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Mines on Nightmare are likely not one-hit kills. So you’re burning a command point that will take awhile to regenerate for a bit of damage to an enemy that you may never even need to deal with.
Better to place a motion tracker, so you can see where enemies are whenever you come back to the map. And better to use a silent sniper shot to guarantee kill any human/category 1 xeno.
Using the strategies I outlined above, I was also able to clear maps having taken little to no damage, and I did not hurry. In fact, please note that in my guide I advise to take your time, sit back, and observe enemy routes/patterns. That is what I did. Rushing in this game gets you killed. Sit back and make a plan.
Cavaet: this takes time, go take a 3 minute break while your command points regenerate.
Great advise all around other than the perspective eon mines. great guide.
I just ran through the entirety of Pioneer Station and Atmo Processor clearing every objective except the queen prior to grabbing the APC. I extracted all of my marines from Pioneer having taken zero hits, and I had 3 total days of medbay time post Atmo Processor 1. Post queen battle, I had 15 total days of med bay time, but 10 of those was for 1 marine. I was still able to turn around and be ready for combat 3 days later.
Combined with already having 4 of my 5 marines immune to the tired condition, I was able to turn around 3 missions in 6 days. I'm currently about to tackle the Montero, and I have 14 days of countdown remaining. So I'm well on pace to be able to beat the game.
@Apostle of Ebola - it's possible that there's no FF. I had one marine getting dragged away and noticed they turned red so I just didn't fire the grenade and focus fired the xeno instead.
Good additions otherwise! Esp the way to spam a few extra experience points via intentionally taking onslaughts
@Hotdog Seven I agree with Ebola's take on mines. They make noise, do not kill most enemies in one hit, and can only blow up once. Deploy sentries or use trackers to draw enemies away from where you want to go. Killing enemies is not a means to a level up, anyway.
Having a sniper for the 2nd deployment in the first map is a night and day difference. Just have the 130 supplies for a silenced rifle. It's tight but hitting level before is possible.
On that note: surviving onslaughts gives 1XP each time. When you're done and have the stress to space, find a good dead end spot with the ARC/ACP, bonk down sentries and pop a tracker to get hunted.
You also the 1XP per class 2 xeno but it seems this only happens when your squad kills it. As opposed to the free ammo tank or a sentry.
Don't fall into the hoarder's trap. Taking tools/medkits/sentries out of finished missions is nice but having 20 of each on the otago doesn't mean anything. Heal early, don't be afraid of popping pills, take a lot of rests. Especially if you have the ammo trait for resting.
Extra pockets help a lot with this.
"Just be aware that grenades cause damage to your squad, too."
Pretty sure they don't. Pretty sure the game has no friendly fire and just pretents it does. Fire doesn't hurt you, you just can't path into it. Nades don't hurt you, you just can't aim them where they'd hit you. I once rescued a 1HP amrine being dragged away with a nade. Coudn't shoot it at the drone because friendly fire so I shot adead of it. Drone got hit, dude survived.
SMGs are the only secondary able to perform supressive fire. Since that ability doubles ammo usage that can be a neat way to save some if you're low, just keep in mind the slow effect is gone while reloading and the SMG runs dry fast. Extended clips and fast reload help.
The RPG is actually a great anti-infantry weapon against anything in cover. Unlike nades, it oneshots.
Gunners getting +10 accuracy on marked targets can be quite helpful and I consider it worth the 30 supplies
cont.