The explanation is big it did not fit in the video description.
25 February 2024
24 February 2024
EDF 4.1 Inferno Weapons Farming guide, and avoiding nightmares in obtaining 100% weapons
In EDF 4.1 (and its lower sibling, 2025), achieving 100% weapons is the most troublesome, time consuming, difficult and unreliable task by far, far, far (either if you're going for a trophy, just want to have all the weapons or if you're unlucky and the last one is the one you really want). It's very common that to get the last weapon, or even the last few, a farming nightmare is necessary.
So this farming guide is made in a way to optimize that objective, get all weapons. You can still go for the same missions to farm weapons, but be aware that once the guidelines to avoid problems are broken, there's nothing you can do except have a lot of luck.
10 February 2024
Important information for EDF 6 that is difficult to find
I do try to teach a few things in the descriptions of my videos but I doubt that most people, except for a few, bother to read them.
I'll add here some information that is not that easy or clear to find out.
6 February 2024
EDF 5 / 6 Fencer weapons that have Side Thrusters or Jump Boosters
List of Fencer weapons with side thruster or jump booster.
25 December 2023
11 December 2023
EDF 5 - Mission 108 Despair - Online Only mission - Air Raider - Inferno
I tried a few times to do this online-only mission, but was never successful and was getting annoyed with it. Doing online solo missions is mostly a PITA as not only finding what weapons work, but finding a strategy that works is VERY time-consuming. To make it better I don't have PS Plus right now, so at least I did manage to do this in a online play free weekend.
2 December 2023
EDF 6 - Air Raider - When drones SUCK what is at least usable
The biggest change in EDF 6 was the moving towards total brain deadness of the Air Raider. If the new drones are interesting to joke around and have fun with while playing up to hard, beyond that they simply don't work. Using drones is time-consuming and stupid and you don't have enough time to do that on harder difficulties. And you need a ton of armor too. The overall result was that the AR turned into a stupid version of the Ranger, without its speed-walking enhancements. Whatever it was Sandlot's idea it's mostly a flop. How they did not figure out this I can't grasp, or they did only when it was too late (hopefully). On Inferno, Haze, High Mobility Androids, Red Androids and Krulls will shred you to pieces long before you can even aim drones at them. And it's even worse against most new DLC enemies.
It's perfectly impossible that Sandlot did not see that most drones are not usable on Inferno in missions with aggroed enemies, and even beyond that on hectic ones, because you simply die just while trying to aim them.
The alternative is too inconceivable to be true, is that they're too incompetent as players and testers to have reached that conclusion.
6 November 2023
EDF 5 - DLC 2 - 12 - The Last Stand 1 - Air Raider's Special runs
One of the more interesting aspects of Sandlot's EDF games is thinking of a different strategy to solve an interesting mission. It's so unique that the game is developed in a way that enables this.
There are several constraints and things you need to know and take into consideration before tackling this mission in any special way.
21 September 2023
EDF 5 / Earth Defense Force 5 Weapons Farming Guide - Inferno
In EDF 5, unless you cheat, you'll need to play all or almost missions in the campaign up to the last one, mission 110, in hard to unlock Hardest and Inferno.
Inferno is the most fun and interesting difficulty to play and that's where you can earn and improve weapons over level 76, which almost overwhelmingly is where the juicy and interesting stuff is. To be crystal clear, yes there are many weapons under level 76 that are awesome and very viable in inferno.
11 September 2023
EDF 6 Breakdown of mission difficulties by classes (SOLO OFFLINE)
This is a list of my opinion of the difficulty of each mission in Inferno that I think it's relevant. If it's not on the list, it's a trivial mission to solve, probably with all 4.
26 July 2023
EDF 6 / Earth Defense Force 6 Weapons Farming Guide - Inferno
Last updated on:
In EDF 6, unless you cheat, you'll need to play all or almost all missions in the campaign up to the last one, mission 147, in hard to unlock Hardest and Inferno.
Inferno is the most fun and interesting difficulty to play and that's where you can earn and improve weapons over level 76, the last weapons level you can get on the main campaign missions on hardest, which almost overwhelmingly is where the juicy and interesting stuff is. To be crystal clear, yes, many under level 75 weapons are awesome and very viable in inferno.
And in reality, you can farm weapons up to level 95 on hardest if you have the DLCs.
25 July 2023
EDF 5 DLC 2 M 12 Wing Diver Inferno The Last Stand 1 ( Earth Defense Force 5 )
EDF 6 / Earth Defense Force 6 - Things that are good or stellar
I do have a post about things in EDF 6 that suck, so it's only logical and correct that I have one with the opposite. Yes, there are many stellar things in 6. Pity they didn't end with these.
