Cavalry Girls

Cavalry Girls

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How do I beat Titan's endless boss fight on day 37
I have been stuck on day 37 for a good while and have been unable to beat the day this patch. The modifiers within the 37 days feel like they're too much for the amount of days that passed. Even with a execution pierce heavy LMG on defense for the enemies on other opposite side of the boss and a max light sniper with high shield, penetration, and damage and a chance of execution. The executioners in this fight have 23000 hp, high armor even with high penetration and spawn fast armored units with 2300 health constantly this leads to the undertakers making this fight impossible without perfect RNG on the executions and small amount of undertakers. But some BS just happens when the boss is low like a Undertaker pulling you through a wall and not letting go even if it takes damage. If the modifiers were not so harsh or so constant or if the undertakers weren't in the fight it would feel so much more manageable.

tl;dr: Undertakers, enemy modifiers and RNG make the Titan boss fight in endless feel impossible.

All I am asking for is what the hell can I do to beat this day? I am out of ideas and frustrated with this fight.
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Showing 1-11 of 11 comments
PixelDemise May 28, 2024 @ 8:47am 
I ran into a similar issue just today much later on, and my suggestion going forward. The Purgatory Canon, the ultimate laser weapon.

But for the early game fight, my recomendation is the explosive Pump-shotgun. Give Mary an Expansion slot B, a fully upgraded Pump shotgun stacked with as many magazines, explosive bullets, and a maxed choke coil, then fuse it with other shotguns to get as many bullets shot mods as possible. You'll end up with a weapon that fires 88 rounds per trigger pull, each with a 10% chance to explode, and chances to potentially fire over 100 rounds if the mods activate. Not only does it absolutely shred through shields, but it can deal massive damage since you're hitting with so many attacks that it doesn't matter if most of them are resisted.

Laser weapons in general are extremely powerful since they entirely ignore armor, and if you fuse them with spreadshot weapons and get some spread-reduction buffs, you can use their triple-shot as a 3x damage multiplier by getting up close to enemies. My go-to combo is the earlier explosive pump-shotgun with a Slicing Ray with maxed out damage gear, triple shot mods, reflection mods(from arc weapons), and explosive contact mods(from bomb weapons). You need to get up to like day 70 before it stops being an easy win option, and even then, it still stays extremely strong.

Getting turrets is another strong option. Now that you can fully customize turrets just like a Combat support unit, except turrets don't have a deployment limit, you can set up all 5 front spaces to have whatever choice of weapons you like. Tier 2 machine gun turrets can hold 9 slot weapons, so outfitting them with focused Arc or Ray weapons can do wonders, especially since for whatever reason turrets don't trigger wearing, so their weapons have infinite durability. Once you get tier 2 cannon turrets, they can hold 11 slot weapons, aka Vulcan canons, so just outfit all 5 turrets with Vulcan cannons, max out their reload speed, and watch as you have absurdly strong gatling guns shred everything to bits before it even gets close.
Omega_Random_Guy May 28, 2024 @ 11:45am 
I've done this and it worked well its just that I didn't get any walls for unbreakable cover. How do I play around Titan's fight without any unbreakable cover or is it just a reset?
PixelDemise May 28, 2024 @ 2:42pm 
I never used unbreakable cover either, and in fact your comment was the first time I even considered the idea of using the metal boxes during defense. I've only ever used regular barriers, lighting barriers, and wire mesh, since landmines can only be placed far too close to the "Enemies have intruded" marker, and the other types end up blocking your own bullets.

Just get up close in its face and circle around it. It focuses on the closest mech, meaning if you are up in its face, it will spin around to try and beam you, completely ignoring your allies and letting them live. Let them focus on killing, or at least stalling out, the other enemies while you take down the Titan, then clean up once the Titan's dead. As long as you don't let things end up so that when it's firing, it would sweep over your allies, it isn't much of a threat.

