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Anyway, for each class:
Wing diver: Short range weapon and something according to the mission usually. I prefer lances for short range, either dragoon or power.
Fencer: blast spear + heavy shield and deflect cell are my go to in most missions. Other weapon set will usually be something with a lot more range like gallic cannon + a dash weapon or something for mobility like jackhammer + shotgun.
Ranger: Shotgun (slaughter is the best pick usually) + reverser typically but sometimes a homing missile launcher instead of the reverser. Special slot will usually be explosion proof armor unless I need long range damage then it's either brute or railgun.
Air raider: Heavily depends on the mission. Usually phobos is good but it's worthless on air enemies so in that case km6. Always bring a gunship for creditless self defence unless you are confident in your teammates ability to distract enemies. Lapis types or neutralize are my favorites.
Rapiers may be easier to use, but a Phalanx is the superior weapon. Phalanx have longer range, a tighter damage pattern and much more damage output. The massive burst damage the Phalanx has over the Rapier makes it far more valuable—in the time it takes a Rapier to kill a couple ants, the Phalanx could have already blasted away the whole swarm.
The DLC Phalanx ZAT has such insane damage that I will go out of my way to use it, but I could never justify myself using the vanilla Phalanxes over fighting at a safe distance with lances.
One of my favorite things to do as a wing diver in 4.1 was to kill a queen bee with a rapier because it's normally not really feasible (she keeps her distance) but feels really epic, like Cloud slicing through Bahamut way up in the sky in FF7: Advent Children. Basically you use a mid-range laser rifle to keep the queen from fleeing while you fly closer, then cut her to ribbons with the rapier once in range. Alas, laser rifles in EDF 5 are not so great, but I suppose I am getting sidetracked.
Anyway, while both phalanx and lance function differently, they both can do well against either hordes or beefy opponents, provided you're experienced with your chosen weapon. Lance also has the potential for hit-and-run tactics while phalanx requires less precision. Different players with different play styles are one of the great facets of EDF! I think the key factor with short-range weapons is positioning. Do you want to play keep-away at the maximum reach of the weapon or go in closer to reduce damage falloff? The choice is there to make and both can be useful in different situations.
Phalanx are almost all @ 96.0 meter range but yes, the damage dropoff for the weapon is rather severe so the closer you can get the better. Dragoon and Power Lances also have rather hefty damage dropoff, but they do have longer range than Phalanx.
The ranges of the best versions are as follows:
Rapier Super Nova: 36.0 m
Phalanx ZAT: 108.0 m
Triple Lance ZD: 142.7 m
Dragoon Lance ZM: 279.3 m
Monster Lance: 118.9 m
https://www.youtube.com/watch?v=IPGd-wgvnM4
For ranger, I tend to go with an AR/shotgun for weapon one, and depending of the situation a sniper, missile launcher, or reverser on the second slot. Occasionally it can be firecrackers, grenade/rockets launchers or C4. The choice of armor or vehicle also depends of mission. Missiles tend to be accompanied with lock on suit, including multi locks on target one, for example. Railguns or brute can be used for sniping.
For WD, it's usually some sort of lance, accompanied by either a plasma great canon, a mirage, geist, ghostchaser, monster or gleipnir depending of the situation. Occasionally a thunder weapon. The rapier can replace a lance in some situation.
For AR, very varied depending of the situation. Strikes for groups, spritefall/laser for boss and spawners. Lasers are great against aliens and frogs in particular, and against zillas missions with nothing else to kill(so you can't rely on credits weapons). I tend to also always run with a minigun/vulcan call for utility. Turrets can be extremely good, and of course the support stuff such as power post/pellets, guide beacon and bunkers also get some time to shine. Vehicles depends of the need.
For Fencer, there is always at least one mobility set which combines a dash and boost weapon. The classic jackhammer and dexter shotgun is very used. Some people prefer double blast spear for mobility, coupled with something else. The flammer is good too if you have a fast delay on it(to avoid horrible reving time). Blasthole spear is good too. Second set can vary, it can be dispersal mortars for extra close range oompf, canons for sniping, or missiles to barrage targets while they are closing in. Occasionally leviathans are used with ARs guide beacons against huge targets.