20 July 2023
EDF 4.1 Breakdown of mission difficulties by classes (SOLO OFFLINE)
I absolutely suck with Fencer so can't provide any hindsight or help with him. I do think he's the worst and least fun class in 4.1 anyway (again my opinion).
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):
| anchor | Normal time | When the third spawner is destroyed | When the 6th spawner is destroyed | ||||
| enemies | number | interval | enemies | number | enemies | number | |
| SA1 | black ants | Five | about 35 seconds | (none) | (none) | ||
| SA2 | android | 6 | about 40 seconds | (none) | (none) | ||
| Naker | 8 | ||||||
| SA3 | high mobility android | 2 | about 85 seconds | Large android (machine gun) | 2 | android | 40 |
| SA4 | grenadier | 3 | about 85 seconds | big grenadier | 2 | big grenadier | 5 |
| SA5 | Naker | 2 | about 90 seconds | Large android (launcher) | 2 | android | 40 |
| P1 | spider | 3 | about 85 seconds | gold ant | 12 | gold ant | 16 |
| P2 | spider | 3 | about 85 seconds | silver spider | 6 | silver spider | 8 |
| P3 | type 3 drone | 2 | about 110 seconds | (none) | Cyclops | 1 | |
| grenadier | 2 | super android | 2 | ||||
| P4 | type 3 drone | 2 | about 115 seconds | (none) | Cyclops | 1 | |
| Naker | 3 | super android | 2 | ||||
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.
26 May 2023
It's not only of 70+ weapons that Inferno is made up on EDF 5 and 6
There are a lot of lower-level weapons that are interesting and useful. don't dismiss them and just use and search for the higher-level ones.
24 March 2023
EDF 6 M123 AR Inferno Staying Up run Great Cavity Destruction ( Earth Defense Force 6 )
This is by far the most interesting cave mission on EDF 6. It could be done on Hardest without many issues and it was quite fun, but on Inferno it's a whole new ball game. There are a few constraints, problems, and changes and unless you have some knowledge of them it's extremely unlikely you'll succeed in the mission by just shooting around. This is a very long mission, 40 minutes to 1 hour is the norm with this strategy.
23 September 2022
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).
30 August 2022
Suggested loadouts and basic strategies for EDF 5 Super Challenge DLC2 missions on multiplayer
Strategies are obviously somewhat different in multiplayer from the solo runs. For starters, you have the choice to use different classes and take advantage of each class's abilities.
DLC 2-13 The Last Stand 2
1 Air Raider - Combat Bomber KM6 Plan X18, Absolute Bunker DZ, ZE Blaster, Nix Assault
other ARs - Combat Bomber KM6 Plan X18, ZEXR or Combat Bomber KM6 Plan Z4, ZE Blaster, Nix Assault (or Barga to be a decoy)
Bunker to help all survive at the beginning, X18 is awesome due to the large number of silver spiders, ZE Blaster works nicely in open spaces. Z4 only really good against tadpoles, deroys and drones, but will wear down others too.
1 or more Rangers - Blazer and Buster Shot, Hybrid Protector XE
Blazer is very good for deroys, transports and blue tadpoles, Buster is exceptional for anything near, particularly silver spiders.
Wing Diver - Dragoon Lance ZM, second weapon Rapier to handle few enemies in close combat. Gleipnir is another option, it won't kill anything but will break most enemies' movements and attacks slowing them down.
Fencer - Dexter Automatic Shotgun ZGXE or YH7 Dispersal Mortar and Spine Driver MA, FGX High Altitude Impact Launcher and GX Arm Hound or Rapid Hound, Dash Cell G and Add Booster G
This mission has 5 waves and it's a bazillion times easier in multiplayer than solo. Incredibly it will even usually work with largely uncoordinated players. The only really important thing to handle is the red bees transport and the tadpoles, including 2 blue ones in 4th wave.
The weirdest thing about this mission is the transition between the first 3 waves and 4th wave. Supposedly it's 20 secs after all enemies from the first 3 waves are wiped out, but it's unreliable, and even the jp wiki mentions this. Anyway, it's important to leave the drone bomber alive, as it's the least obtrusive enemy on all 3 first waves, and take that chance to regroup to handle the 4th wave which is the worse.
At the start AR should install shields, and he and Ranger should handle deroys, while WD and Fencer should handle silvers. Drones are the least problematic enemies if you're inside the shields, so these should be the last. Again I stress that you should just avoid and ignore the bomber drone.
