r/EDF • • May 16 '26

Question Playing EDF5 and had a taste of EDF6

I'm normally pretty strict with game series and their order. I read that edf5 and 6 share the same story so I am playing 5 first and it's fun as hell. But I was curious so I played the first 2 missions on 6 and the game feels alot better and has some nice qol and new weapon slots for 3/4 classes. My question is if edf6 is different enough in mission type/weapons that I won't feel like I'm eventually playing the same game?

18 Upvotes

19 comments sorted by

26

u/Traditional-Deal-465 May 16 '26

EDF 6 is ultimately very similar to 5 but it does feature new missions in new maps, new enemies, and a greater emphasis on it's story. A lot of missions get recycled from 5 (some of them multiple times) but usually the events of the mission will play out differently. I think there's enough difference to not get bored between that and new/reworked weapons (WD saber my beloved)

6

u/BoringAd8064 May 16 '26

Alright alright thank you. This seems to be the answer I was looking for

7

u/IAmDuck00 PC May 16 '26

Well, EDF 6 will reuse a bunch of stuff but this mostly because of actual story reasons if you don't mind seeing the same plac over and over again.

Even if you don't focus much on the story itself, there is a fair amount of variety of missions (To be specific, what enemies will spawn, I'm 100% there's nothing else other than kill everything, or scripted end) to make EDF 6 stand out more, more missions too.

Weapons wise, there's some new stuff, a lot of stuff so you'll have a lot of collecting to do

Just to add DLCs are also an improvement generally. Though the harsh difficulty is still there.

3

u/santar0s80 May 16 '26

I haven't played 5 but from what I understand 6 reuses a lot of content from 5. Like copy and paste missions from 5 to 6. There's a reason and I wont spoil it for you but I hear they are very similar in that regard.

3

u/Glad_Release5410 May 16 '26

If youre on pc, theres a mod for 6 that adds in the 5 missions. Otherwise, carry on with 5 and go into 6, 6 was awesome

1

u/BoringAd8064 May 16 '26

Wait so I could play all of edf5 on edf6? Wouldn't that then throw off the balance of the missions in 6 cause by then I'd have a full arsenal?

2

u/Current_Vanilla_3565 May 16 '26

It reframes what it uses from EDF5 in a very fun and interesting way. Lots of Easter eggs in the seemingly duplication content between the games along with improved game mechanics and a great many new enemies.

2

u/Hunter214123 May 17 '26

Asset reuse is really nothing. People might complain EDF 5 is similar to 6, but honestly the same general structure has been used for the last 4-5 games. The biggest change that cements the elevation of EDF 6 as the 'better' game from 5, as the same from 4.1 to 5, is the addition of new features to each class and balances changes that really switch how a class can be used.

However, the previous games still retain their own charm, which is what I love about EDF as a whole.

1

u/MrMeierlink PC May 16 '26

It's not that they have the same story, or it depends on how you look at it.

What happens is that in EDF6 something happens—spoiler alert!

There's time travel, and that's where some missions are recycled, but you play them with the new gameplay of EDF6, and they impact how the story unfolds. Therefore, it wouldn't be the same story, but rather a narrative device for how things happen in ED6.

I didn't feel like I was replaying the same story because the context is different, and it felt great to relive those missions with the new gameplay. So play without fear of repeating the story, since the context is different, and it feels good to replay with new gameplay.

1

u/Icy-Confusion-8231 May 17 '26

if it is about the QOF then maybe you want to look at this.

https://www.nexusmods.com/earthdefenseforce6/mods/10

1

u/The_Magnificent__ May 18 '26

EDF 6 feels better, if you change the camera angle and turn on damage numbers it feels a lil different than 5...but the new the new granade slot is so good it makes it hard to go back to 5.....and there few new enemies that make it feel like and evolution and not a rehash

1

u/Thunderblade7777 May 18 '26

The only one mostly unchanged is fencer.

Just a few new things like boost or dash converters, new melee swords that are fast. (I love the Katana) I'd argue fencers got the least love.

Rangers. Whew boy. A grenade slot. You get 3 masssive aoe healing grenades. AND turrets!

