You guys know of any way, official or modded, to add subtitles? That'd really improve the game for me.
I'm playing this one on Hard as a Wing Diver from the start. Definitely seems easier than using the Air Raider or the Fencer since the high mobility lets you simply avoid damage versus having to build up HP to tank some of it and dying if you get surrounded.
Hardest and Inferno being locked until you beat the game makes it a bit harder IMO, definitely had trouble with the infantry enemies on PS4 when they showed up since I couldn't just dip into the high difficulties and bring back some devastating weaponry. Had to make do with Hard gear at most. The Air Raider has a lot of trouble with ablative armor on enemies since it prevents one shot kills no matter how hard you hit them and unexploded limpets despawn if they are stuck to an armor plate that breaks. In 4.1 the Air Raider completely demolished single large enemies though that was in part due to the Epsilon line which he no longer gets...
Yeah, unfortunately without "overlevelled" weapons you need multiple strikes to kill an alien and that gives them a LOT of time to hurt you. With the Air Raider's low mobility it's super easy to get surrounded. Once you do overlevel your weapons though... jeez, those strikes melt that final boss.The Air Raiders minigun call ins usually melts any armored aliens. It's the only class where I found I could take them out reliable tbh. Only problem is if you don't have any cover where you can hide while you wait for reload you have a hard time.
The AI should attack anything that's within range of the squad's weapons, so if you've got a bunch of rangers with assault rifles they have to get close unlike rangers with sniper rifles or fencers with cannons. Recruit them by getting close to them and then take them with you.The first mission pack is out on Steam. Haven't finished the campaign yet, nearing mission 100 on Normal, started also playing some mission on hard, it's pretty noticeable, this being my first EDF game. The giant ant queens were a problem on hard for a while, until a I figured out a way to deal with them. Playing as ranger exclusively for now. Love it.
edit: Is there a way for the AI to attack the teleport anchors? If not I have to fail a mission because my weapons don't reach that high. :/
I find the gatling guns terrible for their spin-up times and slow rotational speed. The most reliable weapons for me are the blasthole spear and vulcan hammer. The spear does very high damage with high range and a very fast reload. You can dash backwards to get enemies in a line and pierce and kill all of them with one shot, or you can kill tough targets with 2 shots. The problem with it is the need to aim precisely as the spear is very thin and is stopped by environmental objects like fences and street lights. The vulcan hammer at max charge does ludicrous damage a good radius near continuously if you dual-wield them and offers a large amount of damage resistance, making you able to charge straight into the middle of massive hordes and spin2win while tanking any shots. The problem is obviously like other hammers you need a backup option for fliers.The most reliable weapon is still the UT Gatling series from the Fencer. Theres nothing like firing bullets for 2 straight minutes and shredding an entire horde, may it flying or ground based, in the process.
The spritefall seems OP as hell so I drop one of those on them and finish off with autocannon B or C if necessary. I never bring limpet guns anymore now that autocannons on a time-based reload are a thing.The Air Raider has a lot of trouble with ablative armor on enemies since it prevents one shot kills no matter how hard you hit them and unexploded limpets despawn if they are stuck to an armor plate that breaks. In 4.1 the Air Raider completely demolished single large enemies though that was in part due to the Epsilon line which he no longer gets...
I find the gatling guns terrible for their spin-up times and slow rotational speed. The most reliable weapons for me are the blasthole spear and vulcan hammer. The spear does very high damage with high range and a very fast reload. You can dash backwards to get enemies in a line and pierce and kill all of them with one shot, or you can kill tough targets with 2 shots. The problem with it is the need to aim precisely as the spear is very thin and is stopped by environmental objects like fences and street lights. The vulcan hammer at max charge does ludicrous damage a good radius near continuously if you dual-wield them and offers a large amount of damage resistance, making you able to charge straight into the middle of massive hordes and spin2win while tanking any shots. The problem is obviously like other hammers you need a backup option for fliers.
I always take the spear for its versatility. Having the range of 50m for the first shot, 100m for the second really helps deal with things like infantry sneaking up on you but being too far to melee, or when they combat roll out of range. Plus it can take out aerial units with decent effectiveness while maintaining dash speed.
