Starship Troopers: Extermination

Starship Troopers: Extermination

46 ratings
A Complete Guide to ST:E
By sentientCode
When you battle 6 trillion enemies that will eat you alive, there are only two rules... EVERYONE FIGHTS. NO ONE QUITS.

Thank you for reading!

Starship Troopers: Extermination released to Early Access on May 17th, 2023.

Version 0.3.0 released on June 21st, 2023. The guide was mostly updated as of June 25th, 2023.

Version 0.3.1 released on June 28th, 2023. Updated (fully?) as of July 1st, 2023.

WIP: Stun/Stagger, Grenade Launcher (Chi Hong), Rocket Launcher (Pilum)
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Modes
  • Advance and Secure (AAS) - In the easiest mode, there will be only one objective at a time for all teams with up to three separate, but nearby, locations per objective.

  • ARC Defense (ARC) - Available at Player Rank 05, this mode requires some amount of coordination across teams to beat Veteran (Hard) relatively smoothly.

    Soon after constructing the HQ, you will see the yellow resource/gas node pop up on the map before a variety of objectives, many on timers, become simultaneously available alongside the yellow resource/gas, eventually including two different blue resource/ore nodes, exterminations, resource caches and/or secondary objectives for rocket launchers.

    Infestation levels will rise up to 5, with each level becoming more and more intense. The Extermination objectives must be completed to lower the Infestation level by 1 per completion. Exterminations trigger when a Trooper gets within 100m of the marker.


  • Horde (Unreleased) - Fortify defenses against a relentless horde .

    (Details coming soon!)
Difficulties and Mutators
The quantity of bugs rises with each difficulty level.
  • Recruit (Easy) - 50% Bug Health/Hit Points (HP), 50% Bug damage

  • Trooper (Normal)

  • Veteran (Hard) - 150% Bug HP, 150% Bug damage

  • Hero of the Federation (Unreleased) - Details coming soon! [Probably 200% HP, 200% damage]

Certain Mutators affect Experience Points (XP) (on Victory only?), including all Enemy Mutators to 4 varying degrees: [Coming soon!/Coming Soon!/Coming Soon!/Coming Soon!]

Enemy Mutators
Bug Mutators increase in one stat, decrease in another or alter the frequency and composition of Bug encounters and events.

Name
Effect
+XP Rating, max. 4
Bugs Inbound!
+X or X% movement speed, -X or X% HP
4
We Got Bugs!
Infestation spawns to start mission
4
Increased Patrols
+X or X% pats
2
Ambush!
+X or X% ambushes
2
Threat Level: Maximum!
Start @ Infestation lv. 5
3
Threat Level: Caution!
Start @ Infestation lv. 3
2
Double Threat!
2x Infestation lv. increases
1

Name
Effect
+XPR
Drone
Warrior
Gunner
Tiger
Grenadier
Arachnid Ambush
+x or x% Bug ambushes
4
2
2
2
3
3
Arachnid Packs
+x or x% Bug packs
N/A
2
2
2
3
3
Elite Arachnids
+x or x% damage, -x or x% movement speed
3
1
1
1
2
2
Armored Arachnids
-X or X% Bug Explosive Damage Taken
3
1
1
1
2
2
Arachnid Rush
+X or X% movement speed, -x or x% HP
3
1
1
1
2
2
Arachnid Fury
+X or X% attack speed/rate
3
1
1
N/A
2
N/A
Arachnid Resilience
2x HP, -X or X% movement speed
3
1
1
1
2
2

Scenario Mutators
Scenario Mutators affect the story of the match by altering Troopers, the environment and the flow of missions.

Name
Effect
+XPR
Sandstorms
Mobile weather events that severely reduce visibility
3
Pitch Black
"You're not afraid of the dark, Trooper?"
4
Patrol Disruption
No Arachnid Patrols
N/A
Explosive Mace
Trooper knives replaced with maces that explode Bugs on attack
N/A
Scan Blade
Melee attacks Scan Bugs
N/A
Armory Mixup
Randomized Equipment
2
Mk1 Optic Field Test
Troopers supplied with Mk1 with Scope
N/A
Pilum Surplus
All Troopers get a Pilum Rocket Launcher
N/A
Out of Grenades
No grenades!
2
Grenade Field Test
Various grenades supplied
N/A
Grenade Surplus
Additional grenades supplied
[0.3.1: Currently Inactive]
Build Tool Malfunction
Reduces Build Tool speed
1
Build Tool Optimization
Increases Build Tool speed
N/A
Low Gravity
Trooper jumps are higher and falling is slower
1
Integrated Health Stims
Troopers regenerate a ton of health every 2s
N/A
Integrated Utility Fabricators
Slowly replenishes utilities
N/A
Reviving Disabled
Troopers are unable to revive
2
Martyr
Troopers explode on being downed
3
CM-48 Nightstar Field Test
Trooper knives replaced with tactical maces that sweep and stun Bugs in an arc
N/A
Scan Grenade Field Test
Scan grenades supplied
N/A

