You should spread out number of objectives during a deployment. I usually do like 2 or 3. And still rest them during the deployment. They'll at most suffer 2 bars. I've had it once on medium go to the full blown 3 and get a trauma.
One thing you should mention is that you should not feel compelled to unlock every door encountered. It may make traversing the map easier for your marines but also the enemy. Keep pathways predictable so you know where enemies will go to reach you during hunts or onslaughts. Hold off on unlocking shortcuts until after completing all objectives in that portion of the map; when you know you won’t be revisiting that area.
The first four upgrades you should take are pouches on all your marines for medkits/tools. Place motion trackers around the entire map as you go, these cost command points which regen. Silent shot on the Recon class is probably the most important ability at the start.
2 pouches, 2 ammo. you honestly dont need more than 6 med kits or tools for any early deployment, unless you are just that reckless... silent shot is very useful and motion trackers placed to cover the entire map as you go is SUPER useful. every tool the game gives you is useful in the right situation
I never used Recon. I went with my most useful combat effective units Sergeant commander Medic obviously Gunner with the smart gun due to the fact 250 rounds is very cost effective when most of my guys has 100 fucking rounds with the final Pulse rifle gun unlock. But also the Tech person cuz of the drone can weld so I can still have all four of my people can still shoot even more so the drone can be upgraded to be equipped with an smg 48 rounds or so. Then comes the new APC replacement vehicle that allows you to have 5 marines deployed now. I'd have another Sergeant in the squad so I can get more Command point boosts up to 7/7 it's due to the fact I always spam landmines with pheromones. But also I use flame thrower to force the Xenos to take a different route, then also the the final Pulse rifle with it's laser beam attack is amazing combined with flamethrower or the RPG you can destroy the queens and Praetorians even the crusher can get owned.
A few things I would love to add -Read some of the equipment tutorials when you're in the abilities menu, this is how I found out that you can sweet with the flamethrower and create a wider area of effect/denial. -Heavily invest in mines, as they are technically unlimited as long as you have command points constantly refreshing -Have a robust team. Play how you want to but remember that things like stress and ammo are a factor, so remember which of your team members have perks like Resourceful, which refreshes one ammo unit upon rest, and also invest in at least one Sergeant. -As you said, don't get detected too often, and for this reason Recon classes are important because they can insta-stealth kill aliens and human enemies with their precision shot without drawing any attention. Like at all. Skyrim levels of AI intelligence when it comes to picking off enemies. -Try to deploy the same marines as often as possible to stack up their levels and upgrade them. This doesn't mean rely on the same four, but try to have at least 10 or so that you are comfortable with regularly putting in deployment rotations, at least in your first playthrough. (I'm doing a stream that's using some of my content creator mutuals as their own avatars, so I'm trying to give as many of them equal amounts of screen time and it's been a fun challenge, so it's not impossible to do but it isn't going to make for an easy time on your first go) -Don't be afraid to be clever about your resources (kinda goes into "don't go into a bossfight too soon"). If you're full on meds but they're laying around, have your team pop naproleve. If you're full on tools but they're laying around, try planning a time and place to create a shelter and rest. -Pay attention to your autosaves, the game still has some issues with saving on some levels when you try to rest at a shelter, namely in the mission where you infiltrate the Montero. -If you plan on extracting and returning to a location to complete objectives later, don't collect all of the ammo you find. Unlike materials, meds, and tools, ammo doesn't come back with you. You will always start a mission with a set amount of reloads. If you find armories or store rooms with lots of ammo, consider leaving it there for the next time you return so your fresh squad has a good head start in resource management. -Have fun and let loose when you can. If you completed all the objectives in an area and your team is in good shape, has plenty of ammo, ARC support, etc, don't be afraid to go nuts and piss off the hive. Like I said, ammo doesn't come back with you, so feel free to use it. Not only should entertaining yourself with cathartic levels of bug death, be your reward for playing well enough to have this kind of luxury but farming Xeno kills typically has a chance to drop Xeno Samples that you can use for later R&D and squad modifiers (XP I'm not too sure about, that might be more tied to objectives but I'm not sure). That's all I got for now.
You should always leave when the hive is on difficult, because it's a swarm, and try to do the missions with 2 squads, first one clean half, the other one the other half, be careful never take the ammo pack when you are about to leave, because this is the only items you wont be able to carry on your next mission. You can also put some nice Turret on a path that is causing you trouble, sometimes you will have 10 turrets in your ship and 4-5 in your squad if you find one on a box put one you will leave on the level so it will shoot the xenos pathing there, without making any lvl of the hive. You can even put a motion tracker, put some turrets, activate the motion tracker sound mecanic on your map, and let the turret do the job by hiding your squad. You should always be under 100 stress by welding a one door area and rest the team. Since it only cost 1 tool instead of 4-5 medkits. Keep an eye on the vents, and the ammo of your squad, the tech class can open locked door, by using a tool, but if you unlock the smart guy ability you will be able to unlock them for free, with any class. Make multiple Sergent, the keep it together ability is one of your best ally in the higher missions. Oh and of course the flamethrower is a must, as the smart gun you can completly lock an area with the flames, and wait for the xenos with some suppressin fire+ mines + grenade so satisfying. The recon is a must too, can kill in silence every roaming ennemy and sleeping ones Enjoy the game, the sounds, the musics are awesome. I miss it already
Place mines outside hive entrances and on any junctions that enemies are using a lot. Or just to cover your rear as you advance. Or to seal off entrances if you're going to defend an area. They also use command points which are easily replaced. It's very satisfying to hear an explosion and to know that it's one less alien on the map.
agree with all of these tips. extra one is: unless you know you are in for a big fight...... DO NOT Collect all the ammo as it dose not stack for your next deployment in that area. i made that mistake where i collected all the ammo in a map, completed all the objectives and etc because i was not going to return ... so I thought. turns out I had to go back an area for another mission , and it was a nightmare as it required alot more ammo to deal with. my advice is make sure you have 2 marines with resourceful perk as you get 2 free ammo every time you shelter at the cost of 1 spanner. sucks that we can't stack ammo for redeployments
Hey, man, thanks for the tips. Your videos have been helpful. And you are quite right: this game is V E R Y challenging. I have been playing it obsessively since release. I restarted it six or seven times, each time understanding more and more about the tools at my disposal. It was some S E R I O U S trial & error. I basically move slow but purposefully, and I'll take up to 10 minutes in my safe house planning my next squad movement. And I leave a trail of mines behind me and at intersections (a tactic which has saved my ass dozens of times). I also use the REPRIMAND command, which prevents STRESS accumulation for 30 seconds. VERY HANDY. Keep up the quality work, mate.
