31 August 2021

Iconoclasts - a awesome game

There's a few games that are so masterfully planned and well thought that it's easy to realize how good they're from pretty early on. Iconoclasts is one such gem. Even more amazing that it's a one person's dream and solo achievement.


If you like platforms with fighting and some puzzles, you'll love this game. Fluid gameplay, good mechanics, colorful graphics and even a reasonable story if that's your cup of tea.


Not much else to say, HIGHLY recommended.


30 August 2021

Which EDF game is most difficult to solo inferno to the end?

I've played and finish (or almost) the 5 Sandlot games on PS3, PS4 and Vita. In my personal opinion the easiest to hardest are to finish solo, considering on the PS3 and PS4 versions cheesing some classes and missions by playing split screen solo:


- Earth Defense Force 4.1: The Shadow of New Despair

- Earth Defense Force 5

- Earth Defense Force 2025

- Earth Defense Force 2017

- Earth Defense Force 2: Invaders From Planet Space


EDF 4.1 is the easiest. There's no really hard mission with at least 1 class, as at least one is able to solve reasonably easy all of them with well below 2.000 armor, with some missions just being long. Specially for the AR many things that were downright unusable due to slowness in 2025, become problem solvers. The AR is the king of messy missions, the WD of having to sneak and caves ones and the Ranger the sniping ones.

EDF 2025 is honestly not good and becomes really hard due to the slowness and issues. In split screen solo sometimes it's unbearable. Some of the missions are hard, there's almost no missions with NPCs so all enemies always focus on you alone and become a lot harder when you're crawling but your enemies aren't. The foundations of the gameplay are there, but the hardware did not help, and the game was much over what could be done on it (or not optimized enough).

However do see that there isn't a single class in each of the 3 big console games that is able to do without difficulties all missions in inferno. Some missions will always be very to extremely hard for some classes.

The Vita games incomprehensibly were clearly even more than the big console ones developed to be played in coop... Smart option for games for a portable console... They're much harder than the other 3 with EDF 2 being dreadful to solo in inferno with any class and much, much harder than 2017. And being portable games, can't cheese any missions for a class in coop. Any shooting enemy is extremely accurate in both games, and they do massive damage compared to the big consoles games to the point that NPCs are wiped out in a snap. 5-10k armor isn't unreasonable for 2017,  and for 2 well...


29 August 2021

EDF 5 - Missions Data - Info, tips and details

As it's easier to me I'll use reverse order of missions.


DLC 1-13 - Engage Aliens 3


The mission has 4 waves. The first wave has 3 deroys and several colonists. Second several tadpoles. Third even more tadpoles. Fourth, deroys from back and both sides from start, colonists from both sides and eventually 6 blue tadpoles.


Mission will not progress to 3rd wave until all deroys (and colonists) from 1st wave are dead. Keeping a deroy alive with its plasma cannons destroyed is clever to have time to prepare 3rd wave and pick crates for you and NPCs.

When starting there are 2 groups of NPCs on each side of the road below the cliffs: one of rangers and another of fencers on the left side, and 2 of rangers on the right side. It's very hard for Ranger and AR to grab both because they don't have speed for that, it's best to go to the right side as the fencers have better chances of survival than the rangers.

In the fourth wave you'll get from the right side 2 middle deroys and one multi launcher colonist, so going to the right is a lot more dangerous as you'll be immediately under their aim.


Mission 110 - The Nameless


From where you start the map end is reasonably furthest away to the left and slightly more to the front. It's good to know how much you can walk backwards before hitting the map border.


The special WD and Grim Reaper Fencer squads will show up a few secs after the appearance of the second mob of cosmonauts. They will come from the map edge at your back from start. but will be difficult to capture at this point. The WDs will stop slightly ahead of where you start in the train tracks, and the fencers slightly to the right of the starting point in the road.


At the third wave of cosmonauts the special ranger squad will also show up to the left near the indestructible area, but these will likely die anyway even if you capture them.


Mission 108 Online only - Under Siege


On the 3rd and last wave by far the best way to handle it is to have an Air Raider equipped with a KM6 Z4 and some turrets (ZEXRs or FZ-GUN MXs) on its loadout, and a Nyx Rad Guard (shields will help its survival). He should jump to and camp on the top of the transport dropping spiders. Then kill all remaining fliers immediately and piss all cosmos and frogs and wait for them to gather under the transport. He can then use Z4 to crush them, while not being hit, as Z4 does penetrate this transport. If the Nyx is being hit by Z4, jump up with it when it's coming. Other players can also turkey shoot them with sniper weapons from safe distances.

When all cosmos are gone, stop attacks on small fish, and other players can then destroy the 2 other transports that would be dropping pillbugs and goldies, which will be in peace since all enemies will be under the spiders transport. Resume Z4s until goldies and pillbugs are gone. Run away to aggro spiders far from the transport, and again someone else destroys silvers transport in peace, then finally the silvers.

The biggest problem is organizing such action, especially without voice chat.


Mission 108 Online only - Despair


The jp wiki says the super duper pylons have 700.000 armor for 4 players. It's wrong, it's more than that. A fully upgraded Tempest ATS + Bulge Z is not enough to destroy it:


479800 + ( 389.9 * 600 ) = 713740


Pylon should have around 20 to 30k more than this.

Crappy that ATS + Bulge Z doesn't work.


On 3 and 4 players or solo super sized pylons will be on the verge of destruction with 3 fully starred on damage Bulge Z attacks.


It is possible to avoid the spawn of the 2 big enemies if the last 2 super sized pylons are destroyed at a small interval, which is tricky to do solo.



Mission 108 - Scorched Earth


The 3rd wave has 100 tadpoles, plus 2 blueish big ones. Your NPCs can't handle them very well. If the pillbugs from wave 2 were already problematic for them, these are dreadful.


On 4th wave the leftmost anchor from start "only" drops black and red ants (it will be the rightmost and back one if you are on the right map end when they spawn). The other 3 drop either spiders or bees (the 2 rightmost ones). The central large one will keep spitting queen ants and king spiders until destroyed. It will also produce tadpoles, spiders and black ants if another anchor is destroyed.

The initial wave that the 4 anchors send is larger than the following ones. It's the reason you'll see a sea of red dots in the map after the anchors spawn for the first time.


Mission 104 - Against All Odds


From your start position front, then clockwise  the transports drop the following enemies:


- bees

- tadpoles

- pillbugs

- bees

- black ants

- tadpoles

- pillbugs

- black ants


All classes except AR can go forward and destroy in sequence the first 4 transports, the AR will have to go left to gain points to get a vehicle, and then he can go for the transports. By killing the 5th transport you'll also get the heavy cosmos, the normal ones spawned at the 2nd downed transport.

This was clearly created with that in thought, as the first 4 transports are the ones most interesting to destroy and they're in sequence.

The place where the cosmos drop doesn't seem to be always the same.


Mission 101  - Crumbling City


All waves spawn points from start position.

First wave is front left.

Second is front right.

Third is front left. 

Fourth is 2 buildings, right just forward and right just backwards. WD cavalry will arrive before this one ends.

Fifth wave has 3 crumbling buildings one back left, followed in just a few secs by another slightly to the right of the first of this wave (back from start) and followed by another in just a few more secs just left from start.

Sixth wave will be when there's around 50 little ants alive, 2 buildings one far front from start and followed by another just back right.

A mess eh? 😋😁



Mission 100 - Greatest Final Confrontation


The 5 important waves are the small stuff ones as these are the only ones you can actively and successfully handle.

From start position:

1 - left, spiders and 5 Colonists with plasma cannons

2 - right, spiders and 5 Cosmonauts, plus spiders from front likely behind the main fight (these cosmonauts can destroy you EMCs but it depends if they focus on them or not) 

3 - (after the 10 new Erginus) front, black and red ants, 2 shield bearers, 10 heavy Cosmonauts

4 - bees from back, left and right (these will likely destroy EMCs, if they're still alive and you don't deal with the bees)

5 - from all over the map, tadpoles, these are crucial killing too (difficult that EMCs, if they're still alive, will survive)



Mission 99 - Intense Battle Underground

This mission has an usually pretty nasty end in a huge cave (where many missions are done).
There will be 5 pylons, 2 dropping spiders, 2 pillbugs and 1 ants. And 2 King Spiders. If the 5 pylons are active and spawning enemies they will all be aggroing along with the 2 kings, and it is hell to solve this.
However, you can avoid the pylons becoming active, by not touching the ground of the cave in front of the last group Ranger NPCs. This can be done it some ease by 3 classes. For Ranger this is extremely hard to do, and requires 2 bikes.
You can see this on my Air Raider video run at roughly 15 minutes. When I arrive at the huge cave everything is peaceful, instead of a huge enemy mob homing on you.

Air Raider run avoiding activation of pylons, and consequent aggroing of enemies, on last cave:
https://youtu.be/bTHemPZKv2I



Mission 91 - Sparking Abyss

Photo of the cave area where the 3 spawn points and 3 cosmos are. The middle cosmos is the shotgun one. lhe larger ramp is the one going up to the center pillar.





























The right teleportation pad will spawn ants. It will depend on opinion, but in mine this should be the first to go.



