric attacks that shock a concentrated area can also bypass tail anchor shields and armor. It covers much more area than it looks.
* Some weapons have defensive uses for keeping Air Raiders alive while still being useful. Calling a Vesta bomber on top of you and between fires can keep most enemies away unless they are flying. Poison gas covers a tall and wide area that will stunlock bees until it runs out. Bypasses tail anchor shields and armored enemies like Cosmonauts and Excavators, which isn't that useful. Electron Copters that emit an electric cloud can also bypass tail anchor shields near the top. It's an area denial weapon for setting up before enemies approach. It covers much more area than it looks, spreads through objects, and few enemies can linger near it.


* It helps to have someone dedicated to clearing boxes during missions so you won't need to keep an enemy alive at the end.
* It helps to have someone dedicated to clearing boxes during missions so you won't need to keep an enemy alive at the end.
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* Missions 107 and 133 have no enemies at all and can be skipped when you cleared them.
* Missions 107 and 133 have no enemies at all and can be skipped when you cleared them.
* The Portal Guns in Mission 146 have a special kill attack if you leave the green crystal sticking out of the portal too long. You have to destroy it entirely so the device falls out of the Ring or it will charge up and cover you with unavoidable damage. Same for the last mission in DLC2.


* Mission 147 requires maximum range. The final boss fight is a slog and having something with over 2000 range is needed. It has multiple hit points on the sides as well.
* Mission 147 requires maximum range. The final boss fight is a slog and having something with over 2000 range is needed. It has multiple hit points on the sides as well.
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* The Wing Diver Saber and the Fencer Blade can defeat the shield quickly and dash behind them to then deal damage. You might destroy the shield arm while doing so, which is always something worth aiming for.
* The Wing Diver Saber and the Fencer Blade can defeat the shield quickly and dash behind them to then deal damage. You might destroy the shield arm while doing so, which is always something worth aiming for.
* Air Raiders can use gas and shock weapons to get around shields.


* Hardest makes the portable shields have a reflector effect that bounces your attacks back at you and it can store that energy into larger attacks if you keep shooting it.
* Hardest makes the portable shields have a reflector effect that bounces your attacks back at you and it can store that energy into larger attacks if you keep shooting it.
[[Category:Games]]
[[Category:Games]]