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#2 Wing diver = Has the best explosive firepower, but is easily killed when landed.
#3 Fencer = Mini guns, mini guns, rocket launchers, gun that shoots swords, but horrible mobility.
#4 Soldier: just all rounder.
Horrible mobility? What?
They're literally able to outsprint a Wing Diver on a long straight-away and can do it infinitely without recharging. Also, their miniguns aren't that good, I get more use out of dual Gallic cannons that have a much longer range to deal with Hectors, Air swarms, Bosses, Ground swarms, just about everything you want to kill at range.
#2 - Ranger: Generic, but reliable.
#3 - Fencer: Fun, but needs a protective ring of idiots for the more powerful gear.
#4 - Air Raider: Fights like a chihuahua, has the utility of an broken accordion. Not fun to play.
#2 Ranger - Reliable but dull workhorse. Has an answer for everything and an overall good choice of weapons.
#3 Air raider - Extremly dependant on the Credit Generation of his team, if well fed and played can become a game changer.
#4 Fencer - Dependant on Exploit to move around, blocking 50% of his weapon choices and hence nullifying one of his supposedly advantages. His weapons are all pretty much specialized so he will perform good in that area yet suck at many others.
Is it really an exploit if the designer has kept it in their last 3 games and left the mechanic unchanged?
It's even marked as an advanced character because of animation cancelling and the techniques required to play it well.
I'd call it an exploit if wave-dashing was unintentional, but after this long of repeatedly allowing it, I'm pretty sure it's intentional.
#1 Ranger: Consistant and is capable of handling all situations. No weaknesses. The best at dealing with flying enemies.
#2 Wing Diver [Pale Rider]: Escape artist, Is great at taking down grounded bosses with a rapier and she is really good in underground missions and can keep groups of enemies under control however, she is not good against flying enemies. Enjoyable arsenal
#3 Fencer: Thrust [even in it's basic form] is great for evading projectiles and is great for mobillity. Awful with flying enemies. Great single target damage. Not good with large crowds even with AoE gear and suffers at range too. A fun class though.
#4 Air Raider: I like this role a lot. I find him the most enjoyable to play but, if you mess up and lose the machine you requested and lack credits for another one, you might as well restart the mission. Sure AI can contribute to funding your equipment but in certain situations, that sometimes isn't enough.
It's a feature. :D
Ok. To this and anyone else who thinks fencer is "slow" or has problems out running enemies.
https://www.youtube.com/watch?v=xvPnCC4EpmI
Not my video.
There's an example, you can also combine a melee weapon with a cannon weapon to still have good enough mobility and long range together, so you can take down dropships while a lot of ♥♥♥♥ is chasing you for example or running circles around enemies and killing them long as your map awareness is good.
Miniguns are ♥♥♥♥ tho yes.
And Javelins are of dubious quality. Most poeple only use them for they have the fastest cancel, not because they are any usefull.
Thank you for posting this. Someone else who is talking from experience, finally.
Fencer mobility is probably slightly above Wing Diver, not that it counts for much. When you hit Inferno difficulty bullet-hell, I imagine dodging 90% of the shots coming your way doesn't matter when the few that hit you still wreck your HP.
My tier list from what I've seen and experienced: Air Raider , Wing Diver, Fencer, Ranger.
In that order, if played correctly. Only a few missions where I would rate Air raiders as weaker when they get put immediately in the thick of it with no prep time.
Ranger doesn't get enough firepower for his horrendous mobility.
Basically it just shows that you can cancle with a melee attack and in a perfect world, where there is only one enemy type you perfectly counter it works.
Still the point stand that you either use that "bug" or "feature" or you dont do anything. Given that this game nowhere officially explains this technique you can guess how most fencers perform.
And then, even for this trade off, the second weapon set is hardly worth it to bring a fencer in the first place.
If you realy want those cannons damage just pick an Air Raider and energy-feed the Diver.
Wing Divers are versatile with their mobility and ability to bring some heavy hitting weapons to the field
Fencers, bringing even bigger guns are some of the most mobile characters in the game with the right hands.
Rangers, a weapon for every need.
screw your tier lists.
For example, Ranger is only as boring as all the times you are not wishing you had one of his weapons at the moment. They might not be as fancy, but, ESPECIALLY in Solo, I keep finding myself wishing for Rocket launchers once dropships or other distant hard targets show up.
If I want to bring down a dropship from the opposite side of the map with the other classes, or often even be able to hit them at all, I have to give up their FUN (for me) equipment to do it. Even if I could murder everything the spit out for eternity without dying before they can even attack, mission won't end.
Meanwhile, in cave missions my favorite is no "touch close combat guy" Fencer, but the "Fragile Jetpack class" Wing Diver. Because **** yeah laser blenders and lightning shotguns!