4 December 2021
Complete list of puzzle games for PS4, PS3 and PS Vita
3 December 2021
List of PS Vita games with DLC trophies
All these games have DLCs that have trophies:
Blazblue Chronophantasma (only available in Extend now)
Borderlands 2 (can and should be done on PS3 which shares trophy list, not only the Vita version is dreadful but even worse not all DLCs are available on that version)
CastleStorm (2 DLCs)
Dead Nation (Road of Devastation - game and DLC cross-buy with PS3)
Escape Plan (3 DLCs, possibly still available since PS4 cross buy)
fl0w (game and DLC cross-buy with PS3 and PS4)
Frobisher Says! (2 DLCs)
Furmins (Bonus World, included in the game)
Gravity Rush (3 DLCs)
Guacamelee! (2 DLCs)
Hustle Kings (Snooker Pack)
LittleBigPlanet Vita (4 DLCs)
Minecraft (7 DLCs all free with game update)
MotorStorm RC (Carnival, Pro-Am - both cross-buy with PS3)
Muramasa Rebirth (4 DLCs)
OPEN ME!
Phantom Breaker: Battle Grounds (2 DLCs - DLCs cross-buy with PS4)
PlayStation All-Stars Battle Royale (Heavenly Sword - cross-buy with PS3)
SENRAN KAGURA Bon Appetit! (Gessen x Hebijo)
Shantae: Half-Genie Hero (3 DLCs)
Shu - (World 6, included in the game)
Silent Hill Book Of Memories (Extra Memories)
Sound Shapes (11 DLCs)
Stealth Inc: A Clone in the Dark (can also be done on PS3, no cross-buy with any)
SteamWorld Heist (The Outsider)
Super Stardust Delta (Advanced Star Fighter)
SΓΆldner-X 2: Final Prototype (The Last Chapter)
The Hungry Horde (Holiday Hijinx)
Uncharted: Fight for Fortune (delisted game)
WHEN VIKINGS ATTACK (Relax)
WipEout 2048 (HD Fury, cross-buy PS3)
Some of these games come at a hefty price, Shantae and its DLCs for instance are 52€. The game is interesting but at this price, it's not.
Excluded from the list are Telltale Games which are mostly gone and Zen Pinball games as they don't give a damn about them and you can't have everything these days.
Well, we can always wait for the next Vita games sale ππππ€£π€£π€£
There are several games that the trophies can be obtained either in the Vita or PS4, these are not included in the list.
26 November 2021
EDF 5 - Mission 86 - Secret in the Dark
This is THE one. The hardest mission for the AR n the whole main campaign by far. This mission is hell.
I don't think it makes much difference using limpets or not. There are so many things that can go wrong that this is a giant PITA to do.
Details:
The mission is divided into 2 parts.
It starts with 4 tunnel exits spitting ants (between 8 and 12) and 1 spitting bees (12). Near the start position, you can destroy one of the ant's tunnels by dropping down to the right and using a limpet (which will enable you to summon a Depth Crawler). A Ranger (Grant MTX) or a WD (Plasma Great Canon) will be able to destroy the top bees tunnel by hitting the main pillar near it.
Once all 5 tunnels are destroyed the 2nd part starts. The biggest issue is the first part anyway, which is way worse than the 2nd.
You have 2 NPC groups of rangers that are not controllable and are scripted to go up to the bees tunnel (doesn't matter if it was destroyed or not by the time they reach it). There are 2 main dreadful spots: once you reach the arch that you can see in front of you when you start, and when the NPCs (and probably you) reach the place where the first ant's tunnel is in your path as they seem to stop there for a few secs and it can be a massacre.
To me, the ants are even worse than the bees. They're more difficult to hit and come in groups. Also, they will spit acid from far or just show up from under you and kill you or the NPCs in a snap. You'll see that easily when you pass under the arch.
What makes matters worse is that the only viable turrets if not using DLC ones are the ZEXR and the ZEX Launcher. I managed to do it once with tremendous luck with the ZEX Launcher... in around 200 or 300 tries. Granted when I died it was 99% of the time in the first minute or so. The biggest issue with the ZEX Launcher is how easy it is to wipe you and/or the NPCs, so you don't even need the enemies π (really crying would be more correct). The second biggest issue is that the turrets and even the NPCs are very inefficient here. You just need an ant walking below you or the turrets and they will try to kill it which is impossible, while you and the NPCs are massacred by the other enemies. The ant will probably stop and try to kill the NPCs or you too, but can't either as she's under the ledge, but it's a deadlock, while it's a free-range for the other enemies. The hardest thing is surviving until the 4 ant tunnels are destroyed.
You can also be wiped out just by exiting the Depth Crawler to install a turret or a support turret. Also trying to climb the DC to install a turret is most of the time a nightmare due to the steep slant of the ledges as it doesn't work.
I eventually quit and switched the ZEX Launcher for the ZE Blaster, at least that one is feasible.
The Ranger has a much easier life here, as the Reverse Shooter fits like a glove in this mission. Even there the AR is at disadvantage, using the Life Vendor is very troublesome in this mission. I do recommend you just do this mission with him, and split-screen the other classes with the Ranger.
20 November 2021
EDF 4.1 M87 Massive Mobilization Inferno
This is the hardest mission in EDF 4.1 for all classes. There's no way to cheese it or solve it with relative ease like Monster Party or Mountain Liberation which arguably are worse, but the AR can do both with specific load-outs. This mission is long, very long. You must deal with enemies in sections because if you piss a few parts of the map at once, you're likely dead.
