EARTH DEFENSE FORCE 6

EARTH DEFENSE FORCE 6

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any diver advice?
so playing some diver and nothing really sticks for me are there any learning how to diver weapons?
currently im using a spark lance, mag blaster, and the trap (there a hoard pop the trap and start sparking, and mag for range though im not a fan of its weakening)
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Showing 1-15 of 17 comments
Unato Jul 30, 2024 @ 5:35am 
Use a phalanx, they're op. Then the mid range electric bows or whatever. Biggest core you got. Don't fly high too much, but do fly enough to dash around to keep your altitude. Jumping and dashing is basically free movement while being energy positive. You're the class that can run around a lot, so dying is a skill issue most of the time (like fencer). Oh, and loot all the loot, all the time.
darkblade Jul 30, 2024 @ 5:44am 
If you want damage use the phalanx the most broken weapon in the game, you dont have a lot of range but big damage
The rapier is like the phalanx bjt with lower damage and range but it got a mag so you dont need to charge it
Lances are weak compared to edf 5 they do good damage even at mid range but cost way too mutch energy
I dont realy use blasters but if the max ammo is under 60% you should reload because less ammo = less range and power
Lightling bow and crossbow, the first is realy great when you need a weapon that can stagger enemys with low charge up and energy cost it got nerfed but its still ok
The second is better at range and better for 1 enemy at the time
Long range weapons: the monster is good if you need to fight at long range, the riujin or what is called is also great for that the con side is that they use a lot of energy, best to use with a low energy weapon as your secondary
Plasam weapons are like rocket launchers i think they are realy strong in this game, good energy cost good range ok damage and a big explosion radius the only downside you need a few meters distance between you and the enemy otherwise you blow yourself up.
Homing weapons are the best vs bees or tadpoles in the game but i dont use them that often.

As for support weapons the only thing i used until now is the spear, it deals so mutch damage in a short ammount of time its just great.

My go to loadout is phalanx, lightling bow or plasma cannon depends if i need range or explosions, and the spear as support item

How you play, hard to explain that in text only, dont fly too mutch and dont let your energy bar get to 0 or your most of the time dead, you need to know when to recharge energy, somtimes its better to empty it and get the emergency recharge but only do that when your save.

Put your dash to right mouse because you need to spam it.
Because most of the cores have a higher recharge rate then boost consumption rate you get energy back even if you spam it.
The best way to get arround with no enemys is when you hop for 0.5 sec in the air just to be off the ground then boost then land, do this over and over again and you get from point a to b realy fast with no energy cost

And use the dash to evade enemy attacks all of the time if you only fly they shoot you down ez

Dont use 2 weapons with high energy cost, use the right cores and get a feeling when its save to recharge your energy or reload your weapons

If you are the last one alive try to bait the enemys away from your dead team and then fly back to get them up
And as a WD your 2nd job is the get all the boxes
Last edited by darkblade; Jul 30, 2024 @ 5:57am
Phalanx is op in short range
I've enjoyed the mag blasters this game around, you can hold a charge on it and fly around while shooting. Best to reload before 50% so you spend less energy on it and keep its damage highest (damage and range shrink with current capacity)
Then I usually take Big Plasma Cannon for AoE

Pulsar Spear is my absolute favorite special weapon but the shields can be very useful if you need to land and reload a high cost weapon.

Thunder crossbow has some great variations that is good at keeping large groups of enemies mostly controlled.

Sometimes it unfortunately comes down to what items you have access to, I've been steamrolling the game with the current highest damage/long enough range mag blaster, big plasma cannon, pulsar spear.

Focus on being able to move away from enemies when needed over spending your entire jetpack flying around enemies shooting them.

Intentionally running out of energy so you can use the emergency charge to fill up faster is another good idea, which is where using the longest duration shield comes into play.
Calsetes Jul 30, 2024 @ 7:12am 
I've been using the starter Rapier and only recently started using the Rapier D to replace it as my primary weapon, and I'm on mission 50 in normal difficulty. For my secondary it's been whatever I think I'll need mission-specific - something like a plasma cannon or a laser rifle for long-range stuff like the "ring ship" missions, a mag destroyer or something if I need to shoot bombs on grenadiers, etc.

