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My friends and I have seen good results from Nixes.
But the rest of this about vehicles feels painfully accurate. I've never had a good experience with tanks or helicopters. Why get into a tank? If there are no enemies nearby, I can do far more damage with my gunships and so on. If there are enemies nearby, the tank isn't really going to help, except maybe helping me survive a few more seconds until teammates rescue me. I guess maybe if I were fully dedicated to support and just brought a life vendor and guard post or something, the tank would let me do *some* damage from a decent distance.
Choppers are goofy fun but are not of much use against anything that can aim *up*, which means ants seem like their only good target, and ants are the least threatening enemy class.
You can get good results from some of the leftmost-column fencer weapons, though I haven't found this to be the case for many. Regular hammers, sometimes good against swarms. Vulcan hammers are supposed to be good, but I have a hard time imagining in what situation I'd want to use one except maybe a red ant swarm. Blades are usually (not always) too slow to be worth it. It takes several seconds to charge this thing, and then it doesn't even pierce? I could do more damage with a hand cannon, and that pierces. A few of the blades are quicker, though.
I find the laser gun heli very useful to use against anchors, but again, controls are the biggest enemy. It always wants to go back to fully horizontal so you can't keep your guns on target in any efficient way.
For melee weapons, they need to have a HUUUGE DPS to compensate for the fact that in order to use them you have to expose yourself to so much more danger. Blades and axes need a LOT more oomph. You need a short TTK (Time To Kill) because you are fighting swarms.
Against things like big aliens I use a Jackhammer+shotgun of fully upgraded flame revolver. Melts their weapon arm (and them) off before they can do any damage. I tried using shield, but my lethality and survivability always suffers when I try. The only way I'd find shield acceptable if if they reduced damage by 100%
No. Higher level vehicles are faster, with the exception of Barga.
If you want to use tanks defensively, the correct way is to go reverse and shoot, using the recoil as extra speed. That is the main difference between an APC and a MBT in this game. Tanks are used by Rangers as a switch sniping tool, while for Air Raiders a way to attack dropship undersides and as a mobility option. People don't use much MBTs and APCs in this game since other options such as helicopters, bipedal mechs and Depth Crawlers were all buffed 2-5x compared to 4.1 while ground vehicles were largely untouched, or were nerfed such as Epsilon.
Damage reduction already exists. Use a defense post. Also, if you want more armor, bunkers stick to vehicles while in previous games they just slid off. This mechanic alone makes helicopters overpowered when it was already strong.
The most useful ones are close range ones, generally colored red with the exception of Nix Assault (colored gray) because they are fast. Jumping is standard movement for a Nix.
When sniping the underbelly of Mothership/dropship, a shoulder howitzer or rocket cannon Nix works well, as well as Nix Saber.
The aliens are organic animals while the Nix is a bipedal machine. ASIMO moves slow and clunky compared to a human child who can move quickly and flexibly.
Overshooting the rotor speed and overcompensating inertia is a common problem many people experience with choppers. Slow hovering is recommended when attacking either with vehicle weapons, calling air strikes or dropping bombs. Surprisingly safe even not constantly moving.
Helicopter armor was buffed, and on top of that, we can stick bunkers onto them now so they are overpowered in this game. I suspect this is the reason we can't call vehicles at the start of a mission.
While the limpet guns may feel weak, the potential DPS says otherwise. Ranger's PA-11 damages directly and kills enemies faster in real life conditions even though the Ranger too, is close to emptying the entire magazine. Limpet gun and sniper empties magazine faster, so with maximum efficiency they are better than Ranger since limpet guns are area-of-effect explosions.
Air Raiders start out with ZE-GUN with max capacity already unlocked. Also, most turrets are very important defensive weapons for AR. Even the worst turret, the Launcher series, can have a use while playing a solo underground mission.
The only truly worthless weapon is the Speedstar. All other weapons can have a use, albeit a niche one.
Powerdyne's only problem is that a stronger version only exists for the Nix, and not for the Fencer. It's a high velocity penetrating laser with pin-point accuracy and more than double the fire rate of a similar level 30mm Heavy Cannon, and does more damage. All this without recoil. Making it able to reload will make this weapon overpowered. The dual Powerdyne's DPS is better than a lot of mid-level Ranger weapons even though the Powerdyne is a level 2 weapon.
Hammers get damage reduction from all degrees during the attack animation. Vibro Hammers , Rollers and Hakens are good against green ants. Vulcan Hammers are good against red ants. All prevent biting attacks during the attack animation.
Blade beams penetrate enemies and Shield Bearer shields. They also don't cause friendly fire. Force Blades and Axes are good against flying enemies like wasps and tadpoles. Force blades have a higher DPS when charging, but the Axes have higher DPS not charging attacks.
Dynamo Blade series can be used as an accurate, mobile sniper instead of becoming a stationary target while using Heavy Cannons. With Blades, you can destroy anchors guarded by Shield Bearers from far away.
No, anything that doesn't 1-hit stun a target enemy is potentially a liability. Not 1-hit kill. Otherwise shotguns and Jackhammers won't be the bread and butter.