Anyone is going to have trouble with any weapon if hundreds of enemies swarm you, at least on hard. If a spear user is overwhelmed they can dash backwards and cancel their dashes with 50/100m range, piercing spear attacks, which conserve most of the dash momentum and last just long enough for your dash to refresh. When done with a raised shield, you also block whatever attacks hit you since they're all coming from your front. I've kited enemies effectively this way, keeping enemies at enough of a distance to be pretty safe, while killing them with the spear and looping around city blocks to come back to green spots on the radar and try to find health, or to pick up teammates.But you will have trouble with a spear if hundreds of enemies swarm you, no matter how good you aim or how good you dodge. And the spin up or rotational speed is not really a problem once you have some upgrades and a better exoskeleton.
The gatling is even good against bosses since it continously staggers them.
Anyone is going to have trouble with any weapon if hundreds of enemies swarm you, at least on hard. If a spear user is overwhelmed they can dash backwards and cancel their dashes with 50/100m range, piercing spear attacks, which conserve most of the dash momentum and last just long enough for your dash to refresh. When done with a raised shield, you also block whatever attacks hit you since they're all coming from your front. I've kited enemies effectively this way, keeping enemies at enough of a distance to be pretty safe, while killing them with the spear and looping around city blocks to come back to green spots on the radar and try to find health, or to pick up teammates.
What's the strat for a gatling to deal with hundreds of enemies? I don't really find the jump helps much because of the longer jump cooldown compared to the dash cooldown, the fact that gatling's damage drops off with range, and my aiming being messed up both by the changing height of my player through the jump, and the slow aim speed. I'm sure it's good in underground missions where you can chokepoint all the enemies through a narrow tunnel, but for that the canister shot is more effective with its piercing and ricochet. Can you use the dash while firing the gatling? I guess I never thought to try that before.
I do love getting three neutral jumps and landing on top of skyscrapers. The addition of support equipment slots is a great idea for the series.Jumping backwards while blocking does the trick as well and aiming isn't that much of a problem with enough practice. Ideally you can jump multiple times and cover more ground that way than with a dash. What's also underrated is how high you can jump while just standing still. With the ludicrous damage, ammo and spread of the gatling you can usually kill a big part of a mob before they even get in attack range.
Not to say that both the spear and the gatling have their strenghts and drawbacks of course. That's why I usually have both.
I played mostly Air Raider in the previous game and this one, and he's definitely easier to use being less reliant on credits and with his support equipment auto-reloading over time even while you're using other weapons/tools. In past games you had to really know what you were doing if you picked up support weapons and be effective. Air raider having three slots plus a vehicle makes it a lot easier to decide to take a support weapon as well. Having pretty limited options on foot, it made air raider kind of reliant on his vehicles. With two slots in 4.1, if you wanted to use a support tool, you'd have to give up a fast, more direct self defense option like a limpet gun or 150mm Whale, or pass on a big damage option like a strafe plan. In this game, you can have a limpet gun/fast-reloading strike like autocannon or rocket, a high damage airstrike on a slow reload or credits, and a support option like bunkers.Been playing this online with friends, we are around mission 90 on hard now. I think they made a lot of good changes, especially with adding the equipment slots. I also find Air Raider to be much more usable in this game, and so much fun. Really wish they came up with a way of making Air Raider less restricted underground though, you suddenly lose access to 50 % of all your equipment which sucks.
I think I'm stuck. Can't get past mission 100 on Hard and 11 on Hardest as Ranger. My AI companions get killed off really fast on Hardest. :D
I'm trying to find a weapon combo that would work here but maybe I'll just need to go find and farm a stage I can do and get better stuff.
Thanks, this helped a lot. Also just in time for the second DLC pack.Absolute best stage for farming is 87.
As soon as the stage starts, turn right and head down the river to the waterfall at the end. Look at the right of that, and you'll see a small gap between the rocks where you can stand and the enemies can't get you. Just wait there and once the AI soldiers are all dead, every enemy will come to you, and you can just sit there and shoot everything without being harmed, ducking out when there's a lull between waves to grab the big pile of armour/weapons. And since it's such a high stage, there's only like two or so base game weapons with a level too high to drop on Inferno.