A Rapier works wonders when you get swarmed, I think.
I like to use Rapier or Destroyer Blaster for my main damage weapon, heavy plasma for my nuke and saber to slice off squid legs or face tank a horde of ants or spiders or fly around like some sort of space ninja swatting drones out of the air. Saber is the best thing they added to the wingdiver hands down. And i also gravitate to cores that let me stay in the air almost indefinitely as long as i dont reload too much past 60%
Last edited by Bananaman of Azkaban; Jul 30, 2024 @ 8:23am
kknd Jul 30, 2024 @ 8:27am 
The following is my experience. I'm playing normal because I'm that kind of silly.

Lightning Bow: Best generalist weapon available. The first ones have 125 meter range, but later ones have 180, but both can reach wasps. For a tiny cost in energy, you shoot for a long time, dealing shockingly good damage with enormous CC ability. Better yet, if you only charge for an instant, you get a shotgun blast of lightning. Plus, the bolts can bounce, which lets you teach the shield using squids to dance.

Lightning Crossbow: Surprisingly, the longer range (250 meters) and the arcing blast of lightning makes them primo for fighting the shield using squids mentioned before, as well as a solid longer range option verses harder targets like Cosmonots and armored frogs humanoids. It can open up the armor on larger Androids as well.

Closed Beam: The only viable long range option I had for most of the game. (and I mean LONG, as in more than 800 meters range, sniping ships and turrets on mobile fortresses.) It's not the best option out there, but it's the best I've had for a LONG time. Best called 'serviceable'.

Mag Beams: I've come to appreciate them as an actual mid range option, pinpoint damage and the partial reload mechanic saving you energy on the magazine combine to give it a role in both longer range marksman work and killing the damn burrowing clam bots. (Hi Cyberdisk, nice to see you still getting work, you alien scum.)

Mag Beam Shotguns: An interesting take on the Mag Beam tech, I've rarely had ones good enough to make much use of, but the whole 'it loses number of beams per spray rather than damage/range as mag depletes' is neat. The one time I had a level appropriate one and a tunnel mission it worked pretty well.

Rapier: Remains the best answer to a lot of tough targets. Jet to close range then rip them a new one without needing to stop or burning energy during the fight. Quite literally nothing matches the sheer DPS that isn't just a Rapier with a mod, utterly nuts how effective it is. But it isn't without risk, since you do need to be in literal melee range.

Phalanx: Loses out to the Rapier for rush attacks because it doesn't have an energy magazine, but the concentrated firepower is pretty unmatched, letting you rip and tear fishmen and small but tough targets apart, even having 90 meters of reach so it's not utterly point blank required to hit them.

Monster: Faces an enemy design problem, it's not actually instant burst of damage means shield squid just block it and it's horrifyingly energy starved. The prototype actually paritally gets around that via the scatter, weirdly enough.

Bolt Guns: The idea of a lightning bolt sniper is cool. The execution is disgustingly bad. WAY too energy intensive, low range for a long range weapon (600-800 meters? Really!?) slow rate of fire and some deviation in the multiple bolts has thoroughly turned me away from these boondoggles.

Lances: The Dragon Lance series has been the winner here so far, though the long range version isn't bad. But it takes a while before the Dragon ones have enough range to really do their job IMO. (Annihilating Deroys and other hard targets in a single shot.) To be fair, the double shot lance wasn't bad for a little while, but rapidly got outmoded by better lance models.

Reflect Laser: A weird but not bad weapon, intended for tunnel fighting but with a surprisingly long range for a tunnel fighting tool.

All the Mag Pulse weapons: Universally proven to be trash in general, with their ideal use case (mowing down a tunnel full of enemies) done nearly as well by the Lightning Bow, Spinal Beam (thanks to it's penetration), Rapier or Phalanx. Self damage risk, high energy costs, slow fire rate for most and awkward targeting on the multiple spray versions.

Basic Plasma: Too middle of the road for me, with some odd projectile mechanics that screw with my aim while I'm moving fast, which is basically all the time.

Big Plasma: Actually can put in work, 7k+ damage with a huge aoe can result in 40k+ damage in a shot, and a charged shot will stagger essentially anything... too much of an energy hog to be practical most of the time, but the range is impressive.

Falling Plasma: Too finicky and energy hungry to bother with for me, it's the worst of both basic and Big plasma put together and amplified.