Shields can completely negate damage. Look for a support item called Barricade System X.
A shield's damage reduction and a support item damage reduction stacks, so if I take a Great Shield that negates 90% damage and a Deflect Cell AX that negates 40% and take 100 damage, the Fencer will take 6 damage.
Staying mobile even with a shield is standard. A Fencer can still dash with a melee weapon. Also, Fencers can attack with spears with a shield up, and dash with a shield up. Keeping the shield up is also standard. The shield blocks according to where the camera is facing, and not the Fencer. Back dashing while facing the enemy works, even though the Fencer might be facing toward to the screen.
Tower shields have a wide degree of blocking, and Shield Protection Armor adds even more degrees to blocking. A Great Shield blocks 170 degrees without buffs, and with the Shield Protection Armor Y, it's 230 degrees. Equipping Barricade System X on top of that makes a Fencer only take damage from behind. This is why so many low AP Fencers use shields. A 250 AP Fencer can solo the last mission easily with a shield on Inferno because of this.
It's standard to buff shields if you are serious about using shields. Same story with other weapons. I don't see a serious Flame Revolver user not using a recoil reduction item. If you want to use a particular setup, you need to build toward it.
I find myself only using a handfull of weapons in each classes anyway, I feel like 80% of the equipment just serves to have quanitity, rather then quality weapons.
All vehicles have use cases. I could list them all but I'll save it for the guide I'm writing. Instead, I ask that you pick one: The absolute worst air raider vehicle with no redeeming qualities you can't possibly imagine a use for, and I'll tell you how I used it to kick butt.
I notice you mention DPS. Air Raider has four equipment slots, and the other three do not simply disappear just because you've called your vehicle in. Supplement your vehicle with strikes that soften up the incoming horde, posts that buff or heal your vehicle, turrets that push enemies back and assist with kiting. There's no way one vehicle is going to outdo the performance of three air raider weapons, but there's no reason it should need to. Air Raider is an intermediate class for advanced players, you'll just have to become one.
You start with turrets on your air raider. It's one of the tools you're given in the tutorial mission. Air raider starts with an absurd amount of tools, given how little everyone else gets. You say 2 missions. Are you struggling with the tutorial mission where you can't die and don't have to kill anything other than a few practice targets? The second online mission is above ground.
Most fencer "melee" weapons have a range of around 80-250m. That's about on par with good damage range of ranger shotguns and assault rifles, nobody says you have to be in the middle of ants to use most of them. Pretty much just vibro roller, which super kills ants in one attack. You should almost always be using full charge attacks with cc strikers. There are some where you shouldn't. Again, feel free to mention one in particular and I'll tell you about that time I kicked butt with it.
Shields are more than fine. With 450 HP and a shield boosting mod I tanked all the frogs on mission 15, Inferno difficulty. You do need to equip mods for using them heavily, fencer is like that in general. Use mods to supplement your equipment. If you want to be a jack of all trades, equipping shields but only dash boost mods, for instance, be prepared for them only being okay.
Blades pierce. They even pierce shieldbearers.
I've been finding that the naegling missile launcher is more practical most of the time because after you fire at a swarm, you can exit the vehicle, and it will continue to launch its missiles until its fired on all the targets. This way you can slightly bump your DPS against swarms by targeting, shooting, then jumping out and calling more airstrikes down. If you have 2 of them nearby you can also fire them in quick succession if you park one slightly behind the other so you can jump back and forth quickly between them.
That said, I find the mortar column to be largely useless, mostly because the delay between when you throw it and when it hits, the fact that you have to throw a smoke grenade to target, and that it also costs credits on top of that.
I want to also add that getting out of the Naegling after it shoots missiles will make the missiles pass through Shield Bearers.
Air Raider mortars are difficult to use, and if it's used against active enemies it will probably kill team mates than enemies online.
I can't find a use for howitzers, but a cannon is useful because of the damage. Drop the smoke grenade from a helicopter against a passive boss or an anchor, and it will most likely kill it. You have time to fly away from the danger zone, since mortars are slow to start firing.
The higher level tanks are also quite fast and you can kite whole mobs of spiders while slowly killing them if you want, while also being durable enough to handle a few stray hits you can't avoid while running.
The flamethrower Nixes work decently to hold a position if you have support, like friendly AI's or turrets or other players. Also they're generally the fastest of the series, so you can bug out if you get overrun while toasting things that chase you.
The missile Nixes are useful at long range if you have someone else kite the enemies, plus if something comes up on you, you can murder it with the autocannons. The Naeglings work similarly, minus the ability to defend yourself if something gets close.
In underground maps, everything is all about positioning. Find the right tunnel, bring the right turrets, always remember to toss out extra depth crawlers behind you so you can get into them if yours gets damaged or runs out of ammo while you kill things.
Oh, and depth crawlers are quite usable on the surface with the increased durability bonus, now. They're worth it sometimes to get on top of things for a better view for calling in air strikes/sat strikes/gunship attacks.