Of course those are general guidelines. Like I said, the real determining factor is what you are facing and where. A bombing strike on a drone mission won't do much.
It's almost like you don't understand why they gave the Ranger, the best ranged gun, it's very simple because his class had severe limitations on fighting on the move. Disrupters purpose is suppose to be very good gun, that comes with none of usual fencer drawbacks, no windup, quick high dps, and hardly any recoil. there fine weapon, Fencer has 4 slots, so there not even only thing ur taking unlike Ranger who brings only 2 guns. I really like the way disrupters were handled in both games, the idea of them always made sense to me at least. I get some fencers will just go with alternative of jack+dex or dual dex, but really disupters still maintain an advantage of being large clipped, no reload to deal, and better range. Limited ammo weapons on class that can use 4 guns makes good sense especially when Fencer is all about carrying good weapons. All I'm saying if you make it reloadable then it would be clear choice for fencers to take and I don't like that, I like that the game gives you list of weapons and you have to use your brain and level knowledge and go hey this might work this well but it has this drawback, and being long reload weapon is no drawback on fencer with his crazy speed.
But let's say they take ur opinion into consideration, if they do make it reloadable, then I demand they make disrupters half as weak. Maybe you want Fencer to be more on par with wing diver phalanx, sorry but no, first off I have no problem with wing diver being strongest because she is also the squishiest class, and her ranged options are still usable but are worst comparison to other classes because she has to sacrifice mobility for that long range firepower. Still I know few people who don't like that Silver Kings and Gold Queens can die in less than 5-20 secs from OP weapons.It made them seem like total joke in comparison to when you fight them in EDF4.1 they felt like actual proper bosses, I'll admit they were a bit on harder side in 4.1 but again its in dlc where dlc warrants and tells you hey play for challenging missions. You have to ask devs what was even point of nerfing shield reflects if bosses can still die by newer means super quickly??? One time I played with a team in Armored Species, and I died to silver kings, but my other team of 3 players had proteus out, and they all got in to take those things down, I didn't know what the hell outcome would of been, like would they have enough ammo to kill both but oh boy they killed both of them, it felt so epic to watch a team come together to take something tough down. Sadly everyone in EDF5 seems to be a solo genius now, and doesn't really hold teamwork as high of regard when they can just go and do there own thing and win because of my NEW AND AWESOME PROFOUND DPPPPPPPSSSSSSSS & SPPPPPEEEEEED.
Even killing the dlc2 hives, in EDF5 felt so underwhelming to me, they just die so fast even in online inferno even if its just one person only attacking it. It felt just like killing all other anchors really. Where in 4.1 when you got to demon army level and those 3 hives made you whole team sweat, because everyone knew it was tough target to take down without air raider throwing his Cannon D or Strafe Plan C. Man that full Ranger team going into demon army with 4 stringers with low armor, those guys had some serious balls of steel, mad respect to them.
Mission 88 Hive was good though, they made that hive the tankiest hive, and I personally enjoy the design of that level compared to its classic counterpart in 4.1.
Anyway sorry I kinda ranted there for a bit but I have lot of experience in these games, and I love to voice my opinion on them too. Like my good friend Leinad would say, "using the AF100 on mission 1 would just be pathetic." I have no issue with people playing with limits if they earned it, but I wouldn't ever acknowledge it as being fun, it was there for a reason in first place, and as you play you will understand why limits is there.
The problem I see with all those loadouts, is they are pretty much DLC loadouts, and worse, DLC2 loadouts, which have the most broken weapons of the entire games bar none.
The thing is, not everyone own the DLCs, nor should. The campaign was never balanced with DLC weapons in mind, and as such, DLC weapons used in the main campaign is a crutch. So much of a crutch in fact that a person can speedrun hard mode of the the first DLC using only one hand in 30 minutes using DLC weapons. If that doesn't persuade you, I don't know what will.
