Showing posts with label EDF Missions Data. Show all posts
Showing posts with label EDF Missions Data. Show all posts

20 July 2023

EDF 6 - Missions Data - Info, tips and details

Interesting or important details for some missions.


Mission 31


Queen Ant acid attacks will destroy eggs and aggro other Queens. A single Queen Ant can even aggro all others.


Also beware that all remaining eggs will hatch once all Queen Ants are dead. Gold eggs remaining at this time it's a really bad idea...


Mission 106







SA2, P1 and P2 - pylons and shield anchor inside the near most shield bearer


SA3 and P3 - pylon and shield anchor inside the right shield bearer, where the Golden Queen Ant is parading


SA5 and P4 - pylon and shield anchor inside the left shield bearer, where the Silver King is parading


Spawners data (thanks for jp wiki for info):


anchorNormal timeWhen the third spawner is destroyedWhen the 6th spawner
is destroyed
enemiesnumberintervalenemiesnumberenemiesnumber
SA1black antsFiveabout 35 seconds(none)(none)
SA2android6about 40 seconds(none)(none)
Naker8
SA3high mobility android2about 85 secondsLarge android
(machine gun)
2android40
SA4grenadier3about 85 secondsbig grenadier2big grenadier5
SA5Naker2about 90 secondsLarge android
(launcher)
2android40
P1spider3about 85 secondsgold ant12gold ant16
P2spider3about 85 secondssilver spider6silver spider8
P3type 3 drone2about 110 seconds(none)Cyclops1
grenadier2super android2
P4type 3 drone2about 115 seconds(none)Cyclops1
Naker3super android2


It's obvious the least problematic spawners are the 2 first Shielded Anchors as they don't spawn special enemies at any time. Sadly Nakers are terrible, so SA2 should be destroyed when possible.


However the 3 most important spawners to destroy first are SA3, SA5 and P1, as you avoid the crappy Large Androids and Gold Ants which are always very problematic.


Ideally, the next 3 spawners to destroy should be P3, P4 and SA4, which will avoid spawning of Cyclops, Super Androids and Big Grenadiers. You already avoided 80 Androids and Gold Ants from the destruction of the first 3 spawners.


Nakers are spawned by SA2, SA5 and P4. Nasty crappy bastards. 😋😂


Golden Queen Ant has approximately 241.5k armor.


Silver King has approximately 197k armor.


Wing Diver's level 95 Phalanx ZT has at full stars a theoretical 196.5k damage per clip under ideal distance conditions, remember it has damage falloff. But level 86 Rapier Nova has at full stars a theoretical staggering 781.5k damage per clip, with a very short range but no damage falloff, with a slightly higher energy consumption but near instant recharge.



Mission 123


This is a tricky cave mission with a really unusual aspect.

At some points, in particular achieving the last major destruction of the hive you can't progress if there are too many enemies still alive on the map. So once the Nakers spawn, you'll have to destroy most of them, before being able to destroy the hive again.

Probably the idea was to block you from destroying the hive in a snap and then deal with the enemies hidden in one of the tunnels (surviving in the top one obviously is a lot easier, but remember that androids will spawn earlier on this tunnel).

Remember all you have to control NPCs is the Ooohhh! command. And they're sitting ducks at that period.


On the 2 special spawns:

- the Androids of the first special spawn will come up inside a tunnel on your right (from the start position) and they will be spread along it. They will drop to the cave bottom if you're there.

- the Nakers that will be the second and last special spawn will come up at the top of the path on the front up cave, following the other tunnel path that has 2 ends. These will all drop quickly to the cave floor and stay there, just coming up a little on the path available, but seldom. There are 2 nasty red Nakers in this group. They can easily get stuck on the hive, and show up at nasty times...


Mission 128


The rightmost and farthest pylon, up in the hills, only spawns enemies with the destruction of another spawner. If it's the last to be destroyed, it will never spawn any enemies once the others are gone. This way you can walk around in peace picking crates.



Mission 131


On Inferno, the NPC Nyxes have an whopping 14.4k armor. The Railguns have an astonishing 19.2k. No wonder the mission is dreadful, with this kind of help... Oh boy...