The mission has 5 transports. The one on the right spawns purple ants, the one in the middle spiders, the one to the left that will be moving gold ants, the one in the back right gold ants, and the last in the far back left silver spiders.
The mission has a giant Quadruped Fortress which you really don't want to piss at the start (although I've seen an interesting strategy in multiplayer in which they started by doing that after wiping out the FVs and using it as a shield, as the mech body will not disappear). There are also 3 deroys, one of which is too much near to the mech to be possible to handle without waking it up. Four hectors are around, 3 of them shielded ones, the most troublesome ones are the Particle Stream Gun ones that will shoot the very fast and powerful projectiles that can wipe you in a single shot (at least with low armor).
And the icing on the cake, a bazillion flying vehicles...
The class that can handle this solo with fewer troubles is by far the AR (who else, if it's a messy mission he'll be there to solve it).
17 November 2021
EDF 5 - 60 Mountain Investigation Inferno AR, WD and Ranger
This is a scripted mission that apparently seems easy but it's very hard to accomplish. Without knowledge of what happens and thinking of a way to solve it, you'll never do it in Inferno.
There will be 3 NPC squads. A double one with rangers that will be near your start position, of which their captains (2) and only them are invincible until they can be joined after they reach the mountain top and the voice line "Attack the nest" is heard. One with WDs that will spawn later in the mountains off the map and so really hard to capture, roughly opposite the hive from your start position. And another with rangers that will spawn to the left of your start.
There will be a lot of bee waves, but your biggest concern will be the last 3, that will spawn from the nest, and the last also includes 3 queens. However, the game will end sometime during this last wave. Once your 3 squads are wiped out you're dead. The biggest issue is that the 3 squads will be in different positions which makes attacks on the bees during these waves difficult as they will be spread on 3 different areas and it's not possible to hit them all at the same time. Capturing any squads isn't easy. The simplest one to do that is the last rangers squad that will spawn towards the left of the hive. All of them will be wiped out in a snap if you don't kill the bees REALLY fast, as the dumb idiots stay in their position and that's the worse you can do with bees (well basically that's the worse you can do with most enemies).
The best strategy is simple and the same for all classes.
At first, go back so you can kill the nearest bees without them aggro them on you. Then proceed slowly as the first group of rangers advance. You do need to kill all possible bees, or you'll risk that only the 2 invincible captains reach the mountain top. So while staying back wipe out all bees on the ground and the small waves that arrive flying.
When the rangers start climbing the mountain towards the nest you should proceed fast to the left of the nest to capture the last ranger squad. You'll have to wipe more bees there too. Then climb the mountain towards the WD squad that you won't be able to capture, at least easily (can be done with a rocket by hitting the leader but it's hard and not necessary). Lastly staying in the back of the mountain wipe out the first 2 waves as fast as possible, as in this place it's seldom any bees will come up to bother. When the 3rd wave starts and the queens come, go away as the mission will end shortly and it's hard for any NPCs to be alive then. The ranger squad you captured will be useful as final bait.
Air Raider - The best vehicle is the Naegling. However, it's crap to drive it in EDF 5 in rough terrain as it can easily topple. Beware that most strafe attacks will be too low to hit bees. Also, they're not very wide so only a few bees are hit.
The KM6 attacks I used in the following video were the ones that worked better. Still, they're not perfect and you have to be careful when to use them, as you'll need credits to be able to use them again.
I did not go to the place I wanted (top of the mountain like with Ranger and WD videos) but amazingly, the game still awarded the mission complete, that's the reason I uploaded this run.
Ranger - MEX5 Emerald and Reverse Shooter are the best options here. MEX5 Emerald needs to be fairly upgraded, especially in the number of ammo. Use wisely the reverse shooter between waves to freshen the NPC bait (see video). You need the Hybrid Protector E9 suit or it's a pain to get where you need on time, the travel distance is very long.
Wing Diver - Gleipnir Ξ± and Mirage 15WR are the best options, but both need to be fairly upgraded to work. The best core is the VM Rush Core, however charging the Gleipnir and flying are not compatible, so you must save the Gleipnir for the best opportunities and not touch it while flying. Also, the Mirage isn't the best option for bees as they will aggro to you in circles and the hitbox of the mirage is small and focus only on the front (you can't track enemies around you like the Naegling and Emerald), this can cause serious problems.
You can try with the Big Bang core but it drives me insane dragging around, so I seldom use it, but the 200% weapons charge is amazing.
11 November 2021
EDF 5 - 109 No.11 Inferno AR
This is going to be nirvana for the TL;DR people.ππ This mission is long as hell. There are a ton of things to describe.
I know this could be from any difficulty, but yes it's from inferno. Still had a few NPCs left on this run, mostly the WDs, one or Fencers and Rangers, and amazingly 2 of the slower fencers.
Essential weapons:
- Life Vendor ZD, I tried shields, Guard Posts, Zone Protectors, basically everything from support. Life Vendor works best because although you only have 5 they're really only necessary at the start of the 3 shield phases. Shields are blown in a snap in all shield start phases, so completely unuseful. Protection / guard is not enough during these parts, so the reason for the Life Vendor, and the same reason the Reverse Shooter X is almost essential for the Ranger too.
- ZEXR-GUN. What else would be awesome? Although your NPC soldiers and the3tankswill help a lot with the small stuff, the ZEXR makes this even more productive and more efficient. It also helps a gazillion since only enemies will wield ponts for the exoskeleton and you're going to need a lot of them.
