I'll give here all information I found that is interesting for the game.
- the EDF 5 DLCs are very good (compared to 4.1), and to make things better there's weapons for all classes that can only be obtained in inferno on each of the DLCs. DLC 1 is within reasonable limits of difficulty, DLC 2 is not. However some missions on each DLC can be cheesed or are relatively doable with at least one class
- finishing hard will unlock hardest and inferno on the DLCs too
- killing frogs (oops colonists) and cosmonauts with headshots will provide twice the loot, heavy cosmonauts being the most profitable to do so with 18 crates
- the japanese EDF wiki will always provide good info for the game, but for 5 the most crucial page is:
https://w.atwiki.jp/edf5/pages/373.html
which lists the weapon drop ranges by mission and difficulty. Use Chrome's or Edge's embedded translation if necessary.
- Air Raider turrets no longer destroy the vehicles they're attached to (finally!!!). And you can attach shields to them too!
- the limit of simultaneous crates on a map (weapon + armor + health) is 128. When the limit is reached enemies that die no longer drop crates until you pick any. There are several missions where this limit will be reached easily and in some pretty fast (38, 40, 80, 94, 98, 108, 109 to quote just a few). Unfortunately on many of these missions in inferno, crate picking while the mission is running is usually difficult, and it's not unusual to have all crates in the zone where the enemies are and will be throughout the mission.
- there's also a overall limit of 1024 crates of armor and weapons that can be picked up in a single mission
- yes vehicle controls are still mostly dreadful. I think they will always be, Sandlot seems to enjoy the way they are. They could at least license the flying controls from AER Memories of the Old which are stellar.
- unlike in previous games colonists and cosmonauts will target you specifically if you hit any of their nearest mates even if they have nearer NPCs than your relative position. This will change if any of the NPCs nearer them will attack them after you did, which is not guaranteed it will happen. In previous games enemies would always attack the nearest NPC or player whatever happened. In heavy messy missions, if you're playing solo split screen with the AR and another class, you can leave the second class inside a exoskeleton and it will be mostly ignored and remain almost unscathed even in the heat of the battle. This is extremely important specially in inferno and requires changes to the way you play from older games.
- due to how fast the Grim Reaper fencers and the WD squads move, unwanted friendly fire and even self killing is sometimes very difficult to avoid. Not capturing NPCs is sometimes essential to avoid bigger problems. Wherever the NPCs are trained it's the worst training place in the universe, they can't seem to teach the basic concept of not getting in front of a firing mate. 😋
- game is much easier in couch co-op with 2 persons, not single gamer "co-op" playing (using 2 classes, 1 at a time by the same person). Unlike playing with 2 online which makes the game a lot harder as enemies will be 2x healthier and do 2x more attack damage, everything is equal in couch co-op, so you have 2 EDF classes doing damage to the same enemies with the same characteristics as playing solo. It was almost the same in 4.1, just different multipliers for difficulty.
- unlike previous games you can't play split screen and maximize weapon crate pickups for one class. The game will always split them between the 2, usually with a few more for the second player no matter which class picked them up. And a few more for each of the other 2 missing classes.
- WD and fencer can now enter and fully use some vehicles like the AR exoskeletons
- when helping NPCs deal with cosmonauts (or heavy colonists) deliver body shots as they will generally only hit them in that part. At least do shots to the arm that holds the weapon (always the right, it seems there's no left-handed aliens). If you do headshots you're not helping the NPCs at all and doubling the effort.
-the japanese wiki
has really good information, and you can use Chrome's or Edge's built-in translators with reasonable results. I do prefer to play the game on my own and make my own strategies to deal with each mission. Sometimes my solution or one very similar is detailed there, sometimes mine is different. However many of the mission strategies, specially for harder levels, I think many times are one shot ways that require either extreme luck or extreme skill or both, so don't really accept them all as being generally good. A few ones I'm curious, I try them and it's not unusual to can't even figure how it could be possible to achieve what they suggest. Well my strategies and suggestions can fall in the same issues too, so... 😂
- some NPC squads will stay down in the map once they're killed, you'll see them kneeled down and their heath bar is black. Once there's no aggroed enemies to player(s) they will respawn although at a low yellow health. One mission extremely easy to see this is mission 81 Reclaiming Base 228: Stage 3,whcih is a scripted mission and that at the end of each wave the downed NPCs from the 3 squads will recover for the next one.
- by mission 87 in inferno you can get all weapons for all classes in the main game except one, the level 95 Phalanx ZT for the WD. All other weapons are level 91 or below.
- contrary to what's said in Reddit and elsewhere KM6 attacks are not failsafe for you and NPCs. Yes you can get killed or least badly damaged with them. Not that difficult to happen. KM& attacks will even do more damage to vehicles / exoskeletons, for instance the Naegling can be destroyed in a single of these attacks. So always consider that when using them over yourself unless you're inside a vehicle with reasonable armor.
- vehicles have no upgrades available except in necessary points to summon. So speed, attack strength, armor is always equal and you'll always have its full power and capabilities available.
- Ranger and Fencer enhancements have no upgrades, when you get them that's it. WD cores have 2 enhancements, max energy and charge speed. The WD has the most dreadful weapon grinding of all classes, as she has weapons with 8 upgradeable stats and all cores have 2 additional ones. 😑😐
- best way to scout missions is to play them with the WD on easy or normal, so you can study movements, spawn positions, how they're grouped, important targets to address, etc. The Mirage 15WR will likely kill almost everything, bring a Rapier for the rest. Most of the missions are equal, just harder versions of spawns in Inferno. However a few have more waves, more spawns or slightly different spawn locations for NPCs or enemies (mission 40 for example). Still these account for just around 10 missions.
- Tempests can't one shot Cosmonauts or heavy colonists. Normal Cosmonauts need 2 Tempests, one to destroy the armor, the next to kill them, but Heavy Cosmonauts need 3 Tempests shots since they have 2 layers of armor.
- in EDF 5, unlike previous games vey few missions have clear breaks between each wave. When a certain threshold of enemies alive is reached the next wave triggers, when the norm previously was that this would only happen when all enemies from one wave were killed. This makes the game harder because it's usually a non stop assault of enemies and few chances to relax or prepare next wave (108 is a example of this)
- queen ants are not stun locked by fire (giant bees neither I think, but not usual to be possible to try). King spiders are. Erginus and Archelus... 😂 King spiders can be thrown around by explosives.
- although other classes besides the AR can use vehicles, only his weapons will rebuild while he's inside them. So take this into account when using vehicles with another class, you'll be at exactly the same point weapons wise as you entered them.
I'll keep adding information I find out, or more usual I remember.
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