Stardust: A surprisingly viable option for some jobs, like tunnel clearing or hordes of wasps (especially both) that has reasonable energy economy. Weirdly long effective range for the pellets.

Repeating Plasma: The 3 round plasma, with solid stars on it, shocked me. 300 plus damage per round, inexpensive to charge, quick to charge, nearly 3k meters range(!) Projectile speed that's solid for it's distance. If you need a long range option to kill fortifications, ships or anything that can't dodge out of the way, this is an impressively good option.

Sparkvines: Essentially energy magazine style Lightning weapons. A solid alternative 'low energy' option for the generalist Lightning Bow role... but too short ranged to deal with wasps. Does the Lightning Crossbow thing of getting around shields by hitting multiple places at once.

Spinal Beam: A weird little tunnel fighting weapon, since it penetrates anything that's not terrain to deal damage to everything out to it's range limit at once, letting you blast enemies through clogs of attack blocking bodies and rip through multiple at once.

Mirages: Massively energy intensive, poor damage, limited range, slow projectile speeds. Pick at least 3 of the above. There simply aren't targets hard enough to hit to be worth it, if I need Wasps killed, I usually have a bug zapper on hand. (Lightning Bow.)

Energyless weapons:
Pulse Spear: The single best energy less option out there, able to assassinate hard targets and rip into big monsters for insane damage and hard CC for a moment, but with a tiny cooldown. (warning, beware walking into it.)

Beam Saber: Actually kind of neat, but at this range you likely have a Rapier or Phalanx to use instead.

Shields: The ones you can't shoot through can have 100% uptime, and for the times you simply need to not eat acid spray or plasma breath, that's worth the slot.

Mag Lines: A neat idea with fumbling execution, can't friendly fire but didn't do enough damage to get the job of 'close this area off for enemies' done.

Homing Grenades: Kind of weird, basically an energy and lock on free Mirage shot on a fairly short cooldown. Has all the problems of Mirage weapons other than those.

Super Weapons: But I have Pulse Spear. To be fair, the homing spam can be surprisingly good vs flying squid, and the AA version of the dispursion weapon can be great in a couple of 'oh god all the drones' missions.

Cores:
The loading cores ended up being my go to a lot of the time. 10% less flight speed and somewhat poor energy efficiency in flight/dashes isn't fun to give up. But the sheer amount of energy to work with makes up for it. The double speed forward dash core sounds great, but each dash in any direction eats 2x as much energy as for comparable cores. If I need mobility, the latest 'regular' core is going to do the job better.

Conclusion:
With a Lightning Bow, I can kill most things in the game effectively. It's essentially never leaving my first weapon slot and I've made peace with that.
Second slot weapons depend on needs, but when I don't know the need? Long Range, so Closed Beam or burst Plasma now that I've got a good one. (Heavily favoring Closed Beam.) For tunnel fighting, I'll often go for a Rapier or Phalanx.
As I'm basically always carrying a Pulse Spear, big beefy targets like big androids, cyclopses and Kaiju (or fishmen) don't need a dedicated tool to kill in the second slot.:raven:
Raymond Jul 30, 2024 @ 8:35am 
don't listen to people who still stuck their head in EDF 5 meta. Phalanx and rapier actually pretty mid in EDF 6, sabers are just better than any of the short range weapons in every way. Mag blaster are top tier choice in every situation.
Luminous/harmonic shield are also absolute banger, and they basically solve all wing diver's energy management issue. Energy demanding range loadout with monster, loading/rush core is now very possible and very disgustingly op with those shields.
Triad Orion Jul 30, 2024 @ 8:36am 
This post got a lot longer than I thought it would, so I apologize for getting wordy. I do hope that it gives you a better idea how weapons work though.

The Mag Blaster you already have is a solid all-arounder weapon that usually won't let you down. Just make sure you top it up before your ammo count dips below 50%. It'll almost never be the *best* weapon in a situation, but it works against just about everything. There's a certain Android you'll run into though, that this weapon truly shines against given its perfect accuracy and sustained fire. The range this weapon possesses makes it one of the "safest" Wing Diver weapons to use. If you're in doubt, a good Mag Blaster is a reasonable choice to carry, but don't expect it to give you the best DPS.

