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Seriously, you other marine was reloading which is partly the reason why.
You like to play on the edge, this is what happens.
Try to manage your marines' stress level better: have some rest from time to time, pop a naproleve (you had 10/10 medikits), use reprimand in emergency - these are your options and you're using none of them.
I never let my marines get a single debuff, let alone all 4 LOL, so much fail - your marines are just shooting air at this point.
You can just change it, with a tap on a button.
But I have never seen that fast kill before. When looking at it in slow motion. I think the warrior got off a double attack, which would explain it.
Campaign completed for 24th time.
I hope you are joking, actually I want to believe you are joking.
Maybe you are not joking?
But I would feel bad to educate you on this topic if you are joking.
The only joker is you, trying to promote your useless YT channel by any and all means.
Well, isolated and out of context it is good advice for most players.
But in this case it is an extremely bad advice given the context of gunners level 10 unique class attribute, Unleash Hell.
Gunners having max stress have double rate of fire with this attribute.
Also the stress mechanic is not so that any stress debuff reduces your accuracy.
There exists a total of 6 different stress debuffs. and only two of them give accuracy reduction without any benefit.
Right back at ya.
Having double rate of fire means you're wasting more bullets faster and have to spend more time out of combat reloading [which is why your marine died] It's 5 seconds per reload for Smart Gun. Good game. Might as well use "harsh language" at the aliens.
And I haven't even accounted for all the debuffs.
All in all, Unleash Hell is a useless talent. You're better off managing the stress level better and avoiding any and all debuffs altogether.
Besides, the one reloading was not the one covering the south.
The reason he died was because I made the mistake of just standing there and not backing up as I usually do. Or we could say it was a tactical mistake to have the only marine, the recon with grenades, riding the powerloader.
Throughout the campaign on this playthrough, which is on +5 alien damage, this was the only death of a marine.
Reason for sharing the clip was the interesting double hit from the warrior.
All the 'debuffs' just increase the dps on my squad.
Considering that every gunner in the squad has aiming sights and shartpshooter level 3. meaning they start out with 70% accuracy.
There exists 6 different stress debuffs:
Shaken (10 point reduction to accuracy)
Scared (10 point reduction to accuracy)
Disruptive (every marine suffers 0.1 stress damage per second)
Disobedient (for every 2 marines with Disobedient, 1 max command point is reduced)
Confused (command points take 10 seconds longer to regenerate)
Berserk (25 point reduction to accuracy, marine fire twice as fast)
As seen on this short clip, no gunner has either Shaken or Scared.
Some of them have berserk. That takes them down to 45% accuracy with 4 times rate of fire. The rest sits at 70% accuracy and double rate of fire.
Having lots of stress is no problem as long as you get the right debuffs.
You can always remove unwanted debuffs with naproleve pills or by resting.
All that prep has been done earlier in the mission, leaving us with only the good stress 'debuffs'.
Most players will find micromanaging stress to this degree too much work.
But handled correctly it will more than double the squad dps.