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This is the last mission on DLC 2 that it's not a royal PITA. The only classes that are interesting to do this one are Air Raider and Ranger. WD here is a GIANT bore and Fencer is even worse. The last 3 missions are mostly running away ones, the enemy mix and numbers is terrible and no class can handle them in close combat, and to make things worse there are no NPCs to help on any of them so all enemies focus on you. Air Raider is king here, but Ranger can still do a decent and interesting job, particularly at the start. Things do get very hairy for him later because even exiting the tank is an adventure that can always end in instadeath. I have a quite improved strategy for this one, so the details on this video are going to be skimpy. The weapons I used were the level 77 MEX5 Emerald, the 112 Planet Blazer, the 111 ZE Blaster and the 116 Varius TZ4-S. Emerald is only used at the start. Beyond that it's impossible, you would did trying to use it and would destroy buildings you need as cover. Planet Blazer works very well here. Its long reload is not an issue, and its long range and relative power is very useful. ZE Blaster is awesome and you can't do this mission without it. Its movement and tracking speed compared to the AR's 5 version is astonishing and turned it into a really useful weapon. Most of the backpack ranger items are just fringe dumb stuff anyway, so turrets are kings (how unexpected...). Varius is awesome too. I would love to see people doing this with a bike 😂🤣. Or without a vehicle... It's possible but you need to have a REALLY lucky run. Most of the new enemies hit very hard and from very far and at least in the tank you have some chance of survival. The main issue is that exiting the tank is unreliable and really dangerous. Mission flow is complex on this one. There are 6 spawners and each 2 that you'll destroy will trigger new and tougher enemies from the remaining ones. Which ones you'll go for first it's difficult to be definitive. Even if blue spiders are terrible, they're the least terrible to leave for last. If you leave the other 2 kids of spawners for last you'll have to handle blue bees and blue queen bees, or high grade type 3 Drones (which have a huge armor and are nasty to handle with other enemies at the same time) and blue Large androids. Ranger can do a really interesting start with missiles and ZE Blaster staying in the start area, but this is very unreliable. The idea for Ranger is that you need to advance the destruction of as many spawners as possible without actually destroying them as much as possible BEFORE triggering the next grade of enemies, so you can only destroy one spawner at first. The evolution of the strategies you can think of is how to do this. And what works best. Even though this was a decent run, there are obvious improvements and that's what you'll see in the next run of this one. That's the main beauty of this game, the fact that you can get improved strategies on missions once you think and figure them. Some essentials on these runs apply: destroy trees, lamp posts and junk on the roads you'll be moving when using a tank with explosive shells; this boring but crucial because you will lose 1 hour runs by shooting a stupid tree or lamp at the wrong time and destroy your tank in the same spirit, explosive tank shells will damage your tank so be careful what you shoot at when doing outside map laps with Ranger and using turrets you need to destroy the outer layer of building because turrets are very inefficient otherwise. Boring too but necessary. Usually as is the case here, the inner layer of buildings is your friend and safety so avoid destroying those restrain from making smart moves when there are still flyers around, only exit the tank to install turrets and not much else except on safe spots (corners); you'll die otherwise. And blue spiders and blue King Spiders can hit you from more than half the map away and through buildings and the tank sadly turrets are very unreliable to install on the tank; installing them on top of it is a HUGE risk with flyers still around it is not very important to kill enemies before their spawners are gone, except flyers, and mostly bees on this case; they'll show up again won't they... The biggest issue on these runs for Ranger is the time that ZE Blaster takes to rebuild. Your chance to survive at certain tasks is dependent on them. Always try to have them ready when finishing spawners because it's impossible to defend yourself and destroy them at the same time, you'll die, or take forever to finish spawners. Nasty but very interesting mission. A big challenge. Have fun, #EarthDefenseForce6 #EarthDefenseForce #EDF6 #地球防衛軍6 #EDF #地球防衛軍