I've found that the helicopters work decently against the large flying drones, as they are too big and unwieldy enough to get out of the way of your attacks. Also the helos work alright if the ground monsters are chasing something else.
Honestly, man. I loved the vehicles in 4.1, so I've been thoroughly exploring all of the possibilities with them in 5. They won't carry you through a mission quite like they used to in the previous game, but they can make the difference between victory and defeat if you use them correctly.
Well, here's my experience starting fresh on inferno:
With Ranger I struggled hard, eventually using the tactic you fell back to with air raider. Same with wing diver. Fencer I somehow made it with good hand cannon usage.
http://www.twitch.tv/zeddidragon/v/468230723
http://www.twitch.tv/zeddidragon/v/469063204
http://www.twitch.tv/zeddidragon/v/468230722
Air Raider? I barely had to play the game, turrets won the stage for me.
http://www.twitch.tv/zeddidragon/v/468869167
My run has consistently been this.
Ranger: A complete struggle every time
Wing Diver and Fencer: Takes turns being the easiest class for a mission, sometimes they'll be up against something really hard that Ranger takes the lead on
Air Raider: Consistently the easiest (sometimes second easiest) class to do anything with. Biggest issue is I keep accidentally winning too hard and losing out on boxes. Even underground. Especially underground.
Max upgrades aren't needed to make shields "viable", they're viable completely on their own. What max upgrades do is turn your practically immortal. Just any old shield booster will let you use a tower shield to fight 15 cosmonauts at once.
http://www.twitch.tv/zeddidragon/v/474763443
I'm pretty impressed if you can hold down two Hand Cannons for full rate of fire without missing any shots without a recoil mod. But yeah, I mostly pick arm exo instead for better aim. Going with a dash booster and a jump booster is a waste most of the time when you can do just as fine with a multi booster. The other mod slot I usually spend on an exo, shield booster or muzzle, depending on my second set.
Are you sure you can beat the entire game without ever taking any damage? I mean I've seen some fencers moving around like crazy and they still get hit you know it just happens every now and then due to so much going on in certain maps.
All of the fencers melee weapons is designed for crowd control and not single target damage, the only one that can kinda falls into that is vulcan but vulcan too is meant to be hitting multiple things. They don't need high RoF when one single blow stuns any enemy except bosses.
Hammers - Meant for ground crowd control,
Vulcan- High damage for single and lots for multi
Vibro Hammer Crowd Control only, very basic.
Haken- Crowd control and provides mobility, because of the wide spread on this one, I find it more suitable for teamplay especially since its weak, you get a bunch of enemies following you, you spam haken, haken like most CC strikers has a special property of slowing down enemies like most of melee weapons and your teammates can easily kill what's behind u as you stunlocking them, only recommend for ants and spiders, its fine for defense will help keep you safe. If your looking to kill everything yourself wouldn't recommend.
Force Blade - Crowd Control on both ground and aerial but more suited for aerial, is very good at hitting multiple enemies due to wide hitbox of the projectile.
Dynamo Blade - Mobile Long range sniper with max charge hit, can be used to safetly attack any foe from any distance.
Force Axe - Basically a faster model of Force Blade that leads to more damage and smaller hitbox, this blade can also be used for mobility like haken, is most complex melee weapon due to the charge speed. Works for a wide variety of situations.
All melee weapons are meant to be dual wielded for finest results according to developer. That still holds true in EDF5, although you can mix match things like dyna and vulcan with Dash jump setups for interesting hybrid results. Because they are suitable for dual wielding you can do other type of set loadouts like exoskeletons or recoil mods and still be fine.
Are you attacking as your dashing? I know dash cancels is nerfed/gone, but if your attacking, your attacks should be slowing the enemies down and you'll be doing a slide that gives you an extra oompth to that dash its nothing major but helps. and honestly Ants are one of slowest things in the game unless we talking green ants. If you struggling with generic ants your doing something really wrong.
That only really could be applied to blasthole and its slow swing speed, or dispersal/Dexter with K accuracy, those weapons aren't worth a damn until upgraded or you get dash cell,add jumps, multi boosters. They need a lot to be good but when there good there really best thing in the game.
I can use force axes without any support items, can you use anything like blasthole to win a stage like this in online? I mean my weapons are suppose to be so weak right when they don't kill in one hit, so surely blasthole with its big damage can beat this level easily without support! I mean its just so awful, I had to hit the normal 2x/silvers like 30 times, so wasn't I in a huge liability 30 times over? what happen why did I live?
https://www.youtube.com/watch?v=J916VdrGkN8
It sounds like you wanna play Iron Rain where the highest difficulty can be beaten with a lot of grinding, patience and skill or... just call a tank and win. The tank can withstand damage from multiple enemies for an extended period of time and is equipped with multiple overpowered guns to deal with any situation.
Higher level Nixes can withstand sustained gunfights with multiple frogs/aliens, even on hardest difficulty.
Higher level tanks are quite fast, and will take out groups of insects and weaker monsters with one tank shot, but the frogs and aliens will require multiple hits.
You just haven't unlocked decent enough gear yet.