EARTH DEFENSE FORCE 5

EARTH DEFENSE FORCE 5

View Stats:
Ashlem Jul 27, 2019 @ 5:42am
Favorite weapons for trash mobs vs bosses?
So I'm finding out that while there's a nice selection of weapons for each class, the vast majority of them suck, and I find myself using certain weapons over and over, either because I need to kill a lot of trash mobs quickly, or I'm fighting a boss or other enemy with a lot of hp.

So if you're playing a ranger, a sniper rifle would be a terrible choice against the common rabble, but a shotgun or assault rifle with a huge magazine would work great for. On the other hand, due to their generally shorter range, those weapons will cause you to struggle to kill transport ships or pylons which are really high off the ground, but a sniper will make quick work of them.

So, what class do you play, and what weapons do you find yourself utilizing for killing things with? On maps with bosses or pylons/transport ships, you'll probably be carrying something different than on a map where dozens of monsters try to swarm you for the entire duration of the mission.
< >
Showing 1-5 of 5 comments
Mr Blue Jul 27, 2019 @ 6:35am 
fencer : mobbing

high altitude missile
NCSS cannon
gatling
revolver

fencer : boss

max distruptor
battle cannon
lightweight cannon.
Nope Jul 27, 2019 @ 9:35am 
Haven't touch other classes beside wing diver
Trash mobs:
Stardust cannon - carpet bombing everything lol, just don't attack enemies while standing on the ground, unhappy little accident happen a lot
Ghost chaser
Thunder crossbow series, WZ variant for ground horde
Destroyer laser

Boss/aliens/frogs
Stardust cannon
Powerlance
Dragoonlance
Powerlance tri
Thunder crossbow
Last edited by Nope; Jul 27, 2019 @ 9:37am
ChaoticGamer Jul 27, 2019 @ 6:32pm 
for ranger for listing.

Shotguns
Sniper rifle
Minion rifles

some odd reason I am not always please using other weapons some odd reason. OH well.
★Brosef Jul 28, 2019 @ 3:27am 
Dragoon Triple Lance vs everything.
Sabin Stargem Jul 28, 2019 @ 3:53am 
Minion Rifles are a good all-rounder choice for the ranger. They retain full damage across any distance, and have a 1-2 punch mechanic that works nicely on colonists. The final model is something like 300 meters range, so it can do basic sniping. Peppering the ground with explosives is good for catching some enemies that are going to turn the corner. The stunlock is the best feature, because you can tie up Princesses, Queens, and Kings.

Sniper rifles are good against frogs, if you aim for the head. About 2-3 shots is all it takes to make them pop off, with the endgame snipers. Colonists are tougher to work with, on account of their dodginess, narrow skulls, and armor.

The high-velocity bazookas are better than their heavier counterparts, since targets can't evade as easily. Very useful against Vimana's Necklace.

Mirage is good if you got a Valkyrie Core that can supply +100% or more energy to the gun, with a suitable tank to match. However, you will need body guards for your downtime whenever running dry. Big cores are too heavy to permit flight.

Turrets are junk, to be honest. Even if you got guards, your overall firepower still drops a fair bit. Their use is only good for two situations: Arming your Depth Crawler for underground expeditions, or to tie up a corridor with flame turrets.

Ranger's flame geysers are far better than flame turrets, because they can be replenished quickly. However, don't put them on enemies. The geysers despawn with their corpses, so you want to plant geysers on a surface.

The troops you can recruit are very useful in the right circumstances. This is especially true on Inferno, they can sway the tide of battle. All classes in EDF 5 can provide basic healing to troops, but only Ranger has support gear to enhance it.

A Diver's best friend is her Rapier. You can seriously tear up enemies like frogs or colonists in short order, along with smaller riff-raff. As ever, timing and energy management is key. After getting down to 2/5th of your health, go on a collecting expedition. A suicide charge will only end in disappointment.

Teleships have a small alcove by the opening. If it is stationary, a Diver can stay there and build up energy. While in motion, you can stay on top of the ship.


Last edited by Sabin Stargem; Jul 28, 2019 @ 3:55am
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Jul 27, 2019 @ 5:42am
Posts: 5