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Your first class ability is the privilege of opening locked doors which any smartass can do (while still paying tools for it).
and upgradewise you spend 30 mats on a drone which now can lure enmies like a point-paid motion tracker does, 30 mats more for welding abilities (aliens tear through those doors in half a minute, also you still pay tools) and 30 more until it finally carries an SMG with a rather cumbersome reload (I can't find another way but to zoom in and click on the tiny drone, usually while I don't have time for that). So 90 materials for an additional SMG...
I can´t say much on the synth repair, I have found one on my last mission, too bad I don't have a level 6 Tekker yet...
What am I not seeing?
And like on this run I had decided to actually use a Tecker. He was level 7.
It must have been some divine intervention that caused him to be singled out like that.
Ah well, it was not to be.
But eg.if you have many sergeants you will indirectly use less emergency tools for CP.
But I primary use Tecker for lvl 6 basement only.
So even lvl 3 with drone is enough.
Motion trackers do not affects all aliens just the mobile ones.
Drone lure will wake up facehuggers and sleeping aliens in around a rooms radius free of charge.M6 basements has 60+ of those alien types and they do not seem to respawn.
Then motion trackers+APC or sentires can kill them while squad is far away hiding in a corner protected by sentires and or mines.
+this way facehuggers have small chance of dropping alien material.
Alien eggs getting killed can not drop and can become bugged too.
Drone can scout and does not activate most"triggers" like power going out in mission 6.
Scouting can be very useful for first time playing on missions where there are not many human enemies.
Sadly combat drone is very ammo inefficient.
And turret buff cost a tool and does not last for long.
Still in rare cases can be useful for defence sections.
I get it now. You look at his class abilities and you are confused, you look at the three step drone upgrade and it looks overpriced...but you have to understand that all you need to pay is the 30 materials for the drone.
Drone scouting and luring is unbelievably good once you realize the Xenos don´t care about the little buzzing tech thingies.
I just replayed the Otago defense mission on Nightmare and I dreaded the part where you have to advance towards an Alien spawn point to spot a tunnel entrance for your dropships's missiles...until I wondered if the drone works too.
It does, the basic drone works as an artillery spotter.
It's also handy as a 'door spotter,' if you want to use abilities through a door, from afar. You can send the drone near the door and it'll hold the door open as long as it remains near it, then you can switch back to your squad and snipe, overload plasma beam etc. through the door from far away. There's many places in the game where there's eggs or Xenos in stasis right behind doors and it's annoying/risky to try and open the door with your squad whilst also trying to line up your recon, or a marine with a plasma rifle, to make the shot before they get detected.
1. That ♥♥♥♥♥♥ first skill.
2. The drone requiring 60 material to become THE game changer.
3. The drone not being immune to mine damage when the mine triggers so damn inconsistently.
The Tekker is the ultimate scout. Just park your squad somewhere safe, and send the drone all over the map to find supplies, doors, and roving aliens.
It's the best class for making sure you get a map done in 2 runs or less.
Cheers Tecker!