- Bulge Laser Beam Mode Z. Not perfect but the best other weapon that works here. shields have wild trajectories and are very fast in phases 2 and 3, but they help. Also excellent to deal with cosmos and frogs when needed, along with the giant cannon. As they say in my country, constant water dropping wears away a stone, so keep using them they will help.
- Nix ZC. Only option for exoskeletons. Sturdy and plenty of options. And the best to destroy shield cannon and locks, and the mothership itself. And frogs and cosmos. And everything else for that matter. Yes, Nix ZC rocks.
Armor: 1000
You can be one shot with 1k armor, but it's not that common. As long as there's NPCs around you or closer to the worse things (cannon from shields, cosmos, frogs and blue tadpoles) it can be done.
Plan:
At start
7 November 2021
EDF 5 - 108 Scorched Earth Inferno AR
Mission 108 does deserve a separate post. In the end, it's the best mission overall in the main game campaign and by a long distance. Like Scorching which was already the best mission overall in 4.1, they maintained the tradition with this evolution.
The mission is relatively quick to do with the AR and there's a variety of weapons that can be used to accomplish it successfully. It has a varied enemy roster that makes it pleasing to do, and the waves are different enough to keep the pressure and interest from start to end.
Although I can understand the difficulty and time it takes to create a mission like this it's a pity there's so little compared to it in the whole game. 110, 109 and 100 would be a lot more interesting with less RNG and extreme enemies that just make the missions more dependent on luck than strategy or skill, which makes them annoying and unpleasing to do again. 94, 98, 104, 105 and 107 are good, but even 94 falls short of the thrill that is 108.
Let's hope EDF 6 brings more of this kind of mission.
First strategy - Naegling and bomber attacks
Second strategy - Nix ZC and support or turret
The second way does not involve much movement. You'll stay near the start during all the missions. The advantages are:
- you'll have almost all crates in a small area
- more NPCs will survive
- the armor of the Nix is way beyond the "paper tissue made" Naegling
If you just want to use support equipment the 3 ones above are stellar. Choosing between Guard Post M3 or Zone Protector ZM is a matter of protection efficiency versus distance covered, either will work. The ZEXRs which are one of the best AR weapons will work in a stellar fashion here.
At the start just proceed to the front corner of the area where you spawn while collecting all 6 NPC squads. The 2 NPC Nixs will arrive roughly at the same time at their positions as you'll get there too.
It's difficult to support both NIXs. Although they won't be in exactly the same position in all runs, I seldom managed to support both. Only Zone Protector ZM will be able to do that. Supporting the left one is a better strategy as it's the one that will usually be more battered by enemies.
Install one of each support post near the corner (see video), if you have ZEXRs send them forward in an arc. Wait until you can summon Nix, staying within range of the Life Vendor is a good idea. When Nix arrives concentrate on the 3 deroys. Be extremely careful shooting the Nix's Shoulder Howitzer, if you hit a nearby enemy or NPC you'll likely kill most of the NPCs as this thing does 10k damage. After the deroys concentrate on the drones and cosmos. Do remember to summon more NIXs when you can this is crucial.
When the second wave comes, install a new Life Vendor. You don't have time to rebuild the Guard Post and you only have 3, so don't use one. Same with ZEXRs, they will be crucial on the third wave and wave 2 usually goes pretty fast so you wouldn't have time to use and rebuild them. The Life Vendor is enough on this phase. Kill as many bees as you can with the Nix Revolver and Missiles, handle Giant Bee when she's in range, leave pill bugs mostly to NPCs.
When the third wave comes install both support posts and the ZEXRs if you have them. Remember the tadpoles will do a circling flight but you should install them before they end it. The ZEXRs help a lot in this phase, they mince the tadpoles very efficiently. If possible handle the blue ones.
The fourth wave will not be very hard. Install the support posts and the likely ready ZEXRs. If the latter is not ready do exit Nix and install them when possible. they will help a lot in the initial onslaught. You now have 2 options. If you want the level done, kill queen ant, destroy huge anchor (do realize that the Shoulder Howitzer shots from one Nix won't be enough for the bugger pylon). Then starting from the right destroy each remaining pylon, the 2 rightmost ones will be the ones spawning bees which are the most troublesome for the NPCs. Each large pylon will go down with 5 Shoulder Howitzer hits. Leave the leftmost pylon alive which only spawns red and black ants and collect crates.
The alternative is to while killing any giant enemies that appear, destroy immediately the rightmost pylons that spawn bees, and then the second from left that spawns spiders (or all the smallest ones) and then keep killing the giant enemies that the huge pylon spawns. You'll be able to call a ton of NIXs, no problem there. A shoulder howitzer hit in a king spider will stun it for a while and send it flying across the map. The howitzer isn't good for the queen ant, advance towards her and use flamer and revolver she'll go down in a snap.
Usually, the NPC WDs and almost all rangers will be alive at the end. NPC fencers like to make inroads towards enemies and are crushed quickly.
Although the Nix ZC is slow as molasses, the crates will be in a small area compared to other strategies, making their pickup not a dreadful job.
Third strategy - Naegling and turrets
9 October 2021
EDF 5 - DLC 1 Mission 4 Reclaim Base 236 AR / WD Semi Automated Inferno Weapons Farming
Weapons
Air Raider:
ZEXR-GUN
ZE Blaster (or ZEX Launcher or ZEX Rapid Launcher)
Combat Bomber KM6 Plan Z4
Nix Red Guard
Wing Diver:
Rapier Super Nova, Rapier Nova or Star Rapier (it's likely that even M5 Rapier will work if almost or fully upgraded)
second weapon is irrelevant
A extremely productive mission for farming in split screen. The AR and WD shine here (you can change Fencer for WD (dual Jackhammer without being synchronized will work too).
