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I got this game on PS4, and I'm very close to completing it. I just need to S-rank five more stages and then I'll get the Platinum trophy. But otherwise, I have all the weapon classes maxed out as well as all the special unlockable weapons (meaning I've done speedruns, limited ammo runs, limited damage runs, etc.).
Handguns - I definitely found them to be garbage. That said, two of the special unlockable weapons are pretty neat. I really like the RAYG and the WRE-RH, though unlocking the latter can be exceptionally difficult, and by the time you get it, you're probably extremely close to completion.
Shotguns - I hear good things about the SG-RH, but it doesn't really do it for me. Shotguns as a whole are fairly useless, in my opinion. You may as well use machine guns for getting up close and personal.
Machine Guns - The best of the best. If you're not using machine guns, you're gimping yourself. Like you said, OP, the MG200 just breaks the game. And it only gets more broken with the GG-RH and the special G-BOW weapon. Twin MG200/ENs will also tear through stuff like tissue paper.
Assault Rifles - These actually start off pretty great. The problem is that they stagnate, and eventually they're completely outdone by machine guns. That said, however, the SG552/SB comes in handy during the Las Vegas mission. It's good for stunning the boss and keeping him in place as you unload with a machine gun.
Bazookas - Bazookas are badass, honestly. Easily my second favorite weapon type. The TWBZ-RH fires four rockets in a row. It may take a while to reload, but dual-wielding those suckers and firing them back and forth can wreck just about any opposition. The special MLS weapon is also pretty cool, though unfortunately you can't manufacture any. You only get one, and that's it.
Grenade Launchers - I haven't really played around with these enough to form an opinion on them yet, so I can't really say.
Missile Launchers - I prefer bazookas, to be honest, but missile launchers can be good in certain situations. I found them handy for hitting those bomber planes in Miami, for example. But I just find their fire rate to be too slow for my taste. Bazookas all the way.
Sniper Cannons - Oh dear god. Do not underestimate these. Lol. Max out this category and get your hands on the SC-RH, and watch as most bosses become like twenty times easier. It does a whopping 16000 damage per shot. And if you're put off by the reload time, here's a little tip: back out of the scope and then aim again, which will completely skip the reloading time. The battleship in Miami literally goes down in three shots (gaining you an achievement). Sniper cannons in general are much more useful when you have levels memorized and you're able to plan ahead.
Railguns - I haven't used these much. They're a lot more situational, I found, and they're generally not very good in heavy combat. That said, the RG-RH has been extremely useful in some situations. A few fully-charged shots takes the final boss down in no time, and I've found it useful in Las Vegas for the first three phases. It also took down the boss in New York in just one fully charged shot. Lol.
Multimissile Launchers - Like grenade launchers, I haven't really played around with them enough. But from what little I've used of them, they were pretty meh. It's a hassle to get them to do anything all that effective. But again, I gotta play around with them more.
Flamethrowers - Useless, from what I've played around with. They drain energy too quickly to do anything effective. Except for the special ELEPH gun. It's surprisingly powerful and can be fired for a long time. Enemies will fear the bubbles. But that said, if you like the ELEPH, just stick to machine guns, which serve the exact same purpose but better. Lmao.
All-in-all, I agree the weapon balance is pretty ♥♥♥♥♥♥♥. But man, this game's definitely great. Aside from the limited ammo run (uuuuugh), I've loved every moment of this game. As an American, I'm kind of insulted we didn't get this game back in 2004! Lmao.
Yeah, if you're willing to be patient they can put in serious work. A great example is with the Las Vegas fight with Richard - if you hit his first phase (the Slot Machine room) with a fully charged xx-RH (whatever the prefix is, I don't remember offhand) Railgun shot, which shoots out something like 5 big honkin' death projectiles in a stream, you can sometimes skip one or more of his later phases, including his equivalent to your Burst Mode phase where he hemorrhages projectiles and death at you when he hits low health.
I think the SC-RH sniper is still probably more practical in most situations, despite the mobility limitations, but if you're able to keep yourself charging and alive for the... 20-odd seconds it takes to get it to full, you can delete most anything you aim the something-RH railgun at. Part of the difficulty in justifying it is due to there being so few targets that necessitate it, I guess; outside of the New York boss(es) and Vegas Richard it's kinda hard to find a situation where you can safely charge for the amount of time required for the payoff to kick in AND still be in range to actually hit what you're aiming for (so Olajiwon is probably out) AND that fully charged volley won't be horrendously wasteful overkill (like using it on an M1 Abrams or Powered Armor mook). For all those other situations, the SC-RH winds up being the more practical choice, sadly.