Up to three Mutators will apply on Normal and Hard difficulties. Though sometimes Mutators may not be active, the only difficulty that always avoids Mutators is Easy.

Each difficulty and mode has a different set of Mutators which rotate hourly.
Experience Points (XP)
Name
XP
Drone
1
Warrior
1
Guner
5
Tiger Elite
50
Grenadier
100
Healed Ally or Self
X
Rearmed Ally or Self
X
Revived Ally or Self
X
AAS Mission Complete
250
ARC Mission Complete
500
Trooper Extracted
25
Paid Respects
7
Mutator +XP Reward
1/2/3/4(x50?)

Troopers killed in action (KIA) do not get Extraction XP.
  • Paid Respects: Interact with a Trooper corpse.

  • You get XP (experience points) when someone uses your ammo or healing station. Place them near siege-moded (walled-up) Bastions, forward bases, refineries, etc..

  • Because Warriors and Drones are worth 1 XP, it's more XP/hr to leave than to stay and kill them for 2-3 minutes at Extraction time. You also risk losing all Extraction XP and costing every other extracted Trooper 25 XP.

  • You get more spawns at the next higher difficulty level but the amounts of XP per action are equal across difficulty levels.
Bug Hit Points (HP, or Health) and Damage

Name
Easy/Normal/Hard HP [/hero]
Easy/Normal/Hard Damage[/hero]
Drone
1.5/3/4.5[/6+?]
Easy/Normal/Hard Damage[/hero]
Warrior
50/100/150[/200?]
Easy/Normal/Hard Damage[/hero]
Gunner
50/100/150[/200?]
Easy/Normal/Hard Damage[/hero]
Tiger Elite
300/600/900[/1200?]
Easy/Normal/Hard Damage[/hero]
Grenadier
400/800/1200[/1600?]
Easy/Normal/Hard Damage[/hero]

Drones are actually 2-3shot+ [2-5+ if 6+ HP? on Hero] by weaker bullets, dependent on range, on Hard/Veteran difficulty's 150% [and more on Hero of the Federation difficulty,][while at 200% probably on Hero] HP modifier and sometimes with Arachnid or Drone Resilience.
Weapon Damage
Name
Max. Damage Points Per Hit
DPS pre-Dry-Reload
Muzzle Velocity
Dry Reload Duration
Tactical Reload Duration
Range of Max Damage
Min. Damage Points Per Hit
Mk1
4
42.78
300m/s
2.5s
1.97s
70m
2
Carbine
3.35
47.86
200m/s
2.17s
1.98s
40m
1.675
Hawkeye
22.5
75
800m/s
3.8s
2.75s
150m
2.25
Mk3 SAW
5
50
250m/s
6.21s
5.05s
50m
2.5
Twin MG
12.5
125
500m/s
2s Repair
N/A
50m
1.25
Peacemaker
8
Max. 114.29
150m/s
2.09s
2.08s
10m
4
Emancipator
15
Max. 42.86
250m/s
2.89s
2.6s
40m
7.5
Chi Hong
Coming soon!
RPM
m/s
s
s
maxdr
min
Pilum (Rocket)
Coming soon!
DPS
m/s
s
s
maxdr
min

  • Range of Maximum Damage is the point at which the damage from one hit begins its fall to the Minimum Damage Amount, progressing lower as range increases. The range at which damage reaches its minimum varies between weapons.

  • A Dry Reload is a reload executed upon encountering an empty weapon/clip, or a weapon requiring reload to shoot it again.

  • A Tactical Reload is a reload executed when the weapon has at least one piece of ammunition left in the clip/chamber, or before it is empty..

