Starship Troopers: Extermination

Starship Troopers: Extermination

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Arima Jan 4 @ 11:28pm
2
Do You Really Know How to Lose in ARC?
I'm exhausted. Whether I communicate in English or Chinese during the game, my teammates always play as lone wolves. They use Ore recklessly to build unnecessary structures and die repeatedly, reducing our tickets and leading to game loss.

I hope someone with good intentions can help translate this into other languages.

Reason 1: Continuous Bug Attacks Lead to Base Collapse
Why do bugs keep attacking relentlessly, including Tigers, Infernos, and Grenadiers?

This happens because of the Alert Level (red bar on the top-right). If it fills up, the Horde begins, leading to endless bug attacks. Here's how to prevent this:

Complete the "Kill 40 Bugs" mission.

Be cautious! The mission often bugs out (ironically) due to ambushes or other errors, stopping new mission-specific bugs from spawning. No matter how many bugs you kill nearby, it won't count toward the mission.
Quickly deal with Hive Core missions.

If not dealt with, they immediately trigger the Horde.
Once the Horde begins, endless bug attacks follow, making it incredibly difficult or impossible to collect Ore or Gas until the base is destroyed.

Reason 2: Failure After Starting ARC Defense Due to Overwhelming Bugs
Engineers don't repair destroyed buildings and instead set up MG turrets far away from the base or in "safe" areas.
Base structures and defenses are left unrepaired, leading to game loss.
Additionally, some players love to build Walls around HQ (the Ore storage building), creating a maze-like layout.

Please stop!
HQ (the Ore storage) is invincibl

To Damage Dealers (Demolishers):

Equipped with the Watkins Trigger, you should rush the frontlines and suicide bomb to maximize damage. However, thanks to your "brilliant" teammates building maze-like structures around HQ, you waste time climbing.

Please! This is Starship Troopers: Extermination, not Dying Light! Stop building mazes around HQ—it serves no purpose!

Building barriers around ARC is much more practical. Utilize Towers efficiently; when the buildings below are destroyed, you can climb Towers to repair others (for Engineers).

The Ore Problem
When Ore is far away, and the initial Ore is wasted by teammates building unnecessary Sentry MGs (4000 Ore) or Twin MGs (2000 Ore):

This is a stupid decision. If I encounter players like this, I immediately leave the game because it's a waste of time. Even if I communicate, such teammates completely ignore suggestions and play as lone wolves.

About Sentry MGs and Twin MGs:

If you build Twin MGs on Walls, it's a colossal waste. Why? Walls are fragile and easily destroyed. Once the Wall is gone, the Twin MG disappears too. So tell me—why would you build Twin MGs on Walls?!

I’m not saying Twin MGs are completely useless, but in the current version, the bug count is ridiculously high. Building Twin MGs is a waste of Ore because there’s absolutely no time for you to clear bugs one by one with them. The firepower is too weak, and you also need a teammate to constantly help with reloading. They are simply incapable of handling the incoming bugs.

In the current version, the only effective way to deal with such a massive number of bugs is to carry a Watkins Trigger and perform kamikaze-style attacks as a Demolisher (and you absolutely must pair this with a Nuclear Det Pack).

If you do want to build Twin MGs, the only acceptable way is to use the Engineer’s skill to construct them. However, even then, you’ll become the Grenadiers、Bombardiers’ primary target. They will relentlessly destroy you, your MG, and everything around it. This is why I don’t recommend building MGs—you’re essentially turning yourself into a sitting target for Grenadiers、Bombardiers

I am not forcing anyone not to

Think carefully—can you name a single match where building MGs, including the Sentry MG (which costs 4000 Ore), resulted in them staying intact, fully operational, and consistently stocked with ammo?

Did you ensure they were well-supplied with ammunition? How often did bugs destroy them almost immediately after they were built?

In addition to Demolishers using the Watkins Trigger (paired with the Nuclear Det Pack) for kamikaze-style attacks, Engineers are also incredibly important. No matter what role you’re playing, if you see an Engineer down, make reviving them your top priority.

An Engineer’s primary job is to frantically repair damaged structures. They don’t need to fully restore a structure to max health—just ensuring the structure remains functional is enough. The purpose is to block the bugs’ advance.

If a Demolisher with the Watkins Trigger and Nuclear Det Pack is like a sword, then an Engineer (equipped with the Power-Up-Build-Tool—mandatory for faster repairs) is the shield. Other roles… honestly, their impact on the match is relatively minor.