2nd and 3rd waves are "just" 30 gold ants and 1 heavy frog. A WD or Fencer on top of the future spawning silvers transport (front left from start) can aggro the enemies on these waves, so other classes can turkey shoot them).
Golds will spawn around the buildings beyond the rail overpass to the right of starting position. It's important to handle golds ASAP because during the 3st wave, 3 squads of NPCs will spawn around the right end of the rail overpass, and these will be very useful as decoys and help for the 4th wave. You can capture either the WDs or Fencer squads, or both, Rangers should be left there to die while annoying golds and tadpoles in the wave (or all of them).
Kill bomber, when grouped and shield protected under the red bees transport, which is the center one, and will stay around back leftish from the start position. When red bees transport opens, WD and Ranger should destroy it and falling red bees, better one class should destroy the red bees transport (essential) and another the goldies, AR kill golds and tadpoles around NPCS (tadpoles will take time to arrive) with X18, Fencer missile them. Fencer missiles will be awesome for blue tadpoles as it keeps them rolling around. Focus on killing tadpoles and the 10 dropped frogs (after the red bees and their transport of course). If you can drop the gold ants transport (right front from start). The silver spider one is the least problematic leave that for last.
5th wave of 12 giant enemies will spawn, including 1 gold queen ant, a red giant bee and a silver king spider, once there is just 1 transport or 5 enemies alive including transports. Five hugely armored War Bargas will come to help once you've killed 4 of the big enemies, so just handle 4 of them which is easy with the firepower of the players, stall for the bargas to appear and turkey shoot the big enemies left while bargas entertain and destroy them. Bargas will handle queen bees and king spiders, but giant bees are more problematic for them. If the silver spider's transport is not downed at this point one of the bargas usually stays on top of it, and will aggro silver spiders under that transport (and other giant enemies).
I already did this mission 3 times with randoms, it's amazingly easy when at least 2 know what to do.
DLC 2-12 The Last Stand 1
Strategy 1
1 Air Raider - Heavy Bomber Phobos Z Plan 4, Combat Bomber KM6 Plan X18 or Tempest ATS, Absolute Bunker DZ, Nix Assault
other ARs - ZEXR, ZE Blaster, Guard Post M3, Nix Assault (or Barga to be a decoy), Z4, X18 or X5 (X5 does massive damage to what hits)
Phobos to destroy scenery and break enemies, KM6 X18 to destroy hives and wreck other enemies (very viable here due to the sheer number of silvers that generate a lot of points). X18 is faster to come, so aim Phobos first if using on the same enemy / hive. Tempest is more powerful to handle hives, can handle pylons, can handle frogs and can kill the giant red bee, but it will be troublesome to use with more than 1 big guy in sequence. It's always unreliable too.
Be careful that 2nd AR ZE Blaster will reach gold ants spawning from nearest pylon, when buildings are gone.
Silver spiders will provide 1700 points for each kill. For comparison, red bees will give 90, a gold ant 150, a colonist 420 (armored or not) and even a queen ant or bee around 1800. So it's easy to see the importance of leaving a silver spiders nest for last if there's an AR with points-based weapons (X18, X5, Z4, Phobos, Spritefall (not good here...)).
1 or more Rangers - Blazer and Buster Shot, Hybrid Protector XE
These will be the main defenders, especially against small stuff. Buster Shot is excellent against silvers, golds and big guys if they get near. Blazer against frogs, bees and pylons (since AR won't be able to destroy them, except theoretically could using the Nix).
Wing Diver - Dragoon Lance ZM, second weapon irrelevant, but Rapier to handle few enemies in close combat. Gleipnir is another option used on a corner, it won't kill anything but will break most enemies' movements and attacks slowing them, and it won't reach the pylon and its gold ants. Raijin Limit Custom could be interesting but be really careful with it, it has a spread shot and you can hit several enemies or hives / pylons at the same time
Focus on near enemies with Dragoon Lance ZM.
Fencer - Dexter Automatic Shotgun ZGXE and Spine Driver MA, dual Maximum Disruptors or dual 35mm Cannon, Dash Cell G and Add Booster G
Fencer can be a going deep team mate dragging all enemies behind him while the others shoot them, but he has to be very good to survive.
The Fencer (and WD) movement isn't useful, especially while red bees are on the map. Focus on near enemies like the WD. He's still good in case something goes wrong (like the WD) to take a hike to the opposite corner of the map, aggro all moving enemies there, and come back to revive everyone else if necessary. Dual Maximum Disruptors can help with big guys. Mobility could always come in handy.
