EARTH DEFENSE FORCE 4.1 The Shadow of New Despair Guide

EDF 4.1 Classes for EARTH DEFENSE FORCE 4.1  The Shadow of New Despair

EDF 4.1 Classes

Overview

Breakdown of how the Ranger, Wing Diver, Air Raider, and Fencer fall into gameplay.

Introduction

EDF 4.1 has four classes, each with a different playstyle and role within the game.

Ranger

They’re the basic infantry unit of the game and can be fairly versatile in any situation, are simple and easy to play, and can fill just about any role with the right weapons. Their armor is also fairly tough and able to withstand moderate damage. Their inherent abilities include:

  • Quick Roll – Using the spacebar, the Ranger can perform a combat roll in the direction they are moving. While it can obviously be used to dodge attacks, it’s also a fair bit quicker than walking.
  • Bodies of Steel – While the Air Raider shares the same rolling ability as the Ranger (albeit at reduced speed), a Ranger’s body is tough as steel, and their rolling ability can be used to smash through objects such as guard rails, fencing, and cars.
  • Team Leader – Rangers lead the way. When you pick up a healing item as a Ranger, it also heals any NPC soldier under their command for the same percentage of health that it normally does. A Ranger commanding a large group of infantry can use healing items to help the team soak up a very large amount of damage.
  • Lightweight Armor – Ranger armor is tough but manuverable, and they are the quickest class to recover from being knocked down un-aided.

Wing Diver

Fast moving, high damage, lightly armored soldier equipped with a jetpack who embodies the idea of a glass cannon. Most of their weapons have high damage per second and can be used to decimate enemy forces. Despite all of this, their jetpack and most weapons draw from a regenerating pool of plasma, which must be carefully managed. While one of the most manuverable classes in the air, the Wing Diver is the slowest class on the ground and will be left vulnerable should their plasma stores run out and need to go on emergency reload. Their abilities include:

  • Plasma Jetpack – High-tech plasma drive that allows the Wing Diver bursts of sustained flight, allowing them to take refuge on top of buildings or in similar hard to reach areas from the enemy, or to escape danger with bursts of flight. It also allows them to use spacebar mid-air to recover from being knocked down by an attack.

Air Raider

A primarily support class that can call in devastating air strikes, powerful vehicles, orbital bombardments, coastal missiles, and has a variety of utility weapons such as deploayable shields and beacons to provide cover and buffs to your team respectively. While not as effective as the Rangers in direct combat, they make up for it by being able to augment their team’s abilities and call in vehicles of their own to use against the enemy. Their inherent abilities include:

  • Quick Roll – Using the spacebar, an Air Raider can perform a quick roll in the direction they are moving. While it can be used to dodge attacks, it is also a bit faster than moving around on foot. Compared to the Ranger’s roll, the Air Raider is not as fast, and they cannot destroy obstacles with the impact.

Fencer

A melee and artillery specialist, encased within a power frame to allow them to carry four massive weapons and bring them an unprecidented amount of armor. While inherently slow moving, the right sets of weapons can bring the Fencer a very high amount of mobility and allow them to deal incredible damage. Their armor also allows them to survive more damage than the other classes, benefiting them in close quarters combat. Their inherent abilities include:

  • Power Frame – The Fencer’s power frame allows them to carry the heaviest weapons and gives them the most effective armor out of any class. Depending on the weapons equipped to the power frame, it can also be equipped with several thrusters that can be used for mobility and utility, to either dash or jump out of the way of enemy attacks.
  • Fencer’s Riposte – If a Fencer is equipped with a weapon that equips the power frame with at least one thruster, they can use this thruster to quickly recover from being knocked down. The thurster must be activated just before the Fencer hits the ground and the manuver requires presice timing.

Ranger

The Ranger forms the core of any infantry unit and can be equipped for almost any situation. While they are not as specialized in some roles as the other classes, it can be said that they can reliably fill just about any role in the game with the correct weapon setup. Rangers are also a benefit to any mission sporting groups of NPC infantry, as they can heal themselves as well as the NPC’s using healing items that drop from the enemy, spreading the damage away from you and your team.

A Ranger’s armor is fairly tough, and increases by approximately one point per two armor crates picked up by your team when the mission is completed.