Nice tip on the mines! I’ll be implementing that this evening. Couldn’t agree with you more about the Reprimand ability, have seen a couple videos where it’s only briefly touched on, but I find it very powerful
I've completed the game. Best advice I have is that when levelling up your marines - the perk where you cant get tired and the perk where you get +1 ammo after a rest are significantly better than all the others.
Yep. I live on Tinker. Love that perk. Having 4 marines with that, and then resting.... boom Full mags. I also give my heavy gunner the +20% ammo perk.
Another mistake: people not scouting the heck out of levels with drones. Get as much info on the level before you start opening up rooms with awful surprises. Figure out where the alien spawn points are - for both the wanderers and the static time based ones. Then figure out what your plan is to move through the level - don't just wing it. Also keep an eye on your stress levels!
@@Mister-Sinner0 Yup - hit the = key and then you can fly them around independently. (this is for the tech class with the flying drone - even better when it has a gun)
@OrinThomas a bit late, but I'll add you a little warning to using the drone levels that have human enemies with guns, they will shoot the drone and destroy it, although the Xenomorphs will ignore it
⚠️ *ROTATING SENTRY TURRETS:* ⚠️ *To rotate a sentry turret, select the turret option, when the turret blue silhouette appears, press and hold the select button (Xbox “A”, PlayStation “X”) and you can rotate the cone of fire with the left analog stick. HAPPY HUNTING MARINES!*
WHATTTTTT !!! OMFG THANK SOOOOOO MUCH I WAS IN HORRIBLE POSITIONS TRYING TO AIM IT WHEN TRYING TO SURVIVE A DAMN ONSLAUGHT IN A ROOM WITH ONE DOOR TRYING TO AIM THAT DAMN SENTRY ❤️🥹😞 Thank You Soo Much
A general rule on Ammo I like to go by is having 5 ammo on hand (1 for each marine to reload, and 1 in case you need to breach a wall or barricade - or can also reload sentry gun) ^_^ But then again I also try to use my motion sensors to avoid most fights to save on ammo period...
I managed on my own to conclude everything you mentioned except maybe the MT. Although I started trying to use them as much as I can on the mission 7. I REALLY FELT THAT DIFFICULTY SPIKE. I combined one MT with 4 CG in a room, overloaded the MT and attracted every enemy in the area into a kill room, that really helped. Also, use the CG as much as you can. They don't uncover your position if they kill an alien. Just don't go too far away from them, or they'll break.
Unlocking mines will make things a lot more manageable, especially during the defense phases. Putting them next to spawn points or in busy hallways will help, especially if you mix them with motion trackers.
To add about the arc or armored transport. You can also send it to the aggregated hive spawn on the map if you're on the surface. So you can have it shoot the aliens during an onslaught as they're spawning in.
i always liked to get to safe zone, then use the map to move the ARC around to clean out the roams. i always place motion trackers so i get full map coverage to know where every enemy is
" OVERLOADING trackers is the single most important tactic in this game IMO. When being hunted, overload a tracker on the opposite side of the map. " I would suggest bringing a tech. Instead of wasting Command points with building/rebuilding motion trackers..... Set up a few sentry guns facing a doorway. Let you drone fly in, and make noise. This wakes eggs, and sleeping aliens WITHOUT alerting them to hunt. They will follow your drone right into the guns. You just cleared a room, without being detected. Go collect your free stuff. You can literally clear a full map this way and never be hunted, unless there is a mission critical battle.
I have a few thoughts on this, not so much addressing mistakes but just bits and pieces I found useful. The first is definitely a mistake, one I learned the hard way - always keep a marine in the squad with the standard PR, for the GL. I find it best to give the soldier typically using suppressive fire (usually a sergeant for me in the centre of the squad when on mission) the heavy PR, because the weapon does nothing else, and the smartgun is best used with targeting the enemy, taking advantage of the increased accuracy gunners have with it. When onslaughts start you can check the map to see where they're coming from, you can also see up the top right how close one is to triggering, allowing plenty time to set up. When setting up, I find it best to place the sentry guns in front of my marines and prioritize getting the longest corridor possible - I've seen some go into rooms thinking that's better, no, they bounce around too much, long corridors or just long open sight lines puts the alien at the disadvantage. Early on, before getting the training room, it's good to intentionally trigger onslaughts as much as ammo allows to level up.
Don't be afraid to detonate motion trackers - They make noise to pull the enemy away from your last position so if you get caught, use them to pull xeno reinforcemets away from you while your relocate/escape - Secondly, while detonating they make noise, if you have to use a grenade to destroy a bunch of facehugger eggs, the motion tracker can 'mask' the noise you make so your not insta-detected when doing so 'providing you kill all of them in one go'
I've noticed that there is usually a room near every boss fight you can weld up and rest. USE IT! It's worth getting your troops healed up and de-stressed. You can then backtrack to refill your tools/med kits with kits you didn't pick up then come back for the boss fight. That or just return to the Otago first and level up your marines. Which, during the first few missions, is the best option anyways. Recon silent shot is indispensable. It makes no noise, and is normally a one hit kill on almost anything. It uses command points. (basically free) Tech drones can make noise to attract aliens into kill zones or away from your troops. Uses Command points. Try setting up your turrets in a kill zone, then use the skill to draw the enemy in. OR send the drone somewhere AWAY from your troops BEFORE triggering a hunt, use the skill, then watch the bugs run the wrong way! Mines work. Use them in choke points and doors. Try setting the mines along your planned escape route. It uses command Points. Use all of these skills to control the battle. Its the key to beating this game.
This is super important. Make note of any one door room you cross to potentially use it as a cheap base. Drop some mines outside of it and use it to keep your squad topped off before continuing deeper. Remember the spot for multiple deployments.
Spam mines near xeno spawn areas as well. Mines are infinite, as long as your command points are available. Move slow and mine up chokepoints. I've retreated during onslaughts easily, because my retreat points are always covered by mines. I'd say precision shot+silencer and mines are the most OP skills in the game, because they allow you to do so much, without being detected or swarmed.
One of my favorite things to do is to place a motion tracker next to the Arc parking spots that way if you have a group of aliens after you you can lure them to the turret
4 missions in: I'm sure I'm not still making these mistakes but I'll watch it anyway. Never uses the motion trackers. Left the last mission with 12 ammo. Okay maybe I'm still making a couple of these mistakes...
With the motion sensors you can use them to ambush drones. Pop one down in a narrow corridor with a few mines either around it or on the corridor leading to it and set it to blow to attract them. Great way to get rid of a few drones especially during a hunt. Plus the mines don't trigger a hunt
Along the lines of the motion tracker have one marine who can drop mines around when you have excess CP. You can even overload a tracker to draw in a horde to an area you have mined with your team actually being safe across the map. Mines are great for boss fights too. Kite a Queen over them and get a Steam Achievement.