DPS Table placeholder
DPS
DPS
DPS
DPS
DPS
Mk1
DPS
DPS
DPS
DPS
DPS
    Grenade and Explosive Damage
    Grenades and Explosives
    Name
    Ready
    Throw/Set
    Min. Damage @ Max. Radius
    Damage @ Impact
    Fuse/Timer
    Info
    MX-90/Frag
    .5s
    .21s
    8 @ 10m
    50 HP
    3s
    Not Good lol
    Cluster
    .92s
    .3s
    X @ Xm
    X
    8s
    8 total, Not Good
    Hi-Ex
    1.333s
    .21s
    *500* @ 8m
    *1000* @ 5m
    1.5s after contact
    Meta
    Chem
    1.32s
    .21s
    refreshes 15/s DoT @ `8-10m
    4 @ 3m
    Impact
    30s AoE,
    15/s DoT lasts 1m
    Napalm
    .93s
    .21s
    X? @ 8m Impact,
    15m range on Fire
    X?
    Impact
    15s AoE,
    30/s DoT lasts 1m
    Shock
    .9s
    .21s
    Stuns up to 6.5m
    Stun
    Impact
    Stun lasts Xs
    Scan
    .92s
    .21s
    6.5m
    Scan every 1.5s
    3s
    30s duration
    Nuke
    N/A
    2.97s
    75 @ 20m
    *1000* HP
    10s
    Up to 2 active, Meta
    Thermo Charge
    N/A
    .58s
    50 @ 15m
    50
    .35s after trigger
    Up to 8 active, Not Good
    Proximity Mine
    N/A
    .96s
    50 @ 15m
    250
    Within Xm
    Up to 8 active, Not Bad

    All Grenades have a base cooldown of 90s.

    Grenadiers take 2x explosive damage while Tigers take 50%.

    Hunters: Use your sticky mini-Nukes aka Hi-Ex Grenades! It's currently inoptimal to use literally any other grenade right now. They do absolutely no, as in 0, Friendly-Fire damage unless you stick it directly to a Trooper.

    Nuke the Grenadiers!

    The Chem Grenade's damage-over-time effect lasts for a minute and slows down enemies. Bugs will try to go around the Napalm Grenade's area of effect after its initial explosion, but do not avoid the Chem gas.

    More to come!
    Non-Ex Utilities
    Name
    Set duration
    Duration
    Max. Set
    Max. Inventory
    Range/Speed
    Effect
    First Aid Stim
    1.23s
    N/A
    N/A
    9
    1m?
    Heals up to 180 HP and/or
    instantly Revives to full HP
    Scan Beacons
    1.15s
    2m
    6
    3
    14m radius every .5s
    Scanned Bugs take 2x damage
    Shock Beacons
    1.2s
    2m
    12
    6
    9m tether, Stun/3s per enemy
    Stuns for Xs
    Heal Beacon
    1.11s
    1.5m
    2
    1
    6m radius
    Heals 15 HP/2s
    Ammo Fabricator
    1.09s
    4 charges
    4
    2
    Destroyed in 50 HP
    Fills Trooper Ammo
    Med Station
    1.09s
    6 charges
    2
    1
    Destroyed in 50 HP
    Heals 180 HP

    Utility Satchel allows the Operator to carry one additional Utility item.
    Twin MG Turret Emplacement
    • Makes an audible sound at 75%, 50% and 25% Ammo Capacity/HP.

    • Minimum 16.95s without repair to require repair, which is 170 rounds fired continuously.

    • Consumes .275 of its 50 HP pool per bullet until breaking at 7% or 3.5HP (not a full tick).

    • Weapon Damage is 12.5/hit (if 100 HP warriors on Normal) doing 125 DPS if all hits at 10 bullets/s. That's (1 2/3 X Hawkeye DPS = TwinMG DPS) now.

    • Damage Dropoff begins at 50m, like the Morita Mk3 SAW.

    • Laser Beam.
    Stun and Stagger
    Coming soon!
    Hunter


    Trooper Abilities
    Jump Jet (JJ)

    10-second cooldown
    Short but powerful (if having just jumped) jetpack-assisted jump. Doesn't really work unless you actually jump first. Very nice for getting to spots that Bugs (other than Grenadiers and Gunners) can't get to. Great for falling safely from any height.

    It can be canceled as soon as it is fired with an additional button press.