The absence of a good Demolisher is very noticeable. If you have 3-5 Demolishers using Watkins Triggers and Nuclear Det Packs for kamikaze attacks, combined with an Engineer who is not only still alive but also constantly repairing broken structures, the match is pretty much a guaranteed win.
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Showing 1-15 of 28 comments
Davitch Jan 4 @ 11:58pm 
i have to say,there needs to be some penalty for people not doing their job, i know its just s game, but people sitting away from combat, not repairing, no ammo out, or have to run to other side of base to reload, engineers just running around doing nothing. forget about everyone reviving you, had 3 people running away from bugs, which i understand, but no one would revive me so they could go and hide till evac, and still get points. there should be a min to reach, or u get nothing.and yes, a lot of bugs. isn't that the idea, just like movies ? were outnumbered and don't have the best weapons...yet. uummm, movie ? sorry, rambling on, if u don't want to at least win the round or do the job u picked, hide till evac, run around willy nilly, just not giving a crap, go play something else or take up knitting or something that doesn't have people relying on how you perform.
SSTB_Ed Jan 5 @ 6:05am 
Someone mentioned in another Topic that Game Tutorial is one of the problem. If you're a Newbie/Rookie & you Select Auto/Quick Play, & you'd end up on Hard Mode then naturally you're gonna struggle & make lots of mistakes be'cuz you have no idea what to do but shoot bugs.

I remember when I first played this game, I had troubles finding the DropShip & got lost a lot...:)
Last edited by SSTB_Ed; Jan 10 @ 5:46pm
Twin machine guns have to be placed in a way that shields the structure they're on from melee attacks, but also gives them a wider area to attack. There are some places and you can design a base to funnel bugs into a channel that lets the TMG wipe them out. Also, with proper scanning a TMG can wreck hordes.
Yep TMG is Ok in ARC if placed correctly, on ground or on bunker preferably not at edge of base as the grenadiers will destroy everything there quickly. So some way back. Way better to use a TMG to target the tigers and gunners rushing through a gap than using an MK1 on E-44 or whatever other (inferior to the TMG) low damage output gun people may carry and stupidly insist of using.

But since the "megahorde bug" was introduced no, the TMGs will not be able to contain the onslaught as they used to in EA, only delaying. All is about delaying. And a TMG will delay more than a MK1 or pretty much any other gun.

I often jump into a TMG and finish lots of tigers as medic if no healing stuff is needed. My XXL will be inferior in a situation like that with a major threat close by. Or I use the TMG as demo while waiting for the GL cooldown in case we still have an intact base of course, otherwise it is just kamikaze..

But I have to echo what is written above, one major issue now is that people do not understand how to use scan beacons. Those will effectively DOUBLE your damage !
Last edited by molchåmor; Jan 5 @ 11:49am
LeCruel Jan 5 @ 11:58am 
As the previous two answers explain and I completely agree with them, I will elaborate too. You've got all wrong with Twin MGs, they are essential to help in the final phase. Since the last patch fix, this step has become such an incredible onslaught of bugs that it's as if all the modifiers have been activated. In fact, unlike before, they can no longer be placed on the outskirts of the base. They would fall too quickly. Since the greatest quality of human beings is their ability to adapt, we now need to place them back away from the fury of the outer perimeter, even if it's on a wall, and not too close to the Arc, as the bugs will work their way in. You have to choose your locations carefully. That way, they won't be a target for a long time. The most recent games I've won have been thanks to this strategy; without it, we've almost always lost.

With only 2 or even one Twin MG, as we are so few to build this way and use them, the support provided changed the course of the game. The line of fire is obviously more restricted, but with a skilled player it is possible and it makes a big difference. I've often had to do the reload alone, but when a Trooper did it and we ended up winning, I didn't hesitate to designate him as the hero of the game in the chat. So before rushing gas and losing in the first moments of the last phase, you must ensure that the base's defenses are best optimized, much more than before.
90 percent of people's complaints against this game boil down to "Nobody will play how I think they should".
Arima Jan 13 @ 12:45pm 
Originally posted by LunarSail:
90 percent of people's complaints against this game boil down to "Nobody will play how I think they should".

The point you mentioned can be used when you're playing League of Legends (LOL), constantly feeding, not helping the team at all, and when your teammates complain about you, you can say this to them.
zero50x Jan 13 @ 4:48pm 
Вы действительно знаете, как проигрывать в ARC?
Я вымотан. Независимо от того, говорю ли я на английском или китайском во время игры, мои товарищи по команде всегда играют как волки-одиночки. Они безрассудно используют руду для строительства ненужных сооружений и постоянно умирают, что снижает количество наших билетов и приводит к проигрышу в игре.