Good video man. I know this is no tip but I think it's easily omitted or forgotten. Use two buff skills at the right bottom of your screen (after hitting space). I can't remember the names but one skill gives you 2 command points in the middle of the fight, and the second one heals the party for 1 point and bufs it for a short time. It saved my squad at the end of the 1st mission when a queen, a crusher and a hord was on my team and I had no medical supplies. Keep it up marines!
Normally after continuous losses I get sick of a game and play something else. This game has that rare characteristic that the souls games have. You can die repeatedly, but find you are still enjoying the game!
The motion tracking things totally break the game. I put loads of them in corners and if I need to cross larger open areas I detonate them one by one and never have to worry to much about patrols.... I mean like 6 of them in one place give you 3 minutes+ the time the aliens have to travel back and forth...
I just starting playing this yesterday and I immediately started using my arc anytime I have to go far out I also take stands next to my arc when a lot of aliens are near by, just started realizing that I’ve been running into more med boxes so I only take a couple med packs now.
Place mines throughout the map as well. I've learned to place a few mines down the hall of a spawn areas as well as the typical patrolled hallways. It buys you a lot of time to move around unseen while the xenos just blow themselves up.
I would also recommend the Silenced shot together with the sniper rifle for the Recon, with that you can take down enemies silently before they spot you.🥳👍.
A Sergeant is a MUST HAVE at every single deployment because the reprimand skill is easily one of the most important in the game. It essentially freezes the rising stress levels and you can usually use it as soon as it is available after each cooldown almost indefinitely. Your marines can thus go on far longer deployments instead of freaking out and becoming ineffective because of stress. The Recon class becomes useless by the midgame once you hit lvl3+ infestation level and due to the cramped corridor map design. In short, stealth gameplay is forced out of the scene due to the absurd amount of enemies that guarantees you will be detected almost everytime. Better get a second gunner instead.
I agree reprimand is very strong, but I disagree with the recon thing, if you have the detection time upgrades you can shoot almost ever alien that's in the same room as you before it detects you (I played on hard)
Thank you the tips B2G Been watching some of your tips and guilds on this game, and as a new player to the game, it gave my a good idea of what to look out for and how and what tactics is usable in the right situation. I discovered a tactic (you my already know it) where I'll use the APC against on Onslaught. When an Onslaught countdown is in effect. I get back to the APC before the aliens come. I'll then redeploy with the APC and pick a spot that is far away right before the aliens arrive. Then I just watch the whole alien group getting shot or driven over by the APC. Keeping my whole team safe. Then again I have only played the first map, and it was an effective counter on Dead Hills. I have no ideas if this tactic is useable on others maps tho.
After you're previous video I only carry 2 med kits and 2 supplies and each of my first runs on a new map I try go get as much Intel on an area leaving an abundance of motion trackers. Question can the sentry turrets angle be changed on console?
if u run into a group of eggs... u can set mines outside the room ... then go somewhere safe.. send the drone to the eggs and use the "noise" function to wake up the eggs and wait for the facehuggers to walk into the mines. also, i will plant like 6 mines right outside a single- entry room and use that as my "in case of onslaught, run in here" ... assuming u can run back there in time.
Helpfull and I like whan poeple put timestamps. Even when I watch all the video anyway but with them I can link to friends and rewatch part I need easyer :D Thanks
Is there a limit to how much XP my marines can acquire on a run? Is it possible to gain two levels in one run or should I consider pulling out once they have a level? I've gotten to the end of the mine but died to continual aliens after beating the boss. My marines were still level 2 though, while other videos I see already have specializations at that point.
I don’t think there’s a limit but there are certain ways to earn XP which I’ve done a video for and if you’ve done most of them then there’s no point keeping those marines in that run 👍
Doom clock should be reworked,not removed.Or people wil spam skip days and get free loot,train soldiers,heal wounds,etc. Just make it kinda x-com 2 style progression : infestations levels should decrease every time you beat level or queen or objectives, and "tech levels" should slowly progress to add more and stronger type of xenos and enemies,mb increase their hp and numbers during global campaign.
Ive been playing this game for about 3 weeks and im really addicted to this game 😂 It's getting really enjoyable now as my Marines are getting stronger in their own class. But i had to put it on the easiest setting and its still difficult at times, holy sh*t. Staying on deployment for too long im finding is a bad idea, as well as bringing under-leveled marines into certain sections is a bad idea. 🤷🏻♂️ Lol they cant take much heat!!
I learned from some of these mistakes the hard way. I tried something different and learned from my own mistakes and also learned from others as well. Great tips.👍. Any and all advantages you can get, will help all players out tremendously.
About motion trackers: I saw someone say online that the more trackers you place and thus the more xenos your squad knows are around increases their stress level much more quickly. Is this true?
That quickly adds up over time. Say you buy one at every deployment, it wont be long until you have used 2-300 recourses. That is the cost of a heavy pulse rifle or plasma rifle that you need later in the game. NOT recommended. Instead you should place them out as often as you can, sometimes paranoia is a good thing.
I just dump ‘em and run, just like the movie… but I did make sure to prioritise getting the SMG ASAP, and that made pairing tripod smartguns with Sentry Turrets, an absolute joke…
@Slickster-rh3mn I totally got what you were trying to say. if im under an onslaught or being hunted I'm not going to stop and get a turret. I'm getting the f outta there.
I still don't get the motion tracker? Does it reveal a larger area of tracking? And I know it can be used to make noise so the alien will get distracted by it. But I feel like the mini hud reveals a large enough area to know where aliens are. I find it kinda pointless to put down a tracker when I've got one that's working already
It reveals a 60m radius but it gives you the aliens’ exact movements even when you’re out of the area so you can see where they are at all times if your motion tracker placement is smart 👍
The cost command points so if you're moving slowly through a map and placing them all over the place, you can use them to lure enemy away from your position when trying to make a quick exit.
I believe they stay between missions too so if you can only go so far on this run, place one, leave and return later and you can plan your path to get safely back to where you were
In a way you do yeah but you can cover more areas and the motion tracker itself can be overcharged to take alien attention off you and it’s a real-time tracker, you can see exactly where the aliens are moving instead of seeing their rough location pinged every couple of seconds 👍
I’m not sure if it’s entirely being removed or not. They said it’s becoming obsolete but I’m hoping there will be a setting to disable and enable it so it can still be there for the players that want it 👍
@@red-gt1msI'm sure it will. If it's an option to disable, it will change the difficulty to Custom, thus negating any achievements. If you care about achievements for the hardest difficulty, you'll have to play on that difficulty with "locked" options. That's how it should be, anyway. Personally, I don't care about achievements and wouldn't mind an option to turn off all the negatives (stress, traits, etc) so I can do a fun run just blasting everything.
They are going to remove the death clock? That pressure is what makes the days passing so meaningful. That's like removing the end explosion from Aliens 2.