The Phalanx has been covered pretty heavily here, and yeah, it's pretty disgusting. I'm personally fond of the W variants which make the spread on it be completely horizontal. These weapons are great for tearing apart high durability targets, including teleportation anchors. The only problem with the Phalanx is having to charge every shot. This is where the Rapier makes a pretty nice alternative, having a tank of energy you can use while recharging or allowing you to keep your flight mobility. Phalanx builds tend toward hitting and running or kiting while doing devastating DPS, and Rapiers generally let you fly into a swarm and shred them like a weed whacker. Rapiers are easier to use, in my opinion, but Phalanxes do so much damage that once you know what you're doing is often the melee weapon of choice for Wing Divers.

The first variant of the Thunder Crossbow is a little disappointing, but the second version you get is significantly better. It's decent at taking out single targets at mid range, particularly fliers like bees or drones of all types. You can also use it against Frogmen, Androids, and Grenadiers with good aim. I find it a very reliable weapon for unknown circumstances, but it falters against the heaviest foes like Armored Aliens or Large Androids. Use your Rapier, Phalanx, or Lance weapons for those, unless you're unable to close the gap. I love this weapon, personally.

Lightning Bows are great CC, given the lightning has a good chance at hitstunning swarms of enemies and locking them down. They're also just plain fun and reasonably versatile. It's really hard to explain how to use this weapon well because once you get hands on with them, you generally get a feel for them pretty quick in my experience. They deal sustained damage and stun, they shoot out reasonably far, and are overall well rounded. Don't use it against heavily armored targets as much, because the stun might not work as well, and the damage won't really keep up.

On lower difficulties, don't underestimate the Plasma Machine Guns either. They take a ton of energy, so you pretty much have to have a full core to max charge them, but they have decent range, great longevity, and great hitstun. Their damage is a little lacking, so your time to kill isn't impressive, but spraying it into a group can hold them back, and you can stay further away from danger if your armor's in a bad state. The caveat is you pretty much need to stay on the ground with them, which can sometimes be trouble. Also fortunately, the PMG's AoE splash damage can't hurt allies in EDF6! But it can hurt *you*, so don't shoot it at something at your face. Find a building or vantage point and shoot down with this weapon for best results.

Plasma Launchers are... well, a weird hybrid of a rocket or grenade launcher. They work best from elevated positions or in flight, but tend to be a bit energy hungry. Their effect on softer targets is pretty undeniable, but their projectile speed leaves something to be desired in a lot of cases. They're a decent ranged option, and the Plasma Big Cannon can have a radius significant enough to punish clusters of ground enemies pretty reliably. I confess to not using them that often, because they're not really my style, but you might find one you can really make work.

Your major long range options are your Closed Lasers and Bolt Shooters. I see a lot of praise for Bolt Shooters, but I find the early ones disappointing. The later ones are probably much better, based on this praise, but I haven't found one yet. The Closed Laser is a lot like the Mag Blaster, though it doesn't have a tank. I like the Closed Laser, but its DPS can be a little disappointing for its energy cost. However, it's very reliable in that it's just a spicy laser pointer against slower or stationary targets and it lets you stay well out of harm's range, and it works well against Teleportation Ships that are a mile in the air.

Also, never underestimate your backpack plasma grenades or energy spears. The energy spears if aimed well can devastate Alien Infantry of various stripes almost for free. Just do not move in front of where you throw them! That's a ticket to painville. Plasma grenades do well at keeping ants out of your face on the ground while you're loading, or if you don't want to fire off a charged volley at a single foe. My personal favorite backpack weapon though is the Handy Saber, which is a great pick for a build focusing on medium range. The Saber can mulch low-level foes with ease, and can even punish mid-tier enemies reliably. I've had a ton of fun cutting down green ants just standing on the ground and swinging the sword like I was Zero from Mega Man X. If you're more daring, you can fly in and dice up Frogs and Androids, and even certain other threatening enemies in the game that are begging to get their arms cut off. The Handy Saber rules.

That said, do not underestimate your Light Shields either. There are going to be times when enemies just start lighting up your location with ranged fire or acid and the shield can and will save your life. Throwing one of those up when you're recharging or in the open with no cover can make the difference between escaping alive and kissing the pavement. If you're under pressure, especially low on flight energy or in emergency recharge, throw up your shield to give yourself any amount of precious cover you can. These are great get-out-of-jail-free cards for less experienced Divers. Just be careful with them around Rangers packing explosive weapons like rockets or grenade launchers. Your shield will block their shots and the splash might disagree with you.