Ranger Weapon Overview

Assault Rifles – These weapons form the backbone of any Ranger unit and are fairly effective in any situation. High magazine size and rates of fire allow good suppression of the enemy, however per-shot damage can be quite low. The most common rifle is the “AF” series, with many variations that may help adhere to your playstyle, including burst fire, marksman’s rifles, rapid-fire variations, and special rifles that fire projectiles in a “V” pattern.

Shotguns – Closer ranged weapons that can turn most bugs into paste with one or two shells. While more powerful per-shot than assault rifles, they lack any meaningful range, and some can take quite some time to reload. Not only are there traditional shotguns, but shotguns that spread pellets vertically and horizontally, semi-automatic shotguns, and shotguns equipped with slugs or multiple barrels.

Sniper Rifles – Specialized weapons focusing on range and damage, while suffering in the rate of fire department. While they allow you to engage the enemy from afar and with superior damage, their usefulness suffers in close quarters where rate of fire may be preferable. Rifles range from the standard “MMF” series to rifles that fire a single shot but penetate enemies, as well as specialized high powered and burst fire rifles, and even rifles with specialized richocheting bullets.

Rocket Launchers – Another staple to Ranger infantry squads, rocket launchers allow them to engage multiple enemies at once with explosive power, and can also keep up a fair rate of fire with minimal downtime between reloads on some models. In additon to the standard “Stingray” model of launchers, there exists models specializing in rapid fire, multi-shot, and single-shot, high damage models.

Missile Launchers – These launchers require lock-on before firing, however the guidance systems inside them virtually garuntee accuracy. Even though they are typically weaker than their unguided counterparts, some launchers can support attacking multiple targets at once, while others launch a single, devistating missile at a target.

Grenades – Included in this category are standard hand grenades as well as grenade launchers of almost every type. Hand grenades can range from time or impact detonated, to long-range grenades that require windup before tossing. Grenade launchers range from shells that disperse multiple bomblets, to grenades that stick to any surfaces they touch, as well as multi-grenade launchers and launchers which shoot flaming napalm.

Special Weapons – Uncategorized weapons that can be used for specific situations. Inclduing: Flamethrowers, acid guns, clusters of marble-sized hand grenades, assault rifles with richocheting bullets, and a host of specialzed equipment dubbed the “Reverser”, which can be used to heal friendly soldiers and vehicles, and sometimes yourself depending on the model.

Wing Diver

Wing Divers are fast, light, and deadly, however don’t deal with taking damage very well. They are a more advanced class, as gameplay requires you to carefully manage your energy level on your plasma drive, or you may be left vunerable while it reloads. Your suit’s plasma recharges on its own normally, however if it completely runs out, the suit will begin an “emergency reload” cycle. During the cycle, weapons that depend on your suit will not recharge and you will be unable to fly until power to the suit is completely restored. Despite all of this, an emergency reload is typically slightly faster than waiting for your charge to replenish normally.

Wing Divers have the lightest armor out of any class, and their armor only increase by approximately one point per four armor crates collected by your team when the mission is completed.

Wing Diver Weapon Overview

Short Range – These weapons typically include the “Rapier” series of laser weapons, which fire up to sixty bolts of light every second in a mish-mash of directions, usually resulting in obliteration of whatever you’re aiming at in close range. Also included is the “Laser Lance” series which fires a more direct, short lived bolt of energy at the target to deal moderate to high damage. These weapons typically do not consume much energy on a reload and can be fired constantly while not flying without risking an emergency overload.

Mid Range – Medium ranged laser weapons such as the LAZR series and the “Laser Chainsaw”. These weapons offer a bit further range than the Rapier series and can provide decent, constant damage. Some lasers can be reflected off of any surface, and still others can fire multiple beams. These weapons usually have a high individual ammo capacity before needing to be reloaded, so you can usually fly to a safe place and risk an emergency reload when they get low on charge.

Mid Range Electroshock – Special electrical weapons that fire arcs of energy which can rebound off of walls and jump between enemies to increase damage output. Also includes the “Thunder Bow” series which works like a lightning shotgun; which is to say that it is awesome. These weapons can take a decent chunk of energy to reload, so care should be taken when getting low on charge.

Particle Cannons – The energy-based assault rifles of the Wing Diver world. These weapons fire a fast stream of lightly damaging particles, and are usually wired directly to the suit’s energy supply, meaning they cannot be used effectively during an emergency reload. Many models sport an increased number of barrels or are equipped to a “gatling gun” configuartion.