Transports are too low to hit enemies below them. I suggested in the DLC 1 missions to use Phobos, but KM6 Z4 works better as not only will help to get rid of the 2 groups of frogs although not very efficiently, but also will be possible to use it to kill bees, since you can't or shouldn't use the Phobos for that. ZEXR is really great here. Best second turret is ZE Blaster, yes a DLC 2 weapon. Unfortunately all other turrets suck here, ZEX Launcher and ZEX Rapid Launcher are really dangerous but I've succeeded with either, some luck needed. Best vehicle is Red Guard, for its speed and its weapons work great here.
At start capture both ranger squads while rolling towards the base. Send KM6 Z4 to group of frogs in front, hopefully you'll get some hits. Drop ZEXRs near the base or they won't kill anything. You can probably get a Red Guard now, call it. Fly WD to as near left transport as possible, leave it there she will probably get killed in a snap. Use KM6 on right frogs. Capture WD squad to right, return to Red Guard, hopefully some of the WDS from the left squad will still be alive almost under the leftmost transport, which is the best one to farm. You can also go for the left WDs first, it's difficult to get both WD squads.
At thus point all the enemies will be 15 red bees from each transport. Go to the one in the back, but if there's many bees don't proceed alone, as most bees will surround you and they will fry the mech in a short time. Go slowly if necessary picking health, so that WDs and Rangers will help.
When under a transport, the Red's burner will fry red bees that are dropping from it, even one is enough. Then hit the transport center with the cannister. Install turrets again when you can to have a easier life. Proceed to the next transport, the one that was at right from start.
Finally only one will be standing. Go near it, revive WD when most or all bees are dead, put WD almost under transport, aim rapier forward, pause the game and rubber band fire button.
You now need to kill all NPCs with the AR or they'll bring down the transport. Pick all other crates on the map, as you can only have 128 crates in the map and this will fill fast under the transport. Each bee will drop 1 or 2 crates, 15 bees for each wave, at the 6 or 7th the limit has been reached, and that if every other crate on the map has been collected. WD will pick one crate or another, but don't be too much near the dropping bees, as one can move the WD and there goes the farming session.
Once in a while collect the pile of crates, use the Nix, it will survive a few passes by the Rapier shots.
When bored or think it's enough, bring down transport.
Red bees do provide a reasonable quantity of weapon crates. I've had 7 in a single wave of 15 red bees. This is a really good farming mission, unfortunately restricted to weapons from levels 77 to 103.
You can also do this with the Ranger or Fencer in another way. At the end keep calling Red Guards, even one can sustain a large number of bee waves. The flames of one burner are enough to massacre all falling bees from the transport. But you can't have it with a rubber band...
It takes 50 secs for each cycle of the transport (including opening, dropping bees and closing). In mission 40 the cycle is just under 25 secs but loot quality in weapons is much inferior, not only in level but quantity. Mission 40 is better for armor farming, but I don't farm armor however if it's what you want it's a better option.
The only other main game missions that have transports are either too long, too difficult or the transports can't be farmed (moving transports, scripted droppings, dropping tadpoles that don't fall to the ground, Archelus pays a visit missions) so only mission 40 is a good option.
Theoretically you could install the WD with the rapier in a way to get most crates, killing bees as they would fall over you. It's not feasible because the reload is fast but not 0 seconds and you just need a small problem and the WD can be slightly moved or her aim will change and mission failed. I tried...
4 October 2021
EDF 5 - Wing Diver weapons analysis, what's good, what's bad
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 π, 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 π).
2 October 2021
EDF 5 - Ranger's road to Inferno's end
Although I'm not a fan of the Ranger there's always missions that are enjoyable with him. If the AR was the Epsilon Railgun class on 4.1, he now seems to be the Free Bike class.
Mission 107 - Invader Assembly
A moderate, but long mission. The AR has a easier life here as expected but the Ranger isn«tin real trouble too.
Bring a sniper, preferably a powerful one, as the cosmos run like rabbits when have no armor, so it's better to have real damage shot than a few ones that can be hard to land, specially if you're interested in finishing them with headshots for extra crates. Lysander Z, MR100 Fang and if you want to "cheat" Lysander ZF will be good choices. For second, either a rifle or a shotgun will work, just bring one with decent range to help with the 2 waves of Type 2 Drones. Hybrid Protector E9 is a nice choice as enhancement, or the DLC version.
The strategy is the same as the AR. Deal with cosmos / colonists, then 1 ship at a time. As long as you handle each group of 3 colonists / cosmonauts, the only annoyances will be the shield bearers bugging you, the missile shooting heavy cosmos (there's one at the front group and another 3 in the same squad in the back, these last ones were not present in hard), 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. Remember NPCs won't deal headshots.
Of the 3 NPC groups, the rangers will respawn once no enemies are aggroed to you (cosmos that you annoyed but lost you and are humming while stopped are still aggroed to you). The jp wiki says all squads will respawn it's wrong, I did this mission 4 times already in none of them the WDs or Fencers did.
Handle nearer big guys, then keep pissing each group of 3 always from the start zone, use second weapon to handle small stuff that comes or leave them to NPCs. Machine gun and flamethrower heavies are easier to handle since you'll be able to kill them before they can shoot you. A powerful sniper shot will kill frogs with1 headshot, cosmos with 2, heavies with 4 (first helmet armor is beyond even MR100 power).
Finally front ants and spiders transports, then right bees and pillbugs ones, and then it's almost over. At the 4th and 6th transport taken down a Type 2 drones wave will come. When type 2 drones come, fall back to remaining buildings in the back ASAP, and using rangers as decoys shoot drones.