Mission 90 - Broken Land


Not very important (or less) for Air Raider but crucial for other classes. Photos of the deroys placements, with most buildings that would block the views destroyed. Destroying all would be troublesome it's hard to destroy any without alerting the deroys or smaller stuff.


Right from start, at the top left corner it's the deroy just in front of you when mission starts, NPCs are further down the same avenue.


















Right side from start, but looking towards the large deroy, just left of the tall building in the background. The other missile deroy, a small one, is the second in the photo to the left of the big one, just up left from WD's jet pack. It's roughly in the middle of the highest concentrated area.


















Left side from start, just under the WD is the large missile deroy, the small missiles one is just above the WD arms sight.




The most difficult deroys to handle are the 2 missile ones, specially if you're trying to milk the leg parts.



Mission 73 - Light Defenses


From start to right you have a red ants anchor. Back from this one slightly to left a black ants one.

From start, almost front is a spiders anchor, with a black ants one back and left, just out of the shields.

Further back from this one, roughly in the same line as the first it's another spiders anchor. The one more isolated in the back between the back spiders and the back black ants is the bees anchor.

The large anchor is only present in hardest or higher, drops 3 yellow ants and 1 silver spider per spawn.

When there's just 2 anchors remaining a large number of enemies will spawn, so it's not a good idea that the large anchor is one of the last 2.


Mission 70 - Aircrafts


If you hear the initial dialog there's details about a abandoned Railgun. The Railgun is left up, near the fountain. It has 150k armor and 25 shells which will destroy a imperial drone in 2 shots, but it's slow as molasses to use the turret. Any class will be able to use the railgun.

There will be 3 fencers near the railgun, 2 rangers before reaching them if you go left first, near the railway and 2 more further up after the fencers to the right. These besides the 3 rangers plus sarge (on the railway slightly to the left) near the start.

Approaching the sarge will spawn another imperial drone in attack mode, all others are in stand by, although it's usual that if you capture your NPCs they will aggro some of the drones.


Mission 60 - Mountain Investigation 


This mission is daunting if you don't understand its flow.

The first squad of Ranger NPCs can't be captured. The captain of this squad is invincible, only him.
There will be a ton of bees along their path in standby mode. On their way to the top of the mountain, there will be more 6 spawns of bees.
At the same time as the last wave of bees spawns, 2 squads of NPCs will spawn:
- a squad of Rangers on the southwest side of the hive, that will advance to the south of the hive
- a squad of Wing Divers that spawns on the north side of the hive, at te top of the mountain; this squad is outside the map border and really tricky to capture until it starts moving

It's advisable to capture the second Ranger squad and proceed to the top of the mountain near where the WDs are, to avoid the last 3 waves of bees coming from the hive being too spread. This last squad of rangers will be massacred anyway if you don't capture them.

You don't need to kill the Queen Bees of the last wave, just run away and your life will be easy if you still have captured NPCs alive. The mission will end shortly after the Queens appearance.


Missiles and guided weapons are a must here, due to the huge number of enemies.




Mission 51 - Attacking the Fleet

From start you have in front a red ants transport (transport A). Just to your left it's a bees transport (transport B). Left from B slightly further there will be another bees transport (transport C). And further left, but closer than C will be a red ants transport (transport D). When mission begins all 4 enemy groups are in stand by mode, and will be if they're dropped again.
When you shoot down 2 transports, 2 very important things will happen:
- transports C and D will change what they were dropping. New waves of enemies from transport C will be red ants, the ones from D will be bees. There will be no change to the enemies that were already present from these 2 transports.
- enemies will change to attack mode 
Actually, it's not 2 but 3, Archelus will come too for a stroll 😁

You really don't want tons of bees and Archelus at the same time...



Mission 44 - Culling the Flying-Type


Wave 1 - 60 bees coming from front
Wave 2 - 120 bees coming from left
Wave 3 - 90 bees plus 30 red bees coming from right
Wave 4 - 90 bees plus giant bee coming from front

All positions from start.

If you're good enough with a Wing diver or Fencer you can go for the places where the bee waves will come from, and zip around at a distance the NPC vehicles can hit them, and they will be massacred. Not easy but neat.



Mission 35 - Berth 

This mission has 7 transports. When any 3 are taken down, an Outpost will come. If you're not seeing it, don't worry it will. To avoid damage to you and NPCs it's advisable to be as far back as possible, or behind a mountain.
After some time (2-3 minutes) it will drop a large number of drones and 5 red shotgun colonists on the beach.


In Inferno there will be 2 transports with gold ants. The first one on the beach from start and the second one is on the road just close to the same beach. The other 2 transports in exchanged positions for these 2 in the same places drop red ants. The other 3 drop black ants.


There are 2 extra NPC squads besides the 2 of Rangers near start:
- Fencers, in the river going from the beach to the waterfall just after the bridge
- Wing Divers, which will spawn when you go near the red ants transport in the beach and will fly to a point just left of this transport (from the start)


There's a really clever way to use the NPCs in this mission that makes it awesome and easy (original idea leafierlemon):

Wing Diver run:



EDF 5 - Guide, Air Raider's road to Inferno's end - Part 1 Missions 91-110

I'll detail in this post progress and reasonable, replayable, and reliable ways to do the most troublesome missions in inferno. The AR usually has a large edge on messy missions.
I'll detail them in reverse order from last as it's easier for me.
If the mission isn't mentioned it's likely very easy to solve, or I'm still figuring an easy as a possible way to do it. If there's one you're struggling with and I don't mention it ask for help.

Some weapons will require reasonable upgrades to be effective. Unfortunately, it's the way EDF 5 works, no way around the dreadful upgrade grind.

Do realize that some missions will be really very hard to do if you take into consideration weapon limits, that is by only using weapons you could have by that mission. Of course, most of them will be dramatically easier if you use the highest-end weapons possible.



Mission 110 - The Nameless

Weapons:
Absolute Bunker
Vulcan Cannon M2
Best Blacker possible
Bulge Laser Beam Mode Z
Armor: 1000-2000

This one isn't exactly difficult due mostly to 2 weapons: the shield and the gunship attack. The biggest issue is that you can only have points for any vehicle once you killed some cosmonauts from the first mob of 4. So you must survive until then, and you can't use the shields up to that too.
Can't figure if capturing the 4 NPCs squads is a good idea if just part of them or none. One of the biggest issues is that the main guy moves so fast and loves to fly near you or the NPCs that isn't unusual for your Vulcan attacks to kill some of them. If you leave them they're usually wiped out in a snap. There's no sure way for this decision. Still waiting for a little while before attacking him seems to help a little as he will be further away from the NPCs.
I do usually capture all NPCs and use the Vulcan on him aggressively after a small hiatus. The 4 cosmos will be dropped fast and that's when the laser bulge will come in handy, as with some talent and a lot of luck you'll probably get 3 of them with 1 use of it. This will still be troublesome as in most places where the cosmos will land you'll have environment items in your line of sight. Or the cosmos can go behind structures. Or your guys can stop shooting the nameless and cosmos and they all focus on you. It varies a lot, some luck will help.
Use the Vulcan on the surviving ones if necessary, and summon the tank. If you're lucky and some NPCs survived until now it will be easier. On many occasions, none will even survive before all cosmos are dead...
Jump on top of the tank and install 4 of the shields in each direction (front, back, and each side) and the 5th in the opposite direction you'll feel comfortable driving, either in front if you can drive backward, or back if you prefer normal driving. At this point, unless the big one stomps on you (at which point you'll fly across the map and hopefully the tank will fall correctly up) the worst is done.
Be careful exiting the Blacker while it's still moving, the tank does not stop immediately and you'll be out of the shield area.
Proceed to the map sides. Keep using Vulcan on big guy. When the second mob of cosmos spawns if it's feasible and they're somewhat far, use the bulge on the ones you can. If not proceed to the map center to capture WD and fencers. After this is just a matter of traveling around the map, using laser on cosmos when possible and Vulcan in the big guy and cosmos. Try to move quickly when the big guy is dropping meteors to avoid issues with you and your NPCs. There will be plenty of health crates from the cosmos.

The Blacker is great due to its speed and maneuverability. If you have distance it's also good to hit the nameless or cosmos. I've seen most people use a Depth Crawler but they're slower and a pain to travel big distances. You can use another weapon besides the bulge laser you feel it's more useful to you.

Don't choose weapons that require points, There are only 3 waves of cosmos, the big guy will only give points at the end. 105mm Rapid-fire Cannon Z can also be good but chances of friendly fire are big.

There's nothing you can do to stop the boss attacks.

It's seldom but you can still be hit by the boss inside the shields.



Mission 109 - No.11




Mission 108 - Scorched Earth




Mission 107 - Invader Assembly

An easy one, but long. As long as you handle each group of 3 colonists/cosmonauts (even 2 isn't a big deal), the only annoyances will be the shield bearers bugging you, the furthest down a group of 3 heavies, the laser cosmonaut, and the 2 waves of Type 2 Drones. Once most or all big guys are gone, dealing with the transports is easy.