Again, sorry for the long write up. The real trick is building your Wing Diver arsenal to cover specific needs and using it effectively. Remember: hitting and running is life, and don't be afraid to use an Emergency Recharge if you're in a safe spot to get your energy back. You do your best work at short range, and sometimes at medium. Be bold but smart, and flank around foes when you're able to. You have the mobility to do it. Good luck, fellow Diver.
Nepnep Jul 30, 2024 @ 9:06am 
Phalanx. Slot 1. Almost forever. Its good enough for swarms. It melts tanky enemies. It has enough range to not worry about Grenadiers too much. You may switch it out for missions to with only drones long range bolt weapons.

Against distant enemies, Long range bolt weapons is the priority since you usually get tanky and not tanky fliers. If its primarily hordes you are worried about. The Mirage series from homing weapons is good.

If you are ONLY dealing with fliers, just get both.

Mag laser is a decent in-between

Core: The best you got, aside from the one that reduces flying ability.

Backpack. The painful lasers, most of the time. Just be careful not to kill yourself. The damage is really really high. If you don't use a Phalanx or rapier, its likely your next best damage dealer. Cooldown is also fast.

The grenade is convenient if you are fighting eggs and breaking frog parts. Others are useful only in very specific instances you normally don't find yourself in (or otherwise don't want to)

Sword is good for melee crowds of ants (which i normally deal with a short range gun so its obsolete). The damage is also decent enough for single target(but otherwise lose to laser which have more range)

It IS however extremely useful in one mission where a bunch of teleporting pylons appear in a cave, and lots of ants.


Other notable weapons.
Rapier is good like Phalanx and doesn't need to charge but the energy cost for when you reload is kind of heavy. I prefer charging and waiting for my tank to fill up before charging in.

Closed Laser. Pretty much your only other long range options. People praise the Bolt Shooter not so much because its godly good. It's because Closed Laser's damage is pathetic for the energy cost. The time you take to kill something with it is way too long. Long enough for everything else to start attacking you. There is also Monster Laser. Its basically Closed Laser if the dmg all comes out at once. Making it painful but energy cost is equally painful.

Spark Vine. Close range AoE weapon for clearing caves full of ants. If you know where the spawn point is, you can even fly up to it and wipe out a whole horde in about 5 shots (and only because they don't spawn all at once) Then all the crates is right in front of you. And it would feel good looting it all at once. Single target dmg is not that great though so don't expect to melt tanky enemies with it. Recommended in caves, or if you know you won't need a long range weapon.

The bows (crossbow and regular thunder bows) are the middle range options. I can't remember which but one is more rapid fire and the other is more one-shot crowd control. They are decent weapons for mid range but I usually find myself "too far away" for it to work. Or too near for short range weapons to be more efficient.

Shield. Yes. It can save your life. But i prefer killing things fast enough for them to not shoot at you entirely.

Plasma Cannon. Most of them aren't... that great. Energy cost is quite high. Damage is decent and splashes. But its more of a mortar. Aiming it is not so good. You would want to be somewhere high to begin with and it destroys buildings. (which are great for cover, or avoiding hordes)

There is one that does 7k+ dmg on Hard mode (with a energy cost so painful you'd empty probably your entire tank and still need more). Its a good Plasma cannon for one mission with sleeping red drones. You can one shot them before they wake up. And probably skip some dialogue of your soldier buddies freaking out.

Stardust Cannon. Explosive shotgun. Painful at close range but otherwise lose to Phalanx. Useful for killing hordes of bees if you are not into homing weapons.
Last edited by Nepnep; Jul 30, 2024 @ 9:34am
Caz Jul 30, 2024 @ 9:45am 
I need to state beforehand: I play exclusively “Online Solo”, which means the enemies are tuned for four players. Even on OS Normal, enemies are tougher than Offline Hard. So my weapon choices, rankings, and strategies are based around that style and level of play.