In the third and last phase when the 4 shielded anchors are on the ground, you'll get special spawns once you destroy one of them. Destroying the first will yield 3 special enemies, the second 2 and the third one. Destroying anchors before they reach the ground will not add them, so if you destroy 3 before they fall there will be no special spawns (nasty, precision job). Which enemies are spawned depends on which shielded anchor is destroyed. Considering viewing from the start position you'll have:


- leftmost anchor: Imperial Drone Type 2

- second from the left: High-grade Drone Type 3

- second from right: High-grade red naker

- rightmost anchor: Red Drone Type 1


It will depend on your perspective, but red Nakers are always troublesome, so the last shielded anchor to destroy should be the second from right to avoid that they spawn.

Imperial Drones are usually the easiest to avoid and destroy, Red Type 1s are a PITA to kill with most loadouts. The new laser Type 3 Drones can do massive damage if they hit you or NPCs.


Inferno information. The 3 waves of the mission are dreadful (I'm considering androids and bees one). The first focuses on ground enemies, with some airborne ones, the second on ground and immediately airborne ones, and the third on possibly unlimited airborne mobs and some ground ones. And always giant enemies present on each wave, which your NPCs always have trouble dealing with.

There's a lot of luck involved in this mission, and all will depend on how long the NPC vehicles and squads survive.

On the first wave, you're in trouble if:

- the queens advance directly to the vehicles and trash them

- how long the Blue Kraken survives and what it will damage

Yes, all other things are nasty but these are your biggest problems and they can be out of your reach with Ranger and Air Raider.

On the second wave, you're in trouble if:

- the nearest androids land too much on top of the vehicles as they will trash them in a snap, and no they don't always land in the same area, it may be over them or more to the right or back; the other 2 groups can still trash you vehicles in a snap

- if you're near the vehicles when the bees arrive, they will trash the vehicles

- the queen bee is 99% of the time your problem, neither the NPC squads nor vehicles will do much about it, unless the 4 Nyxes still alive, and even then...

On the third wave, the best you can do is try to eliminate one of the pylons as it drops or once it's dropped. It's possible to destroy more than 1, but it's EXTREMELY hard and lucky-prone, as there's almost 0 margin for error. Haze will be your biggest problem.

There may be a failure in the synchronization of the spawn of Haze from the remaining pylons in the last. If this happens it's hell, because it will be very hard to achieve a point where the NPCs will respawn since it will be difficult not to have aggroed enemies on the map. When this happens you're in even more trouble than you were already in.

Surviving once all NPCs are gone is VERY hard.

There are 3 NPC squads, of the WDs and Fencers only the captains have respawn trait. The whole Ranger squad has respawn ability. Of course, this if you had captured any of them.


Mission 135


On Inferno, the NPC Titan has 129.7.k  armor, the small Varia tank 49.2k, and the 2 awesomely helpful pink blasts Proteus a reasonable 421.4k armor. Thank you Sandlot.



Mission 144


On Inferno, the Blue Barga has an awesomely mind boggling 3.3 million armor. No wonder this mission is nirvana for lengthy weapons farming. Just compare these numbers with other missions NPC vehicles.

Air Raider's DLC 2 level 110 Armamento Barga stops at 1.3 million armor.



Mission 145


On Inferno, the 2 Armamento Bargas have an eye watering 556.7k armor... Still lower than the Air Raider level 87 WarBarga which has 625k. No wonder the Amazing Bargas are creamed in a snap...

Thank you Sandlot, sometimes you really nail it to make the game so fun...


Mission 147


On this mission, no class can hit the boss all the time. That was clearly intentional. Obviously, since the boss is at the same heights on all difficulties, this is harder on lower difficulties because long-range weapons of lower levels usually have a lot less range.


DLC 1, Mission 17


I'm pretty sure the King Spider numbers on the JP wiki is wrong. If you don't destroy any small hives, on the last wave when you're destroying the huge hive, besides a large number of blue spiders, 12 kings will spawn, 2 for each remaining small hive (100% sure, I've tested it slowly with WD on hardest). I do think the first biggest possible wave of kings is 8, 1 from each small hive and 2 from the huge hive (99.99% sure on this).

It is not unusual that one of the Brown Kings spawns inside a building, and it's hell to finish him.

Between the 2nd and the 3rd major spawn, an intermediary attack from the smaller hives can happen, with the brown spiders and blue spiders that are around them aggroing at you. Air Raider can sometimes make this skip if you're Bulge Z on the main hive, Wing Diver will surely do it if using Heaven's Gate D10 pretty low after the 2nd spawn is finished, because Heaven's Gate can do more damage and for longer than Bulge to the hive.