Edit: Bah, didn't see the previous post year. "RISE FROM YOUR GRAVE!" - just like Altered Beast!
I was bored after being perma'ed from Warframe and decided that retro/old-games are the way to go.
HANDGUNS — LOL. The alien RAYG is like a narrowly focused shotgun (same range, crap spread, 700 damage per shot).
SHOTGUNS — Fun on FEVER! mode, but otherwise crap. Note that only the SG1 and ↑ will have multiple rounds chambered to fire. All other shotguns will require a reloading action (to simulate the pump action of most shotguns).
MACHINEGUNS — Just like the Special Machinegun category in KOEI's old Naval Ops series of games, max out this tech-tree and invest in the MG-200/EN (energy for hard targets) and MG-200-ST (live ammo version). Have 8 of both sets if you can afford to. Pairing machineguns will let you shred any enemy in range, including most bosses (exceptions abound).
ASSAULT RIFLES — The Kenosha Kid (slayer of pedophiles and felons) likes them, but I don't. The GameFAQs guy relies on the SG-552/SB (stun rifle) to stun-lock smaller bosses like Richard 'I'm Not Mike Pence' Hawk, but instead of a weak assault rifle (most of them top off at 310 damage per shot), I go with a second machinegun (G-BOW tops at 800 damage per shot; even the crappy MG-200/EN does 580 damage per shot).
BAZOOKAS — The M72A3/BU functions like a cheap grenade launcher (indeed, Murphagator uses them a lot in his 2014 Metal Wolf Chaos speedrun), but I'd keep developing the tech-tree to max to use the TW-RH (fires four rockets at once, immense kick-back, so watch your footing over water). I've only needed to use Bazookas against the Grand Canyon "boss" and the Space Station mecha-frogger. For everything else, there are machineguns in fire-linked pairs.
GRENADE LAUNCHERS — The GL-RH has the largest explosion radius and that comes in handy for unlocking some weapons (chain-combos, Rush combos, etc.). Everything else is Earth Defence Force 2017 level of garbage that isn't the Genocide Cannon.
MISSILE LAUNCHERS — Some models have S-ranked range (like the sniper cannons) but the draw distance of the game doesn't let you really use them well. That said, if you have issues with hitting missile-boat helicopters, you can try any of the missile launchers with S-rank ranges in tandem to kill them, or one of the SAM specialized missiles for a vertical targeting bracket (but that one lacks an S-rank range).
(2 SLOTS) SNIPER RIFLES / CANNONS — You may not need to manufacture any sniper rifle or sniper cannon until the SC-RH (the sniper weapon that does 16,000 damage per shot). You need any M24 (preferably a free one) to help destroy the hostage cages in the Beverly Hills level since that's one of the few weapons that can reach those cages on building rooftops. The SC-RH (maybe 2 of them, max) will be what you're using for the Low Ammunition Usage performance record on most stages.
(2 SLOTS) RAILGUNS — Capt. Most Panties' Metal Wolf Chaos XD Money Farming Guide on Steam tells you all you need to know about this category of weapon. The RG-RH (just one) was all I needed to manufacture to start the cash rolling (but I read ahead to plan ahead). The DRG railgun (unlocked by a low damage performance record) charges faster but does less damage.
(2 SLOTS) MULTI-MISSILES — Useless, except for the first one you get (for free). Once you unlock the machineguns and make enough, you will probably only use this weapon in FEVER! mode since ammunition is a problem.
(2 SLOTS) FLAMETHROWERS — It would've been better for you to invest in LEMONPARTY ♥♥♥♥ than this tech-tree. You may want to mess around with them on FEVER! mode.
MOBILE ARMOR STOMP — The mech stomp (jump and pound) is probably the best way to kill infantry, and environmental obstacles. If trees and signs are in your face (the camera), a jump & stomp may clear the area around your Mobile Armor to let you see better. The diagonal ∞ quick dash will also destroy some boxes and signs, but is generally weaker than your mech stomp.
It's a long shot, but an oldf4g gamer like me can imagine having a FROMSOFTware Armored Core or Mobile Armor in some future EDF game (maybe the 5th class, or the Air Raider's super weapon, IDK, LOL).
KEK ← this one
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