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1: Kill the skulls
2: Carry target to chopper
2)Go to an area thats not open like in the hanger (and shoot from windows) or near the minor metal containers right next to the hanger, shoot then hide, rinse and repeat.
3)If they pull out their machette you can stab it in their throat if you hit the CQC button as their about to swing it (they swing slowly so take your time), they take damage and stay still for a period of time.
4)Int-scope all the now stunned enemies and freely fulton out good ones as staff members
Thanks
Aim for the head while firing an rpg. Same applies to tanks. It sounds stupid but it seems to make a difference on the armored skulls.
Ha- vehicles. that's a funny one I didn't mention. If you keep a vehicle facing them and tear into them- just use the MG/AA gun when they jump on it and it'll last a pretty decent while. If it gets damaged badly, exit and fulton as soon as it gets black smoke.
Obviously- watch the black crystals. Shoot them while they're near the skulls.
No matter what strategy you use, as soon as you spawn in hold down the quick look button for a half a sec (right thumb stick click on 360 controller by default) as it will probably spot/mark all of them right off the start. No need to use the scope. This will make it easier to track them in the fight. You should at least get one of them marked for free doing it this way. Having NVG on with thermal upgrade will also keep them visible at all times, if it's not too much of an eye sore.
Using the D-Walker with minigun is going to be the least research required method. Wear battle dress. Equip only weapons which deal high/explosive damage. You won't need much else besides D-Walker if at all, it's just that if you run out of ammo on his minigun or blow him up, you may still be able to reasonably win without him, but if all you have are crappy weapons you won't do enough damage. Get relatively close to them and unload with the minigun for best results. If you run out of ammo or the Walker gets busted, lose them in the buildings when you've taken damage, or head for the roof (which I'll explain next.) Some people would say put a shield on your back, I say keep a weapon, again just because Walker will run out of ammo and might get destroyed, but that doesn't mean game over.
If you have better weapons researched than D-Walker's gatling gun, consider just going straight to the roof from the start. With the high damage weapons you'll be able to kill them very quickly from up there. You can access it by running to your immediate right. Run right and forward until you see a ladder next to the building. It's really close to where you spawn. Getting up on that roof will make the fight extremely, extremely easy because they really can't damage you up there, or really do anything. They have a small window to attack you while you're climbing the ladder but 9 times out of 10 won't, then the only thing they do once you're up there is put up the exploding rocks, but it's only ever one at a time. So when you see the rocks pop up on the roof, run to the edge away from them, let them explode safely. That's the only pattern. They can rarely if ever shoot you, and they'll never do the cheap QTE move.
If you decide to use the roof strategy, equip Quiet, though it won't really matter at that point. Still, she will do damage to them for free and might speed you up slightly.
In either strategy your high damage / explosive weapon choices for a main weapon will be, depending on what your research progress is, either the Brennan or Serval rifle (the .50 caliber big boy rifles), the CGM-25 or Killer Bee (for their homing), or a custom sniper rifle that uses a trick. The trick is, basically if you edit something like the Bambetov sniper rifle, and add an assault rifle magazine to it (or the drum magazine), you'll keep the high damage of the sniper rifle but you'll get much more ammo so you can spam them with shots. You only lose penetration which doesn't really matter. Backup weapons if you need them will be the Zorn pistol and the magazine fed grenade launcher primary (or whichever has the fastest firing speed and most ammo.)
If you use explosives, watch that you don't blow up the guy you're supposed to be protecting. He's near the helicopter. If they start going near him, I noticed you might even have to climb down the ladder to get them to reset their position as they'll kind of just be stuck there, and if they're close enough the splash damage will almost always kill your friendly. The advantage of using a sniper rifle is that you can just aim at them, but it's slightly slower than explosives. The CGM-25 is homing, and does an insane amount of damage to them and you can call resupply safely and still get an S-rank, but it is definitely much easier to blow up your guy.
Both of these strategies also work to S-rank the higher difficulty version of the mission later. And the D-Walker and weapon info here is also useful for a couple other difficult missions in the game--I won't name them in case you don't want to know but you'll probably know them when you see them.
they'll only be able to come onto the roof to attack with cqc which you can combo. the only thing to watch out for is when they spawn a chunk of exploding rocks, just run to different part of the roof and duck when they do.
this tactic also works on extreme mode.
As far as I'm conserned this is most simple and accurate answer. All others are good too though but if you don't care about rank and just want to get through it, this answer.