Mines at hive entrances... place about a million motion sensors (on dead hills I had 3 placed at the starting site before the gate opening) Lulz. Always carry 4 sentry guns. don’t waste materials on stubborn marines (fucking annoying) always rest in a one weld door room. During a hive onslaught stand by the APC/ARC. Recon class is a must for keeping detection level low with silenced sniper. always take the pouch/bag upgrade. Then command points upgrade. If redemption appears, take it as priority depending on the marines negative trait, take mine of steel perk so it makes sure your marines are not tired for 3 days after deployment. Don’t waste materials on the revolver upgrade, you barely use it. But acquire the flamethrower. Try not to skip too many days as infestation levels increase on the planet making it harder.
Has anyone else had a glitch when u go into the mission and the screen is black..you can hear the game and see your squads status bars but the rest of screen is black..I go out and reload the game and the screen still stays black..I've had to restart my Xbox to correct it and even then it still may stay black...please help
Just beat the game for the 3rd time on Nightmare. And good fucking god, get your sentry count up and use them during onslaughts. Only 250 rounds each base, but thats significantly small when you got 5 of em doin a small burst into groups. Also GET THE BATTLE DRONE ON AS MANY MEN AS YOU CAN. Essentially just doubled up your squad with these lil fuckers. Diversify your squad. I always ran at least 2 Gunners, 1-2 squad leaders, a recon and a hacker. And my best tip: Have a chad squad and an expendable squad. Expendable squad can go back into already visited campaigns and get supplies, meds, etc. If they die, meh. Build your chads and mow through the campaign. The infestation level ive noticed, from story, hard and nightmare, didn't really make a difference for me. I noticed more aliens but with a stronger squad, it doesn't seem to matter.
Biggest mistake made was to actually buy this game that is all but dead 1 year later...glad i never made that mistake and saved my money to buy a decent game a year later 👍🏻👌🏻
To argue tip 6 a little bit, you can spend as many days as you want as long as its before mission 5 is completed (when the death clock starts). Prior to this you can spend as many days as you want, BUT you will still have your threat level go up which WILL make the game harder. This will come down to preference if you think the trade off of power leveling your troops and getting extra resources with the game getting harder earlier. (no matter what it will eventually get to this difficulty level anyways later into the game). I personally think the trade off is worth it but that's just my opinion.
infestation level only goes up to 5 i have been told. and near the end you can research to bring it down to keep it from max level 5. on my hard play thru, i was almost always on hard hive aggression, so i was used to most of busy aliens, the infestation level never really seemed to matter to me.
A.) Mines. Put them in choke points where aliens must walk, behind you, map will tell u best spots. B.) Keep command points high or at half, leave some in reserve for quick grenade kills & hunts/onslaughts. C.) Defend positions - Turrets + team + backs against the wall + suppressive fire in direction aliens are coming, put mines out front - away from turrets, only send one marine to do this, be ready to cancel D.) Like a dance, Walk backward, away from each alien as they get close, walking away keeps marines firing and prevents much inc damage
What annoys me the most is that once a hunt ends an alien that was searching for me during that hunt finds me and triggers another hunt so annoying
Once it ends, overcharge a motion detector near a kill zone (turrets or APC) to clear the remainers. If that's possible
@@AbtinXbonus points you also place mines around it.😊
@@TheWildcard4542000 sure. Right after the clearing you might need the points for the push. So I save them
You should spread out number of objectives during a deployment. I usually do like 2 or 3. And still rest them during the deployment. They'll at most suffer 2 bars. I've had it once on medium go to the full blown 3 and get a trauma.
Agreed, they need to put something like a 10 second delay after a hunt where no new hunt will trigger just to keep chain hunts from happening
One thing you should mention is that you should not feel compelled to unlock every door encountered.
It may make traversing the map easier for your marines but also the enemy. Keep pathways predictable so you know where enemies will go to reach you during hunts or onslaughts.
Hold off on unlocking shortcuts until after completing all objectives in that portion of the map; when you know you won’t be revisiting that area.
@@SL-gh5pe yeah having bottlenecks to retreat to is crucial , opening doors might make it easier for the Aliens to swarm you
The first four upgrades you should take are pouches on all your marines for medkits/tools.
Place motion trackers around the entire map as you go, these cost command points which regen.
Silent shot on the Recon class is probably the most important ability at the start.
Use the motion trackers "overload" ability when you are hunted to distract all the aliens away from you, then leave the location you got detected at.
I am doing right now No Damage run to beat the game so yeah it's kinda hard
2 pouches, 2 ammo. you honestly dont need more than 6 med kits or tools for any early deployment, unless you are just that reckless... silent shot is very useful and motion trackers placed to cover the entire map as you go is SUPER useful. every tool the game gives you is useful in the right situation
I never used Recon.
I went with my most useful combat effective units
Sergeant commander
Medic obviously
Gunner with the smart gun due to the fact 250 rounds is very cost effective when most of my guys has 100 fucking rounds with the final Pulse rifle gun unlock.
But also the Tech person cuz of the drone can weld so I can still have all four of my people can still shoot even more so the drone can be upgraded to be equipped with an smg 48 rounds or so.
Then comes the new APC replacement vehicle that allows you to have 5 marines deployed now. I'd have another Sergeant in the squad so I can get more Command point boosts up to 7/7 it's due to the fact I always spam landmines with pheromones. But also I use flame thrower to force the Xenos to take a different route, then also the the final Pulse rifle with it's laser beam attack is amazing combined with flamethrower or the RPG you can destroy the queens and Praetorians even the crusher can get owned.
@@koreancowboy42medics are garbage lol
A few things I would love to add
-Read some of the equipment tutorials when you're in the abilities menu, this is how I found out that you can sweet with the flamethrower and create a wider area of effect/denial.
-Heavily invest in mines, as they are technically unlimited as long as you have command points constantly refreshing
-Have a robust team. Play how you want to but remember that things like stress and ammo are a factor, so remember which of your team members have perks like Resourceful, which refreshes one ammo unit upon rest, and also invest in at least one Sergeant.
-As you said, don't get detected too often, and for this reason Recon classes are important because they can insta-stealth kill aliens and human enemies with their precision shot without drawing any attention. Like at all. Skyrim levels of AI intelligence when it comes to picking off enemies.
-Try to deploy the same marines as often as possible to stack up their levels and upgrade them. This doesn't mean rely on the same four, but try to have at least 10 or so that you are comfortable with regularly putting in deployment rotations, at least in your first playthrough. (I'm doing a stream that's using some of my content creator mutuals as their own avatars, so I'm trying to give as many of them equal amounts of screen time and it's been a fun challenge, so it's not impossible to do but it isn't going to make for an easy time on your first go)
-Don't be afraid to be clever about your resources (kinda goes into "don't go into a bossfight too soon"). If you're full on meds but they're laying around, have your team pop naproleve. If you're full on tools but they're laying around, try planning a time and place to create a shelter and rest.
