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I thought of these as more of a situational crowd control to be honest.
Yuck. Without question the weapon type I used the most in the entire franchise.
Air Raider definitely gonna be my most neglected class. The one I only play when I'm either at 70% already, or fate has decided I'm replaying this damn level/difficulty four times before completing the important medals.
I also hear the comically giant missiles can only be used on this or that mission. That was probably the only Air Raider thing I was actually looking forward to.
I feel like maybe they were trying to balance not against the sudden ability to not be a 5th wheel underground, but the unlikely scenario that all four players are Air Raiders and credits are flowing nonstop all around. Either way, heck of a thing, making the least popular class less popular.
You'll of course need to translate it to English and then navigate to the class sections. I glossed over a lot of minor changes and didn't even mention all the new weapons so defs hit it up if you want the details.
The dedicated support slot also has some downsides in that it is no longer possible to bring multiple support items. For example, you can no longer bring a shield bunker and a life vendor. You can no longer bring a power zone and defense zone. Now, you can only bring ONE support item type at a time.
TLDR: Devs added drones which are cool and handy but then turned around and massively nerfed the other parts of the Air Raiders kit, thinking it was needed for balance.
I always dealt with bee heavy missions by bring dual HAIL missiles and then another set for mobility such as Spine Driver and Dexter Shotgun. The Spine Driver generally had enough range and damage to 1-shot a bee and you could use that set to dashboost around if you started to get swarmed. Keep dumping missiles into them while staying mobile with the other set and you'd make it. I agree though, I always hated seeing bees as Fencer.
Fencer has not been nerfed, just readjusted. Fencer lost armor but made up for it with mobility increases. Without Support equipment your mobility is doubled at 2-2 for dashes and boost jumps. At item level 1 and item level 2 you find the 4 dash and 4 boost jump support equipments, allowing you to have end of hard mode mobility from the start.
There is also the introduction of new types of support equipment for the class allowing you to swap the mobility modules of a weapon. (Such as a shotgun with a dash or a spine driver with a boost jump) If you use both of the module replacers of dash and boost jump you can actually have both while wielding a shield or a weapon with a zoom module in the other hand. (if the jp wiki is to be believed).
Let's be honest, fencer after a certain point needs the boatload of armor he gets the LEAST out of the four classes. And since EDF 6 is giving us solid mobility from the start, fencers will dominate like always. We're still the overpowered class through and through.
Plus our CC piercers got buffed, our strongest category.