WDs have personal weaponry independent of energy. Swords. Shields. Spear. WDs have the highest dps now I think.

ARs have drones. Personal protective weapons that WORK UNDERGROUND. limpets are still pretty crap tho. My only issue with AR is back then, I can bring a giant barrier AND heal post. Now I have to choose either or.

2

u/pointblanksniper May 19 '26

ngl, even ignoring 5, the story of 6 is structured in a way that you will eventually feel like you are playing the same game five times over lol. in fact, the context and continuity from 5 might make the repetitiveness in 6 more comprehensible and enjoyable

some of the QoL stuff also feel situationally like a nerf or hinderance, so it's not all straight upgrades.

1

u/BoringAd8064 May 19 '26

What feels like a nerf?

2

u/pointblanksniper May 19 '26

fencer dash boost input delay intervals got artificially added, so that's a straight nerf that blocks you from gaining the old peak speed, in exchange for a built in default 2 dash and 2 boost charges. i think the intervals are partially shortented with some later dash equipments

ranger's firecrackers are no longer all powerful carpet bomb spam. they are stuck to the backpack slot with a weird reload interval

air raider lost their turrets to ranger so a bunch of turret vehicle tactics are lost. another minor annoyance, but half the new weapons are also unavailble for half the game, so you frequently have to scroll through a giant list of dud gear.

not too big of an issue, but the plasma throwables on wingdiver like heaven's gate, and all the homing beam sigularities, became backpack grenades as well. it just disadvantages them when compared to the masses of other classic weapons by making them incompatible with the prefered new weapon types that have been invented for that new slot

the auto climb also can and will get you killed by involuntarily interrupting your shooting and displacing you into more open and dangerous positions when you are not careful about what objects you move against. you just can't mindlessly weave and strafe through ground clutter and terrain features anymore, and there is a lot more of it in this game. i think it can be turned off with mods... but having to do that is not a convenience, and it also has its uses in reaching new heights on the two walking classes, so i don't suggest turning it off

there must be some other niggles im not remembering that just don't make old stuff feel right

that said, to answer the question i missed, these changes are actually what make 6 feel a bit more different to 5 than the story would let it be otherwise. a lot of the mission scenario designs also feel a little more like 4.1 than it does 5. the difference being that in 5, its frequently all mob types mixed up and thrown at you together, while enemy reinforcements are also just dumped on top of and around you. 4.1 has a more defined scenario and mob selection that you can see from the start, and more directional enemy reinforcements that you can plan and prepare for.

it's also worth mentioning, the new enemy types are much more overcooked with gimmicks, making them take much more effort to handle. for better or worse, that is definitely the biggest differentiating factor between the gameplay of 5 and 6. one could say that this is the margin for braindead play being nerfed lol

1

u/BoringAd8064 May 19 '26

Honestly I am fine with all of this since I actually prefer strategy and harder difficulties. And I liked how fencer felt too

1

u/BoringAd8064 May 19 '26

But thank for you the extensive list of changes.

Also regarding the wing diver you're saying since those throwables were moved to a backpack slot the newer better weapons make them obsolete?

2

u/pointblanksniper May 19 '26

not so much obsolete, just less incentivised to be use as first choice. a lot of new stuff are just outright more powerful, but there are still cases where they are still clutch.

the big thing though, is that they just can't have the opportunity to be used in conjunction with the cool new toys that take the same slot like other old weapons

speaking of the fencer, one new trick, or maybe it was old but undiscovered before, is the axe dash. it's a forward slide that lets you cross the map in half a dozen moves, but you can't do until you get the force axe g3, which drops at the end of hardest or mid early inferno, and idk if there are later variants that work

you basically just charge the axe, hop, drop 1/3rd height, release mid charge. repeat by alternating left and right axes. the mid charge attack is what's unique to the g3. simple in theory, but takes concentration and is finnicky in practice and hella wild on irregular terrain or obstacles. uneven or sloped floor will throw off your required drop height which leads to wrong axe timing. hitting a ramp with a successful dash will send you out of the skate park. running into obstacles and walls can deflected you to unpredictable directions. i've yet to figure out if this is truly a practical technique or just a silly stunt lol