-Pay attention to your autosaves, the game still has some issues with saving on some levels when you try to rest at a shelter, namely in the mission where you infiltrate the Montero.
-If you plan on extracting and returning to a location to complete objectives later, don't collect all of the ammo you find. Unlike materials, meds, and tools, ammo doesn't come back with you. You will always start a mission with a set amount of reloads. If you find armories or store rooms with lots of ammo, consider leaving it there for the next time you return so your fresh squad has a good head start in resource management.
-Have fun and let loose when you can. If you completed all the objectives in an area and your team is in good shape, has plenty of ammo, ARC support, etc, don't be afraid to go nuts and piss off the hive. Like I said, ammo doesn't come back with you, so feel free to use it. Not only should entertaining yourself with cathartic levels of bug death, be your reward for playing well enough to have this kind of luxury but farming Xeno kills typically has a chance to drop Xeno Samples that you can use for later R&D and squad modifiers (XP I'm not too sure about, that might be more tied to objectives but I'm not sure).
That's all I got for now.
You should always leave when the hive is on difficult, because it's a swarm, and try to do the missions with 2 squads, first one clean half, the other one the other half, be careful never take the ammo pack when you are about to leave, because this is the only items you wont be able to carry on your next mission.
You can also put some nice Turret on a path that is causing you trouble, sometimes you will have 10 turrets in your ship and 4-5 in your squad if you find one on a box put one you will leave on the level so it will shoot the xenos pathing there, without making any lvl of the hive.
You can even put a motion tracker, put some turrets, activate the motion tracker sound mecanic on your map, and let the turret do the job by hiding your squad.
You should always be under 100 stress by welding a one door area and rest the team. Since it only cost 1 tool instead of 4-5 medkits.
Keep an eye on the vents, and the ammo of your squad, the tech class can open locked door, by using a tool, but if you unlock the smart guy ability you will be able to unlock them for free, with any class.
Make multiple Sergent, the keep it together ability is one of your best ally in the higher missions.
Oh and of course the flamethrower is a must, as the smart gun you can completly lock an area with the flames, and wait for the xenos with some suppressin fire+ mines + grenade so satisfying.
The recon is a must too, can kill in silence every roaming ennemy and sleeping ones
Enjoy the game, the sounds, the musics are awesome. I miss it already
Place mines outside hive entrances and on any junctions that enemies are using a lot. Or just to cover your rear as you advance. Or to seal off entrances if you're going to defend an area. They also use command points which are easily replaced. It's very satisfying to hear an explosion and to know that it's one less alien on the map.
Does the explosion cause more Aliens to the area tho?.
@@arnoldmorales9189 They seem to ignore it. Although I only played on Medium, maybe they are more sensitive on harder difficulties.
@@donkeysunited Thanks! Playin on medium as well.
@@KamalaChameleon Kills don't give XP though. You get XP from completing objectives and onslaughts.
Beat the game on hard, and there were some levels where mines were the only reason I could remain stealthy and undetected.
agree with all of these tips. extra one is: unless you know you are in for a big fight...... DO NOT Collect all the ammo as it dose not stack for your next deployment in that area. i made that mistake where i collected all the ammo in a map, completed all the objectives and etc because i was not going to return ... so I thought.
turns out I had to go back an area for another mission , and it was a nightmare as it required alot more ammo to deal with. my advice is make sure you have 2 marines with resourceful perk as you get 2 free ammo every time you shelter at the cost of 1 spanner.
sucks that we can't stack ammo for redeployments
Hey, man, thanks for the tips. Your videos have been helpful. And you are quite right: this game is V E R Y challenging. I have been playing it obsessively since release. I restarted it six or seven times, each time understanding more and more about the tools at my disposal. It was some S E R I O U S trial & error. I basically move slow but purposefully, and I'll take up to 10 minutes in my safe house planning my next squad movement. And I leave a trail of mines behind me and at intersections (a tactic which has saved my ass dozens of times). I also use the REPRIMAND command, which prevents STRESS accumulation for 30 seconds. VERY HANDY.
Keep up the quality work, mate.
You’re welcome mate, I’m glad the videos help and it sounds like you’ve got your strategy spot on 👍
Nice tip on the mines! I’ll be implementing that this evening. Couldn’t agree with you more about the Reprimand ability, have seen a couple videos where it’s only briefly touched on, but I find it very powerful
@@nickjohnson9640 My pleasure, Marine.
It's even better when Reprimand bugs out and stays on. That was a fun kill fest mission...
I've completed the game. Best advice I have is that when levelling up your marines - the perk where you cant get tired and the perk where you get +1 ammo after a rest are significantly better than all the others.
ammo after a rest or starting? I can def see getting ammo every rest being huge
give every marine u can Unbreakable, Team Spirit, and Redemption. buy pouches for everyone. Resourceful is good but not needed on everyone.
Yep. I live on Tinker. Love that perk. Having 4 marines with that, and then resting.... boom Full mags.
I also give my heavy gunner the +20% ammo perk.
Another mistake: people not scouting the heck out of levels with drones. Get as much info on the level before you start opening up rooms with awful surprises. Figure out where the alien spawn points are - for both the wanderers and the static time based ones. Then figure out what your plan is to move through the level - don't just wing it. Also keep an eye on your stress levels!
wait you can control drones?
@@Mister-Sinner0 Yup - hit the = key and then you can fly them around independently. (this is for the tech class with the flying drone - even better when it has a gun)
@@OrinThomas oh wow i finished the game and never knew that XD
If only drones could drop motion trackers... /sigh
@OrinThomas a bit late, but I'll add you a little warning to using the drone
levels that have human enemies with guns, they will shoot the drone and destroy it, although the Xenomorphs will ignore it
⚠️ *ROTATING SENTRY TURRETS:* ⚠️
*To rotate a sentry turret, select the turret option, when the turret blue silhouette appears, press and hold the select button (Xbox “A”, PlayStation “X”) and you can rotate the cone of fire with the left analog stick. HAPPY HUNTING MARINES!*
WHATTTTTT !!! OMFG THANK SOOOOOO MUCH I WAS IN HORRIBLE POSITIONS TRYING TO AIM IT WHEN TRYING TO SURVIVE A DAMN ONSLAUGHT IN A ROOM WITH ONE DOOR TRYING TO AIM THAT DAMN SENTRY ❤️🥹😞 Thank You Soo Much
This comment needs more likes. IK WE WERE ALL STRUGGLING!!
I finished this game twice, got all of the achievements, but I didn't know this..
It wasn't I hit the atmospheric processor level that I learned how to rotate turrets.