A new ranger squad and2 NPC Nixs will show up really late for the party when the 2nd wave of Type 2 drones spanws. They will come from the back of the start position and proceed to the tracks area. They will be irrelevant.
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...
This will take between 30 mins and 1 hour, depending if you're optimizing head shot kills. Don't rush this...
I didn't try this with the HU04 Brute SA9, but it's probably a good choice to handle cosmos, transports and drones, will just be very hard to get headshots.
25 September 2021
EDF - NPCs and their paranoias
Air Raider - Inferno did not end - Guide to Extra Challenge DLC1
If a few of the missions in the main campaign were already difficulty, things here start to get really hairy. There's missions in the DLC1 that are already dreadfully hard for any class, but this is only the starters, even worse will come.
I'll detail the few that I think are manageable without many issues. This is a work in progress, it's quite probable anyway I can't find any even remotely easy solutions for all 15.
Mission 1 - Engage Aggressors 1
This one is easy. There's 4 waves of ants, in wave 3 there's a queen ant, and enemies are in attack mode instead of stand by. The queen will appear isolated to the back far right from start, in the map border near a large avenue. As long as you're the right spot for the queen the end of wave 3 there's nothing much in this mission. Red Guard is enough for 1 queen ant, ZEXR is good for ants, ZEX Launcher too,Phobos 4 will make it even easier. Escape immediately to back to map border, remember turrets are not efficient with obstacles.
WD has a nice life here too, a rapier (for queen, reds and normal ants) and something else with a little more range is all you need (Stardust works fine).
Just an appetizer for the hard stuff...
Mission 2 - Engage Aggressors 2
This mission isn't very hard either. Bring ZEXR, a good exo, Phobos and whatever you want (life vendor, guard post, etc). At start capture NPCs, install ZEXRs, NPC Nix will be wiped out but all ants including golds will die. Keep moving, staying still is always the worse you can do. Call exo, rebuild ZEXR.
Move right near a large number of NPCs. Use Nix to help kill first wave of yellows. A few more will come from front, use Phobos, then Nix.
All others will come from back use ZEXR and Phobos.
Mission 3 - Airborne Enemies
A medium difficulty mission. Bring Phobos, ZEXR, Nix and ZE Blaster or ZERA or ZEX- Launcher. Best place to be is in the corner you're looking from start after a parking lot, so that's where you're going.
Capture left squad, then right and go up. Drop turrets, use Phobos in a way that levels down most of the area near the corner. You should have the nix before arriving there.
Rebuild turrets uses Phobos twice at least in the next wave. Use turrets for stray enemies, but be careful with the 4 frogs as they have long range plasma cannons, advance to them with nix when most small fish is dead to kill them.
Last wave use Phobos twice again, turrets and the 6 cosmos are less problematic than the frogs were.
Mission 4 - Reclaim Base 236
A interesting mission that can be farmed very productively. Transports are too low to hit enemies below them. Even so, Phobos will be nice to get rid of the 2 groups of frogs. ZEXR is really great here. Best second turret is ZE Blaster, yes a DLC 2 weapon. Unfortunately all other turrets suck here, ZEX Launcher and ZEX Rapid Launcher are really dangerous but I've succeeded with either, some luck needed. Best vehicle is Red Guard, for its speed and its weapons work great here.
At start capture both ranger squads while rolling towards the base. When frogs are alerted use Phobos on the group in front. Drop ZEXRs near the base or they won't kill anything. You can probably get a Red Guard now, call it. Use Phobos on right frogs. Capture WD squad to right, return to Red Guard, hopefully some of the WDS from the left squad will still be alive almost under the leftmost transport, which is the best one to farm.
At thus point all the enemies will be 15 red bees from each transport. Go to the one in the back, but if there's many bees don't proceed alone, as most bees will surround you and they will fry the mech in a short time. Go slowly if necessary picking health, so that WDs and Rangers will help.
When under a transport, the Red's burner will fry red bees that are dropping from it, even one is enough. Then hit the transport center with the cannister. Install turrets again when you can to have a easier life. Proceed to the next transport, the one that was at right from start.
Finally only one will be standing. Using the turrets and NPCs for help try to pick as many crates from the map as possible. When happy, procced to last transport.
You need to kill all WD NPCs or they'll bring down the transport. Then just install yourself under it in a position that you can hit the red bees with burner as they drop. Remember shots from 1 burner are enough. You can summon a new Red long before the burner ends.
Once in a while collect the pile of crates.
When bored or think it's enough, bring down transport.
Red bees do provide a reasonable quantity of weapon cartes. I've had 7 in a single wave of 15 red bees. This is a really good farming mission, unfortunately restricted to weapons from levels 77 to 103.
Mission 5 - Infiltrate Base 236
This one is a really hard cave mission. Passing the first rooms isn't hard, problem is the last maze where there will be 6 tunnel exits, 2 spitting silvers and another 2 spitting each one kind of termites.
Dealing with the tunnel exits is what the mission is all about, so either you try to wait for the number of enemies to reduce and then advance or advance ASAP once you open the door to the maze section you have to bring down at least these 4 tunnel exits or the mission isn't solvable.
I did it with ZEXR, FZ-GUN MX, Guard Assist Gun G and Depth Crawler IV Custom (V will help for extra speed and armor), but it's still a stress.
Mission 6 - Defend Base 236
A medium difficulty mission. The hardest are the 2 waves of gold ants and the one with silver spiders, each with an accompanying armored frog. Capturing the WDs at the start will help you with the stray smaller stuff, so you can wipe out the large number of armored frogs which will wipe out your NPCs.