I noticed that a sniper rifle usually helps more than I'd expect it to but here even that was not enough. I am soldiering on however!When I got stuck I usually try to change classes to find a more fitting approach. If you don't have any good gear for the other classes, just take your strongest assault- and sniper rifle and try to grind through that. If your teammates dying to fast you could also try the equipment that raises the healing for them.
For level 100, prioritise insects, let your robot team handle the big stuff. Use a multi-target missile launcher and a mod that increases the range and lowers the lock-on time. A sniper is good as a second weapon so you can help out with aliens and big stuff. If you don't have these then yep, it's farming time.I think I'm stuck. Can't get past mission 100 on Hard and 11 on Hardest as Ranger. My AI companions get killed off really fast on Hardest. :D
I'm trying to find a weapon combo that would work here but maybe I'll just need to go find and farm a stage I can do and get better stuff.
Yeah, pretty game breaking. Who wants to run hard stages for other weapons when you can get near endgame inferno weapons practically for free?Absolute best stage for farming is 87.
As soon as the stage starts, turn right and head down the river to the waterfall at the end. Look at the right of that, and you'll see a small gap between the rocks where you can stand and the enemies can't get you. Just wait there and once the AI soldiers are all dead, every enemy will come to you, and you can just sit there and shoot everything without being harmed, ducking out when there's a lull between waves to grab the big pile of armour/weapons. And since it's such a high stage, there's only like two or so base game weapons with a level too high to drop on Inferno.
I abused the hell out of that exploit, but I've always loved short-circuiting the progression path in EDF games.Yeah, pretty game breaking. Who wants to run hard stages for other weapons when you can get near endgame inferno weapons practically for free?
Yeah but there's a thrill to running levels that are just way out of your depth and after many tries finally succeeding. Kinda goes out the window when you can easily get your hands on guns that will deal well with inferno-level threats.I abused the hell out of that exploit, but I've always loved short-circuiting the progression path in EDF games.
I agree. It's why I'm glad they have weapon limits online.Yeah but there's a thrill to running levels that are just way out of your depth and after many tries finally succeeding. Kinda goes out the window when you can easily get your hands on guns that will deal well with inferno-level threats.
I can see that and I would fully agree like 20 years ago when I had almost unlimited time to play games. Today, not so much. I played for almost 80 hours, I plan on playing a lot more but only if I can move forward. I don't have the time anymore to get stuck on missions for hours unfortunately.Yeah but there's a thrill to running levels that are just way out of your depth and after many tries finally succeeding. Kinda goes out the window when you can easily get your hands on guns that will deal well with inferno-level threats.
When you start leaping and dashing all over the place (Fencer is as fast as Wing Diver) you'll lose patience with gatling guns. It is a great weapon for the tank play style though.Beat the game shortly after my previous post. The last 10 missions were a decent challenge with the monster variants introduced, and the last boss was actually kind of tough as Wing Diver due to the lack of cover with low armour. I've started over as the Fencer now, and wow, huge difference in sustainable DPS but also relatively slow. I'm liking how the different classes feel and play differently.
I'm also going to have to agree with an earlier post about the UT Hand Gatling gun being one of the best overall weapons in the game. High rate of fire with great damage and long fire duration. Only downsides are its inaccuracy beyond mid range and the lengthy reload time.
I can see that and I would fully agree like 20 years ago when I had almost unlimited time to play games. Today, not so much. I played for almost 80 hours, I plan on playing a lot more but only if I can move forward. I don't have the time anymore to get stuck on missions for hours unfortunately.
It really boggles the mind that EDF4.1 was rated M while fucking Dark Souls games get rated T. EDF is perfect for kids, maybe this one less so with the profanity I don't remember from 4.1 and the replacement of robotic bipedals with kinda humanoid ones that can be dismembered. Great game for parent-child co-op action too I'm sure.Hah, yeah I agree.
Had I gotten this game during my Middle School days I would have spent hundreds of hours on it. Would have been an awesome value purchase at a time where I couldn't buy whatever I wanted.