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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.
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.
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.
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.
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.
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.