Mission 7 - Engage Teleportation Anchors 1
This mission can be almost completely cheesed if you use a KM6 attack sideways on all large anchors and another on the smaller ones.
Still not terrible in a more normal way. If you hit a pylon all the ones around it will be active. The most important pylons to destroy are the second from the left which drops red bees and the second from the right which drops silver spiders, so if you get rid of these ones first it's easy. Do all the ones in the right or left first before proceeding to the other side.
I did it with 105mm Rapid-fire Cannon Z, ZEXR-GUN, Guard Post M3 and Powered Exoskeleton Nix ZC. Just capture NPCs and head back. Destroy buildings with cannon to optimize ZEXRs.
Mission 8 - Engage Aliens 1
A relatively easy mission. The only trouble are the 3 multiple rocket launcher frogs on the right side.
I did it with 105mm Rapid-fire Cannon Z, Heavy Bomber Phobos Z Plan 4, Electromagnetic Wall and Powered Exoskeleton Nix ZC or Red Guard. Just try to be precise with Phobos so that most gold ants will be killed. You can also use ZEXRs instead of Phobos (but then you need ZC) and Absolute Bunker instead of Wall.
Mission 9 - Engage Aggressors 3
A medium to easy difficulty mission, which due to the large number of silvers is great for weapons farming.
As long as you deal with the left group first and pick the goodies, then the right one there are no major issues. However, you must deal correctly with the silver king to avoid it crushing your NPCs. Phobos 4 is essential to clear the area and soften spiders for ZEXRs, Red Guard and NPCs.
Mission 10 - Engage Aliens 2
This is a medium difficulty mission. A bazillion armored frogs, with one multiple rocket launcher one in the second wave, and 6 in the third one.
I thought this could be done only by running away around the map border, but frontal attack also works and it's easier. Still, the frogs can easily wipe out all your NPCs and your life will be difficult. Capturing the fencers of the last NPC squad can help to stall the mission, but be careful if they fall into the water pits in the center as they won't get out and will be massacred.
Mission 11 - Underground 1
A medium difficulty mission that can be done with the right gear. Really good for weapons farming
https://cris3fgametipsandgrumbles.blogspot.com/2021/08/edf-5-dlc-1-11-inferno-weapons-farming.html
Mission 12 - Underground 2
I never thought I could do this one reliably, but it's not dreadful after all It's still hard. And long. There are 3 crucial moments in the mission. Checking the video will help since this will be easier to understand with it.
The problem is this mission are not the Araneas, which won't be a big issue if you're inside the vehicle but destroying the transporters is. There is a safe spot to conquer at the start, but still there will be extra enemies that spawn each time you destroy a transporter, the 4th will spawn a wave of silver spiders and the 5th a wave of gold ants.
There are 6 transporters, 4 in the main cave and 2 in a smaller dual cave that is the place you'll need to conquer in order to survive. In the small cave you'll find a spiders transport in a ledge near the big cave, and a fast green ants one in the smaller back cave. In the big cave there's a black ants transporter, a red ants, a bees and a spiders. Enemies are in stand-by mode, and they won't attack if Araneas try to hit you, but they will if you hit any of their transports. The first goal is conquering
You should really do this mission or at least the start on easy to know the paths, and the transporters locations.
You'll need 3 turrets: the ZEX Launcher, the ZEXR-GUN and the FZ-GUN MX. Although the ZEX is usually dangerous it's key for the silver spider's time. I tried using the ZE Blaster but wouldn't work at this phase. The vehicle can be either the Depth Crawler IV Custom or the V, you just have to be a lot more conservative with the IV, ai's a lot slower and it has less 5000 health.
At start you need to get a vehicle. So throw in the opening the ZEXRs and ZEX Launchers down, more towards the left. Then throw 2 FZ-GUNs below your ledge, put one on each side of the opening and one in the back of the ledge to cover enemies coming from below. If you have less than 6 FZ-GUNs, the ones covering your ledge are the essential ones. Activate ZEXRs, then activate FZ-GUNs. You should have a vehicle in some time. Summon the vehicle in the back of the ledge to avoid issues. climb on top of it. When ZEXRs are ready install them on the top of the vehicle. Activate ZEX, force rebuild of FZ-GUNs as you'll need them ready shortly, activate ZEXRs and proceed to the small cave with the green ant's transporter (left side of the big cave). Ignore everything on the way except an Aranea that is in your path after you entered the smaller cave. You must eliminate this one as it's too near your safe spot and will create trouble, use the DC cannons to help, the ZEXRs will too. Once the Aranea is dead proceed to the smaller cave. If there are green ants alive wait until the ZEXRs kill them, then exit and throw the FZ-GUN Launchers towards the corner so that will be used if it's needed which is likely.
From this point on the goal is always to wait until all small enemies are in stand by and all the ones that would be attacking you are dead.
When this happens the next step is destroying a spiders transport and an Aranea that are on a ledge just top of the second cave, which was totally ignored at the start. Install 2 ZEXRs on the sides of the DC, one on each side. 2 more on the cave corner. Always have the ZEX Launcher and FZ-GUNs installed on the corner for the enemies that will come, and remember that these 2 if they're active they'll trash your vehicle besides the enemies. Don't be hasty if necessary do this on several steps, just get to safety when enemies are coming. While destroying this near transport you should activate the ZEXRs before going to action, you can do that later on other occasions. Remember when enemies are coming retreat to the safety of the inner cave and activate at least the FZ-GUNs. It's useful if you have the ZEXRs, the FZ-GUNs and ZEX Launcher in your inventory in this order.