Я надеюсь, что кто-нибудь с добрыми намерениями сможет помочь перевести это на другие языки.

Причина 1: Постоянные атаки багов приводят к краху базы
Почему баги продолжают безжалостно атаковать, включая тигров, Инферно и гренадеров?

Это происходит из-за уровня тревоги (красная полоска вверху справа). Если он повышается, начинается орда, что приводит к бесконечным атакам жуков. Вот как этого избежать:

Выполните миссию "Убей 40 жуков".

Будьте осторожны! Миссия часто проваливается (по иронии судьбы) из-за засад или других ошибок, что предотвращает появление новых жуков, связанных с миссией. Независимо от того, сколько жуков вы убьете поблизости, это не засчитается в миссию.
Быстро справляйтесь с основными миссиями Улья.

Если с ними не справиться, они немедленно вызовут Орду.
Как только Орда начинает наступление, начинаются бесконечные атаки жуков, из-за чего сбор руды или газа становится невероятно трудным или невозможным, пока база не будет уничтожена.

Причина 2: Сбой после запуска ARC Defense Из-за огромного количества ошибок.
Инженеры не ремонтируют разрушенные здания, а вместо этого устанавливают турели MG вдали от базы или в "безопасных" местах.
Строения базы и защитные сооружения не восстанавливаются, что приводит к проигрышу в игре.
Кроме того, некоторые игроки любят возводить стены вокруг штаб-квартиры (здания для хранения руды), создавая подобие лабиринта.

Пожалуйста, остановись!
Штаб-квартира (хранилище руды) неуязвима.

Чтобы наносить урон Дилерам (Разрушителям):

Вооружившись триггером Уоткинса, вы должны броситься на передовую и взорвать бомбу-смертницу, чтобы нанести максимальный урон. Однако, благодаря вашим "блестящим" товарищам по команде, которые строят лабиринтоподобные сооружения вокруг штаб-квартиры, вы тратите время на восхождение.

Пожалуйста! Это "Звездный десант: Истребление", а не "Умирающий свет"! Прекратите строить лабиринты вокруг штаб—квартиры - это бесполезно!

Гораздо практичнее возводить барьеры вокруг ARC. Используйте башни эффективно; когда здания внизу разрушены, вы можете подняться на башни, чтобы отремонтировать другие (для инженеров).

Проблема с рудой
Когда руда находится далеко, а исходная руда тратится впустую из-за того, что товарищи по команде строят ненужные сторожевые башни (4000 Руд) или двойные башни (2000 руд):

Это глупое решение. Если я сталкиваюсь с такими игроками, я немедленно выхожу из игры, потому что это пустая трата времени. Даже если я общаюсь с ними, такие товарищи по команде полностью игнорируют предложения и играют как волки-одиночки.

О Sentry MG и Twin MG:

Если вы строите двойные перегородки на стенах, это колоссальная трата времени. Почему? Стены хрупки и их легко разрушить. Как только стена исчезнет, Twin MG тоже исчезнет. Итак, скажите мне, зачем вам строить Twin MG на стенах?!

Я не говорю, что Twin MG абсолютно бесполезны, но в текущей версии количество ошибок смехотворно велико. Создание Twin MG - пустая трата ресурсов, потому что у вас совершенно нет времени устранять ошибки одну за другой. Огневая мощь слишком слаба, и вам также нужен товарищ по команде, который постоянно помогал бы с перезарядкой. Они просто не в состоянии справиться с появляющимися ошибками.

В текущей версии единственный эффективный способ справиться с таким огромным количеством багов - это использовать триггер Уоткинса и совершать атаки в стиле камикадзе в качестве разрушителя (и вы обязательно должны использовать его в сочетании с ядерным детонатором).

Если вы действительно хотите построить два MG, единственный приемлемый способ - использовать навыки инженера для их создания. Однако даже в этом случае вы станете главной целью гренадеров и бомбардиров. Они будут безжалостно уничтожать вас, ваш MG и все, что вокруг него. Вот почему я не рекомендую создавать MGS — вы, по сути, превращаете себя в легкую мишень для гренадеров и бомбардиров

Я никого не заставляю этого не делать

Подумайте хорошенько — можете ли вы назвать хоть один матч, в котором при создании Пулемет, включая Сторожевой Пулемет (который стоит 4000 руды), они оставались целыми, полностью работоспособными и постоянно были укомплектованы боеприпасами?