Like, 90% of the bosses in this game are countered by level 3 Torque Converters+Advanced External Drives, especially the Lord and Knight/Samurai. Toss in drones with water sprayers and adding ice bullets to your gun, and even with bosses massive resistances to debuffs, they'll be slowed down more than enough to deal with them. My 3 boss killers are Mary, Kuroko and San, who have 2.7, 2.8, and 5.2 rotation speed respectively, and they've done wonders with boss killing.
Last edited by PixelDemise; May 28, 2024 @ 2:43pm
just change your weapon, LMG or heavy MG, and those light snipers are not good for boss. no armor pen and dpm. Use something like rifle A3 and the rapid fire cannon next time, 37 days are not a lot of time. you can start over and search for those two weapon and any boss should be finished withing 30s
also, don;t just build up damage or armor pen, firing rate and magazine size are also important, together with the reload time.
PixelDemise Jun 16, 2024 @ 9:18am 
Originally posted by Thunder-Cerberuce:
just change your weapon, LMG or heavy MG, and those light snipers are not good for boss. no armor pen and dpm. Use something like rifle A3 and the rapid fire cannon next time, 37 days are not a lot of time. you can start over and search for those two weapon and any boss should be finished withing 30s
With the addition of the new Lava Spray, Light Snipers with a crit build are now insanely strong at boss killing. Lava Spray inflicts armor melting, reducing enemy armor by 80%, meaning Light sniper's with tier 4 armor pen upgrades can regularly get through them. Add on crit boosting upgrades and modules since it's reload time is so small the extra reload delay barely effects you, and bosses can be melted extremely rapidly.
Chris Jul 22, 2024 @ 1:45pm 
Same here. Can't loot the ideal weapon for upgrade.



In Boss stage, the enemy have Shield Armor + Energy shield + High resistance…

When I broke their Armor, it's still keeping resistance...

It just talking about the normal enemy, not the Boss...

They will continue to regenerate until the leader dies...



The enemy growth curve are too fast in endless mode.

Heavy or Light Machine Gun are locked for 2x Days.

Energy Shield or Anti-Energy Shield parts are locked for 4x Days.

However, the enemy have energy shield since 2x Days...............



Even Lighting Parts also need to wait for develop. All locked.

But... you already have to fight the enemy at night.



It's endless mode, not a story mode.

I don't know why players weapon and Parts have been locked.

The growth curve is horrible.

Can't enjoy on it.
Last edited by Chris; Jul 22, 2024 @ 4:32pm
Corpse Fool Jul 24, 2024 @ 9:24am 
I believe my answer to the early bosses (before ultimate weapons) was heavy sniper. Check the enemy details to see what their resistance will be, get your piercing close enough and then crank damage
Leo95D Jul 29, 2024 @ 10:19pm 
Chamber Pressure Overloader (regardless of pilot)
Quick Reload Magazine (regardless of pilot)

Light Sniper M24 (or M45, allows for more ArP Modules, Soft Bullets, and Hard Bullets)

Standard Differential (maybe add the advanced differential if you get M45)
Standard Drum Magazine (maybe add more if you get M45)
ArP Module 4 (add ArP Module 3 if you get M45)
Maintenance Module 2 (this loadout will wear down the gun really fast if you spray and pray)
Standard Explosion Module
16x Scope Module (optional, helps give that little extra range on the enemy)
(If you get the Light Sniper M45, add Soft Bullets 3 & 2 for more damage, use the ArP Bullets to cancel out the subtracted penetration. Don't worry about the negative shield damage, the DPS will make up for that. Hard Bullets are just to add more ricochet)

Kinetic Damage Core 4 or 5 (Heavy Sniper M1, need 5 heavy snipers to get)
(Can get Splitter Cores from merging shot guns, but Double-Barrel Shotgun Osm is best but needs 3 shot guns to get to)
Splitter Core 4
Splitter Booster Core 4
Kinetic Split Booster Core A3
Kinetic Split Booster Core B3
Kinetic Split Booster Core C3
(these two are optional, they just help cut down the reload to make the sniper into a machine gun)
Active Reload Core 4
Quick Reload Core 4
(for Light Sniper M45, consider getting Cores from the Howitzer B1 for more explosion bullets. the Kinetic Collision Core 3 is also fun)

Try to get at least 1 gun set up like that, and you can melt through armor and shields without a problem.