Making a guide to say "Use the most broken weapons to win" isn't really helping anyone. Every player can figure that out. Most of the players though will need help when they are still learning the game, and when they do, they don't have access to all of the nice toys and have limited options.
Ranger's rockets are not that great, true, but sometimes, you end up in weird situations where your rockets are your best long ranger damage, superior to even your snipers due to firing faster and providing more DPS. Thanks to the magic of level ranges and randomness of upgrades, it does happen. If that's the case and you're trying to take out big targets, like anchors, frogs, zillas or even base guns, a rocket launcher can be more useful than a sniper. Grenade launchers can be absolutely fantastic in some occurrences. Granted, shotguns are so good now they can outshine them, but they are still quite decent.
Rangers have also some great missiles. Emerald fire fast, meaning even if the damage seems low, it does a lot. Plus missiles have AoE meaning you will do more damage than what is written on the tin. Combine with a lock on/extended range suit, and you can do some serious damage if you plan of being relatively static. The MLRA is absolutely wonderful when used with the suit allowing you to put all the locks on a single target. Use that, and watch zillas melt as you bombard them with salvos of 45 missiles. Works on red drones too, helping considerably as they are hard to hit, as well as frogs, aliens... You get the idea.
I strongly advise against coupling the high altitude with a melee weapon. When you are using the high altitude launcher, you want two, and you want them on the same set, as you're not going to move when you use them. If you are in a situation where you would need to dodge something, you shouldn't have your high altitude out to begin with and should have switched to your close range set. The whole idea of the high altitude is you don't need to jump or move while you fire them, because they do the moving for you. They go up high, and fall down. They don't need you to jump to help them reach the sky, they can do it all by themselves. Instead, couple your melee weapon with a gun. Usually like I mentioned, it's a shotgun or a flammer, but a gatling can work too, or even a galleon if you need single fire decent damage with accuracy.
Unless you plan of doing some serious sniping, you take dash cell and boost cell. Taking recoil reducing gadget is absolutely useless otherwise, you need mobility way more than you need the help at making your fencer slightly more friendly on the aiming and turning. Recoil reducing is a crutch, and it limits yourself instead of improving your capacity. It creates a situation where you can't aim without it, while you should get used to do precisely that. While you can totally navigate around and dodge on jumps alone, or even dashes alone if you're the kind of person who use dual hammers(which is good in some situations, even if it takes a lot of practice to use well), having both increases your survivability, and more than killing capacity, the fencer is all about survivability. The fencer is the tank of the team. The fencer should always take the aggro when it's needed, and move around kiting the horde so stuff doesn't get in the grill of the AR or Ranger, who can struggle when swarmed. When you're tanking, your first objective is to survive and buy time. Your team can and will support you from afar, and you don't need to be a hero and kill everything. Of course, it's always better if you do take out as many enemies as you can while kiting, but always try to play safe. It's not about being able to solo maps, even if you often can, it's about allowing your team to work in peace and take out whatever could hinder their progression. It's something a lot of fencers don't understand.
While high altitude launchers are good, and safe, they also aren't that damaging. When you have strong targets with a lot of HP such as silver spiders, your high altitude will never cut it, and worse, you will bounce silvers everywhere with you missiles, which may also very well land on your teamates. Said teamates will then get flanked by whatever you launched around with your explosives and die. Not cool. High altitude missiles have somewhat of a friendly fire problem when your team is in the thick of things. For strong targets, prefer dispersal mortars. Put 2 on one set, get into a nice high jump with your first set, switch, fire the mortar down, reswitch. While they reload slowly, you can always reload them when there is a lull in the battle, of when you are particularly high in the sky and are slowly falling down. You don't need to reload in one go, you can spread your reloading in multiple small breaks. When you have a lot of drones, you can replace the dispersal with gatling, or you can also take two hand/gaellic canons if you need the occasional sniping. Useful when you are in mid-tier difficulties and have not access to enough jumps to make it high enough to go close range with ships or anchors. A lot of people forget that up until a certain point, the fencer has limited jumps, like 2 or 3. The game really opens when you get at least 4 jumps in my opinion.
