EARTH DEFENSE FORCE 5

EARTH DEFENSE FORCE 5

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Your EDF 6 Wishlists
Hello, everyone.

With the launch of EDF 5 on PC, and an extended time out on console, I was wondering what it is that you all are looking forward to with the (hopeful) announcement of (a hypothetical) EDF 6. This could be thoughts on narrative, gameplay, weaponry, Et Cetera.

To start things off, I believe that EDF5 was a step in the right direction...mechanically. However, there are some changes and additions I think would only improve the EDF. I will start with general thoughts, which'll be needed before I move on to specific classes:

1. A 'Promotion' system, that gives your character additional costume choices (EX. A 'Leader' type uniform) as you progress in completion rank and story. For example, you start out with both a civilian and basic Soldier costume, but acquire additional costumes upon reaching 5/10/25% (ETC) completion rank and from fully completing a difficulty level as an individual class. So you receive general costumes for all classes when reaching 5% completion rate, but will only receive the Inferno Wing Diver skin for completing the campaign on Inferno...as Wing Diver. Yeah.

2. A 'Specialization' system that lets you take your favorite class and branch out into specialty roles. For example, the base Air Raider class (We'll call them Support for now) can later specialize into the Air Raider class, which allows usage of more powerful and specialty air strikes, or the Operator class, which allows you to drop down basic vehicles at the start of a mission (A la EDF 4.1) and lets you call in the bigger vehicles like the Titan, EMC, and the Walking Fortresses. Essentially, this would be like the Support Slot Equips of EDF 5, letting you swap out specialties as desired (Think of it as the class modules from Borderlands). These specialties, henceforth called Specialty Licenses, have levels of their own that provide both the specialty bonuses and level-specific passive bonuses)

3. Option to sample and set a specific character voice per class. That way, your songs are consistent. This is the most important feature that they should add above all others.

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Ranger
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1. Ranger can no longer call in Helicopters or the Titan tank.
2. Ranger's Specialty Licenses are Marksman and Commander.
3. Marksman specialists get access to higher ranked sniper rifles and an increased effective range to all their guns (this bonus depends on the Specialty equip you find. EX, a level 5 Marksman specialist gets a 5% boost to effective range). This does not affect lock-on range.
4. Commander specialists get access to Infantry Requests, allowing them to call in more soldiers after acquiring enough combat credits. This includes basic soldiers, flamethrower troopers, snipers, wing divers, fencers...the works. Commander specialists also get an increase in health pick-up restoration to their NPC allies (and high ranked Licenses can also heal player teammates within a certain radius!).
5.
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Wing Diver
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1. Wing Diver can now pilot (but not call in) Helicopters.
2. Wing Diver cannot charge plasma core while piloting a helicopter. They can, however, recharge in the passenger seats of a helicopter.
3. Wing Diver Specialty Licenses are Scout and Valkyrie.
4. Scout Specialists get access to better mobility plasma cores and energy efficient weapons. They also use less health to revive downed teammates, but those teammates would still recover the calculated half health given to them (Ex. a Scout Wing Diver with only 100 health will only use twenty-five health to recover a teammate, but that teammate will be given the normal 50 health).
5. Valkyrie Specialists get access to more powerful close combat weapons and plasma cores with a higher energy output.
6. Essentially, Scout Divers are rescue and evasion specialists with a preference for distance combat, while Valkyries are your heavy-hitters.
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Fencer
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1. Fencer can now pilot (but not call in) Powered Exoskeletons (EX. Nix, Vegalta, ETC).
2. Fencer operates as they do in EDF 5, but the support slots are now limited to shield boosts, stability boosts, and weight reductions.
3. Female voice option for Fencers, because bulky armor who's gonna know?
4. Fencer Specialty Licenses are Vanguard and Artillery.
5. Vanguard specialists are your tried-and-true mobile melee units; they get the additional boosts and jumps, and access to better close range options.
6. Artillery specialists sacrifice mobility for raw firepower. They receive bonuses to lock-on range and reductions in lock-on time, as well as access to ranged weaponry. (This makes them prime candidates for Leviathan usage,and may even be able to self target at higher ranks)
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Support
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1. Air Raider is renamed to Support at base class.
2. Support vehicle credits start at 75% compared to the Ranger's 50%
3. Let's just- get rid of the Suppressor gun, shall we? Anyone even use that thing? I think I preferred the wire guns more, to be honest.
4. Bring back some of the dumb-fire gunship airstrikes from EDF 4.1, while including the new formula from EDF 5. This keeps the lower skill floor of EDF 5 while supporting the higher skill ceiling of EDF 4....also I just like to hip-fire 150mm gunship whale strikes across the map.
5. Bring back gunship Whale. He is a bro. Honestly, give the support teams more of an active showing in the game's story; that's one of the (multiple) things EDF 4.1 has over EDF 5.
6. Support Specialty Licenses are Air Raider and Operator.
7. Air Raider specialists receive access to more experimental and dangerous air strikes, such as the Satellite Weapons, the aforementioned dumb-fire airstrikes, and any new cool stuff they throw at us. They also receive additional credit discounts on airstrikes.
8. Operator specialists can deploy 'cheaper' (I.E. non-walking fortress, Titan, Brute, EMC tier) vehicles at the start of the mission, and receive credit discounts on additional vehicles.
8a. They also gain access to vehicle repair and reload tools. This means that, of your three weapon slots, one would be a dedicated repair welder and another would be an ammo crate. Each of these would likely suffer from long reloads or not being able to reload, in order to balance out the ability to keep your artificial health bar alive.
8b. Also, if you haven't figured it out yet, only Operator specialists can call in the Big Toys. You got a license for that Balam, soldier?
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...Really, this title post is too big as it is, so I'll stop things there before I go onto things like the story. So...yeah. What is it that you guys are looking to see from a future EDF 6?
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Showing 136-145 of 145 comments
Mana Banana Apr 1, 2021 @ 9:52pm 
Originally posted by Dan_The_Noob™:
Originally posted by Mana Banana:
I want ranger to have a second equipment slot so your option isn't basically "do you want to run fast or not?"
this would be redundant, the current choice is "run fast or drive"
yeah and what about the other several kinds of equipment he has that I doubt anyone here has ever even touched? You've probably used the lock-on boosting ones at some point when you didn't have to move anywhere but what about the ones that give bigger pickup radius or give more health to NPCs? A lot of potentially useful possibilities open up for ranger when he's allowed to go fast *and* have an extra slot
Steel Apr 12, 2021 @ 11:05pm 
I just want the AI to be able to enter in gunner seats on vehicles, I rarely get to use the Proteus in MP, and it's essentially worthless in SP.
Mary Apr 13, 2021 @ 12:27am 
Originally posted by Titus "Witch Hunter" Steel:
I just want the AI to be able to enter in gunner seats on vehicles, I rarely get to use the Proteus in MP, and it's essentially worthless in SP.
Oh man, that would be so cool!
Dan_The_Noob Apr 13, 2021 @ 9:07am 
Originally posted by Mana Banana:
Originally posted by Dan_The_Noob™:
this would be redundant, the current choice is "run fast or drive"
yeah and what about the other several kinds of equipment he has that I doubt anyone here has ever even touched? You've probably used the lock-on boosting ones at some point when you didn't have to move anywhere but what about the ones that give bigger pickup radius or give more health to NPCs? A lot of potentially useful possibilities open up for ranger when he's allowed to go fast *and* have an extra slot