Interestingly, at least to me, if you force spawns 1 and 2 and don't kill blue and kings from them, you can't make spawn 3 happen until you significantly drop down blues and kings numbers.


Buildings are your friends here, so except for Wing Diver and her farming run, you should avoid destroying most inner buildings while there are Kings and Blue spiders to spawn.

So Ranger, which needs buildings cleared for efficient use of turrets, and Air Raider, which can take down several blocks with Phobos attacks, should try to focus these attacks and leveling on the outside rim of the map, which is always 2 buildings on city maps. Beyond the 2 building lines, the remaining ones are indestructible and some enemies on some missions can get stuck on those.

Blacker E and Varius shells can destroy buildings too obviously.



DLC 2, Mission 20


I can bet that this will be a fans favorite, but to me, this is a deplorably stupid and pointless mission.


Anyway, each Archelus has offline roughly 1.050.000 health.


There are 3 Archelus spawns with 2, 3 and 6 enemies. Each Archelus spawn is connected to the overall damage that Siren gets. It is possible to trigger all Archelus spawns in sequence if you do enough damage to Siren, but dealing with 11 Archelus is impossible except for AR with heli, and even then unreliable.


Obviously, once the 3rd Archelus spawn has happened, Siren should be the first enemy to go. NPCs can trigger Archelus spawns as they will hit Siren too.


Archelus has one attack that does roughly 30k damage at once. I have a video snippet somewhere of DLC 2-11 from EDF 5 on which a Nyx with roughly 70k armor is trashed by these consecutive attacks and I get killed too. With the Nyx and watching in slow motion, it's possible to see how much each attack is doing in damage to it since the Nyx armor is always displayed.

Which attack it is I don't know, but it's a close range movement one.


On this mission, Archelus can shoot multiple explosive boulder attacks sequentially, even the ones that stay on the ground and explode later and the immediately exploding ones mixed. 😐😑🙄


DLC 2, Mission 30


An unusual mission with mostly static enemies. There are a few groups that can be hit without aggroing others:

- the rightmost frog up left from start can be handled alone without aggroing anything

- the 2 frogs just near the previous one can also be handled separately, but be careful not to hit the leftmost one on its left side as it can aggro the rightmost Kruhl; aggroing the Kruhl sometimes happens anyway

- the 2 laser cosmos up front

- the 4 laser cosmos up right

- the left back solo Elder Kruhl, but be careful handling this one before dealing with the pack below because he'll move and likely will aggro all these

- the frog and red Drone front further away and left


You can also shoot the 8 Kruhls in the bottom row of the right back group without aggroing the red Drone and Elder Krull that are on the mountain top. They will be aggroed if you shoot the middle Kruhls or Cosmos. Middle Kruhls and Cosmos will be aggroed if you shoot the Kruhls below them.


Beware using weapons with reflection shots on this mission like Wing Diver's Thunder Crossbows, Lightning Bows, Raijins and Bolt Shooters.


Beware of the radius of explosive weapons.



4 September 2022

EDF 4.1 - Missions Data - Info, tips and details

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



Mission 38 - High Density


A photo of the map of the second phase so that you can see the location of the tunnel exits spitting silver spiders and gold ants. To be clear, the silver spiders one is visible with 2 over it in the middle left, the first in the middle of the road is one of the golden ants tunnels, and the one on the far right just left of the rightmost crane and below the radar in the pic is the second golden ants tunnel. 













The tunnel to the right of the central goldies one, which is almost hidden by a warehouse, is a bogus tunnel, and no enemies spawn from it.


It is possible to destroy tunnels as they're spawning without enemies aggroing. Solo, you can only go for one. Very useful at the start of each wave, especially in the 2nd where you can destroy either the central goldies (easy) or the silvers (harder), and you must use a powerful and precise weapon (Monster-S, Stringer J3 / J7).



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 all 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. The 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. Ants are even more unpredictable in movement than pillbugs and it's easy to get one shot by a senaky one.



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:



Mission 34 - Cave Invasion Final Stage

The 2 spawns of termites can be avoided if you don't touch the lake and always travel on the left side of the large cave.



EDF 6 DLC 2-26 - videos details and advice

General information There are 6 phases in the mission with various waves on them: - 1st phase, various waves of different ants, followed by ...