Sniper Weapons – Lightning or Laser-based long range weapons for engaging the enemy from a distance, usually the safety of a tower, hill, or building. The “LRSL” series of laser rifles are wired directly to the Wing Diver’s suit, and extended operation will drain suit energy by a considerable margin. However, they can provide very consistent long range damage. Thunder sniper weapons have a small internal capacitor, however they are not always as accurate as the laser counterparts.

Ranged Attacks – These attacks include plasma-based grenades and plasma launchers, which are the Wing Diver’s version of the Ranger’s rocket launchers and hand grenades. Plasma launchers shoot explosive bolts of plasma at the enemy, which can be used to devistate groups of them with a high rate of fire. However, plasma launchers do deplete energy by a fair margin each use and must be maintined carefully. The plasma grenades fire a spread of plasma and do not require any interface with the main suit, and recharge on their own within a few seconds without the need for power from the suit.

Homing Weapons – Mind-guided weapons which lock on to targets and track them. Most weapons sport being able to lock onto and fire at multiple targets at once with a rapid rate of fire, however energy use must be managed. Some variations fire a single, powerful bolt of energy at the enemy for devistating damage to a localized area.

Special Weapons – Specialzied grenade-type weapons that produce a particular effect when thrown. These weapons hang in the air after they slow down from being thrown and start their effect, and also require no power from the Wing Diver’s suit to recharge. Most of these weapons fire multiple bolts of energy in a cone, with a random deviation and continue to do so for many seconds (some as long as 30 seconds). Others fire a single beam of energy downwards to damage anything below it. Some are specialized for anti-air, or anti-ground, or fire in a horizontal pattern.

Air Raider

The Air Raider is a support-oriented class that aids his teammates with artillery strikes, vehicles, beacons and buffs, guidance equipment, and even deployable barriers. Any call for support or vehicle requires “credits” to refill, which are automatically attained whenever any team member defeats an enemy. The Air Raider starts every mission with a small amount of credits, so depending on the cost of the vehicle or support strike, they may be able to call it in immediately. While reliant on vehicles and support strikes, the Air Raider is capable of combat on his own with the usage of a wide variety of limpet guns, which fire explosive projectiles in a variety of forms.

Guidance Equipment

Laser Guide Kits and Beacon Guns used to direct any form of lock on weapon of your team (any kind of missile launcher and even the Wing Diver’s mind-guided weapons). These kits increase the maximum lock on distance and decrease the lock on time of all lock on weapons, and even allow weapons that normally only target one enemy per lock to lock multiple times on the same beacon. Laser Guide Kits require the Air Raider to maintain the laser until the missile hits to ensure accuracy, but generally provide much better buffs to lock on speed and distance. Guide Beacon Guns fire a small guide beacon projectile which will attach itself to anything it hits. This beacon can then be used by your allies to turn whatever it hit into paste, and will require no additional attention by the Air Raider.

Some of the Fencer’s missile weapons require the usage of a guidance kit to fire, so be sure to coordinate with your Fencers and share the love.

Calling for Support

All forms of artillery and strikes to be used against the enemy. These strikes include off-site artillery barrages from an artillery squad, cannon and gunfire from the attack aircraft “Whale”, strafing and bombing plans for formations of “Charon” tactical bombers, bombing plans for the “Midnight” tactical bombers, off-shore missiles from the aircraft carrier “Despina”, and satellite blasts from the orbital weapons “Nothung” and “Spritefall”. The strikes all require credits to be used, and are activated by the placement of either laser designation, a smoke grenade, or a launched smoke grenade beacon.

Support Equipment

Beacons and Beacon Guns which provide buffs to you and your team. Beacons must be placed on the ground or attached to a vehicle, but generally have a higher range and duration of buff for your team. Beacon Guns fire small, portable versions of beacons that attach themselves to any surface, including friendly soldiers and vehicles. They have a much smaller area of effect but are highly portable and versatile. These beacons can buff damage output, reduce damage taken, heal teammates (though some cannot tell friend from foe and may heal the enemy), and increase the rate of plasma regenration to a Wing Diver’s plasma pack.

Limpet Guns

Launchers that shoot “limpets”, which are small bomblets that can be detonated on demand. These guns can be used to let the Air Raider participate in a direct fight, however they are not as effective as another class’ weapons. They do have great variation, and include limpet snipers, chain guns, bursters, the fragmenting limpet “Splendor”, and limpet “detectors” that explode in close proximity to an enemy.