Fencer and WDs moving fast around the map will almost certainly mean the continuous death of rangers and ARs playing, as they can't escape. Even inside Nix Assault can become troublesome to survive as there will be enemies spread all over the map, and gold ants and silver spiders attacks in multiplayer do severe damage. So don't be selfish...
No missiles, no rockets, no aiming weapons.
Start by occupying one of the corners that have a pylon near it. Install shield, send phobos towards pylon, X18 dead center on bees hive. Destroy all incoming bees, ants and spiders, then stop. Rebuild and reinstall the shield, and get a Nix. Phobos should be used to clean the area around the stand position to make it easier to destroy coming enemies.
AR ONLY advances in the Nix and destroys next red bee's hive. Returns immediately to shield and rinse and repeat, destroy small enemies. Be careful at this point to NOT piss ANY of the dropped frogs. Rebuild and reinstall the shield, and get a Nix.
AR goes and piss a group of frogs with Nix. Handle them, and small enemies. Do this for all 6 groups of frogs, you can also destroy the nearest gold ants pylon at this stage.
With all 18 frogs dead, you can destroy the nearest gold ants pylon, if you didn't, then either the last gold ants pylon or the nearest silver spiders hive. If going for the 2 gold ants pylons you should change to the nearest corner to each of them, before handling them. Try not to aggro any of the big enemies that will spawn. The advantage of going for the near silver spider hive us that you can attack the Red Queen Bee later without aggroing small enemies.
Of the big enemies, the most dangerous is the Giant Red Bee, so focus the X18 and Phobos on her, and whatever else is necessary to kill her. Even if all big enemies will wake, AR will have a huge number of X18s and Phobos refills to use at will, the ranger(s) will help with what is alive.
After all this handling the last spiders hive(s) and / or gold ants pylon is a joke compared to all that happened before.
Some coordination is required, it's not possible to do this one just shooting around. There are no NPCs throughout the whole mission.
The mission is easy as long as you don't rush it and piss what you shouldn't have.
Strategy 2
1 Fencer - Spine Driver MA and YH7 Dispersal Mortar, Dash Cell 5 and Add Booster 5 but G's preferable
1 Air Raider - KM6 Z4, Phobos Z 4, KM6 X18 (or X5 or Vesta DA)
Ranger - CA90, Blazer, running enhancement
WD - Gleipnir ONLY used on corners, Heaven's Gate D10 for likely suicide missions to destroy nests, pylons and Queen Bees as alternative to AR destroying nests and Ranger pylons
A strategy that just requires a Fencer to run around the map, and revive teammates while they suicide since they can't keep up the pace with him.
The only problem is dealing with the 2 bees nests, and to a lesser extent the 2 Queen Bees. From the rest, he can simply run away.
Occupy one corner near goldies pylon, better the front left one, AR sends Z4 and X18 to the nearest bees nest. Both should be rebuilt, and use them again when bees are closing. Fencer runs away in the direction of the destroyed nest, hopefully almost all the bees are gone. Ranger should try to kill what he can, they will likely die. Fencer goes around the map and revives them, they kill what they can and die again. Rinse and repeat until all enemies are on standby.
Go to the opposite corner, rinse and repeat, if frogs wake up there's no issue now. Ranger should use Blazer to destroy when possible nearest goldies pylon. Fencer should start to YH7 or use other weapons to damage the opposite goldies pylon to the place where AR and other players are. Once most frogs and the nearest goldies pylon to AR are gone, Fencer can destroy the other goldies pylon.
If Ranger is in the corner where red Queen Bee spawns, installing CA90 around that area is smart. If not, AR should send Z4, Phobos, X18 (these in this order) over red Giant Bee, if CA90 is there use it too. If the other Queen Bee wakes up, there's no issue Fencer can run away from here and she's a lot easier to destroy. Fencer keeps doing laps and waking up team mates, they kill what they can, and they die. Destroy the nearest silvers nest, and leave the last one so that AR can gather points.
Fencer will do most of the job, but it's just running around. AR is essential for its huge destruction, and there are a bazillion points to be gained on each attack so they will replenish fast. Without him, taking down the silver King and Golden Queen Ant takes forever. Plenty of crates for Fencer to pick. Even easier with 4, with 2 ARs, or 2 Fencers to assure one doesn't die. WD will run out of steam behind Fencer. Fencer (s) needs to wait in each corner for enemies to aggro there, otherwise they can all be over them when he returns near the AR (and other players). Ranger can be slightly ahead of AR so that he has time to install CA90's, which will have more than enough time to rebuild on each Fencer lap.
Fencer must be careful using YH7 near-dead team mates, even dead they can be blown away to awkward positions and mess up the run.