Вы убедились, что они были хорошо снабжены боеприпасами? Как часто жуки уничтожали их почти сразу после постройки?

В дополнение к разрушителям, использующим триггер Уоткинса (в паре с комплектом ядерного обезвреживания) для атак в стиле камикадзе, инженеры также играют невероятно важную роль. Независимо от того, какую роль вы играете, если вы видите, что инженер вышел из строя, сделайте его восстановление своим главным приоритетом.

Основная работа инженера заключается в срочном ремонте поврежденных конструкций. Им не нужно полностью восстанавливать конструкцию до максимальной работоспособности — достаточно просто убедиться, что конструкция остается работоспособной. Цель состоит в том, чтобы блокировать продвижение насекомых.

Если Разрушитель с триггером Уоткинса и комплектом ядерного обезвреживания похож на меч, то Инженер (оснащенный необходимым для быстрого ремонта инструментом усиления) - на щит. Другие роли… честно говоря, их влияние на ход матча относительно невелико.

Отсутствие хорошего разрушителя очень заметно. Если у вас есть 3-5 разрушителей, использующих триггеры Уоткинса и ядерные детонаторы для атак камикадзе, в сочетании с инженером, который не только все еще жив, но и постоянно чинит разрушенные конструкции, победа в матче практически гарантирована.
zero50x Jan 13 @ 4:49pm 
Arima, спасибо большое, у самого накипело уже...... я сейчас сыграл и впервый раз выйграл (у меня ранг генерал-лейтенант) . И я играл медиком перезаряжал пулемет чинил стены)
My battles are summed up like this... Block in the blue HQ with Walls, Build 100 walls, Get Gas = Defeat.
Originally posted by Venatacia:
My battles are summed up like this... Block in the blue HQ with Walls, Build 100 walls, Get Gas = Defeat.


I am fairly sure that is how troopers are trained. Being how common it is.
SSTB_Ed Jan 13 @ 8:32pm 
Originally posted by Venatacia:
My battles are summed up like this... Block in the blue HQ with Walls, Build 100 walls, Get Gas = Defeat.

:)
Originally posted by Arima:
Reason 2: Failure After Starting ARC Defense Due to Overwhelming Bugs
Engineers don't repair destroyed buildings and instead set up MG turrets far away from the base or in "safe" areas.
Base structures and defenses are left unrepaired, leading to game loss.
Additionally, some players love to build Walls around HQ (the Ore storage building), creating a maze-like layout.

I’m not saying Twin MGs are completely useless, but in the current version, the bug count is ridiculously high. Building Twin MGs is a waste of Ore because there’s absolutely no time for you to clear bugs one by one with them. The firepower is too weak, and you also need a teammate to constantly help with reloading. They are simply incapable of handling the incoming bugs.

In the current version, the only effective way to deal with such a massive number of bugs is to carry a Watkins Trigger and perform kamikaze-style attacks as a Demolisher (and you absolutely must pair this with a Nuclear Det Pack).

If you do want to build Twin MGs, the only acceptable way is to use the Engineer’s skill to construct them. However, even then, you’ll become the Grenadiers、Bombardiers’ primary target. They will relentlessly destroy you, your MG, and everything around it. This is why I don’t recommend building MGs—you’re essentially turning yourself into a sitting target for Grenadiers、Bombardiers

I am not forcing anyone not to

Think carefully—can you name a single match where building MGs, including the Sentry MG (which costs 4000 Ore), resulted in them staying intact, fully operational, and consistently stocked with ammo?
An Engineer’s primary job is to frantically repair damaged structures. They don’t need to fully restore a structure to max health—just ensuring the structure remains functional is enough. The purpose is to block the bugs’ advance.

This man has never seen a proper MG in action.
It actually *is* the highest sustained dps output in game.
Engi's overdrive on turrets and/or scanned enemies rip though everything faster and for longer periods of time than any other gun in the game. Sure, the grenade launcher or mortia xxx has higher damage per hit, but they cant go doing that for long sustained times to deal with hoards.
While they do require proper placing and a dedicated ammo loader to be effective, good MGs will keep supply chains and base safe while others go back and forth carrying ore/gas. (While also getting a lot of hate from some ppl saying they're just sitting on that rock in the turret while not knowing that's what keeping them alive outside the base. Easily knowable by them dying the moment they go outside the MG's cover range)
They also are not that weak against grenadiers unlike your belief. The MGs have high enough RoF to just shoot the grenadiers out of the air before they land. Those *ONLY* explode once they jumped, flown through the air, and landed. Before they land, they don't explode, and does take a while to do so while also giving out a very noticeable audio que to look for them and shoot them out of the air.
Only reason i hate doing this is it doesnt give weapon exp for unlocks.