    High Intensity Speed Training (HIST)
    Passive Ability
    Eh, they run fast. Best class option for rocket launchers, especially after Hawkeye nerf.

    Utility
    Thermo Charge (lv. 3)
    Scan Beacons (lv. 9)
    Nuclear Detonation Pack (lv. 11)
    Shock Beacon (lv. 14)
    Ammo Fabricator (lv. 18)

    Grenades
    MX-90 (lv. 1)
    Scan (lv. 6)
    Hi-Ex (lv. 12)
    Chem (lv. 15)

    Perks
    Pain Boosters (PB) (lv. 4)
    Magazine Bandolier (lv. 7)
    Hardened Ceramic Plates (lv. 10)
    Extended Magazines (lv. 13)
    Utility Satchel (lv. 16)
    Bloodlust (lv. 17)

    Depending on what your role is on your team or how you are trying to play, the priority will change but Ammo Fab is almost never a bad choice, especially if you are roaming for your party. Scan Beacons are almost always useful, but less so if you have no ammo.

    I use PB or Hardened Ceramic Plates with Extended Magazines, typically.

    • Operators and Bastions are much harder to kill, but Hunters typically only need to worry about being killed by Gunners.

    • When up high out of reach, try to pick spots where you can duck into cover easily before being nearly instant-sniped by unseen Gunners.

    • The Hunter's best gun is the TW 202-L Morita Hawkeye (lv. 2), a powerful semi-automatic sniper rifle that only Hunters can use.

    • The Mk1 Carbine (lv. 8) does not appear to be worth using at this time for any reason.
    Bastion


    Trooper Abilities
    Heavy Armor
    Passive Ability

    Provides Bastion with 2x HP, or 180 HP instead of the base 90 HP.

    Siege Mode
    (SM or Palisade) 30-second cooldown

    Bastion in SM takes 25% melee damage and 50% ranged damage.

    Knocks back and stuns all Bugs in melee(-ish) range... hard... on activation. Cannot move in Palisade. Bastion becomes a turret that can crouch and ADS. Cooldown must be used to both enter and exit SM. Increases defense and weapon stability dramatically.

    The SAW is a laser in Palisade (SM) even if hip-fired standing.

    Other players can stand inside the Palisade, though it may not do them any good.


    Utility
    Proximity Bug Mine (lv. 3)
    Shock Beacons (lv. 9)
    Thermo Charge (lv. 11)
    Heal Beacon (lv. 14)
    Nuclear Detonation Pack (lv. 18)

    Grenades
    MX-90 (lv. 1)
    Shock (lv. 6)
    Cluster (lv. 12)
    Napalm (lv. 15)

    Perks
    Hardened Ceramic Plates (lv. 4)
    Magazine Bandolier (lv. 7)
    Synthetic Underamor (lv. 10)
    Powered-Up Build Tool (lv. 13)
    Utility Satchel (lv. 16)
    Extended Magazines (lv. 17)

    • Throw your Healing Beacon down wherever you setup to heal your friends when they come hide by you to hope you take aggro from them.

    • Ask teammates to place an Ammo Fab in your reach when you get setup in a position you'll be in for a while, like on Resource missions.

    • Try to save your SMs for when you know you won't need to move for a while. If you need to move while it's on cooldown, you've lost one of your "Oh, sh*t!" buttons, or maybe your only one.

    • The Morita MK3 SAW (lv. 2) is god-tier in SM (Palisade) now at up to 60m or so, but still below the Twin MG, Hawkeye, Pilum Rocket Launcher and (probably) Chi-Hong Grenade Launcher in DPS.

    • The Morita Mk1 Carbine (lv. 8) is not currently worth using, in my opinion.

    • Siege Mode-ing next to or on various model collision (both built into the map and player-built objects) can result in enemies being unable to hit you.
    Operator

    Trooper Abilities
    Medical UAV (MUAV)
    4-minute cooldown
    The Medi drone is easily the most powerful ability in the game. Do not use it on cooldown. The instant AoE effects are too powerful to waste unless you know you won't need them:

    When the MUAV ability is activated, it will begin to revive all Bleeding Out Troopers and fully heal all other Troopers lacking health within a maximum of a 70m horizontal radius. It has infinite verticality.

    It is active for just half (2m) the duration of the cooldown or until it revives 3 times (after initial activation/cast) first.

