Earth Defense Force 6

From Before I Play
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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 teleports, kaiju, and underground.
  • Missions 107 and 133 have no enemies at all.
  • 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 cave missions that limit what weapons you can bring. You won't be calling bombing runs or air-dropping giant death robots one mile underground. A Depth Crawler will do.
  • The Rotational Lerp setting is only for controllers.
  • There is a setting for weapon damage display and having it near your character is much more informative than the heads of enemies.
  • The setting is a post-apoc future where humanity is Mad Max with lasers. You won't have access to satellite beams or nukes until you complete several missions. The game will red list unusable weapons.
  • Online mode/Co-op is a challenge mode with limits to weapons and armor until you clear enough missions with the four classes to reach 70%. Then do a final Online mission to get the notification. 100% every Hard and Hardest mission is more than enough to remove the limiters to lobbies you host.
  • Co-op is tuned to be played on Normal when starting fresh. Hard missions can take upwards of an hour without enough armor and weapon upgrades.
  • Having a weapon for very long range, like rockets, is always a good thing for each mission.
  • 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.
  • 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 minus the vehicles you call in, and 1024 boxes in total.
  • Easy mode has the same weapon drops as Normal.
  • Upgrades are shared with other classes to a lesser amount.
  • Armor increases are not 1:1 per box and Wing Divers need more to catch up to Fencers.
  • If you have soldiers following you around, you can heal them by taking med-boxes and have them sing and dance with you by emoting.
  • Some weapons allow for auto-charging while using other weapons. You don't need to hold it like in the last game.
  • Fencer melee weapons are actually surprisingly effective, don't be scared of trying them as they are the tankiest class and 2nd most mobile.
  • 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.
  • It helps to have someone dedicated to clearing boxes during missions so you won't need to keep an enemy alive at the end.
  • Decoys keep enemies off you for a good while. Decoys are the best setup for high explosives, orbital bombardment, and sticking to enemies.
  • You can jump from flying vehicles, quickly use a weapon, and get back in before you hit the ground.
  • Enemies will usually ignore any map spawned vehicle so long as you don't enter it. Put turrets on it and drive around.
  • Vehicles are surprisingly disappointing with a lack of ammo, armor, and high call-in cost.
  • Inferno difficulty is unlocked when you beat the last mission on any difficulty. That is when you should grind for armor.
  • The ending has minor changes as you go up in difficulty.
  • Look up a guide on finding the right missions to upgrade certain weapons faster. Some missions have a wide level range for weapon drops depending on the difficulty.