Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For example:
You have a map with 2 spawn points, both will produce 2 aliens, you have 4 in total roaming around. You kill 1 and the spawn point, which has a entity counter of 1/2, will now produce a new one.
You also have to account for planetary investation level and how high the alien agression is. But from what I have seen so far I assume every spawn point has a certain amount of enemies it will pump out, which will be replaced if killed.
I don't know how far you into the game or which diffictuly you play on, but there is usually enough ammo to go around. The exception is the early stage of Mission 2. I had to restart that whole mission because those cultists just soaked up all of my ammo. Best way to deal with that is to keep a low profile until you reach the building (cover tutorial) and let the ARC do all the work. For the early figths use handguns and at least 1 sentry gun for back up, that will save alot of ammo.
I also noticed that ammo is used in cutscences (which shouldn't be the case imo). If you know there comes one up where your team will fire their guns, swap to secondary weapons.
Also the first cultist map kinda make me go nuts, they were re-spawning and re-spawning and re-spawning, it was not normal!
Yes but you won;t take it with to the Otago and use it later. Anothe deplyment you start with base amount (3 o r 4 magazines) even if you hoarded like 9 in the mission.
It's not much ammo that's being wasted for the cutscenes and most of those happen in the first mission, so it's up to you if you want to save those bullets.
Like I said, dealing with the Cultists in the second mission is a waste of ammo. Ignore the patrols because they will spawn indefinitely. Use the ARC to keep them at bay and hide as much as you can if they come your way. For the ones you have to fight (to get resources or to progress) use the secondary weapons + make use of the Shotguns. In the early part of that mission the Cultists are all melee and the Shotgun will do some good damage. If you struggle set up a Sentry Gun and you're good to go. Once you enter the building you should switch to primary weapons.
This strategy worked on hard, can't say if it'll be reliable on nightmare. I will find out once I finished this run.
it seems sector that you are not in can spawn aliens but at very low number and slow rate.
if you are in a sector and the first two alien that poped out was killed by mines or turrents ( stuff that doesn't alert aliens) the same sector will spawn a new one very fast around ( 15 to 20 sec), but after a certain number of alien ( base on infestion and alerty) is already on the map. either there wouldn't be new aliens or they spawn at a Very slow rate.
I want to play with levels have an limited amount of aliens respawning and after that set aliens are killed they wont respawn anymore no matter what you do.
Maybe there is already such a mod. Idk
https://steamcommunity.com/app/1150440/discussions/0/4410795908428429040/
Yes, there's no limit on alien spawns. It's very dumb.
Basically, you have:
1) Random roaming spawns - counter these by placing turrets, mines, moving to a new area, or using a drone or motion tracker for distraction.
2) Random vent shaft spawns - avoid these, stop and wait, it'll disappear.
3) Massive onslaught events - turrets, mines, flame thrower, suppression fire
4) Scripted situational events - turrets, mines. flame thrower, suppression fire
I don't know how alien spawns are controlled, because there's this weird 2DVector entry that seems related to their spawns, but it's not clear what that means.