Earth Defense Force 6 Sword Soldier Equipment Guide. Many players may not know how to equip the sword soldiers in the game. Here are specific strategies for your reference.
Sword Soldier Equipment Guide
Although the sword soldiers were weak at the beginning, they were still really strong after they were fully integrated! In the last level 30 or so, I dare not say 1 with 3, at least I was the main C of the whole team #(funny) I feel like I have really become Storm 1
Publish the conclusion first:
Main hand: Rocket Flying Fist + UT Gatling/Diffusion Gatling
Deputy: Cannon Sniper x2/NC Cannon x2
Auxiliary equipment configuration 1: V2 exoskeleton + 4 sprays and 3 jumping bottles
Configuration 2: muzzle stabilizer 4+4 spray 3 jumps
Configuration 3: Sprint bottle 3 + Jump bottle 3
This set is actually based on the 5th generation classic swordsman long-range equipment. Gatling replaces the automatic shotgun, the cannon sniper replaces the NC series, and the muzzle is stabilized to pursue higher mobility or aiming speed. .
The premise for the establishment of this set benefited from the substantial buffs to Gatling and cannon snipers in the 6th generation:
The biggest advantage of the cannon sniper in the 6th generation is that it has excellent reaction and ballistics. It does not need a muzzle stabilizer to forcefully suppress the aim to achieve the highest output. This can free up an auxiliary slot to enhance maneuverability or auxiliary output. The current single-shot damage of the cannon sniper is 3.2 times that of the NC cannon of the same level, and the rate of fire is 0.3 times. Overall, the dual-wielding output is a little bit worse, but the cannon sniper has better range, ballistics and ample equipment slots. Therefore, it is recommended to use artillery to snipe. All mission targets in Generation 6 can be dealt with by cannon sniping. In the last few levels, the cannon can snipe 4 times at a teleport ship, and the Star Guider exploded from 800 miles away. You are the most handsome guy in the team.
After Gatling changed the firing mechanism in the 6th generation (cancel the warm-up, the rate of fire is increased in stages, and the maximum rate of fire can be reached after 1.5 seconds of firing), the output of shooting close to the face is still terrifying. With flying fists, he can also instantly jump behind the face after a big jump. Take away any heavily armored target.
At the same time, Gatling's sufficient continuous firepower can ensure that when charging in the face, it will not be damaged by reloading with both hands.
Another advantage of Gatling compared to automatic shotguns is that it can be used for diversionary shooting after firing at 200m. It can effectively deal with various types of insects, small robots and anti-aircraft, improving the mid-range of the 5th generation mobile swordsman. The embarrassment of not being able to take action.
At the same time, when encountering giant insects or some low-lying towers, Gatling can also directly dismantle them from a long distance. Under the high-density barrage of this game, this flexibility advantage is still very obvious.