In general, there are always a bunch of ways to go at things with your loadout choice, BUT you should always always think things through so it fit in the general plan of the team. The process in your decision making should be as follow:
-What is the mission, and what is the opposition?
Example: Will it be air targets, ground targets, big targets with lot of HPs, or a lot of chaff? If if it's a mix of them, should I focus on one type of opposition, or be versatile to cover all bases?
-What is the terrain?
Flat open plains are a good place to use missiles and snipers. Close spaces and building heavy sectors providing a lot of covers make shotguns shine. If there are a lot of hills, taking special missiles able to bypass them, or even helicopters can be a good idea.
-What will my teamates take, and what will be the general plan?
If your AR takes some spritefalls and laser to hit the spawners and big targets, keeping him safe with some way to kill the chaff is a good idea. If he's going to bomb everything, then you need to have some way to assassinate big targets. Two people took long range focused gear? If you know there are a lot of enemies, take close range gear to clean the clock of anything wishing to bother them.
-How will I fit in said plan?
Fencers and WDs are usually the tanks, with some assassination options to deep strike spawners or take out some annoying big targets like aliens and frogs. AR has multiple ways of providing support, be it with strikes, with buffs, with protection or by securing a safe zone with turrets. Vehicles can serve multiple purposes too. Ranger is the most modulable, can be a decent tank-kiter with bikes or some suits, a missile battery, a combat medic, a sniper or a chaff cleaner. In some case, combining his position with a second driver or a gunner for the AR's vehicles.
-Do I need a contingency plan?
Sometimes, things won't go as planned, you may play with people who aren't always that good or knowledgeable in the game, planning around their weaknesses to be able to keep things together when it will go wrong is also something you may need to learn to do, and rolling with the punches too. It may be annoying sometimes, but it's always a good experience, because it makes you better at dealing with emergencies and apply decision-making on the fly. We all make mistakes too, it's very easy and it happens even to the best. No one is safe from the gold ant hiding in a corpse and one shotting you while you could't see it, or the random body part flying into your face while you fire your doom cannon(the 4.1 special every EDF soldier feared), the slight miscalculation of AOE, or getting caught in random geometry at the worst possible moment(ankle high walls, the natural enemy of any sprinting Ranger).
It you have already planned for a way to pick up the slack when a teamate will die, it makes damage control and stabilising the situation easier.
-Can I goof around?
The opposite also apply. Sometimes your team is good, or your play in a difficulty where there isn't that much danger. Good opportunity for TESTING in the name of SCIENCE! You can try loadouts you wouldn't normally use, and see if you can find applications to them. That's part of the learning experience too. Make sure though that your team is fine with that, and won't absolutely need you to do something. Be considerate.
Always play with your brain. You can win or lose on your loadout choice, and once the battle is joined, you can win or lose on your planning and on your methodology. With those two steps done well, the only step left is the execution, and even with moderate skill and armor, you can usually make it if everyone is working well. I've kicked people who had some crazy amount of armor and 90+% completion just because they were poor teamates and ruin the whole team's effort.
On the other hand, I've met people with low completion rates and not very good loadout willing to listen, learn and adhere to plans. And when they do, they can contribute and help complete even hard inferno missions. A good mentality makes all the difference in the world.
Meh they'll tell you to max weapons on that The Last Stand 1, funny as Hive dies in about half the clip of phalanx. you could probably still kill it easily with 1 star damage phalanx.
Too many times I have seen, players thinking there the hot stuff with loadouts, and all they do is just make it harder on everyone else, each mission in EDF is based on waves and phases and even trigger points, yes quite few waves can benefit from somone killing things faster(more things dead = less damage being thrown around to your team), but a lot of waves can also be controlled into a smoother pace for whole team, rushing, rushing, rushing, is not always the answer, this game is not that braindead if u rush to exterminate an entire wave you might have just doomed the rest of ur team who had no time to setup for next wave, it can be salvaged if ur loadout is good enough and overly farmed to make it brain dead. If your teammates is just that bad anyway, then you have to let them know preferably in nice manner that there not ready to tackle the stage yet maybe. I'm only taking about of course people who try to skip main game or dlc, or jumped straight from hard to inferno. If your patient enough eventually you will find decent players to join you.