I use different types of sprint gear depending on how a level goes.
i used pickup radius on the more horde-y levels
i used multiple lock-on to melt God???

if anything is underused it's the reverser tools since they take a weapon slot.
Mana Banana Apr 13, 2021 @ 12:31pm 
Originally posted by Dan_The_Noob™:

i used pickup radius on the more horde-y levels.
The specific problem with the pickup radius boosting equipment is that it is straight up not as good at collecting items as running faster, not to mention you don't get any of the other half dozen bonus effects that come with running faster like smashing through stuff automatically or getting less slowdown effect when you get hit. Imagine a world where you could have *both*, that is literally all I'm asking for.
Sir Duckyweather Apr 13, 2021 @ 6:04pm 
Originally posted by Mana Banana:
Originally posted by Dan_The_Noob™:
i used pickup radius on the more horde-y levels.
The specific problem with the pickup radius boosting equipment is that it is straight up not as good at collecting items as running faster
You're absolutely right when it comes to collecting loot. However, as I'm sure Dan knows, where the Probe shines is when you're being swarmed and constantly fighting in close quarters (woo shotgun), because it can instantly pick up health for you immediately after you kill a nearby enemy. Overall it's not as useful as running faster, but for a handful of specific missions, it is a lifesaver.
Dan_The_Noob Apr 14, 2021 @ 8:21pm 
Originally posted by Sir Duckyweather:
Originally posted by Mana Banana:
The specific problem with the pickup radius boosting equipment is that it is straight up not as good at collecting items as running faster
However, as I'm sure Dan knows, where the Probe shines is when you're being swarmed and constantly fighting in close quarters (woo shotgun), because it can instantly pick up health for you immediately after you kill a nearby enemy.

yuh, Horde-y levels
SirSill Apr 20, 2021 @ 1:28am 
Option to play as Ultraman
Authentic Mikutard Apr 23, 2021 @ 11:03am 
That when all seems lost, near the end of the game, SARGE makes a triumphant return. He's actually the mysterious ranger that was had face under a scarf, keeping his power level hiden from all until the right moment.

"I'm the only one that can use TWO BLAZERS!" :EDF5Weapon::EDF5Soldier: - Shouted Sarge, just before proceeding with hate crime'ing the whole enemy horde.
As a final blow on final boss... you only see Sarge give a devilish smirk back at you before facing boss and shouting: "OOOooOooOOpening!"

You may be storm 1 pup, but Sarge is EDF's zeus!

ps: Chuck Norris looks under bed to see if Sarge is hiding there. But THE Sergent never hides unless he's teaching you guerrilla stuff, now don't forget what he just taught you!
Last edited by Authentic Mikutard; Apr 23, 2021 @ 11:07am
Hydremajor117 Apr 25, 2021 @ 3:48pm 
First up:
A basic sprint for air raider

Second:
Give the Wingdiver two energy gauges instead of just one, basically one gauge is used for reloading and the other used for flying
if one runs out and triggers emergency recharge you can tap into the other gauge if absolutely necessary
For example: if the gun gauge is depleted you can finish reloading/keep fighting by taping into the flight gauge and vice versa

Third:
more skin options/ability to switch skins to previous EDF games
for example: playing as the EDF 4.1 Wing Diver in EDF 5

Fourth:
A more "hands off" plot like EDF 4.1 OR a "plot" option to achieve that by turning off certain dialogues...

Fifth:
A XCOM-esque gameplay addition where you pick out where and how to build bases and lead the defense against aliens by mobilizing troops, running research and deploy in person to kick @ss and take names

Sixth:
A class about leading your own squad(s) and calling in backup...
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Date Posted: Jul 25, 2019 @ 2:06pm
Posts: 145