    It heals 30 (1/3) HP within a 10m radius every 15 seconds.

    It checks for someone to revive every second within a 6m radius once deployed.

    MUAVs can be spotted in clusters when reviving Troopers. It appears likely the additional revives are going to waste.

    Canister Slot
    Passive Ability
    Allows you to carry an additional resource canister in your backpack. Operators can run full speed while carrying canisters.

    Utility
    First Aid Stim (lv. 1)
    Ammo Fabricator (lv. 3)
    Medical Station (lv. 11)
    Scan Beacons (lv. 14)
    Heal Beacon (lv. 9)
    Nuclear Detonation Pack (lv. 18)

    Grenades
    MX-90 (lv. 1)
    Chem (lv. 6)
    Napalm (lv. 12)
    Shock Grenade (lv. 15)

    Perks
    Improved Grenade Cooldown (lv. 4)
    Magazine Bandolier (lv. 7)
    Pain Boosters (lv. 10)
    Synthetic Underarmor (lv. 13)
    Utility Satchel (lv. 16)
    Bloodlust (lv. 17)

    • There are currently no lv. 19 or lv. 20 unlocks for the Operator.

    • The instant revive from the First Aid Stim is very powerful when the Medi UAV is slow, elsewhere or down. The heal ain't bad, either, but the revive also revives people with full HP.

    • Switch weapons to put a canister in your open backpack slot or to drop a handheld canister when backpack is full.

    • The Heal Beacon is a relatively powerful "Oh, sh*t!" button when used for several players, especially if lacking in Operators, but Op drones will usually keep everyone up along with Bastion Heal Beacons. Both Scan and Shock beacons are more useful and far more often for the Operator, in my opinion.

    • Ops typically do best with the C-32 Chi-Hong Grenade Launcher (lv. 2). The Morita MK1 Carbine (lv. 8) is another, but much worse, option.

    • Operators are the only Trooper class to start with a Utility item.
    Valaka Central Garrison Map by DragonWalkerDEW
    *NOT YET UPDATED WITH FUEL DEPOT FROM 0.3.0 UPDATE*



    Originally posted by DragonWalkerDEW on Joint Space Force Discord/ST:E Official Discord:
    [Green - Build Areas]
    [Starport is different due to it's Tunnel System needing to be mapped out. Most are in general areas.]

    [Blue - Areas and Entrances/Exits]
    [Boxed Arrows - Other areas not on map. I.E the Fuel Depot.]
    [Blue Double Arrows - Paved or otherwise Man-Made entrances to the Central Garrison. As such, these are identifiable and can be used as a landmark.]

    [Orange - Landmarks]
    [Dotted Boxes - General Location with name inside.]
    [Quoted Words - Alternative 'Nickname' that also gets the point across in most lobbies/matches.]

    [Red Arrows - General Bug Pathing.]
    [Arrows with Red Outlines - Bug Spawns & Entry Points and General Attack Direction. Admittedly the hardest part of this whole map to figure out, but also the most help for builders.]
    [Green Interior - Light Traffic, around 4 - 40 bugs go through here, it varies. Final Defense included.]
    [Orange Interior - Medium Traffic, Bug's will usually use this path, expect around 150 - 350 bugs in a single match using this path. Final Defense included.]
    [Red Interior - High Traffic, Bug's will ALWAYS use this path, expect around 400+ bugs in a single match using this path, and lots of bugs at one time. Final Defense included.]
    [Red-Orange Arrows - These two paths will usually work together in some way, usually two lanes focusing on one wall at two sides. Usually they are more dangerous when working together due to that. If you see bugs on one of these, check the other too.]
    [Red Dashed Arrows - Usual Bug Pathing. Usually straightforward, but some are marked down for unique behaviors, ultimately depending on where the ARC lands, or where the landmark is. I.E sometimes the bugs can spawn in the hangar instead of next to it.]
    [Green Dashed Arrows - Unique to Starport, the ARC can spawn on either side of the build zone. Each spawn area is highlighted.]
    [Pink Dotted Arrows - Bugs from one Spawn point can assist another occasionally in unique ways.]
    [I.E the dotted line at Comms meaning they can take the North path if either the ARC lands on the North side of Comms, or if there are players there.]
    Building
    Name
    HP
    Repair Time
    (solo, no PUBT)
    Ore Cost
    Twin MG Turret
    50
    2s
    4000
    Sentry Turret
    100
    4s
    4000
    Electric Fences
    50
    2s
    4000
    Bunkers
    400
    16s
    1500
    Large Gates
    250
    10s
    500
    Tower
    75
    6s
    200
    Small Gates
    75
    3s
    250
    Walls/Ramp Walls
    100
    4s
    200
    Short Walls
    50
    2s
    50
    Mobile HQ
    200
    8s
    N/A
    ARC
    400
    16s
    N/A
    Refinery/Generator
    130
    5.2s
    N/A