A general rule on Ammo I like to go by is having 5 ammo on hand (1 for each marine to reload, and 1 in case you need to breach a wall or barricade - or can also reload sentry gun) ^_^ But then again I also try to use my motion sensors to avoid most fights to save on ammo period...
I managed on my own to conclude everything you mentioned except maybe the MT. Although I started trying to use them as much as I can on the mission 7. I REALLY FELT THAT DIFFICULTY SPIKE.
I combined one MT with 4 CG in a room, overloaded the MT and attracted every enemy in the area into a kill room, that really helped.
Also, use the CG as much as you can. They don't uncover your position if they kill an alien. Just don't go too far away from them, or they'll break.
What is CG?
@@Planerary centry gun
@@k.p.n.1804 ah, I see. The spelling is slightly incorrect: it's Sentry Gun, so I got confused.
Great advice, thanks!
@Planerary oh yeah, my bad.
Only 7? Thank you for the confidence in me 😂
Yo I'm not the only one! 💪
You’re welcome 🤣🤣🤣
Needs more likes lol
Unlocking mines will make things a lot more manageable, especially during the defense phases. Putting them next to spawn points or in busy hallways will help, especially if you mix them with motion trackers.
To add about the arc or armored transport. You can also send it to the aggregated hive spawn on the map if you're on the surface. So you can have it shoot the aliens during an onslaught as they're spawning in.
i always liked to get to safe zone, then use the map to move the ARC around to clean out the roams. i always place motion trackers so i get full map coverage to know where every enemy is
It grinds my gears you can’t take the ammo with you back to the Otago. We’re hoarding all supplies EXCEPT ammunition? Big F, survivors. Big F.
Your best friend in this game is SUPPRESSING FIRE.
OVERLOADING trackers is the single most important tactic in this game IMO. When being hunted, overload a tracker on the opposite side of the map.
" OVERLOADING trackers is the single most important tactic in this game IMO. When being hunted, overload a tracker on the opposite side of the map. "
I would suggest bringing a tech.
Instead of wasting Command points with building/rebuilding motion trackers.....
Set up a few sentry guns facing a doorway. Let you drone fly in, and make noise.
This wakes eggs, and sleeping aliens WITHOUT alerting them to hunt.
They will follow your drone right into the guns.
You just cleared a room, without being detected.
Go collect your free stuff.
You can literally clear a full map this way and never be hunted, unless there is a mission critical battle.
@@ZimCrusher Nice! I had no idea it woke eggs! Great tip! Thanks.
You can use elevators to save your progress!!!
I have a few thoughts on this, not so much addressing mistakes but just bits and pieces I found useful.
The first is definitely a mistake, one I learned the hard way - always keep a marine in the squad with the standard PR, for the GL.
I find it best to give the soldier typically using suppressive fire (usually a sergeant for me in the centre of the squad when on mission) the heavy PR, because the weapon does nothing else, and the smartgun is best used with targeting the enemy, taking advantage of the increased accuracy gunners have with it.
When onslaughts start you can check the map to see where they're coming from, you can also see up the top right how close one is to triggering, allowing plenty time to set up.
When setting up, I find it best to place the sentry guns in front of my marines and prioritize getting the longest corridor possible - I've seen some go into rooms thinking that's better, no, they bounce around too much, long corridors or just long open sight lines puts the alien at the disadvantage.
Early on, before getting the training room, it's good to intentionally trigger onslaughts as much as ammo allows to level up.
Don't be afraid to detonate motion trackers
- They make noise to pull the enemy away from your last position so if you get caught, use them to pull xeno reinforcemets away from you while your relocate/escape
- Secondly, while detonating they make noise, if you have to use a grenade to destroy a bunch of facehugger eggs, the motion tracker can 'mask' the noise you make so your not insta-detected when doing so 'providing you kill all of them in one go'
I don't think noise is actually part of the game
It tells you in the first hour to watch your noise.
Don't sleep on the deployable motion trackers. They can come in clutch if you're about to be spotted.
I bloody love this game. I knew this was one for me from the minute I saw the trailer.
I've noticed that there is usually a room near every boss fight you can weld up and rest. USE IT! It's worth getting your troops healed up and de-stressed. You can then backtrack to refill your tools/med kits with kits you didn't pick up then come back for the boss fight. That or just return to the Otago first and level up your marines. Which, during the first few missions, is the best option anyways.
Recon silent shot is indispensable. It makes no noise, and is normally a one hit kill on almost anything. It uses command points. (basically free)
Tech drones can make noise to attract aliens into kill zones or away from your troops. Uses Command points. Try setting up your turrets in a kill zone, then use the skill to draw the enemy in. OR send the drone somewhere AWAY from your troops BEFORE triggering a hunt, use the skill, then watch the bugs run the wrong way!
Mines work. Use them in choke points and doors. Try setting the mines along your planned escape route. It uses command Points.
Use all of these skills to control the battle. Its the key to beating this game.
Rest often, even if your soldiers are not to stressed. You should always rest IN ONE DOOR ROOMS. Resting act as your manual save, so save often.
This is super important. Make note of any one door room you cross to potentially use it as a cheap base. Drop some mines outside of it and use it to keep your squad topped off before continuing deeper. Remember the spot for multiple deployments.
Having less ammo on each level but having it taken back to the otago makes more sense
Spam mines near xeno spawn areas as well. Mines are infinite, as long as your command points are available. Move slow and mine up chokepoints. I've retreated during onslaughts easily, because my retreat points are always covered by mines. I'd say precision shot+silencer and mines are the most OP skills in the game, because they allow you to do so much, without being detected or swarmed.
One of my favorite things to do is to place a motion tracker next to the Arc parking spots that way if you have a group of aliens after you you can lure them to the turret
Having four marines going up agaisnt endless aliens just isn’t fair at all. It should be at least 8 marines.
That's the point. It's not supposed to be fair.
4 missions in: I'm sure I'm not still making these mistakes but I'll watch it anyway.
Never uses the motion trackers.
Left the last mission with 12 ammo.
Okay maybe I'm still making a couple of these mistakes...
With the motion sensors you can use them to ambush drones. Pop one down in a narrow corridor with a few mines either around it or on the corridor leading to it and set it to blow to attract them. Great way to get rid of a few drones especially during a hunt. Plus the mines don't trigger a hunt
Along the lines of the motion tracker have one marine who can drop mines around when you have excess CP. You can even overload a tracker to draw in a horde to an area you have mined with your team actually being safe across the map. Mines are great for boss fights too. Kite a Queen over them and get a Steam Achievement.
Why get rid of the death clock?
It wasn’t exactly imposing but there’s many other improvements you could make.
Took me until mission 5 before I realized motion trackers only cost command points because why would something so useful not cost tools?
Same but I'm on mission 2. Thank God for gamers like yall helping out the rest of us.