A good all around loadout that will cover all your needs in all but underground missions is -
Phalanx line of weapons as the main weapon. Get used to this weapon, its range, damage drop off, charge time and amount. Mastering this will see you to victory
Any weapon from the Long Range category (Closed Laser line is good for extreme range and selective pulling). This category also makes dealing with any flying enemies your Phalanx can’t reach a lot easier
Gleipnir line for backpack. Its homing aspect lets you fire and forget. It also is great on Kruul since they prioritize the projectiles from the Gleipnir over your attacks.

Good backups -
Rapier absolutely rips targets to shreds, but it’s very high risk due to its very short range (30 compared to Phalanx’s 90). It’s also great for tunnels due to its wide area of attack
Rapid Mirage for early game can make dealing with flyers very easy. Geist is great if you have enemies that like to move away from you (such as drones or that ffffuuuu “bird”). Geist’s projectiles have seemingly indefinite lifespan until they hit or the target dies
Dragoon Lance is solid if you can master it. I’m not good with it, but a friend is and he pulls off tricks I can’t even get close to doing. It also is great for missions where the enemy lumps up into a group, allowing you to hit dozens at once for very high burst damage. Similar to Rapier, it’s very high risk to get the most out of it since its damage drop off is so severe

I’m not really a fan of the bows until the late game Raijin line. They do decent damage, but it’s easy to manage distance from target with Phalanx, which gives much higher damage output. They look cool AF, tho
Pulse weapons are pretty meh all around, sadly. I haven’t found a situation where they would shine, especially since there’s better weapons
Plasma weapons can be insanely fun and offer some great utility on city maps. If you want to clear buildings, these are your go to. And some missions are easier when you’re not fighting with buildings AND the enemy

Wing Diver has a great kit to choose from, though some of their weapons really stand above the others. Your main weapon is where you’ll feel the most “restricted” for options.
Craig Jul 30, 2024 @ 10:05am 
When you're running at 1/4th of your energy and cannot stop refill or replenish ascend as high as possible and it let go red. The emergency charge will fill you half up to full by the time you're on ground dash.
C1REX Jul 30, 2024 @ 10:56am 
starter phalanx is crazy strong. It can take the most tanky enemies and teleportation pilons and ships in few seconds.
You just need to be very careful and smart with your energy and low armour.
Others gave the most important tips about movement. So you mostly just jump > dash > jump > dash or fly high, rest on a high building and then keep dashing for the best energy efficiency.
Maespa Jul 30, 2024 @ 11:47am 
If you need to get around the map, the fastest way is to jump and dash. Flying sucks a LOT of energy so the biggest tip I can give is to avoid holding the space bar if there are enemies nearby. You rarely want to be -gaining- much altitude in combat, because you'll run out of energy much faster, putting you in a bad position. Briefly pressing space to hover is doable, though, and will let you get up close to tall enemies or hover above a crowd to make the most of weapons like the phalanx or rapier.

If you're near a crowd when your energy turns yellow, it's time to to dash back to safety and recharge, landing on a building if you can, assuming the air raider hasn't destroyed them all. I usually empty out my energy here if I think it's safe to, since when you completely run out of energy, your core recharges twice as fast.

I start each mission by holding M1 to charge up my weapon and flying to the top of the tallest building I can, then letting my energy completely deplete so I can refill to full faster. That way I'm starting with full energy with lots of altitude. When I first started playing Wing Diver, I'd take the rapier and 1 other weapon I haven't tried yet. The rapier's a solid backup in most situations (except drones) if the one you're experimenting with turns out to be a dud.
Honorable_D Jul 30, 2024 @ 1:12pm 
Pulsar Spears and Handy Sabers are huge new additions that are very powerful in her backpack slot. The Pulsar Spear M4, which you can get during Hard difficulty, is a super weapon that does nearly 20,000 damage every 5 seconds when fully upgraded—amazing!
YukoValis Jul 30, 2024 @ 3:02pm 
I'm a short range in their face kind of diver. I prefer the vine/whip weapons to break hordes. I use the bolt gun for when I need a bit of range, but not to the point I rely on them. For my super I go with the electromagnetic traps.

My most important tip with wing diver is learn how to dash. Flying and dashing to the side will save your life. Learn how to fly a bit up and then float down sideways to recover energy. Also when you dash you get a small circle of pick up range. So practice flying to loot and dashing just above the ground to get them.
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Date Posted: Jul 30, 2024 @ 5:28am
Posts: 17