ZEXR is your friend again for small fish and drones, Nix ZC stars for everything (although Red Guard will also work), Vulcan Cannon  (or similar, 105mm Rapid-fire Cannon Z but be careful with self-damage due to NPCs, etc) is great to handle big guys, with Bulge Laser Z the best if you want to get headshot kills from the big guys. The third weapon is whatever you want, I usually take the ZEX Launcher to help with the Type 2 Drones. No bombers, really bad idea.
Handle nearer big guys, then keep pissing each group of 3 always from the start zone, ZEXRs will handle small stuff that comes. Try to deal with all first even the back 3 heavies. Once you have the Nix ZC handling the cosmos will become even easier. You can leave an old Nix while falling back for a few laughs, and easier Cosmo kills.
Finally, front ants and spiders transports, then right bees and pill bugs ones, and then it's almost over. At the 4th and 6th transport taken down a Type 2 drones wave will come. Use turrets and Nix ZC to handle them.
At the same time as the last wave of drones spawns a squad of Rangers and 2 Nixs will come from the end of the map back from where you started and proceed to the tracks. They'll be very late for the party...
It's just time-consuming as you must take things in small batches.
This is Massive Mobilization from 4.1, just as long but thankfully easier as no gold ants and silver spiders. And no PITA giant walker...



Mission 106 - Suicide Squad

An irregular mission. It will come down to being able to capture the WDs and Fencers (third wave or somewhere around that) near the start, and how well you can rebuild the turrets before the next wave. I used ZEXR, ZEX Launcher, and KM6 along with one of the 2 best exoskeletons.
Usually one of the pill bugs will stay stuck in a building in left from start, so you'll have to go there, although it will help with turret rebuilding. There are no ants, as these would help a lot because at least one likes to take a stroll and it helps with the timings. Fortunately, there's at least a pause between each wave, except the second which comes almost immediately after start.
Try to stall as much as possible at the end of the waves so that your turrets have time to rebuild.
ZEX Launcher will be a dangerous asset. Pillbugs arrive fast and the chances you and your NPCs are hit by them are big. Unfortunately only ZE Blaster would be better.
It's not terribly difficult but it depends on so much for success that it's difficult to give a simple way to do this one.



Mission 105 - Monster Banquet

This mission isn't hard as long as you don't piss a ton of big guys at the same time. The queen ants although are 3, it's normal versions, and the worst enemies will be the giant red bee, the silver king spider, the Archelus, and naturally the 20 gold ants. I solved it with the Phobos Z 4, the ZEXR, the 105mm Rapid-fire Cannon Z, and the Nix ZC.
The Nix ZC although slow is by far the best exoskeleton for combat. It has a napalm burner, a reasonable good in damage and range revolver cannon, a long-range howitzer with few shells but still useful, and even a few guide missiles. It will shred all big guys, even Archelus. Just remember to use burner only enemies are very near and in green ants, and that the howitzer is great to stun and send away the king spider. It also has a gazillion health.
Since small fish isn't in big numbers the ZEXRs are awesome here, and they'll handle 99% of them. It will also be extremely useful with the green ants (although Nix will be able alone) and even to stun Archelus to enable you to empty in peace the burner, revolver, and howitzer on him.
The 105mm Cannon Z is great to kill or help towards that objective, everything big while they're approaching. It's also good to deal with blues tadpoles but I've killed myself twice as they insist on flying over me when I do that. Even so, the damage it does is huge and it's simple to use with a reasonably fast reload.
I start by sending the Phobos towards the right, trying to avoid both giant bees but still hitting the king spider and queen ant usually there. This will enable you to summon Nix, so turn on ZEXRs which should have been spread along the road where you'll pick the NPCs and use 105mm on big fish still coming. Use Nix when it arrives.
Rinse and repeat with other large enemies. Remember to resupply the ZEXRs and reinstall them and feed NPC's health between each attack.
Then handle possibly both bees (starting with Phobos), then the queen ant and Archelus, and finally queen ant and silver king.
Even with all NPCs dead before the end can be done.
Still, if you piss 5 or 6 big ones you'll probably die. See that you won't be able to summon a ton of Nix ZC's, so don't over waste resources.
Can still be done with the Red Guard but it's more unreliable.
Usually, a small number of enemies will survive and you can walk around at mission end to pick crates.




Mission 104 - Against All Odds

This is unexpectedly one of the most difficult missions for AR. This is Encircling and the AR could do it in 2025 with some trouble, was relatively easy in 4.1. The very low flight height of the transports is troublesome for the vehicles. The transports drop4 kinds of enemies, 3 of them are awful, namely bees, pillbugs, and tadpoles, and to make it worse all transports are equal and the sequence isn't even logical. This is the best way I found to solve this one, not easy or reliable but it works. At least I was almost dead on with the JP wiki.

Weapons:
ZEXR-GUN
105mm Rapid-fire Cannon Z
Life Vendor ZD
Nix Red Guard
Armor: 1000-2000


Although I'm a fan of the Nix ZC it doesn't work here. The crappy cosmos move at light speed when you strip their armor, you'll never get them with him. The JP wiki recommends the Vulcan instead of the 105mm Rapid-fire Cannon Z, but I prefer the 105mm due to the huge damage it can apply and its 24 bomb attacks which will strip continuously the targeted cosmo armor layers and with some luck others too. It also can destroy buildings although the game usually spawns the cosmos near you. Anyway, choose the more upgraded you have between these 2.
All weapons above will need to be reasonable to almost fully upgraded.

At start immediately roll forward, capture rangers, roll right, same, roll left capture WDs, roll back capture Fencers and proceed along the road where the last ones were. It's probably hocus pocus but I couldn't get this to work by following the other 3 directions. Your goal is to reach the map border to make it your base. This should be done with continuous rolls to take advantage of reaching a better position with the transport drop delay (only happens in inferno).
As you roll, star dropping ZEXRs when you reach the open area. Give some space between them, you'll want to cover a large area. A little after you reach the map border you should be able to summon Nix. Be careful where you summon Nix, you can't imagine the number of times I had a Nix dropped on top of a transport. Return to the area under the transport path, install Life Vendor.
Your problem is that there are 8 transports. 2 drop black ants, 2 tadpoles, 2 bees, and 2 pill bugs. The least bad for you and your NPCs are the ants. The rest are all awful. So you must focus on taking down transports that don't drop ants. If necessary stall a little to confirm that the transport you're downing doesn't drop ants, as this will make your life a lot easier.
There will be a drop of cosmos after the second downed transport, whichever it is. The jp wiki says it's 4 but it's clearly 5, one of them a sniper (focus on this one). At the fifth downed transport 5 heavy cosmos will drop, 1 missile (focus on this one at the start as it's the only one that can hit from a distance when near all are dangerous), and 4 Gatling (machine gun). Heavy cosmos take considerable time to kill, but if stripped of armor there's a chance the NPCs will finish them like they will with the normal ones in the same circumstances.
The strategy is to be near the map border, only going under the transports path to down one. You should use one Life Vendor when cosmos are arriving, so save 2 for that. The hardest part is surviving with enough NPCs until you kill the first cosmos wave. When there are just 4 transports just before dropping the fifth everything is pretty manageable. Ants have the virtue of being the enemy that will take more time to arrive giving you hopefully more breath time unless they drop really near you, another reason you shouldn't drop their transports.
Rebuild ZEXRs when you see a few enemies on the radar map, this is important. NPCs can handle a few without issues. When you don't have a Life Vendor working walk around in the Nix picking health crates, which also reduces damage from all enemies as the worse you can do is stay still.
When cosmos are dropped and they're in plain sight, use Life Vendor and start gunship attacks on them. When they're near, board a Nix and hunt them (the reason why ZC sucks here). At this point, the harder part is done, and if you survived with a few NPCs there won't be many problems.


The second drop of cosmos is somewhat easier to deal with due to a smaller number of enemies, but you can need a second Nix to deal with all 5. Cannister shots work pretty well on cosmos, the burner too. As previous use gunship attacks, first on the solo missile heavy, then on others, finally attack using Nix. 


Dealing with the last 3 transports is a joke compared to what was needed until now, not even using the ZEXR is required. Walk around picking crates while you wait for the transports to arrive. Ants usually like to take a stroll before coming.

Isn't perfect but works. I tried so many ways, this was the best by far. For now...




Mission 103 - Tornado

This mission isn't difficult just takes time. The only troublesome thing will be the 4 tadpole waves. I used the ZEXR, the ZERA, the KM6 Z4 or X5, and the Naegling. As long as you have NPCs alive it can be done.
Capture fencers and rangers, kill the first near ants. Go right along the road, use ZERA and ZEXR to handle a group of red ants and frogs. Always rebuild turrets before the next group, pick health, but crates are not in a big supply on this mission.
You should have Naegling. Use KM6 in the ants and frogs that were near start just over the mountain. Tadpoles will come, go in the opposite direction of them shooting Naegling, using NPC as bait, use KM6 to help.
Then go further down the road, to a section near the next enemies and staying there use the Naegling to shoot a few near ones, then use ZEXR and ZERA when necessary. Naegling will kill frogs with 3 hits or so. Always use NPC as bait.
Be careful, unlike in 2025 and 4.1 Naegling will keep the memory of targets even if you exit it. To select new ones you must exit it and wait a while before entering it to choose a new set of them.
Probably the least interesting mission of the last ones. 


