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No melee.
Yes, you can revisit missions, for the most part. Some events can close off certain areas. Some can't be revisited at all, but most you can return to for grinding, if you like. It's just the loot doesn't regenerate, so you're mostly limited to your skills and what you didn't pick up the first time. As for the data pads, there's a current bug where you can't get the achievement for collecting them all.
They don't really get used to their situation. You will soon unlock the ability for them to lose their traumas. Generally speaking, the floors are when the traumas kick in. You want to keep your stress below 100, 200, and 300, if you can. If you hit those marks, you can only remove the traumas through a building back at base. When you get close to those numbers, consider having them rest. However, to me, it's just a number. I routinely fought through most deployments with one squad all at once. If you're smart with your tools, you'll be okay.
Max level is a joke. Nothing to worry about. You can do what you want. The faster, the better, more or less, depending on your difficulty. When the timer starts, you'll be on the clock, but before that point, you can take all the time you need. It's a big red button. You'll know it when you see it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3193340311
And I wasn't planning on sending them on solo tours, but spreading out wenn a Charger does it's thing would've been really nice, or sending one guy away from the group to bring himself properly into position for the flamer.
Right on my second day I lost 3 Marines all at once thanks to a Charger on a very narrow way, so that sucked a bit and I'm stuck with Marines that get routinely scared by their own shadows.
Like, how can a soldier develop a trauma, a fear of fighting humans if he hasn't even fought hostile humans yet? :l
Many CP weapons can not fire from close range or if a friendly in in range of its affect.
Flame thrower can be used to make sure Aliens path in a different way or are forced to go through the fire=(if there is no other way) taking 5-10 dmg per second.
This is extremely good dmg value per CP.
Flamers last for 30 seconds.
Flares can be used too and give+10 accuracy.
Every marines should have+5 accuracy stuff eventually.
Get immune to tired perk or cycle soldiers as tired soldiers have -15 so 35 default accuracy.
Once you reach lvl 6 sergenat you can frezee any stress gain for 30 seconds at cost of a CP.
Silenced sniper rifle from Lvl 3 or above recon can kill many enemies without getting detected.
Also it has fixed 42 dmg even on nightmare difficulty it is enough to 1 shot all basic enemies even warriors.
Boss Aliens gets stunned by sniper for a second or too can be followed up by an RPG.
Grenade doing 50% movement speed slowdown alien perk is useful all game long and can be gotten on the very first map.
Lvl 1 infestiation has 7 aliens on a Onslaught.
Lvl 5 has 15 aliens on a Onslaught.
A map can have max 3 Onslaughts.
Maybe it also effects Aliens who spawn if you get hunted.
But patroling Aliens numbers are the same on all Alien infestation lvls.
So if you go stealthy there is no difference.
Another question I have: is it possible to stash ressources in the transporter? I find it a bit weird that we have this perfectly capable and roomy transport and my soldiers can't reduce their stress in it, and are also not capable to just stuff it full with the medpacks and such that I found? Or is that maybe a upgrade for later?
I think they increase 10% of the shooting marines current accuracy. So 50% becomes 55%
Ingame description is not very helpful on that