Any tips for getting gold in ''rift plane unlimited power attack'' challenge from Maid Pack?
This was one of my favorite missions, personally. You can play here in a way you'll never really get to do anywhere else in the game: Basically, your supers are now your normal attacks. You can throw them out as quickly as the gauge will let you, and you really get to see their strengths and weaknesses.
First Area, the Underground Nevi: Spinning around in the micro black hole works well here. You'll catch them as soon as they pop up, and since you're constantly in close proximity, they'll keep on trying to attack, and thus, getting hit. Get as close as you can to the ground, and watch that slowdown go nuts, as you hit all enemies around you multiple times with a very zoomed in camera.. it's like a System-shattering EDF moment. If you're lucky, you'll kill them all by the time the move ends, and will hear the nice little "time extended!" Jingle.
2nd Area Gunpod Nevi: I wanted to spiral claw through many of these, but it's not always the best idea. If you have solid aim and control, that might work. My favorite tactic actually ended up being the bolder-throw special, which has surprisingly long homing range, and then gravity kicking any that survive, until you kill what's needed in order to make group 3 show up...
3rd Area: Army of Nevi on the "mountain": Ok, with this group, the ones on the ground die to spiral claw well, that the homing on the move makes sure you get the all pretty nicely. For the mountain itself, Mini Black Hole seems to be best, because it kills them the fastest, and has less of a chance at missing any, unlike spiral claw. You COULD stand away, and rock-throw from a distance, but this misses many that are towards the sides, which then makes you close in, and deal with them individually, wasting time.
4th area The Platform and Giants: These guys... I actually really liked Micro Black Hole on the giants and ground enemies, as it just hits ALL their weakpoints, rather than making you move over to one and the other, and do specific moves. When the flying dive-bombers show up, you wanna micro black hole, as they'll knock you out of everything else.
My memories of the rest of the areas aren't as clear, so I'll just tackle each enemey variety with general strats from this point on:
The Walkers: Rock throw from a distance. Does fantastic, can toss the rocks, cancel the move, and fly on, it's basically a guarenteed kill once you get the "feel" for it down.
The floating spike mines: You have to fly into proximity in order for them to shoot out spikes, and let their guard down. Fly through the area, stop, turn around, and rock throw. This keeps you from needing to grav kick from each and every one, and the timing of the move is perfect to wipe out basically everything in once "cast".
Last Area before the stage Loops: A weird downward drop that features an annoying mess of enemies. Mostly rock-threw most of these, though their angles are not as convenient as most of the rest of the run.
You need to overall, make it through more than 1 run of the area, to get the high-scoring enemies to show up.
That's... pretty much everything I can think of, ha. People normally say the air combat in this game is it's weakest, yet, most over-used element by the end, but the broken-instant use of specials made it a lot more fun than normal for me, here. Felt like I was playing a fighter, thinking about invincibility frames, start up, and active frames, lol.
As a note, I did this mission pretty early on, and didn't even have a high enough level to have
on my specials yet, so it's pretty doable with Before-end-game stats.