Fencer can use YH7 to blast away and destroy Queen Bees if necessary. Don't try to use Spine on them, its range is lower than the Queen Bees attack range.
Boring but simple and effective. Even simpler with 4, particularly with 2 ARs. One should then bring a Bulge Z for pylons. Vehicles are irrelevant, they shouldn't get away from their position.
Running away players if more than 1 need to keep together so that enemies don't spread around each other, but on both.
DLC 2-10 Engage Alien Troops 2
1 Air Raider - 150mm Cannon ν Lapis, ZE Blaster, Absolute Bunker DZ, Nix Assault
Vulcan Cannon and 105mm Rapid-fire Cannon are dreadful idea here. The chances to hit multiple enemies are huge. ZE Blaster works well against Red Drones which are some of the worst enemies.
1 or more Rangers - Blazer and Buster Shot, Hybrid Protector XE
These will be the main defenders. Buster Shot is excellent against near enemies. Blazer against everything far.
Wing Diver - Dragoon Lance ZM, Gleipnir good against red drones. As I said for mission 12, Raijin Limit Custom could be interesting but be really careful with it, it has a spread shot and you can hit several enemies at the same time
Fencer - Dexter Automatic Shotgun ZGXE and Spine Driver MA, 35mm Battle Cannon or 38mm Rage Cannon, Dash Cell G and Add Booster G or Muzzle Stabilizer S
The strategy is similar to mission 12. Occupy one back corner, left one from start is better due to elevated terrain of the destroyed silos, which will make it easier to hit enemies over the sea, particularly the red drones with the ZE Blaster or Blazer. Lapis is very good to level terrain and destroy scenery.
The biggest issue is a perspective error and you can be hitting a flying enemy that is much further back than it seems, so traveling along the map left side can help to check if they're far from the back where the most dangerous enemies are stacked. You need to handle as many flyers first as possible, particularly red drones. You should piss just one, kill everything that comes along, then proceed. Ranger is probably better for this, or fencer, go near hit one, retreat ASAP to shields. Always rebuild shields. The biggest problem is waking multiple deroys, 2 or more with a few drones and heavies and the shield will be gone in a snap.
The giant deroy has a bazillion lasers, try to get him alone at the end. Deroy missiles from pods are very weak, they won't destroy the shield. Deroys and red drones like to travel near non-aggroed enemies only hit them if you're sure not to wake anything else, so using something like a 105mm or Vulcan on them is usually a really bad idea.
As in the case of mission 12 this is easy if you are patient and do things quietly and with care. If you piss many of them at the same time it's 99.99% sure game over.
Some coordination is required, it's not possible to do this one just shooting around without a ton of armor. The starting squad of NPCs can be captured or not, they will be wiped out pretty quickly anyway.
DLC 2-8 Engage Aggressors 5
2 or 3 Air Raiders - Combat Bomber KM6 Plan X18, ZE Blaster and Nix Assault
Since the mission has only silver spiders and they provide a ton of points you can almost continuously call X18s. If they're almost all upgraded they do good damage and ZE Blaster will help finish the last ones. Just be careful to send X18 slightly to the front of the Nix as if done on top of it, the center of the attack can destroy it.
As a third weapon, each one can bring a different one from Guard Post M3 or Zone Protector ZM, Cannon Gun DZ which works really well here and can kill silvers in one attack, ZEXR is underpowered but an option.
One can bring a War Barga but it will be crushed in a snap by the silvers.
Ranger - Blazer, Slaughter EZ or Buster Shot, plus Reverse Shooter X and Hybrid Protector XE.
May I remind you how dangerous it is to use the Buster Shot near teammates. You can kill them faster than a silver spider...
Wing Diver - Rapier plus Phalanx, and Mighty core or VZ Plasma Core.
Mobile, handle stray near spiders and pick crates.
Fencer - mobile, close combat loadout (Dexter Automatic Shotgun, Spine Driver MA, Jackhammer MA, Dash Cell and Add Booster).
Mobile, handle stray near spiders and pick crates.
The strategy is to stay in the startup area. Install turrets and start X18 festival when silvers are approaching. Since X18 is fast unlike Z4 in everything (coming and time to recall), it can be an almost continuous summoning of them. All waves except the last will be almost in a row.
The last wave spawns away from the furthest beach so it takes some time, so be careful and save X18 when there are few silvers around and definitely rebuild turrets. The last wave has a lot of spiders, but they won't all come at once so it can be done.
No explosives, you'll be together so it's a really bad idea. The Nixes have them, but it's a close and somewhat controlled explosion.
Tons of crates thought.
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