EARTH DEFENSE FORCE 6

EARTH DEFENSE FORCE 6

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Reffy Aug 31, 2024 @ 3:00pm
Mission 146 tips?
I cleared all missions on hard except this one. Normal is fine, but on hard, especially with more people, everything has so much hp.

Do you have to kill the cannons over and over, or do you just have to turtle up and hope for the best?
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Showing 1-8 of 8 comments
Plumber Aug 31, 2024 @ 3:10pm 
kill the cannons closest to you to create space; Ranger/AR should carry enough healing/vehicles to survive the second/explosive cannon phase while WD/Fencer should be prepared to run from building to building for cover as they destroyed.

It isn't possible to burst the spinel down because the damage is capped while the story dialogue is playing, but the faster you can make headway on the cannons, the easier it is to survive.
ForeverZero Aug 31, 2024 @ 3:31pm 
My tactic has usually been to hang out on the side and slowly work my way around dealing with one cannon arm at a time and creating space as I go. Depending on your class the weapons will vary, but it is all about strong long range options. Stand out recommendation for the Air Raider, Spritefall or Bulge Laser do some serious work in this mission, just target the base of each arm and want the thing shrink as pieces break.
Velmoria Aug 31, 2024 @ 6:04pm 
Only beaten it on Hard as Fencer, honestly not much to do aside waiting it get close enough for my 1200 range HandCannon to even reach it.
Pawnstar Aug 31, 2024 @ 8:49pm 
Originally posted by Reffy:
I cleared all missions on hard except this one. Normal is fine, but on hard, especially with more people, everything has so much hp.

Do you have to kill the cannons over and over, or do you just have to turtle up and hope for the best?
As with previous games, final missions require a long range weapon. Long meaning very long. You are looking at Lysander and Bolt Shooter/Raijin long in these final missions.

Switch 1: Nothing special, just clear drones along the way to spawn some medkits.

Switch 2: You can actually run ahead to the next switch while they are talking, but the switch remains invulnerable for quite a bit of time until. Have the Storm team cover you while you take down the Time Ships, tentacles and mobs. For this round, you can safely destroy the two tentacles completely. The tri-prong attack by the submarine carriers are not important triggers and do nothing meaningful to help you, so you can actually progress ahead before they attack.

Spinel: The tentacles must be destroyed piece by piece. Even if you skip ahead, the broken-off pieces will join up with the remaining stump like magnets. However, do leave the final one or two pieces of a tentacle alone. This limits their offensive power. If you destroy the entire tentacle including the base of the tentacle, a new one will respawn in a couple minutes, forcing you to face the large cannons again.

The cannons do have map-wide range, but it will be wise if you retreat to one corner of the map and deal with the ones closest to you. The most destructive projectiles are very slow and you can, at least, see the faraway ones coming and move away, or use buildings as one-time shields.

Attack the Spinel whenever you have the chance, or you can wait till you leave all tentacles with a single piece before going for the Spinel (and looting).

Storm Team can revive once during this mission, much like Mission 145.
Last edited by Pawnstar; Aug 31, 2024 @ 8:57pm
Honorable_D Aug 31, 2024 @ 10:21pm 
That is the ring mission, ya? Last time I did it we killed the green cannon tips (which seemed to stop the dangerous blue lasers) and then ignored the rest of the cannon tentacles.
KingOfFriedChicken Aug 31, 2024 @ 10:47pm 
Originally posted by Honorable_D:
That is the ring mission, ya? Last time I did it we killed the green cannon tips (which seemed to stop the dangerous blue lasers) and then ignored the rest of the cannon tentacles.

Yeah all missions those green tips are a must go lol they silly 🤣
Kill the tips of the cannons. They drop a ton of boxes and typically do the most damage. Everything else is ignorable and will despawn when you deal enough damage to the spinel.

Do not save the tip for last. When I was playing Air Raider, I found this out the hard way by calling a spritefall onto the base of the cannon. I took out all of the cannon parts except for the tip. It turns out when those green tips are the only cannon part left, their blue flames have 100% accuracy. My friend and I died very painfully after realizing that. Always go for the tips first before destroying the cannon parts behind it. It will grow more accurate the less cannon parts there are that make it wave around.
Last edited by The Grand Mugwump; Sep 1, 2024 @ 1:45am
Reffy Sep 1, 2024 @ 2:23pm 
Thanks all for the info.
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Date Posted: Aug 31, 2024 @ 3:00pm
Posts: 8