Mission 102 - Forced Entry

This was the last mission I solved in inferno with the AR. I did have to consult the jp wiki for wisdom, which I never do before solving missions as I like to compare my solution(s) once I figure them to their(s). Spearhead, the 2025 and 4.1 mission that is the original idea on which this one is based, was already dreadful to do without helis. I hate helis, so had to find a solution without them.
I used the Nix Red Guard, ZEXR, KM6 Z4, and Life Vendor ZD.
The first dreadful part is surviving until the Nix comes. Bees in particular on this mission are prone to hit you with astonishing precision almost anywhere on the map, whichever class you're using. You can't really be in the same spot for even 1 sec, and even installing the ZEXRs is an adventure that usually ends badly. The first goal is of course destroying the bee's anchor, which is the one on the beach protected by a shield-bearer and a heavy cosmos. Also, the first wave is a coordinated awful onslaught.
Roll down and capture both ranger squads. Don't try to capture fencers, for now, it can be done but it's extremely hard. Call KM6 in a diagonal just over the beach to try to avoid killing your NPCs. Keep rolling forward towards the larger shield with care and start dropping ZEXRs and activate them, one at a time, so that they're spread and at least the last 2 more nearer the big shield. Be careful, ants can come from the right as one of the anchors in the back is in that direction. If possible capture fencers along the way, but it's not easy so don't make it mandatory.
Keep using KM6 in the same way you did before until you can call the Nix, which you should do looking at the beach anchor to make it easier to go there. If at any point a machine gun cosmos that is near the ant's anchor just inside the bigger shield comes deal with it (ZEXR, KM6, Nix if you have it...). If the heavy comes ignore it for now, or deal with it if you want.
When the Nix arrives, install Life Vendor on it (NOT the ground). Now it's another chicken and egg situation. You NPCs can be in trouble alone but you must destroy the bee's anchor or this never ends 😑. Enter Nix, jump to bees anchor. Mostly ignore everything and destroy the bee's anchor and the shield-bearer. Either the enemies have focused on you and you have to retreat now or die, or the enemies are spread between you and the NPCs and you can deal with the heavy cosmos. In either case, you should retreat to the beach near the sea. Exit Nix and install ZEXRs to help you and NPCs. Be REALY careful, I've died a ton of times just trying to install the ZEXRs at this point, even a single bee across the beach can kill you. Deal with the heavy if you didn't.
Wait for your guys to group near you. The fencers should all be dead or almost. Install Life vendor to help them. This area will be your base for a while.

The next step is dealing with another anchor. For that, you need a fresh Nix. The easiest one is the reds one, which is the leftmost one. The wiki mentions to do this and the near shield bearer. It's an error don't do this. The problem is not you, but almost all your NPCs will be dead once you return to your beach base.
So get a new Nix aiming towards the red ant's anchor, rebuild ZEXRs, kill enemies with your Nix until then. 
When you have the new Nix and fresh ZEXRs, install 2 ZEXRs on the beach, throwing them forward, install 2 on the new Nix one on each side. Activate, enter Nix and start jumping/flying until you reach and can destroy the red ant's anchor. Due to terrain structure, it's a pain to jump or climb the mountain, do the best you can, and you're also prone to be stuck or fall uncontrollably in some places, and especially spiders and even black ants can melt the Nix in a snap. When you destroy the anchor, immediately fall back to the beach, use a burner to destroy as many enemies as you can on the way back, which is way feasible when you're going back. The goal is to keep as many NPCs alive as possible. When on the beach start collecting health crates. Fall back to back beach near the sea (don't go to the water BTW...).

Repeat the same stunt, now to destroy the shield-bearer that was near the Red's anchor, and you can also destroy the right one to that one, which is the main shield-bearer holding the bigger shield. Repeat everything you did for the red ant's anchor, aim it towards the shield-bearer, etc. On second thought it's probably smarter to aim to the main shield-bearer, I'll try to check that. The main shield-bearer is supposed to go down with KM6 attacks, but I've tried and zilch.
You can destroy the black ant's anchor just near the beach even with the main shield on with the KM& but it must be sent backward, that is starting in the mountains towards the beach and passing over it. It can probably be done to the spider's anchor in the back too, but good luck hitting that one (that one would have to be from the beach to the direction of the mountains).

What remains now on the map is 2 black ants anchors (one visible, the other to the right-back), 1 spider anchor in the back, 1 heavy cosmos near the spider's ancho,r and possibly 2 other cosmos, a machine gun one near the black ant's anchor by the beach and a laser cosmos near the black ant's anchor in the right back. There's a good chance you had already dealt with both last one and preferably successfully 😁.

When you return to the beach you'll have now the most troublesome part after the start. The next anchor that you destroy will trigger a termites wave coming from the beach further back from the place where the red's anchor was, along with elite versions of the enemies that the anchors still left will drop (gold ants and silver spiders if you're following my lead, there could be purple ants and red bees if you did it differently). And the cherry on the top, after all, these are dead you'll get another mob exactly equal when this last one is almost gone, with the only difference being that termites will spawn right next to your probable beach location with no pause 😑😑😑. Nice, eh? The big problem is that ZEXRs don't last enough time to deal with both waves. According to the wiki, the last termites wave triggers at 15 enemies alive on the map. Each anchor will drop 6 enemies, so once you destroy another anchor only 13ish enemies will for sure be on the map, and the 2nd termite's wave will trigger before that. I do rebuild the ZEXRs after almost all termites from the first are gone and stall a little to let them rebuild and install them. Abuse all your remaining life vendors at this point, they won't be necessary again. It's a good idea to have at least 1 spare nix.
So when you think you're ready install ZEXRs around you to the hills area, use KM6 on black ants anchor near the beach, install Life Vendor (s) (save one for the second onslaught) slightly forward, and only trigger ZEXRs when termites are arriving, use KM6 before if you want. Complement the ZEXR with the burner on termites, advance towards them, then fall back to the previous area as NPCs will follow you and you want them near the Life Vendor. The gold ants are fast will be dead quickly by the ZEXRs (they will be substituted by normal ones), and you should or not rebuild ZEXRs. Silver spiders take more time to arrive and more time to die. Cannister shots and burner from the Nix work well on them. If you rebuilt the ZEXR stall a little, install them, and then press to trigger the next onslaught. Install Life Vendor and start ZEXRs when you see the newly spawned ton of red dots near you. Use nix to survive, kill last golds and silvers, and all that matters has ended.

It will just be now kids' play compared to what you've been through. Get new nix, destroy right ants anchor, and shield-bearer (install the 4 ZEXRs on nix). Then last spiders anchor and heavy cosmo.
If at any point 2 squads of WDs spawn it means you're down to 4 NPCs. Smartly they go exactly to the middle of the action, one group will fly right next to the rightmost ant's anchor and the other to the position where the leftmost shield-bearer was, which is right on the path of spiders. Smart and helpful NPCs 😂.

This is hard. Very hard. It's one of the 3 most difficult missions for the AR in the campaign. It's also long as hell. Don't rush this, you'll regret it.
It can be a LOT easier if you're really good with helis. I hate them.
I'll try to put a video of this one.




Mission 101 - Crumbling City

If you have a flame Exoskeleton all you need is to survive until you can summon it and board it. Turrets will be your best friend until then, so use them wisely. Bring the 3 best ones, ZERA-GUN, ZEXR-GUN, and FZ-GUN MX, and the exoskeleton you have with the lowest points to request, but preferably Red Guard. Keep using the turrets in this order, for each wave, check my video or the mission data page in the blog for that:



If there are at least one or more termites that take a stroll and delay being killed it can help a lot with time for rebuilding turrets. You should have the exoskeleton by the 3rd or 4th wave depending on how upgraded it is (lower points to request). When there are a few termites of the sixth wave walk around to pick crates you want.



Mission 100 - Greatest Final Confrontation

Oh crap. This mission...
The best thing you can do is kill the small stuff. Small stuff annoys your NPC Bargas and they'll fight it instead of the Erginus and Archelus. Avoid shooting colonists and cosmonauts, especially these last ones, if they're near other ones and you can't kill them all as they'll aggro on you. Get all NPCs. The longer the EMCs survive the better chances you have to finish the mission, these actually are better at killing Erginus and Archelus than the Bargas. Even so, EMCs are not always productive. If you're waiting for the NPC Bargas to be the ones that solve it don't hold your breath. It's not uncommon to see 2 or 3 bargas trying to kill a single spider or bee while being massacred by Erginus...
Small stuff waves are listed in the Mission Data post.
Besides this "all" you need is luck. Good luck.
This is why I hate this mission. I hate the similar one in 4.1 too. Both impressive but so stupid and annoying to do.

I can't find a reliable way to do this mission in inferno without DLC weapons. This is so stupidly random. You'll probably do it with a set of weapons, and making a similar run is hell. Erginus and specially Archelus are too unpredictable and can be all over the map. Your Bargas too, so it makes this annoying.

I can do it regularly with ZE Blaster, ZEXR, Heavy Bomber Phobos Z Plan 4, and Nix Assault (its speed and maneuverability are key, and let's face it Red Guard does not have enough firepower to do much here).


