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EDF6 Offline new file, InfernoOnly Fencer Run, Mission 110+111+112

Angel Nisselovich

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EDF6 Offline new file, InfernoOnly Fencer Run, Mission 110+111+112

38 просмотров · 6 дней назад
Angel Nisselovich
105 подписчиков
38 просмотров · 6 дней назад
A set of 3 missions, the game is beginning to get quite bit harder but luckily my fencer is also getting much stronger than compared to earlier. Mission 110 ah this mission where do I start to explain this mission. I guess with the enemies. 3 cosmonauts are at start of the map, one of them has the long range laser weapon so priority should be given to kill him first. Afterwards once those 3 are dead a big wave of mobile androids spawn in along with 2 armored colonists, these armored colonists only have basic machine gun weapon so there not that bad to deal with. Next wave is type-3s big wave of them along with big wave of more mobile androids this wave can suck a little due to enemy type but its not so bad if you use NPC to your advantage here also the tall building in center helps to block many of laser shots going around. Next wave Is also pretty annoying as it spawns in once last wave is nearly killed off around 5 big androids into the map along with 2 cyclops, and several suicide androids. This wave easily creates tension between the players in that they will need to move around in the map to avoid the bombers and midrange projectile spam. Last Wave I believe is Cosmonaut drops with the laser and shotgun as if the stage didn't want to be annoying enough but alas using buildings to your advantage you can sneak up on them. Mission 111 is a return to the same underground mission as earlier played but this time new enemies appear, Beta type officially have new sub species type that deals electric webs to the player and there is also a silver version of these, these webs can quickly make a player immobile if there getting hit by it. There is also new subspecies of alpha types along with golds, these ants are typically more bulky with there health and there attacks I never notice too much of difference between there acids. Excavators are also in the stage later during a pipe ambush. At end you do need to deal with red androids and big wave of new beta types. Overall the stage is very easy the usual hold down the spots strategy works here well. Mission 112 finally we arrive to one of more questionable enemy types of game and in particularly starting on hardest, the krakens with ability to reflect the players attacks. Lots of players find this enemy to be difficult due to there more bulky shields but there is ways to bypass the shields at least with fencer. You can just go up and vulcan hammer the kraken it never attempts to block your close range hammer strikes, technically it can reflect the hammer hit but you have to go out of your way to hit shield for that to happen. When shield reflects an attack the attack will reflect the damage as well as travel at speed the attack hit the shield, so be very mindful when you use weapons such as cannons with fast travel speed as they have good chance of hitting the fencer. The Dyna Force Blade in particular works extremely well against this enemy too it can overheat shields in one hit and as even a bonus sometimes the projectile can hit even the tentacle arm of shield itself. AT#1 is used to just transition between sets smoothly. IT#2 is used here for defense on vulcan hammer to reduce huge amounts of damage and have knockback occur again but this time I used it extensively throughout mission 110. It saved me a quite few times here. IT#4 is used here in M110 with light mortar to really bombard the enemies but overall these ninja style androids are often too spreadapart for me to effectively use the technique here. Homing or heavy mortar would of suited me better I feel. Link Down Below, the guide is only BASED on EDF5 Fencer, any information regarding EDF6 Fencer I don't really know as I'm still in an early state of experiencing the game on inferno. https://steamcommunity.com/sharedfile...