Make use of your drone (if your marine is equipped with one) they can reveal maps and make noises to distract the xenos
Good video man. I know this is no tip but I think it's easily omitted or forgotten. Use two buff skills at the right bottom of your screen (after hitting space). I can't remember the names but one skill gives you 2 command points in the middle of the fight, and the second one heals the party for 1 point and bufs it for a short time. It saved my squad at the end of the 1st mission when a queen, a crusher and a hord was on my team and I had no medical supplies. Keep it up marines!
Thank you 👍
The problem with Tactical Analysis is that can become to easy to use in the heat of battle and next thing you know you've got no tools.
this. kept pushing it when trying to place a turret because it's on B and the turret is in 8 and they look similar
@@achillesmichael5705 Haha! Exactly B and 8 are not distinguishable in game's font.
Normally after continuous losses I get sick of a game and play something else. This game has that rare characteristic that the souls games have. You can die repeatedly, but find you are still enjoying the game!
The motion tracking things totally break the game. I put loads of them in corners and if I need to cross larger open areas I detonate them one by one and never have to worry to much about patrols.... I mean like 6 of them in one place give you 3 minutes+ the time the aliens have to travel back and forth...
I just starting playing this yesterday and I immediately started using my arc anytime I have to go far out I also take stands next to my arc when a lot of aliens are near by, just started realizing that I’ve been running into more med boxes so I only take a couple med packs now.
Im always dropping mines behind me at doorways and junctions (keep an eye on your command points) its saved my ass many times.
Place mines throughout the map as well. I've learned to place a few mines down the hall of a spawn areas as well as the typical patrolled hallways. It buys you a lot of time to move around unseen while the xenos just blow themselves up.
I would also recommend the Silenced shot together with the sniper rifle for the Recon, with that you can take down enemies silently before they spot you.🥳👍.
useful. especially tracker hint
A Sergeant is a MUST HAVE at every single deployment because the reprimand skill is easily one of the most important in the game. It essentially freezes the rising stress levels and you can usually use it as soon as it is available after each cooldown almost indefinitely. Your marines can thus go on far longer deployments instead of freaking out and becoming ineffective because of stress.
The Recon class becomes useless by the midgame once you hit lvl3+ infestation level and due to the cramped corridor map design. In short, stealth gameplay is forced out of the scene due to the absurd amount of enemies that guarantees you will be detected almost everytime. Better get a second gunner instead.
I agree reprimand is very strong, but I disagree with the recon thing, if you have the detection time upgrades you can shoot almost ever alien that's in the same room as you before it detects you (I played on hard)
Thank you the tips B2G Been watching some of your tips and guilds on this game, and as a new player to the game, it gave my a good idea of what to look out for and how and what tactics is usable in the right situation.
I discovered a tactic (you my already know it) where I'll use the APC against on Onslaught. When an Onslaught countdown is in effect. I get back to the APC before the aliens come. I'll then redeploy with the APC and pick a spot that is far away right before the aliens arrive. Then I just watch the whole alien group getting shot or driven over by the APC. Keeping my whole team safe.
Then again I have only played the first map, and it was an effective counter on Dead Hills. I have no ideas if this tactic is useable on others maps tho.
You’re welcome and I love that trick with the APC 👍
@@Born2Game Sadly the newest update have removed the tactic. Update: It is now impossible to redeploy your squad during a Massive Onslaught 😅
Lucky I learned all these yesterday. Of course only after dying multiple times losing my mind in the process.😅
when you reload with some rounds still in the mag. Do you lose those rounds or does it go back into the pool?
You lose them
After you're previous video I only carry 2 med kits and 2 supplies and each of my first runs on a new map I try go get as much Intel on an area leaving an abundance of motion trackers. Question can the sentry turrets angle be changed on console?
I’m not sure about the sentry angle
I find funny people can’t rotate the turrets it can’t be more simple!
Some reason i thought motion tracker cost me a wrench so i never dropped one... well damn, I better start using them lol
Multiple motion trackers in a far off side room to overload and lure xenomorphs
if u run into a group of eggs... u can set mines outside the room ... then go somewhere safe.. send the drone to the eggs and use the "noise" function to wake up the eggs and wait for the facehuggers to walk into the mines.
also, i will plant like 6 mines right outside a single- entry room and use that as my "in case of onslaught, run in here" ... assuming u can run back there in time.
Helpfull and I like whan poeple put timestamps. Even when I watch all the video anyway but with them I can link to friends and rewatch part I need easyer :D
Thanks
You’re welcome 👍
Download this wail I was working gonna start a new game as soon as the sun goes down a bit. I heard there were some slight horror aspects to this.
Is there a limit to how much XP my marines can acquire on a run? Is it possible to gain two levels in one run or should I consider pulling out once they have a level? I've gotten to the end of the mine but died to continual aliens after beating the boss. My marines were still level 2 though, while other videos I see already have specializations at that point.
I don’t think there’s a limit but there are certain ways to earn XP which I’ve done a video for and if you’ve done most of them then there’s no point keeping those marines in that run 👍
You can gain 2 XP levels in one run, did it lots with marines going lvl1 to lvl3
Doom clock should be reworked,not removed.Or people wil spam skip days and get free loot,train soldiers,heal wounds,etc.
Just make it kinda x-com 2 style progression : infestations levels should decrease every time you beat level or queen or objectives, and "tech levels" should slowly progress to add more and stronger type of xenos and enemies,mb increase their hp and numbers during global campaign.
Ive been playing this game for about 3 weeks and im really addicted to this game 😂 It's getting really enjoyable now as my Marines are getting stronger in their own class. But i had to put it on the easiest setting and its still difficult at times, holy sh*t. Staying on deployment for too long im finding is a bad idea, as well as bringing under-leveled marines into certain sections is a bad idea. 🤷🏻♂️ Lol they cant take much heat!!
I learned from some of these mistakes the hard way. I tried something different and learned from my own mistakes and also learned from others as well. Great tips.👍. Any and all advantages you can get, will help all players out tremendously.
Thank you 👍
@@Born2Game I hope that you are enjoying this game as much as I am? Only on mission 2, but loving it. I give credit where it is due. You're welcome.👍
Yeah i watch other players do mistake no 7 and they team gets destroyed by a alien ambush in the vent. I need to make a video about that.
Bring as many medkits and tool kits as you possibly can later on in the missions.
About motion trackers: I saw someone say online that the more trackers you place and thus the more xenos your squad knows are around increases their stress level much more quickly. Is this true?
I don’t think it is but I’m not 100% sure
It applies only to the mobile tracker held by the squad
they should add this to balance these things they are so op
No way! 😂
Don't worry about leaving turrets on the map when extracting, the only cost 20 materials to make on the Otago.
That quickly adds up over time. Say you buy one at every deployment, it wont be long until you have used 2-300 recourses. That is the cost of a heavy pulse rifle or plasma rifle that you need later in the game. NOT recommended. Instead you should place them out as often as you can, sometimes paranoia is a good thing.