Mission 99 - Intense Battle Underground

This mission description is dedicated to the TD; LR people.😁

Of the 3 last cave missions (86, 91, and 99) this is the easiest one. However, it will be a VERY long description and there are some EXTREMELY crucial steps that if you fail or ignore will probably mean death. Watching the video will help a lot too.

Weapons:
Guard Assist Gun G
ZEXR-GUN
FZ-GUN MX
Depth Crawler IV Custom
Armor: 1000-2000

At start capture Rangers, throw 3 ZEXRs to the left opening, 1to the right one, activate. When all ants are dead rebuild ZEXRs and roll through the left opening, throwing immediately the FZ-GUNs to the left to kill the spiders that spawned in the tunnel.
When ZEXRs are ready throw them to the tunnel entrance, rebuild FZ-GUNs. Before the FZ-GUNs are ready you should have your Depth Crawler. Install FZ-GUNs on top of it, install Guard Gun pellet on DC, switch to FZ-GUNs, enter DC, enter the tunnel. When an enemy is coming exit DC, activate turrets, enter DC.
At the end of the tunnel, you'll reach a cave that has an anchor that drops ants. Hanging from the ledge destroy anchor with DC cannon/machine gun. When it's gone, jump down towards the right opening at the bottom. This will take practice and luck, it will be difficult to land on a good spot and you'll probably make a mess a few times here (I did 😂). The objective is to progress to the tunnel where the pill bugs are coming from. The flame turrets will likely kill all pill bugs and ants remaining around the cave bottom and tunnel.
In the next cave, you now have a king spider and another anchor, that is dropping pill bugs. This is a cave mission in an EDF game, so do expect to die here ridiculously from bad clippings with the king spider webs. Using both turrets and the DC kill king spider. Beware the opening isn't in a favorable position you can die easily. When the king spider dies, advance to opening and destroying anchor.

Now starts the first important part where you MUST do things right. There will be 2 consecutive waves now. One of the ants which are in wait mode, and another of spiders + king spider that will fall from the large cave ceiling when a certain number of ants has died. Yes, it's a trap. The best strategy is to enter the cave in the DC, climb the wall to left. Without going near ants, drop 1 ZEXR in a way that will hit the ants. Dropdown again. "Mine" is the tunnel opening where you come from with FZ-GUNs (one on each wall, the other 3 on the ground). Go back to the tunnel. Activate ZEXR, throw the other 3 to the tunnel entrance, before the FZ-GUNs, activate when ants are arriving. Activate FZ-GUNs when spiders spawn. They all should die, including the king, if not repeat turrets until they're all dead. Get a new DC if you haven't. Rebuild and install Guard Gun pellet.

Now another important part. Opposite the tunnel where the ants were taking a walk, there's now another tunnel. At the end of this tunnel, it's an anchor dropping pill bugs. Do NOT go there for now. Climb again the wall to the left of the large cave. Another tunnel is now open in the back left. Kill pill bugs arriving until the Rangers make a long walk to reach you. Go to the tunnel in the back left, drop all ZEXRs at their start plus 2 FZ-GUNs. Then install the other 3 FZ-GUNs on top of the DC. Proceed to the tunnel where pill bugs are coming from, activate FZ-GUNs before entering the tunnel, switch to ZEXR (don't activate, actually you probably can...), and install Guard Gun pellet. As you progress in the tunnel, you'll see a sea of red dots in front and back, exit DC and activate ZEXRs if you hadn't. At this point you have a wave of ants in the tunnel you booby-trapped, another in the same tunnel you're just ahead and pill bugs coming from the anchor further down. Progress tunnel, FZ-GUNs will likely kill all ants so don't stop until you can see anchor, destroy it. Disable FZ-GUNs, as it's likely there will be just a really few enemies left, use DC machine guns and wait for rangers to help, but this should be easy. If you want the crates you can return to the tunnel you booby-trapped to pick a nice loot.

And now for something completely different the MOST important part. This is the end. Or almost... There will be 3 miserable ants, 3 miserable spiders, and a huge cave with 5 anchors, and 2 king spiders, these are all in standby mode. You'll also see another group of rangers. DON'T REACH THEM or better do it very carefully. If you touch the floor of the place where they're you'll trigger all anchors and king spiders in the huge cave to attack mode, and it will be continuous. So you must capture the rangers while still on the rugged surface of the cave, retreat immediately as soon as you have them. Install Guard Gun pellet in DC, enter DC, and jump. You're now on the ceiling. Cross the cave where the rangers were, leaning to the right, then enter the right tunnel, ALL WHILE TRAVELLING IN THE CEILING. When you're in the tunnel you can drop down, kill ants /spiders with a DC machine gun. If you failed this you're...well, you know what you're in 😂.


Now it's "just" the last part, and it's relatively easy if the anchors are in sleep mode. From the tunnel safety, you can only handle 3 anchors, one to the right, 2 to the left. The tunnel will split into 2 just before the huge cave. Be careful there's another tunnel on top of these 2, although it's seldom enemies will come from there. You can take a short walk around the cave borders near the tunnel to check the placement of the anchors and king spiders if you want. Go right, install ZEXRs before entering the cave, install FZ-GUNs around the 2 entrances in the huge cave (to handle king spiders when they come) use DC cannons on anchor in plain sight to destroy it, retreat, activate ZEXRs, activate FZ-GUNs if king comes. Do the same thing for the 2 left anchors, always rebuilding what's necessary. If the third anchor activates at the same time as the second, try to destroy it, or return later when it's safer. This is really easy compared to what you've been through until now.
When the 3 anchors you can see from the tunnel and the 2 king spiders are dead, all that remains are 2 anchors with black ants and pill bugs. Advance on the cave through the right, you'll reach a side ledge where you can see and hit both remaining anchors. Drop ZEXRs (two to cave bottom), activate, destroy both anchors. Finito.
You can also try this without the ceiling part, you'll have lots of fun in the last cave. 😁
This really isn't very hard. Just time-consuming and you must be focused on the parts where you can't mess up.




Mission 98 - Coastal Defense Line




Mission 97 - Steel Covered by Threads

This one is easy. Phobos is your friend for the giant webs, ZEXR to handle what comes, and the standard exoskeletons, either the Red Guard or Nix ZC (Red firepower is more than enough). To complement either ZEX Launcher, FZ-GUN MX, or a gunship to deal with anchors faster.
At the start, capture NPCs fall back to the right and back to a wider street. Use Phobos so that it hits up from where you started, this will kill a lot of spiders and probably a few Araneas, just avoid hitting the 2 king spiders near the large building to the left. Use turrets to kill small stuff that eventually will come.
You'll have the exoskeleton, and then you can start using Phobos on the right of the large building. Even if the 2 kings come the exoskeleton will be more than enough to massacre both. ZEXRs will always handle the small stuff, enemies from anchors will return to wait mode when not attacked.
Then repeat to the left of a big building. Finish with the last anchor which is up from the building and the possible stray Aranea. Araneas don't do much damage to vehicles.
If you want to be nice save the ass of a small group of fencers below the big building.
Remember that buildings that had giant webs connected can't be destroyed.



Mission 96 - Land of Monsters

Another easy one. Bring ZEXR, FZ-GUN MX, Phobos, and preferably Nix ZC (but can be Red Guard).
Capture NPCs, enter supplied Nix, and proceed backward to an open area just to the left of the next from where you started. The NPCs will probably handle a few ants, ignore that.
Now install FZ-GUNs and ZEXRs in the corner nearer the eggs, stay on the opposite one. Send Phobos so that it covers the area front slightly left from start, will hatch a few eggs, and annoy a queen ant and a cosmos. Turrets will handle most stuff, you'll probably even have time to get your own Nix but if it doesn't arrive, use the supplied one on the queen ant and cosmos.
If you have Nix ZC use it to level down the area around you, it helps.
At some point, a small group of black and red ants will come from the water area in your front left but they're easy to handle.
Then keep doing the same to the area that was right from start, starting from the further back area that will have the gold queen ant. Even if 2 queen ants come at once it's not difficult, the Nix will handle both. always advance with the Nix to the queens to protect your NPCs. Just take care with the "normal" gold ants, a single attack from one can shave 10 to 12k armor from the Nix, so they're your priority.
Around this time or perhaps in the next wave you annoy a larger group of reds and black ants along with a few golds will come from the further back where the gold queen was. They'll take some time and probably arrive very spread, handle them before continuing.
All that remains will be 2 queen ants, a heavy cosmo, and probably some gold ants, the rest is small stuff. When there are just 25 eggs they will all hatch, no big deal.
Your only issue is to avoid killing your NPCs with the FZ-GUNs. 😂




Mission 95 - Drop Location

Easy with a little strategy. Your only problem is that when the third anchor is destroyed 2 deroys will come, and you want to kill ASAP the one that has landed nearer your spawn point as it's a missiles ones. And surviving until your Nix comes.
The WDs will be your bodyguards, so start with the anchor near them. 105mm Rapid-fire Cannon Z can be used without issues as there are almost nil chances of friendly fire.