    Repair Time is the highest possible uninterrupted repair duration, as in a solo Trooper repairing without Powered-Up Build Tool.

    The Powered-Up Build Tool Perk will halve Bastion construction/deconstruction times.

    The collision has gone missing from the walls of the Towers and Troopers may now shoot and walk through them.

    Warning: Much subjective opinion follows!

    Do bugs even target the Ammo/Utility caches? I will have to test more, if so. If they don't, they could be better implemented into build strategy, although that might be cheesy.

    • Deconstructing is currently 1/10th speed of constructing.

    • Bunkers should be at high visibility corners and important choke points in the Base, perhaps surrounding the ARC.

      Both Bunkers and Sentry Guns should have maximum visibility but not necessarily at the cost of building to the extent of the perimeter. You don't typically want to place walls at the front side nor in front of bunkers. At the middle, back is good. Short walls are fine in front for extra layers. If outer walls are only there to delay the rush, sure, however I feel like materials and time are better spent building layers we can defend.

    • Place Sentry Guns on the top/middle of your Bunkers if you are worried about durability. Visibility is much worse inside bunkers than on top, however, and Sentry Guns will shoot through you to shoot Bugs if you are in their line of fire. Sentry Guns also will have more limited visibility in the center of bunkers. Sentry Guns will not shoot through Electric Fences.

      Bunkers take a lot of damage. They provide both the best durability and visibility, assuming your Gates and Walls are not blocking large portions of enemy positions from the Bunkers.

    • Set Short Walls along the sides of the Bunkers for visibility from the Bunkers, Gates along the back end of the Bunkers, leaving your Ramp Walls and other Walls as a second layer behind.

      Layers are almost entirely unnecessary on Easy mode unless almost the entire team is away from keyboard (AFK).

    • Gates are easier to go back and forth through when falling back for ammo, etc.

    • Your built Electric Fences should almost 100% of the time be used around the ARC.

      Electric fences placed around the ARC will significantly delay any ARC damage occurring during or after a breach. Electric fences on the perimeter may delay a breach if able to funnel enemies into them, but you can't typically cover the perimeter in them. If you know your group, it's probably much safer to deploy them along the built base's perimeter. Most pick-up groups (PUGs) are going to have breaches and the electric fences aren't going to prevent that.

      There are plenty of breaches in pre-made parties, as well.

      There are many times where you only need 1 or 2 electric fences around the ARC or would want to have them. If you have bunkers in good visibility spots with sentry guns near them, as long as your base isn't built to the extent of the perimeter, rotations and repairs to prevent breaches/defend once breached are going to happen quite quickly.

      Furthermore, it can take as little as 1 person to hold the ARC on hard mode with ammo and electric fences. It's easy to kill things as they come in, repair and repeat.


    • Similarly, Shock Beacons (pylons) can be dropped in front of your outside defenses. Many choke points can be blocked using just 2 at a time.

    • Spread the 4 ammo & utility boxes out to where you are defending instead of all in the center, please.

      I believe some choose to put them where short walls might otherwise be because they can't be destroyed completely by bugs. Not 100% sure. They are more durable than short walls, at least.
    ARC Strategy
    Maybe some mutator combos would make it.more interesting but sadly ARC is ruined post patch until they fix something. AAS is a lot of fun now. Maybe that is mutator dependent, however.

    Send Hunters ahead to build Mobile Headquarters (HQ) quickly and save time.

    Keep your last gas turn-in waiting until everyone is ready to defend the ARC unless you are against another timer/level of infestation and need to rush it. More details on this soon.
    More Tips, Tricks & Information
    • Friendly Fire appears to be 5-10% of damage.

    • There are currently no lv. 19 nor 20 unlocks for any class.

    • You can spawn Bugs in the Tutorial zone for testing. The activator is between the boxes on the ground where you spawn.