Once this is done it's a lot easier to handle the big cave. At this point, the 4 transports in the main cave remain. Your issue are them ignore the Araneas unless needed. You can't hit all transports from the smaller caves. The spider one is above and behind the main pillar in the big cave and it's out of reach. The bees are your less problematic enemies they have problems going inside the smaller caves. The worst enemies for now are the black ants as they're faster. So destroying the black ants transporter to the left is the first step. You'll have to destroy 2 Araneas webs (and respective Araneas if possible, but not essential), so do this first.
Always return to safety when necessary, always summon new vehicles, always rebuild turrets, always install 2 ZEXRs on each DC, and 2 more on the ground, always leave the ZEXRs chosen so that they can be easily activated by doing that in a snap exiting and entering the vehicle. If you don't do this, you'll probably die.
Remember once any transport is destroyed more enemies will spawn in the big cave. The black ants one will be easy. Once it's gone and all is calm you'll have to deal with the reds one. This one will be harder for 2 reasons it's difficult to hit and you'll get a nice bunch of silvers to deal with. Although you can really see the red ants transporter, you can hit the ground / pillar near it with the bazookas and the blast will eventually destroy it. You should test this on easy first, this is finicky to achieve. During this retreat, it's ESSENTIAL to activate both FZ-GUNs and ZEX Launcher simultaneously when you retreat as the FZs are not enough to handle the horde. Rebuild ZEXRs and install them all in the ground as the Launcher will end long before the FZs, and you can't take risks. Silvers can be slow and it's not unusual that 2 or more will come later. This is the more dangerous step along with the start phase.
Once this is over, deal with the bees transport, easily visible on the right side. Although the gold ants are easier to handle than the silver spiders still activate both FZs and ZEXs and do the same. One or more goldies can also take a stroll and arrive later, be careful, they can trash your vehicle in a snap.
When this is finished all that remains is a few Araneas and the spiders transport. Install FZ-GUNs and ZEXRs on top of the vehicle, and proceed to the main cave by the right side to the place where you started. Hiding there from the Aaranea threads activate both turrets and continue to the right until you can hit the spiders transport on the main pillar. Ignore the Araneas, just focus on the transport. Retreat to your safe spot if needed and return again. Remember even normal spiders webs are dangerous and do SERIOUS damage to the DC in the open, so don't take risks at this point or you'll regret it (it happened to me a few times when I thought I was a superstar ππππ).
Once this final transport is gone, all that will remain are Araneas, which will be easy to handle as they don't do too much damage to the vehicle.
A few notes:
-ZEX Launchers can't be installed in the DC they will crush it. They and FZ-GUNs MX will damage the vehicle if they're on the ground, ZEXRs won't
- a normal spider can do close to 5000 damage in an attack on a vehicle, of course silver spiders and golden ants are much worse, but always consider this when you're in the open
This is a fun mission to do. It's still hard. It's dreadful for crates, due to how long and hard it is. Don't try to shorten things you'll probably die, do this carefully and with time and it can be done.
Mission 13 - Engage Aliens 3
This mission is dreadfully hard, especially the 4th wave, after the 3rd probably wiped out almost all your NPCs.
I already did it but had to use Nix Assault and ZE Blaster, although perhaps there was a slim chance that Red Guard could have worked too.
Although most people seem to prefer using bomber attacks (KM6 or Phobos) I stick with turrets. They work pretty well with tadpoles and ZE Blaster is awesome with frogs if you can bottleneck them. Bombers don't allow you to avoid destroying deroys during the 1st phase as this can always happen while you're attacking frogs, and hitting them in the 4th with them is always a gamble. Gunship attack is more precise and needs no points to replenish, although perhaps a Spritefall could work too.
During the first wave focus on the frogs, as the Nix and other NPCs will deal with the Deroys. The problem is that the frogs will concentrate fire on you and it becomes hard. Gathering the NPCs is useful as they will be massacred if you don't, and it becomes more troublesome with fewer NPCs. The ones on the right side are in bigger danger as they don't get support from the Nixes. If you don't destroy all Deroys you can stall the start of the 3rd phase until this happens, which is very useful for replenishing NPCs health.
Lay down ZEXRs for the 1st wave of tadpoles near the Nixes. Gathering the NPCs before was useful as the rangers and fencers that were more away would be massacred at this point if you didn't do that.
Lay down the ZE Blasters again near the hopefully still alive Nixes for the 2nd wave of tadpoles and try to get as many health crates as possible for the NPCs. If you can install ZEXRs near the ZE Blasters better.
When this wave shows up activate all turrets you can and proceed along the road to its left from your start position. The 4th wave will spawn when there are less than 30 tadpoles alive from the 110 that compose the 3rd wave. When you reach a pronounced left turn, you'll have a small hill in front of you and the goal is to reach the other side of this hill. Go along the road and you can follow a path to reach your destination. During this travel, you'll surely encounter at least 3 frogs that spawn precisely on the spot you'll be aiming to reach. Try to deal with the deroys you can along the way.
Rebuild ZE Blaster and ZEXR ASAP when you reach your goal and install the ZE Blaster in the small canyon leading to the hill back from the road, for the frogs, and the ZEXRs (not all) in the hill back (for the blue tadpoles). Kill as many deroys as possible, the 2 further back and left are likely the 2 middle ones with more plasma cannons that are more important to destroy.