Mission 94 - Bloody Battle

Oh please, please, let there be more missions like this one!! 😋😊😊




Mission 93 - Mountain Traps

Another easy one, just need to walk a lot. Bring Phobos to destroy webs, Araneas and anchors, ZEXR to kill small stuff, Red Guard, ZERA, or whatever you want to complement. When you have the Red Guard just walk around with it destroying anchors and Araneas, going in a circle. Starting on the right is slightly easier if that was necessary.



Mission 92 - Attack of the Flying Fleet

Another very reasonable mission, did it the third time just failed first because Nix got stuck on top of a building and second because my KM6 killed me. You only need to survive until you can summon Nix, ZC is preferable since type 2 drones fly too high and Red Guard would have trouble dealing with them. I use ZEX Launcher, ZEXRs, one of the KM6s, and Nix ZC.
Capture both squads and throw ZEX Launchers towards the front from where the first wave comes. Go back to a small group of buildings and put ZEXRs somewhat middle way towards the buildings. Activate both when enemies are near, hide between the buildings. Use KM6 to help. You'll have the Nix before the wave ends. Be careful summoning Nix so that it doesn't get stuck on the top of a building.
Always leave 3 or 4 Type 2 drones alive, so you can rebuild ZEXRs, get health, new Nix, etc.
Near the end of the first wave move towards an area to the right that has a tall building. Install your Nix between the two lowest ones (the first when you arrive, the Nix won't fit properly in the alleys near the tall building. To help destroy the small buildings across the road to your left when you were reaching the tall buildings. DON'T USE ZEX Launcher after 1st wave. Put ZEXRs towards open space and deal with each wave with them, KM6 and Nix. Only use Nix cannon and missiles in the last wave to avoid destroying the buildings.



Mission 91 - Sparking Abyss

First, of the last 3 cave missions, I post a strategy. This is very hard to do without Limpets, but being stubborn as a mule I decided I would find a way to do it. It can be done but you'll suffer.

Weapons:
ZEX Launcher
ZEXR-GUN
FZ-GUN MX - the 3 turrets will need to be really upgraded, almost to the limit
Depth Crawler IV Custom
Armor: 1000-2000

There are 3 Cosmonauts protecting 3 tunnel exits, 2 dropping pill bugs, and the right one dropping ants. Your biggest problem is ants, they can one-shot you from anywhere (at least with 1k health). The cave is huge, they will be all over the place and they'll hit you from anywhere. Your second problem is the cosmos. The path to the tunnel exits is narrow, and they'll cream your DC before you kill them. Using turrets near them is hard as the number of enemies makes them wander instead of focusing on what you wanted.
You need to see the video below to understand this. Just with written text will be hard. You should scout the cave with the WD in easy difficulty to see where everything is.
First point. The only place where you can bottleneck enemies that's viable to use is a large cave at the top of the paths. So first go up the path. As you're reaching the top you need to start to install ZEXRs one by one (not all at the same time) as you'll have ants coming from all sides. When you reach the plateau before the cave all ZEXRs should be shooting. Look on the right edge, don't fall, and be careful with ants. You'll see the path that leads from the central pillar to the wall where the tunnel exits are. Throw the ZEX Launchers, if it's far some will hopefully land on the path. Activate them.
Go to the cave. Install the FZ-GUNs in the entrance so they will block it. 4 are enough, you can throw the last towards the left to kill something. Just 3 is dangerous.. (see video). Activate them when ZEXRs end. Next ZEX Launcher will end. Wait until both weapons rebuild. Throw ZEXRs beyond turrets fire spreading them in the plateau. Activate ZEXRs, disable FZ-GUNs, throw again ZEX Launcher, now to the left side obviously. NEVER try to be a smart ass and exit the cave while FZ-GUNs is active, you'll probably die returning as they will change direction if any enemy comes near.
Keep doing this. It's probable and desirable that some of the Cosmos will start climbing the path. Hopefully, they will die with the ZEX Launcher. They can climb all the way up to the cave top, so be careful. Also, be careful looking at them from the plateau, they can hit you even from the path below and they're deadly accurate.
Repeat until you have spawned a DC and can spawn the next. DON'T spawn the next. The most dangerous cosmos are likely gone by this time.
Now comes the next hard part. Rebuild FZ-GUNs while ZEXRs are working. Install them on DC. Start to descend the path towards the start position. When you reach the end of the first bridge exit DC activate FZ-GUNs and switch to ZEXRs so these will be ready to install and use when necessary.
Now you have two options:

- you feel like you can go down at the end of the first bridge by the central pillar, the path you'll want to reach is just down slightly to the left. You shouldn't touch the right stick (which I did in the run of the video 😑), you can lose spatial orientation VERY fast. It's not easy to do...
- if you don't want to take chances go down the path passing by your start position and eventually reach the same objective.

When you have the tunnel exits in plain sight you need to have the right one in your target, as this is the one you must get rid of ASAP, as it's the one dropping ants. Aim DC cannons to that one and take it down.
Then get rid of either of the other 2, then the last one. If necessary, which probably will be, exit DC summon a new one (this is why you couldn't spawn it before so you can be sure to have one ready), enter it. Install ZEXRs to kill the last ants. When you finished the 3 tunnels all the hard part is done.
All that will remain is a few pill bugs and 1 or 2 cosmos. Static red dots in the map will be cosmos, moving ones pill bugs. Pillbugs are pretty easy to kill with DC, use a machine gun. For cosmos, wait for FZ-GUNs to rebuild install them on top of DC again, and go fry them.

Yes, it's hard, but can be done. No limpet again... 😋😁

I tried this hard with a variety of weapons and different ways, none worked. Going directly down the path to attack tunnels is certain death, as the only viable turret for defense is ZEXR, FZ-GUN is awesome if installed in a DC (slight issue it will take some time until you get one, and good luck installing the turrets while you're in the path near the tunnels). The other 2 will certainly kill you, and ZERA is a joke here.






EDF 5 - The road to Inferno... and to Hard 😑

EDF 5, unlike previous iterations of Sandlot games, won't allow you to play in hardest on Inferno until you finished the whole campaign in hard. In part it's understandable. It's the way it is, unless you cheat there's no way around it.


Playing directly on hard instead of normal isn't that hard. There will be a few missions that will require more work but it can be done. I finished hard by using the WD in 90%of the missions, first using a rapier and the Spark Whip, and when I got the Stardust Cannon, I changed it for the Whip. I did try other weapons but frankly, except the Mirage for just a few missions and the Bolt Shooter for 109 (what a disappointment), everything else was insipid or a bore to use. I did 100 and 110 with the AR. 100 is an impressive mission, the most impressive one overall but like the similar 4.1 one it becomes dreadful to do as it's mostly an RNG game, you're almost totally dependent on what the NPC Bargas will do, so unfortunately it's the worst mission of the game (yep even worse than 1). 110 is easiest with the AR and I just wanted to proceed to inferno. Weapons progress is reasonable on hard, even weapons that are not upgraded will work quite well, in all missions. 109 was the hardest mission by a gazillion miles. The third stage of the mothership shield is dreadful and I wasn't figuring a solution. After trying Ranger and AR a few times, the first time I used WD with Stardust Cannon and a Bolt Shooter (more like a pea shooter, you have to fly halfway to the mothership for this crap to hit it) bingo.


Inferno is not easy in EDF 5, as weapon progression is dreadfully slow and most weapons are a joke when they drop. And at that point, you're dependent mostly on luck with weapons progress.


27 August 2021

EDF 5 - Improvements over previous games... and setbacks

It's crystal clear that in general EDF 5 is a major improvement over 4.1, which itself was already way better than 2025. Considering that the main platform (PS4) is still the same, as there was a huge hardware boost between 2025 which ran on the PS3 and 4.1 which was developed for the PS4, the game almost feels like a completely different one which is amazing. Sandlot made also major changes to each class, some were beneficial some were detrimental.

It's interesting how much the game enemies changed back to EDF 2 looks. Sometimes it seems more than I'm playing a Vita EDF 2 sequel, than a PS4 4.1 one. It's clear that while developing the Vita games Sandlot had to learn even more about polygon count issues and translated that to EDF 5. Let me state that both EDF Vita games are amazing considering the hardware limitations. They're tough as hell to play solo unfortunately.


General improvements


- all classes will heal captured NPCs when picking up health 😍😍😍😍😍

- the DLC weapons are a great idea

- almost all DLC missions are really good, on 4.1 many DLC missions were stupid, dumb and pointless

- NPCs are much better than in 4.1. The special squads are actually really useful many times. NPC fencers don't die like idiots 99% of the times like they did on 4.1

- much less slowdowns. You can use a rapier near a shield without making the game absolutely crawl

- some of the new enemies are much better than I expected. Pillbugs do require some thought how to handle (except on mission 87...). Colonists and cosmonauts are interesting enemies. New deroys are not as bad as I thought they would be.

- the giant ships are really good and impressive. The mothership quality is open to discussion. The last boss is good.

- unlike most missions in 4.1 where there were waves of enemies, in most missions in 5 when that happens there's no delay or wait until all enemies from previous wave are dead before the next wave spawns. This does create more difficult situations to solve, because you have no break between waves to prepare for the next. More stress, more fun? 😋


General retrogressions


- the dreadful double weapons grind. Now you have to grind for the weapons, and then a gazillion more so that they're not mostly worthless. 😑😐😐😐🙄🙄😣😣

- NPCs are even dumber than in 4.1 in one thing. They love to put themselves in the line of fire when you're shooting. It's a fetish for sure, or a death wish. It's dreadful to use explosives or many AR weapons because of this. I think I lose almost as many missions from friendly accidents as from enemies.