I played with a team of Wing Divers on The Last Stand 1, they all used dlc phalanx and attempted to kill all spawners at once, and guess what they died right away upon doing that and I survived and trying to fend off a bs wave of a lot of enemeis of frogs and boss enemies, when it could of been played more slower and more smart.
To bounce back on what Vlad said. We recently played with a guy who died and said: "Urgh my weapons are too weak". The thing is, his weapons were actually decent. He just had very low armor for a Ranger putting him into one shot territory. While it's bad, it's not as crippling as you would think!
The Ranger can use a bike. A bike give you very good mobility and the ability to reposition yourself while also providing some light armor to soak a bit of damage for you, as long as you're on it, you will never take direct hits to your own health. As long as you ride a bike, you will never die. Of course, using bike wells is something you need to learn, but you can turn into a makeshift tank for your team just with that bike.
I'm a big God Eater fan and player, and a big Lindow fan. And he gives a very good piece of advice when asked what is the best weapon/loadout to use. He says "The one which keeps you alive. Use that one."
Especially in multiplayer, as long as you can survive and buy time, especially if you make enemies run after you, your team can finish whatever they are doing, then support you. This is why among veteran players, we are sometimes so adamant about managing aggro and annoyed when people aggro everything. Keeping things under control, breaking things into small easy to chew pieces, is the secret of survival. You bite more than you can chew, you die, and worse, you make your teamates die.
I'm the biggest weirdo on AR because I love this:
>ambulance
>deflector shields, x2 if I can
>sentries
>a limpet gun
So, you put all the deflector shields on the WHAAAMBULANCE, sentries on the top, and wait for your teammates to F up and die while constant sniper support from the backlines. Then you come in hellblazing, honking the horn like a madman and rescue them from completely surrounded certain death.
The right deflector setup absolutely trivializes many missions with troopers even on inferno. Making them mobile with the WHAAAAMBULANCE which is a mobile tank armor wise is all the more fun.
So limpet guns are weak you say? They sure are for the most part, but there are very interesting exceptions:
earlier on the limpet detector that puts out the ground laser mine wave (red and blue blinking RAVE)
This is excellent for stopping ground waves in their tracks. Later on you get the chain limpet ZD model from DLC which is no joke, 2k range, respectable damage and hardly any reload time. This also lets you plow into shields with the WHAMMMBULANCE and take them out yourself without waiting around for cowardly fencers and wing divers that never do it. Also with the horizontal mine model you get to decorate the RAVEBULANCE and come in an eyegouging LAZER PARTY WAGON of DEATH.
The later chain limpettes work great against air targets and even red drones because most enemies don't react to the limpets landing themselves, only the damage from detonation.
In caves the flechette limpets tend to be great as they reflect damage in tight space. Also, you can one shot or close to many drop ships by waiting until the instant before the hatch closes to detonate a chain of flechette limpets so they are reflected in the smallest possible space (the target is actually removed from the game world when fully closed, hence invulnerable so don't wait too long)
You can't always get away with the ambulance technique, but on a great many inferno missions it is a complete riot. High level sentries can supplement your defense if you're getting swarmed, and the fastest ambulance can kite spiders and troopers like a fencer would, if you have deflectors on it.
Also you can stack the vulcan series (150 shots at the top dlc level), and the lapis series and be a premier medic sniper. The WHAAAAMBULANCE makes an excellent mobile sniping platform from the roof and when you rotate between vulcan and the lapis all the loads line up and cycle perfectly to stunlock and wreck heavy troopers or d'roys *very* quickly. Mysterious monsters too, and you can swap out the deflectors for power up gun on those. The lapis and chain limpet are also excellent building destroyers, because as a sniper one thing you really need are clear lines of sight. Your sentry dps will also thank you for this.