Mission 14 - Engage Aggressors 4
A medium difficulty mission,
I did it with Heavy Bomber Phobos Z Plan 4, ZEXR-GUN and Red Guard. The third weapon can be a guard post, life vendor, whatever you want Just capture NPCs and deal with the 4 waves. Judicious use of the Phobos and correct rebuild of the ZEXRs will help a lot.
Bad for weapons.
Mission 15 - Engage Outpost Base
22 September 2021
EDF games - benefits and disadvantages of playing online
It's crystal clear that EDF games are created to play in coop. It comes to the ridiculous point that Vita games are REALLY meant to be played online (!?!?!?!?!?!?!?, smart decision Sandlot).
Granted there's tremendous fun to play them online, it's rare to find such a pleasant game to do so. If you find the right people it can be absolutely awesome. However, this is problem number one, finding the right people. I played mostly 2025 online, only found one gamer that was a pleasure to play with and we did solve most missions, even without voice chat. But let's not be naive most people will finish online, especially inferno, with at least 1 person in their party with a gazillion armor, which was acquired leggit or not, doesn't matter. The others will be dead all throughout the majority of the mission. And unless the party host has limits off doing some missions in lower difficulties with weapon and armor limits can be really troublesome.
In EDF 5 (and in 4.1) the game is actually easier if you play with 3 or 4 people online. You have 4 times the firepower and different abilities with 2x the difficulty in the case of 3, 2.64x in the case of 4, so as long as everyone knows how to handle things and it's coordinated it can and will be easier. If it's chaos and everyone for himself it's impossible to solve anything, which unfortunately it's what usually happens and why I generally don't like and avoid playing EDF online. The only major issue is that NPCs usually die faster as they're not scaled as much but more importantly their issues and problems become bigger.
But with the right party it's a hell of fun.
21 September 2021
EDF 5 - M40 Brutal Battlefield Inferno weapons auto farming solo AR
Ideal weapons:
- Heavy Bomber Phobos Plan 4 for initial massacre
- ZERA-GUN to pretend it kills anything in inferno
- Anti-Aircraft Bunker ME, best thing I could find to keep me alive until the Nix arrives
- Nix Red Armor, best exoskeleton to use here under level 70. Still the revolver (R1 on PS4) has damage falloff so take this into consideration.
Weapons should be almost fully upgraded to succeed, or at least will improve a LOT your chances
Armor: 1000+
Can't be done with base armor, due to how hectic the mission is, it's extremely difficult not to be hit, specially by drones.
Plan:
19 September 2021
EDF 2025 - Inferno high end weapons farming guide
In Earth Defense Force 2025 (ε°ηι²θ‘θ»4.1 in Japan, so basically EDF 4 there) the good missions for weapons farming are different from 4.1. Air Raider has a huge edge on this, as he's the easiest class to achieve this.
The last 3 missions are not exactly high end, but the ones that enable you to reach 71+.
- Mission 82 - Battle to the Death
This is the best and easiest mission for high end weapons. The main reason is that you can farm infinitely (within limits π) a large carrier dropping hectors, which can yield more weapon crates than usual enemies. Air Raider rules here, as expected:
Other weapons than the ones I used can also work (dual ZEXR), but the shield gives peace of mind in the end
- Mission 84 - Scorching
A medium difficulty mission for the AR, with the Epsilon Blast Railgun E and dual ZEXR. Can be infinitely farmed at the end if you leave the left transport alive that drops ants. Killing all flying vehicles from first wave will take time but can be faster split screen using the second class. On second wave most important is killing giant bee followed by center transport that drops spiders. Second best mission after 82.
- Mission 83 - Massive Mobilization
A medium difficulty mission for the AR, with the Epsilon Blast Railgun E and dual ZEXR. Can be infinitely farmed at the end if you leave the back left transport alive that drops ants. Biggest issue in this mission is the Flying Vehicles, as one can kill you in a snap if you have below 2000ish armor. The rest of the mission is easy if you only attack one transport at a time. Hectors and deroys are a piece of cake with Epsilon.
Unless you can snipe flying vehicles with a second class it's advisable to make a few runs with ZEXRs at start to try to reduce their numbers, it's boring but will pay off.
- Mission 85 - Star Eaters
Not a awful mission after all, can be done in roughly 15 minutes with AR. Drops are spread and not many, but quality is usually good as it's the last mission.
- Mission 77 - Fallen Flagship
Reasonable mission with AR or Ranger, but sometimes killing the shield bearers becomes a nightmare as you can go down the crater and they come up and you're in trouble if you can't go up again.
- Mission 71 - Death Queen
The start of this mission is daunting for everyone except the Wing Diver. Equip RZR Launcher or similar, immediately fly and shoot down to kill "flock" of spiders. Don't come down from ledge until all, or almost, spiders are killed. Not stellar in weapon crates but good.
2025 missions are not in the dark, so they're easier than in 4.1. BTW you can learn the maps in 4.1 by playing the similar missions in 2025, maps are equal and most cave missions are almost equal.
- Mission 45 - Blue Fighters
A easy mission for the Air Raider or Ranger. Since you're killing hectors infinitely in the first wave, it's productive as hectors have a higher chance of dropping weapon crates. All other missions until the end ones are not very interesting
- Mission 14 - Preventing Landfall
A easy one due to the massive number of NPCs. Just help with the drones, and with what you can with the hectors. But mission is almost after mission 11, so weapon drops are not that interesting, as mot good ones will be already in your possession.
- Mission 11 - Air Force
A almost self farming mission. Just go to the tunnel under the bridge just in front of start and wait there that the NPCs almost finish third wave of drones, then exit and pick crates. Kump on the ledge in the back of tunnel to avoid drone hits.
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