If you really want to have fun, get the Heavy Sniper M1a or Super Heavy Sniper with that loadout.
Fuzen Jul 30, 2024 @ 6:18pm 
The reply above is pretty much on point : stock up on anti-armor/anti-shield. Against shields, it’s pretty obvious - just use anti-shield modules. Against resistance… This is a different matter.

The formula is (1-armor penetration/resistance) so with most weapons having a sad 40 AP at most, it’s… not easy to deal with 100+ resistance bosses.

One excellent candidate here, that is readily available early on, is the Armor-Piercing Rifle. Not only is it a good all-rounder, its massive 100 base AP is scales incredibly well, and the upgraded version has 10 module slots so you can build around it quite well.

What you can and should also do is trigger armor melt : it’s a massive -80% resistance. You can achieve it with the fire and cold combo. You can craft a fire and frost module and put one on each of your weapons, it’ll trigger just fine. If your drones have enough range, you may also consider giving them the modules so you can free two slots on your weapons.

Add to that the High-Temperature Bullet and you should be able to deal with any resistance. (Including the complete nonsense of max difficulty challenge mode…)

Any free slot after that is for damage.

As the reply above mentions, you may want a maintenance module if the fight drags on. You’ll also want enough mobility (think external tanks, they add a LOT) so you can kite well, since you’ll be forced to go in and out of range with the 20 range of the AP Rifles. Some level of shielding would be appreciated too so your external tanks can somehow survive.

There are of course better options later on, but if you really need a low cost build, that’s probably the best you can do.

You could also bully it in melee with San and her invulnerability shield. Works extremely well if you have decently built lightning axes already.
Leo95D Jul 30, 2024 @ 10:48pm 
The "Shield Destruction Device" grenade also helps, multiple of them helps with the long recharge times. Also, the throwing distance upgrade so you don't have to get to close to the enemy.

If you manage to upgrade the LS M25 to the LS M45, add:
-Soft-Point Bullet Module++
-ArP Bullet Module++ (to cancel out the negative ArP of the Soft-Point)
-ArP Module 3 (can switch with Soft-Point Bullet if damage is your preference)
-Fire/Frost Module 3 (for armor melting)
also the 3 explosion cores you can get from the Howitzer B1 fusions

This should give you a damage of 1540 and armor penetration of 84.
You get 1960 damage and 70 penetration with the soft-point bullet 2 instead of the ArP Module 3, this will help with the splitter cores that boost chances for every 100 damage.

The -50% Shield damage isn't too much of a concern when you have multiple shells landing on target, just be sure to crouch to control the recoil/spread from sending a wall of bullets at the enemy. You could also remove the explosion module and use the energetic bullet to get a +50% shield damage, and use the last 3 fusion slots for what ever suits your play style.

Ultimately, I think it comes down to getting lead down range with the ability to penetrate armor. The dual Light Sniper M45s can get up to around 20,000 DPS in the training ground at long range (no enemy buffs) or around 3,500 DPS (all enemy buffs set to 100).

The Rapid-Firing Gun W1m can also do what the Light Sniper M45 does, if not slightly better as you can trade the differential for ammo or reload modules for more DPS. With more or less the same set up you can get 1530 damage and 122 penetration. In the training ground the RFG W1m can get 30-40K DPS with no enemy buffs (got around 90K with a bit of luck as the Quick Reload Core triggered a few times in a row) or around 5-6K with all the enemy buffs set to max. Of course, this is dual wielding the RFG-W1m with a pilot with their stats fully maxed out.
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