You also make it sound like it's ONLY the engis that can repair. Sure, it's on them to keep defences up if you're in hoard mode as build tools go offline for that during waves. But ARC? Everyone can repair, not just engis. Don't go blaming it all on them when it's the whole team's fault for ignoring the base which most the times was built stupidly in the first place too. I'd rather have them properly killing hoards with MGs on overdrive, dropping ammo packs in needed places, and running back and forth with ore/gas or boosting the ore/gas extractors so they finish much quicker, resulting in less deaths and risk. A lot of engis sleep on that ability.

Originally posted by Arima:
Other roles… honestly, their impact on the match is relatively minor.

This pretty much shows you're in no place to go blaming others for not playing well.
All roles have their own impact on the mission, tho less so can be said for snipers tbh.
You see respawn tickets just vaporizing if you dont have good medics throwing down stims and keeping ppl alive, instead of having ppl stupidly stand in place holding e to revive others while getting hit by bugs and ending up getting killed as well. Same said for rangers if you lack them going around doing scans and reviving ppl. Guardians are good for locking down areas like extractors so ppl can actually get things done outside the base instead of dying everytime. Snipers... is kinda lackluster, they're supposed to scan things and take out long range high priority targets quickly like plasma bugs and inferno bugs before they do much damage. But mortia XXX locked behind max class level, and that a lot of snipers are there just to go "ha ha big gun go brrr" makes them useless most of the times.

Originally posted by LunarSail:
90 percent of people's complaints against this game boil down to "Nobody will play how I think they should".
This pretty much sums up everything really. Just go with it, things wont change how much you complain here. Just learn to adapt and work with what you have, however bad they may be.
Arima Jan 18 @ 10:02am 
Show me, don’t just talk about it—provide any video where someone uses "Twin MGs" throughout the entire game without being destroyed by Grenadiers or Bombardiers, and still wins the match (on Hard ARC difficulty). Anyone can talk, but since version 1.1.2, the number of bugs has skyrocketed, making Twin MGs completely insufficient. Out of the 10 players I’ve encountered who build Twin MGs, every single one of them is an idiot. They either build Twin MGs on a standard wall, which gets destroyed by bugs, causing the Twin MGs to vanish along with it, or they waste ore building two Twin MGs before any defensive structures are in place, leaving the base completely exposed and vulnerable to being destroyed by bugs at any moment. What’s the point of that? Who’s going to resupply your ammunition?

Another type of player hides in X11 and exploits game glitches to stay safe while using Twin MGs to shoot bugs the entire time. Are you one of those players who exploit bugs to hide in places where the bugs can’t attack you?

Sometimes, I really wish I could switch classes mid-game. Whenever I play Engineer, I end up with a Medic who doesn’t deploy Stim or revive teammates. When I play Demolisher, I encounter Engineers who completely neglect repairing damaged structures. And when I play Medic, the team’s firepower is ridiculously low, and we desperately need a Demolisher to clear out the bugs with kamikaze tactics. Seriously, how is this happening in "Hard" ARC missions?

What I mean is, if you’re playing on Hard difficulty, you should already know both your role and the "scale" of the bug attacks as well as the mission objectives before selecting Hard, right? How is it that 80% of players on Hard are complete newbies who don’t even revive teammates or repair the base? (Every player can revive teammates and repair buildings; reviving teammates doesn’t necessarily require a Medic, and repairing the base doesn’t always require an Engineer.)

Aside from a Ranger’s rally beacon helping Demolishers repeatedly rush to their deaths and respawn faster to bomb the bugs (with kamikaze tactics), all other classes besides Engineer and Medic are largely useless. Every time I enter a match and see most players choosing Guardian or Sniper, I immediately select Demolisher to act as the main damage dealer. Without a Demolisher’s kamikaze-style attacks, it’s extremely difficult to clear out the bugs effectively.
SSTB_Ed Jan 18 @ 10:22am 
Yeah, it's very frustrating but it's been like that whenever you have new Troopers and some of them are kids ( maybe under 10 yrs old ) playing using their Dad's account. And kids just wanna shoot bugs they don't wanna know what their roles are, they join a game & shoot...:)
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Date Posted: Jan 4 @ 11:28pm
Posts: 28