    • Troopers cannot redeploy while Bleeding Out, which takes 20 seconds before death.

    • Reloads take some very short amount of time after click to take effect. It's easy to interrupt your reload.

    • Grenade throws can be interrupted.

    • Both the ARC and Mobile HQ can be repaired, if you missed the building section.

    • Team voice chat (Default "T" if keyboard) goes to every team across the entire map. Local is relatively close range to the Trooper speaking.

    • Your voice is muted while bleeding out in both Local and Team voice chat channels.

    • Redeploying to base instead of running can save a lot of time. You will lose your rocket launcher(s) if you die, however.

    • There is a UI glitch after Redeploy where the User Interface displays grenade on permanent CD and no utility. These aren't true. You will see the charges of utility after switching to it.

    • You can also use Redeploy to grab aggro, run away and come back to base quickly.

    • Fall safely from up to 25m with jetpack or 17m without assuming Low Gravity is not active.

    • Shoot through much of the walls of the ship. Probably other things too. Scan beacons and scan grenades become very powerful when used this way.

    • Stagger jump distance scales with hit distance from enemy.
    The Lore
    Coming soon!
    Future Update Plans from the Dev
    • There are currently no weak spots on Bugs although Offworld Industries plans to implement them.

    • There are no current plans to reset progression at any point and the devs believe this scenario to be unlikely.

      Originally posted by Offworld Industries:
      Please note, this roadmap is subject to change based on player feedback and development shifts.

      Phase Two
      • Horde Mode
      • Player Profiles & Stats

      Phase Three
      • Class Progression "2.0"
      • Abilities Upgrade
      • Hives (assuming a game mode)
      • Rewards Systems
      • Special Weapon Swapping

      Phase Four
      • Player Hub
      • Emotes
      • Clans
      • New Weapons
      • Boss Bug
      • Marauder Support
      • New Planet!

      Phase Five
      • Galactic War Meta-game
      • Player Customization
      • New Trooper Class!
      • Global Death Counter (rofl)
      • More Gore!
    Thank You!
    A sincere and grateful thank you to everyone who helped and contributed!

    Special shout-outs to Vanguard Military Intelligence, Blåhaj from Starship Squad[discord.gg] and DragonWalkerDEW for your efforts and time!

    I appreciate you and thank you wholeheartedly for checking out my guide!

    Please comment with suggestions, corrections, more tips to add, changes, etc..

    Take care, everyone! Have fun and good luck!

    You can't step on these ones.
    Disclaimer
    Joint Space Force, or JSF, does not have my permission to use this guide, repost, screenshot or otherwise quote me in their Discord server.
    32 Comments
    MAGIKHAN Jul 26, 2023 @ 4:32pm 
    Can you run the numbers on Melee weapons from the basic knife to scenario mutator melee weapons as well? and Thank you for this i like to see numbers when strategizing and youve filled in many blanks ive had.
    SlantedRhetoric Jul 11, 2023 @ 12:23pm 
    How much damage does the knife do? When it's just one warrior I like hitting it with an emancipator round to stun then getting a few free knife attacks in but I don't really know how much damage it's doing.

    Also when running backwards using the saw to stun, then quickly knife before resuming fire, seems to work, for whatever that's worth.
    sentientCode  [author] Jul 9, 2023 @ 8:45am 
    Thank you @ Calibre!

    @kampfer91 That depends almost exclusively on your party, but also on the Mutators.
    kampfer91 Jul 8, 2023 @ 4:45am 
    Elec fence is wasted around the ARC .
    Calibre Jun 27, 2023 @ 2:34am 
    nice thread!
    LeCruel Jun 25, 2023 @ 8:54am 
    That explains a lot of things...
    Thanks for the aswer and keep the good work, this guide is a gem !
    sentientCode  [author] Jun 25, 2023 @ 2:08am 
    It was at or exactly 6.25 but they also upped the Bug HP 33% to 200% of Normal in 0.3.0
    LeCruel Jun 24, 2023 @ 9:16pm 
    What was the damage point per hit of the SAW before the patch?
    sentientCode  [author] Jun 24, 2023 @ 9:12pm 
    Updated to 0.3.0 for the most part!
    sentientCode  [author] Jun 24, 2023 @ 8:44pm 
    They are asking if anyone can translate the guide to Chinese, I believe.