It's very likely you'll divide the weapons between the ones that work in 4.1 style with a reload and a clip or the ones with a charge and full empty clip at once. The mechanics of charging won't appeal to everyone so this is the main choice reason between all weapons.
Besides the charging mechanics there are other buffs and nerfs for some weapon types. Many WD weapons now have recoil in varying amounts, many have damage attenuation (damage will vary according to enemy distance) and a few have drawbacks as the clip empties.
The main objetive of weapons is that they help solve missions specially in inferno. If they don't you're just wasting your time. You can't rely on nice weapons that will work once in a while, you need to have reliable tools that will be efficient and fast in dealing with your problems.
Short-Range
Once you know how to play the WD these will be your main workhorse. They can only be used in close quarters but that's precisely the main virtue of the WD.
The rapiers are now to me the most reliable and useful of all short range weapons. They start slow, but as you progress in weapon levels the higher ones will improve a lot in efficiency and usability. Still was one of the weapons I used in 90% of the missions in hardest, and not much different in inferno. These are normal reload type weapons.
The Phalanx series are the rapier thrusts of 4.1, a single focus rapier. Problem is that they're charge and single use weapons, with the benefits and drawbacks these have. They're good to handle big enemies or anchors, dreadful for smaller stuff.
Lances. Oh boy... Once I learned how to really play and have fun with the WD the lances were my weapon of choice in 4.1. Laser Lance Sigma is a stellar weapon. In 5 they're charge weapons, and they also each shot can also be more or less charged for a lighter or higher power attack. They have usually a longer range and do more damage than in 4.1. There's also double and triple simultaneous shots versions. They do consume a small amount of energy.
A variation is the Dragoon series which have ridiculous range for a short weapon (almost 300m for the higher one ?!?!?!?!?). They also deliver ridiculous amount of damage, have penetration power and although greedy in energy comparing to other lances have a better damage / consumption ratio.
The Spark Vines are a sort of poor brother of the original lances. They are reload weapons with a clip, but damage per bullet is very small, so it's a nuisance to kill anything with them. They're the closest thing you'll get to a old lance in theory, but now very useful in practice. Low energy consumption and very short range.
The Spark Whip is a short range Thunder Bow that only damages horizontally. It's reasonable to handle large numbers of smaller enemies, usually one of the weapons I used with a rapier in hard, but become less useful in inferno. Low energy consumption and short range.
Medium Range - Kinetic Weapons
The lasers from 4.1. The ridiculous mechanic they introduced in these weapons is that although they're reloading weapons with a clip their efficiency drops as the clip empties. This mechanic is so stupid that it can't even be understandable why they bothered, because obviously, no one uses them what else were they expecting? Sandlot does make some smart choices sometimes...
Just ignore these.
EDIT It does have its uses on fringe missions where you can't rely on charge to use weapons as they will always consume energy at likely problematic timings, and a rapier and one of these become the best options. A fantastic example in this video from lemonleafier:
Medium Range - Energy Weapons
This was the other main weapon series for almost everyone in 4.1, the Idunns and Thunder Bows.
The Lightning Bows are the Idunns. The problem is that not only they're now charge and one clip use weapons which is completely idiotic for these kind of weapons, but they decided it wasn't enough and they also are more diffuse and imprecise as the clip empties. Yes, toys department, not even in tunnels they're useful.
The Bolt Guns are similar to the Eclat in 4.1. They're again energy hogs and with little benefits. Reload type, but not very useful.
The Thunderbow Gun are the saving graces of the energy weapons in EDF 5. They're still similar to the 4.1 ones, a large somewhat spread electric charge with a long range. Although it's the best energy weapon by far, the shot speed is slow and you must charge it fully to use, or the shot power and accuracy will be a lot lower. It's a charge weapon 😑, and it consumes a lot of energy for each shot.
Medium Range - Energy Weapons
The Stardust series are the only original weapon for the WD. They shoot a cloud of energy pellets at a long range. They're surprisingly interesting, good against hordes, flying enemies and even big guys. The drawbacks are high energy consumption and how easy it is to blow yourself, by either hitting the ground, the environment, an enemy or an NPC. It's still a really fun to use weapon, and one of my main weapons in hard (after struggling to finish mission 109, I did it first time with the Stardust Cannon Type A and used it in 99% of the mission as the sniper I chose was a fraud 🙂).
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