Thankfully this won't be the case in EDF6 apparently? Not sure why it's a thing at all considering there's only like 2 online exclusive missions anyway to my knowledge. Otherwise they're all the same as offline.
It's been confirmed that both the offline and online modes in EDF6 share the same % completion progress (unlike 4.1 and 5) as the number of missions remains the same either way.
EDF6 has many QoL improvements btw
-Subtitles are available (can be disabled)
-Crates now glow
-Damage numbers are added but can be altered (next to the weapon UI, around the hit zone or target enemy) and disabled anytime in the settings
-Four different camera positions
-All classes can climb up ledges and over obstacles, but with different amount of frames for each class (45 frames for Ranger and Air Raider, 67 frames for Wing Diver, 87 for Fencer)
-Grenade-type weapons (Mortars, Grenade launchers, Grenades) show an aiming laser and their blast radius
-Enemy projectiles such as the retarius/arachena's web no longer go through obstacles and terrains
-Decoys can be attached to NPCs
-Weapons are highlighted red if they're made unavailable for a mission (such as a cave level) or yellow if their level/strength is presumably too high for the current difficulty
-Certain vehicles, like helicopters and tanks, can be called immediately upon the start of a mission
-Helicopters can fly immediately upon riding
Ranger:
-A slot equipment called "backpack" is dedicated for grenades, turrets (that he stole from Air Raider) and stationary remote explosives (like CA and Impulse)
-The DNG grenade throwing animation can be cancelled with dash
-Ranger can dash mid-air when falling
-Shotguns can retain the remaining ammo when reloading, which proportionally decreases the initial reload time
-Ranger's bike no longer takes damage, or automatically explodes if you attached explosives on it, when colliding with an obstacle.
Wing Diver:
-Boost Dash takes up x1.5 more energy (it gets worse with a Big Core-type where the increase goes up to x4.5)
-Like Ranger, any non-charging energy weapon can retain the remaining ammo when reloading, thus requiring less energy in return
-A third slot similar to Ranger is dedicated for swords, plasma shields, grenades and "weird weapons" such as Heaven's Gate. They don't use the plasma energy reserve whatsoever
Air Raider:
-Air Raider has a faster default speed than Ranger (Air Raider can walk a distance of 1 km within 137.5 seconds, Ranger does it in 165 seconds)
-The class is significantly different as he gets to equip drones who either acts like turrets or airstrikes (while not as destructive as the actual airtstrikes, these drones can be used in underground missions which used to be the bane of AR)
-Air Raider also has a new utility slot for poles (attack, defense, health, plasma), roombas, shield screens, decoys and automatic drones
-Depth Crawler appears immediately upon call even when not underground, and no longer self-destructs when going underwater
Fencer:
-Two jump boosts and two thrust dashes by default, but the distances are lowered
-Fencer's gatling guns immediately fire but will take the aforementioned time in the stats to fully reach ROF
-Cannon-type weapons can destroy buildings