- why change the names of so many weapons? Was this useful? Why not change all if it was the point?

- tadpoles are dreadful. It's understandable that the polygon count of dragons was too great, but these things are plain bad. The movement, attack and behavior is at least exactly the same as dragons, and red dragons (the bluish ones)

- you can't farm weapons for just 1 class. I understand the reason behind this, but I have 0 or near  interest in farming Fencer weapons for instance, even less now that there isn't thankfully a 100% weapons achievement, and you get them anyway. Also this makes weapon farming for a second class annoying, as in 4.1 you could finish a mission with your main class, then revive if necessary or possible and use a second to optimize weapon pickups for that one.


Ranger


Pros

- his running mechanic is nice, and yes the starting and end of the run are understandable

- the support mechanics are a nice addition

- he now has vehicles

- some missiles like the Prominence and the MLRA are actually useable and useful now. But a Prominence, a missile carried by a person is actually much more powerful than a railgun that needs a tank... 😂


Cons

- most of his snipers were nerfed. Yes the J9 was way beyond what it should be on 4.1, but now it's the opposite

- shotguns are too good and their range is ridiculous big

- the ranger has the Epsilon but now it's mostly a toy. It's so, so ridiculous that many weapons the Ranger carries do almost as and some even more damage as a railgun installed in a tank... Yes I know ridiculous is standard in EDF games but this one...


Wing Diver


Pros

- the cores are a interesting mechanic that provides good choices and strategies for solving missions

- some people will love the way most weapons work now, pre-charging them before use and full clip use at once

- the dash mechanic is useful, although it is abused which I hope it was not Sandlot's intention. It should be a escape or quick faster but temporary advance mechanic, and not a almost infinite flight one


Cons

- the way most weapons work now, by forcing you to charge them before use and then empty them in one use is not consensual. Some people love it, some hate it. I'm on the haters side, as I think it introduces pointless issues, it actually is worse in energy management which is the core mechanic of the WD. The only benefits are for using high energy consumption weapons, which are the ones you shouldn't be using anyway. Also the sounds for weapon charged will drive you insane. At least could be optional, old way or new way

- most useful weapons for the WD have been nerfed so much they're basically useless, mainly the Idunn's. Yes the Idunn's were too powerful, but now they're absolute junk with ridiculous damage and hopeless accuracy. Well to me the lances are junk now too due to the charging mechanic, they're interesting for big guys, dreadful for general use


Air Raider


Pros

- bombers have been greatly improved, and the ground markings are awesome

- he has 3 weapon slots instead of 2, but can't have duplicates of the same item, which has not become a issue due to many viable alternatives

- satellite attacks have improved a lot too, they're actually useful now

- gunship attacks are awesome, specially against powerful enemies

- the new turrets, the flame based FZ-GUNs and the laser based ZE Blaster are great

- turrets no longer destroy your own vehicles, so they can be installed on them without issues 😍😍😍😍😍😍😍😍😍😍

- shields can be installed on vehicles, on 4.1 they would stay in the ground if you tried to do it.

- you don't need to hold a weapon for it to rebuild, which was frankly ridiculous 😍😍😍😍😍😍😍😍😍😍

- many useful weapons now refill over time and not points

- the hysterical Spritefall operator is absolutely awesome

- exoskeletons now are actually useful and mission solvers, with different characteristics between models

- the Depth Crawlers are easier to control


Cons

- why can't he run like the ranger? He's he incompetent? Weak? This was like the choice on 4.1 that only Ranger would heal NPCs by picking health for him.

- the summoning mechanic for vehicles is dreadfully dumb in 5. It's no longer possible to ask for a vehicle to a point far from where you're. So in inferno summoning one vehicle or new ones becomes a nightmare or pointless in many missions, as you can't ask your enemies to take a small break while you wait for your new vehicle or that they don't ruin it as soon as it's dropped. Alas, it's how wars in real world should be done, you ask for supplies to the middle of the action and then wait on the spot, so that it can be destroyed too with you while you're being overwhelmed. Yes it will surely work... This is only credible in multiplayer where AR should theoretically be far from action and then can summon vehicles with more peace of mind. Only different in caves, as DC's spawn instantly.

- helicopters are still junk to control, grapes and naeglings are now too easy to turn on their sides or upside down

- yes, exoskeletons now are good and useful, but his Epsilons were removed. And nerfed anyway. At least now he's no longer the Epsilon Railgun class 🤣😑😑😑😑

-the supress guns were not necessary, and I doubt anyone uses them. If you do, well...

- the limpets are still mostly stupid, pointless and extremely situational (at least to me). The limpet sniper I think it's the only sniping weapon in the game without zoom. Unfortunately they're now necessary several times, since you can't summon vehicles at start and some things will be out of range of all his vehicles, or a PITA to be.

- Blackers are nice for movement, but almost useless otherwise. Lousy shooting angles, dreadful for precision shooting and too much recoil


Fencer


Pros


- he now can almost fly, the jumps and dashes make his movement much better than the WD, since there's no energy management to consider


Cons


EDF games - How much armor do I need for Inferno?

 Armor, armor, armor... Tell me magic mirror, how much armor do I need to handle Inferno? 😍🤣


The mirror won't answer, and neither you'll find it in a crystal ball.


Let me tell a simple story. When I tried to play EDF 2025, it was a PS Plus free game and I hated it for probably the same reason as everyone that tries these games: dreadful graphics, bugs (and I don't mean the insects), die, die, die. What's the point of the stupid Air Raider? This guy can't do anything! The Fencer? Slow as molasses? The Wing Diver is a junk character always in emergency recharge. This was the first phase.

The second, I made a effort and discovered how good the game really is. Unlike most games, the gameplay is excellent. But still I couldn't believe it was possible to finish most inferno missions with 10k armor. Or most likely 25k. Or more... The simple reason was that I did not know how to play the game. At least reasonably well.

The game has a steep learning curve. There's no way around it. It will only be easier in another iteration when you've really learned one of them because at that point the changes will be small but the core game is the same and it's easier to adapt.

If you need more than 5k to solve a mission of the main game, you're certainly doing something wrong. Weapons, strategy, tactics, use of NPCs (not really possible in most 2025 missions), use a different class. The game becomes a boring dumbness with a ton of armor. You can't play this game CoD or Battlefield style, if you do then you'll need a gazillion armor or die again and again and again. It does not work this way.


If you really learn the game you'll find out that you can solve the majority of missions with the same class, using the right weapons, which don't have to be the same for everyone, but more importantly by thinking on the right and best way to do it, by taking advantage of the map, environment and enemy behavior. At that point skill is not important. I'm no skill master and I solve all EDF 2025 and EDF 4.1 missions with reasonable armor and surely will all the ones in EDF 5. Do see some missions will take time, effort and thought to be solved. Took me years to find a easy and reliable way to solve easily Star Eaters on 2025, I would play it once in a while, and finally one day I found it (AR had the solution). Do remember some classes will struggle on a few missions. It's by design, the game clearly was made to be played in teams of different characters and taking advantage of each class.

Don't farm for armor, you'll find out game progress will provide you with more than enough. On EDF 5 is even less necessary, the big areas for crates picking for the ranger and vehicles mean that you can't cherry pick just weapon crates in many missions. And armor progresses is very fast on this game.


Air Raider will usually be the class that needs less armor for obvious. He's on vehicles most of the time, so it does shield him more than other classes. Solving missions with him is more a question of doing it or not, not how much armor you have.


Unfortunately most people seem to go for the armor way. It should be norm for anyone posting or giving information on EDF missions to clearly say how much armor they have, as what I see the majority of times is that either there's a ton of western EDF players that are absolutely stellar beyond the best japanese pros or they really have a ton of armor and then what they say or suggest is plausible.


The feeling of finally solving a mission in a easy and reliable way is what EDF is all about. At least to me. Hope you find this too.


PS

Yes DLC is a different story, but DLC 1 and particularly 2 were created to be extreme.


26 August 2021

Which is the best class solo on EDF?

This is a discussion like the gender of angels. None. All. The game was clearly developed to be played with 2 or more people and take advantage of each class benefits. All classes will struggle in one or more missions while playing solo.


In the end the best class offline will be the one you manage to solve missions with, preferably all of them. One of the best features of EDF Sandlot games is how different the 4 classes are from each other (or were) and how much the gameplay changes when you use one or another.


To me the best and most interesting classes are by far are the Wing Diver and Air Raider.


The Wing Diver is the most fun (or was 😐😐😑😑😑... see next) class to use, and it's a very aggressive class. Energy management is the thing you need to learn how to deal with. However it's very different playing the WD in 4.1 and 5, a few things are equal but many are not.