Stationary Weapons

These weapons must be placed before being activated, and include mines, explosive charges, sentry guns, and specialized grenades and bombs that move towards the enemy or bounce along walls and floors until coming into contact with the enemy.

Special Weapons

Uncategorized weapons to include damage-soaking bunkers for your team, decoys to distract the enemy, and “wire” guns, which shoot lingering projectiles that damage enemies even after they impact a surface.

Vehicles – Tanks

Top of the line armored vehicles to include the E551 series equipped with explosive cannons, the “Epsilon” armored railguns, and the E651 Titan tanks, capable of causing massive destruction with its Requiem gun.

Vehicles – Ground Vehicles

Land vehicles specializing in speed and utility. Including the Naegling Self-Propelled rocket platform to engage many enemies with multiple missiles, the SDL 1 motor bikes for fast and explosive transportation, the “Grape” armored APC for transporting your team and dealing damage, and the “Caravan” armored APC, used to heal friendly troops and extract teammates from hot areas.

Vehicles – Helicopters

A number of ways to destroy the enemy from the skies. The “Bazelart” series of attack helicopters often come equipped with missiles and machine guns to deal good damage and deal with faster moving targets. The “Nereid” ground attack helicopters are equipped with automatic acquisition ground turrets to destroy the enemy, as well as unguided missiles. And finally, the HU04 “Brute” is a three-seater helicopter for a pilot and two gunners, heavily armored and capable of dealing massive damage.

Vehicles – Power Suits

Exoskeletons and mechas equipped with a host of dangerous weapons. The Depth Crawler line of vehicles will allow you to climb on any surface (and even other vehicles), as well as jump fair heights and launch off of walls and ceilings. The “Vegalta” exoskeletons are battle-spec mechs, equipped with thrusters for manuverablility and weapons that range from long-range howitzers to closer ranged flamethrowers and shotguns. The BMX-10 Proteus mech is a suit for you and all of your friends, allowing space for a pilot and three gunners, and is capable of dealing much destruction when fully manned. The Walking Fortresses “Balam” are used to smash everything in sight, but despite being 50 meters tall they have no space for your friends.

Fencer

Fencers are highly specialized units that can equip a mixture of melee-oriented weaponry, shields, artillery devices, gatling guns, shotguns, and missile launchers. They can carry up to four weapons (one in each hand, two sets) and thus can be adapted to a changing situation if needed. Fencer is a difficult class to play and requires timing and knowledge of the weapons you are using, and they benefit most from a high health pool.

CC Strikers

Melee weapons designed to either directly strike the enemy, or creates a projectile or effect to strike the enemy for you. Including: giant hammers to smash the ground and create quakes, giant blades that create lasers to cut the enemy from afar, giant axes to cleave the enemy in half, and a variation of the giant hammer to make giant explosions to kill giant enemies.

CC Piercers

Close to Medium ranged weapons that have more range than a CC striker. Includes automatic and semi-automatic spear launching devices, a literal jackhammer attached to your arm, and rotating drills of death that smash the enemy over and over like a jackhammer.

Sheilds

Shields reduce damage sustained by you while brandished and can be used to reflect attacks back at the enemy (which on higher difficulties with a good reflection usually destroys them instantly). Shields reduce your movement speed and turn rate when equipped or brandished (some more than others depending on the model), and heat up when used to reflect or block an attack. Once they reach their maximum capacity, they will be unusuable for a short time before reloading and cannot be manually reloaded without forcibly overheating the shield. From the smallest round shield to the largest tower shield, there’s one out there for you.

Automatic Artillery

High speed weapons that focus on firing as many bullets as they can. Including: Automatic shotguns, gatling guns, flame revolver gatling guns, rapid fire shoulder mounted machine guns, and variations of the gatling gun to include ones that can fire continuously for over 40 seconds.

Artillery

Larger weapons that are capable of dealing massive damage, like light and heavy mortars, shoulder mounted shotguns, and 30mm or greater hand cannons for sniping things that are on the other side of the planet.

Missile Launchers

Lock on weapons for firing and forgetting. Keep in mind that some Fencer missiles (namely the Levithan and Pheonix) will require the use of guidance equipment from an Air Raider in order to function. Plan ahead with your team or use a launcher that does not require guidance. In addition to single missiles capable of doing massive damage, there are missiles designed for urban situations and high speed direct fire missiles for wider open applications.

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