Bad advice just pick them up
@@blakefenslerjr4858 I was implying when you're under heavy attack and don't have time.
I just dump ‘em and run, just like the movie… but I did make sure to prioritise getting the SMG ASAP, and that made pairing tripod smartguns with Sentry Turrets, an absolute joke…
@Slickster-rh3mn I totally got what you were trying to say. if im under an onslaught or being hunted I'm not going to stop and get a turret. I'm getting the f outta there.
I forgot motion trackers were free...had in my head they take a tool.
Me too! And that aliens would attack them on site like turrets.
@@Anty2004 I thought that was only if you detonate them
That's right, they don't attack them naturally so I was making that mistake as well as thinking that they cost a 🔧
I'm fucking loving this game so far. Perfect mix of xcom/wasteland and story based.
I still don't get the motion tracker? Does it reveal a larger area of tracking? And I know it can be used to make noise so the alien will get distracted by it. But I feel like the mini hud reveals a large enough area to know where aliens are. I find it kinda pointless to put down a tracker when I've got one that's working already
It reveals a 60m radius but it gives you the aliens’ exact movements even when you’re out of the area so you can see where they are at all times if your motion tracker placement is smart 👍
It’s useful when you move away from an area and your local motion tracker doesn’t cover it any more
The cost command points so if you're moving slowly through a map and placing them all over the place, you can use them to lure enemy away from your position when trying to make a quick exit.
I believe they stay between missions too so if you can only go so far on this run, place one, leave and return later and you can plan your path to get safely back to where you were
@@Slickster-rh3mn do they still get lured away if a massive onslaught is on the way? Or would they ignore it?
Why the motion trackers tough? Dont you have a passive motion tracker thats like 60 meters?
In a way you do yeah but you can cover more areas and the motion tracker itself can be overcharged to take alien attention off you and it’s a real-time tracker, you can see exactly where the aliens are moving instead of seeing their rough location pinged every couple of seconds 👍
Death clock is being removed ?
I’m not sure if it’s entirely being removed or not. They said it’s becoming obsolete but I’m hoping there will be a setting to disable and enable it so it can still be there for the players that want it 👍
I mean, you can put it on very easy in the game. First time I beat the game, it was on normal and I had 19 days left
@@red-gt1msI'm sure it will. If it's an option to disable, it will change the difficulty to Custom, thus negating any achievements. If you care about achievements for the hardest difficulty, you'll have to play on that difficulty with "locked" options. That's how it should be, anyway. Personally, I don't care about achievements and wouldn't mind an option to turn off all the negatives (stress, traits, etc) so I can do a fun run just blasting everything.
They are going to remove the death clock?
That pressure is what makes the days passing so meaningful.
That's like removing the end explosion from Aliens 2.
how many game days is the deathclock?
I make sure I cover the whole map with motion trackers
You can save scum traits gained at level 3. All other promotions are always the same.
Mines at hive entrances... place about a million motion sensors (on dead hills I had 3 placed at the starting site before the gate opening) Lulz. Always carry 4 sentry guns. don’t waste materials on stubborn marines (fucking annoying) always rest in a one weld door room. During a hive onslaught stand by the APC/ARC. Recon class is a must for keeping detection level low with silenced sniper. always take the pouch/bag upgrade. Then command points upgrade. If redemption appears, take it as priority depending on the marines negative trait, take mine of steel perk so it makes sure your marines are not tired for 3 days after deployment. Don’t waste materials on the revolver upgrade, you barely use it. But acquire the flamethrower. Try not to skip too many days as infestation levels increase on the planet making it harder.
The command point upgrade is Team Spirit isn't it? Plus you need 2 marines to get 1 additional command point.
Has anyone else had a glitch when u go into the mission and the screen is black..you can hear the game and see your squads status bars but the rest of screen is black..I go out and reload the game and the screen still stays black..I've had to restart my Xbox to correct it and even then it still may stay black...please help
I’m not sure what you can do unfortunately
Just beat the game for the 3rd time on Nightmare. And good fucking god, get your sentry count up and use them during onslaughts. Only 250 rounds each base, but thats significantly small when you got 5 of em doin a small burst into groups. Also GET THE BATTLE DRONE ON AS MANY MEN AS YOU CAN. Essentially just doubled up your squad with these lil fuckers. Diversify your squad. I always ran at least 2 Gunners, 1-2 squad leaders, a recon and a hacker. And my best tip: Have a chad squad and an expendable squad. Expendable squad can go back into already visited campaigns and get supplies, meds, etc. If they die, meh. Build your chads and mow through the campaign. The infestation level ive noticed, from story, hard and nightmare, didn't really make a difference for me. I noticed more aliens but with a stronger squad, it doesn't seem to matter.
I hate games that don’t allow you to complete them at your own pace.
Placing mines
I feel as tho the Death Clock is kind of annoying cause the fact that it’s only 50 days 🙅🏾♂️
@Born2Game - do you think I should wait till after the patch to Seriously enjoy the game ?
yea leave ammo for your next team
Where is the 2nd Xenotech in dead hills?????
I just go minefield spam and motion trackers😅
It seems pretorians and crushers do not like them ...rip💀
My big mistake: Playing the final mission when I still had 13 days left. 😂
drop mines behind you as you go
Me like
So, basically standard gameplay.
Where are the actual insights in this video?
Biggest mistake made was to actually buy this game that is all but dead 1 year later...glad i never made that mistake and saved my money to buy a decent game a year later 👍🏻👌🏻
To argue tip 6 a little bit, you can spend as many days as you want as long as its before mission 5 is completed (when the death clock starts). Prior to this you can spend as many days as you want, BUT you will still have your threat level go up which WILL make the game harder. This will come down to preference if you think the trade off of power leveling your troops and getting extra resources with the game getting harder earlier. (no matter what it will eventually get to this difficulty level anyways later into the game). I personally think the trade off is worth it but that's just my opinion.
infestation level only goes up to 5 i have been told. and near the end you can research to bring it down to keep it from max level 5. on my hard play thru, i was almost always on hard hive aggression, so i was used to most of busy aliens, the infestation level never really seemed to matter to me.
A.) Mines. Put them in choke points where aliens must walk, behind you, map will tell u best spots. B.) Keep command points high or at half, leave some in reserve for quick grenade kills & hunts/onslaughts. C.) Defend positions - Turrets + team + backs against the wall + suppressive fire in direction aliens are coming, put mines out front - away from turrets, only send one marine to do this, be ready to cancel D.) Like a dance, Walk backward, away from each alien as they get close, walking away keeps marines firing and prevents much inc damage
Bro you dont know how mad I get when I forget to drop down motion sensors 😡
Motion trackers are too op. They really should use up a tool.