The Air Raider can deal tremendous amounts of damage and it's the class requiring more strategy, tactics, planning and advanced knowledge, and I love that. It's the most different class of all 4 due to its wide and varied kit, and also the one that is more viable to do missions with different loadouts. He's to me the absolute top class in EDF 5, so much fun to use him now especially in inferno. He rocks on most missions, especially chaotic ones, only struggling in some cave ones. However, it must be said that most of his weapons have a luck factor in their use. But now that the WD is the annoying queen of the weapon charged beeps among other dumb options, he is a gazillion miles away from her.

Do realize that AR is ultimately the class that will likely take more time to really be good at.


The Ranger is the usual boring FPS character. He had a good start on 4.1, but struggled in Inferno. He has been improved a lot in EDF 5 with the vehicles, running and abilities, since now he can at least escape if necessary. His biggest plus in 4.1 was that it's the only class that will replenish health of NPCs when picking up health crates, something that thankfully Sandlot changed on 5 as it was ridiculous so it's no longer his uniqueness, although he has enhancements that can still make that better than other classes. He has the best, easiest and most effective sniping abilities in the game by a mile, only thing where he really excels as he's average on everything else.

Still, it's probably the most difficult class to be successful overall.


The Fencer, well is the Fencer. You either hate the idiot, or you love the powerful guy. It's the most difficult class to use and master initially. The rewards can be very good, even more in EDF 5 as he now can almost fly like a WD, with no energy issues and a limited cooldown. I still hate the idiot, and probably ever will, as I find it too much of a hassle to use for too little fun to play. Ok, eating my own words 😂🤣. Since the WD is mostly annoying and not a joy to play now, I started to play around with the big guy. And I must say it's fun. Although I'm still a basic Fencer player there are quite a few mission that are a joy to play with him. Still, he's difficult to master.


In the end it's your choice. Try them all, settle with the ones you can adapt better. And be more successful with. And more important the one you have more fun playing. That's a major plus of the game anyway.


I do advise everyone to master as much as possible at least 2 classes. This will make you enjoy the game more, and put all missions within reach, as they'll likely all be easy or almost with one of them.




EDF 5 - 94 Bloody Battle Inferno weapons farming solo Ranger

Ranger doesn't have a life as easy as the AR, but still can manage it. However there will be different steps from the AR strategy and almost certainly the amount of surviving NPCs will be a lot smaller.


Ideal weapons:

- MEX5 Emerald, the more upgraded the better. The MEX5 has a big advantage as their hits will usually make colonist and cosmonauts stop and move in some direction, which will make them loose attack momentum and make them easier preys for your NPCs. This makes it invaluable. that also helps destroy the scenery it's anther plus 😋

- MR100 Fang, or another powerful sniper will help kill high armor enemies (aim for body, NPCs will not usually make headshots so it doesn't help them, except if you can kill the enemy with one, like a frog) 

- the best Epsilon Blast Railgun, is the best option, as it will help to bring down anchors (9 shots with level 84 one, how crappy it's now compared to 4.1 and Ranger does not have power enhancement either) and will make it easier to do weapon pickups in the end as it's not a good idea to be on foot. EMC could be interesting for the massive damage but it's slow as molasses for anything else.


Armor: 1000+

If it was difficult not to be hit with AR, ranger is a lot worse. Keep moving while shooting the Emerald.


Plan:

It's similar to the AR. Either stay where you spawn or go ro left to the slightly higher area. Capture zero NPCs until the end. Keep on using Emerald and moving, be careful as you can't roll while shooting.

Use sniper when it's useful, but do kill the second laser sniper from left when the 4 show up. This is the most troublesome part, as the heavy cosmos that come at the same time as the snipers are the most difficult to kill, will probably wipe out your NPC Nixs and you'll be targeted easily,remember these guys make heavy damage. Leave the 4th one alive and take down both pylons with Epsilon. Be careful engaging heavy cosmonauts with Epsilon, it's not a exoskeleton with 70k armor.

If all NPCs die before all heavies are dead you'll probably be in deep trouble. Armor less heavies will outrun the Epsilon and you and won't be able to kill many. It's a good time to pick all surviving NPCs when the pylons are gone, and start to pick all possible health crates to heal them. Remember don't shoot cosmonauts avoid that as they fry your Epsilon. 

Last enemy alive will be the rightmost laser sniper cosmo, but remember the surviving NPCs can wipe him out if they're in range.


UPDATE

I tried a few variations to see if a weapons pickup scheme would work. Well it does, not reliably but sufficiently. When possible summon Epsilon, then pick from left the fencer squad, the WDs, the Rangers in the park, the Laser ranger and the last fencers. Then walk around picking up as many crates as possible.

Two choices for end: leave a sniper alive or a anchor. If it's the anchor, kill both snipers. If it's a sniper, kill both anchors. always leave the rightmost from start anchor or sniper alive. Almost all NPCs will be dead at the end, and this can still go berserk in a snap.

Don't shoot anything with the tank or avoid it! Except the anchor (s). I did kill the plasma cannon frogs but it was risky, as all cosmos will focus on you. The plasma frogs are dangerous as their hits are powerful and have a lot of area damage. It must be said that if you're not picking up the crates in a vehicle and still hitting enemies, the 4 plasma frogs from the last wave are the most dangerous enemies as they'll hit you from anywhere on the map and they do considerable damage. While trying to do this mission without vehicles I would lose the mission almost every time because of them as it's difficult to be focusing on all enemies and be alert to the shots of 4 different plasma frogs, even worse when there's 2 on each side and they do move all over the map. As I already told elsewhere unlike 4.1, cosmonauts and colonists will focus fire on you if you hit one of them.


One of the pluses is that cosmonauts have some difficulties in hitting very near enemies, so NPCs are not massacred all that easily.


You can bring Reverse Shooter X instead of a sniper, but then you'll have to use the Railgun to kill them. Not terribly difficult though.


https://youtu.be/VwrZkL_Inw8


Nerfed or not the Railgun is ultimately a better vehicle for picking up crates than the exoskeletons. Probably using a blacker isn't a bad idea either...



EDF 5 - Tips and techniques

I'll use this posts to show a few things that can help in your game.



WD Rapiers - The Wing Diver rapiers are exceptional weapons, which have been improved from 4.1. They were somewhat nerfed, but they are much more effective. This is a close call weapon, and as such it requires some finesse and talent to use. It's the top weapon to shred large spawning mobs and big bosses as it stuns its prey. With its massive DPS, low recharge time and reasonable energy consumption they're awesome. Unlike Phalanx which is a focused rapier and one charge use, they have a large spread that will stun multiple enemies at the same time. Or still do massive damage to a big one with tons of exposed flesh 😋.

Queen ants - The best way to kill them is by flying over its back or sides. Once it's hit it will be partially stunned and easy to finish. Take advantage of the acid throwing animation, it follows a pattern and take advantage of the timing when she's going to send a new spit. However be careful attacking 2 near ant queens at once.

King spider - Like the queen bee the king spider does massive damage with its attack. However the king spider does have one plus over the queen ant. It won't shoot webs while it's moving, so if you catch it jumping or moving it's easy to stun and kill with a rapier. Preferable spots will be front or under, but sides will work too. Once you start it's easier than the queen ant.

Queen bee - This one is a PITA with a rapier but can be done. The major issue is that if you try to fly to her, unless she's attacking something else, she'll always fly away. In city maps, it's possible to make her land on buildings and then it's a lot easier to attack quickly, she'll die in a snap. You can hide behind buildings, where the stings won't hit you. Don't fly. Major issue is if you have WDs in your NPCs they keep on flying and it's more difficult for the giant bee to settle.

Imperial drones - They usually fly really low near you and it's easy to attack them and they get down really quickly.

Blue tadpoles - These have a ton of health, only chance is when they land. They do massive damage to your NPCs, so getting rid of them is a good idea

Deroys - You can Rapier to death Deroys, isn't a major issue, but ONLY once you got rid of the leg weapons (clearly the way Sandlot devised them to be handled). The Mirage works great for that. A Deroy without leg attacks is a third rate enemy

Red drones - Don't even try, you'll send them away. A nightmare to kill them with a rapier

Spiders (silver or normal) - the best way to rapier spiders or groups of them isto keep bunny jumping in circles around them. Yes it's effective and considering the huge health silvers have it's one the best weapons against them. Still be thoughtful how you do this, it's probably not going to work if you have a ton of siders coming from all over the map at the same time. At least group them first.

Red or purple ants - They're extremely aggressive on EDF 5, but they're the easiest bunch to handle with a rapier

Gold ants - Usually not a good idea. Golds are the fastest attacker in the game and their attacks can deliver absolutely devastating damage. They're much worse than silver spiders.

Colonists / Cosmonauts - They're better to finish them off instead of full kill, but you can start between their legs and aim up, it will fry them. Not fast enough thought and some of their near friends can make your life miserable.



Giant bees

Best way to handle giant bees is to have buildings or terrain between you and them, as they eventually hover in the same place, or even land on the other side. After they send the stings peek and hit them. NPC WDs can sometimes be a pain for this as they keep flying and it's difficult to have the giant bee settle in a specific spot. Still easier to handle than giant ants or spiders. 😁




EDF 6 DLC 2-39 Inferno

Air Raider Onto the mission flow. At the start summon the tank and install shields. Be CAREFUL, installing shields on vehicles in EDF 6 does...