Aliens: Colonial Marines

Aliens: Colonial Marines

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Bug Hunt Guide
By Hudson 826 and 1 collaborators
Horde Mode explained.
   
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Introduction

Overview

Bug Hunt (BH) DLC is Aliens: Colonial Marine's take on Gears of War 2's Horde mode. The objective is to clear 30 waves of Alien (AL) and Weyland-Yutani (WY) hostiles.

It takes around 2 hours to beat BH in one sitting. Visit the restroom beforehand. There is no way to pause.

Difficulty

Play on Recruit difficulty unless you have gaming gods as teammates. BH is unforgiving. Failure earns you ZERO XP.

Host

> means "enter" ; < means "go back out".

# Versus >
# Bug Hunt >
# Advanced (bottom left) >
# Toggle network = "Friends only" <
# Create Game >
# Friend (bottom left) <
# Start Game.

*** Join-in progress is possible ***

Goodreads

http://pcgamingwiki.com/wiki/Aliens:_Colonial_Marines
Loadout


Goodreads:

http://steamcommunity.com/sharedfiles/filedetails/?id=300257870

Caution

Choose a loadout at game start with care. You can't change it since.

Notes

1. Perks that fool human players do not fool bots.

2. Near unanimated objects (pieces of cover, windows, dead bots), explosive use can be suicidal.
Communication


1. VOICE CHAT:
  • Self explantory.

2. STEAM MULTI-CHAT (TEXT):
  • Please Google-search.
  • A new multi-chatroom guest can't read any messages posted prior.

3. IN-GAME CHAT (TEXT):
  • Press T (default) to type.
  • It remains on screen for a few secconds only.
Roadmap

Safety In Numbers

Never stray far from your team. Run-n-gun noobs should be left for dead.

The Roadmap

  • Establish a parameter and eliminate hostiles. Avoid confined space.

  • During Intermission: Relocate / Buy Stuff!

  • If the staggerer(s) of a wave post no immediate threat, even better! Let'em live for now. Do your thing!

  • Having bought them all, it's time for last stand. An area featuring resources, fall-back space & limited entrances is advantageous.
The Banker

Cash ($) is earned by kills, kill assists, or Sentry Turret shared kills.

None can afford to open an important locked door if everyone keeps $ to themselves. Comission a BANKER! Periodically gift him $ so he can! To gift $, run up to a player & press E (default).

Keep $1000 to yourselves. If all died and can't buy back in --- game over!
Buy Back In

Spend $1000 to buy back in after death. To uphold "Safety in Numbers", you should suck up the dear cost. Nevertheless, respawn is free if your buddies clear a wave. Keep an eye out for the enemy count first.

You respawn at the starting area. Regroup with team immediately! Stranded players are toasted.
$ Saver

  • Stay alive.

  • Revive teammates (CAUTION).

  • Consummable spots have USE LIMITS! After repeated uses, they will be exhausted. To make your money worth, only buy when you need to - i.e. no ammo / no armor / low HP.

  • Windows can only be closed for a short while ($250) to bust enemy entry. Not worth it.

  • No need to unlock all doors. Some locked doors lead to the same place. Besides, Locked doors help! They deny enemy entry and funnel enemies to your Sentry Turret's kill zone.

  • Don't steal Sentry Turret's kill. Its kills pay the whole team. Your kills and assists reward only you. Not to mention: ammo, armor and health are scarce! Stand down, son!
Sentry Turret


The Sentry Turret is LIFE! Find all 3 of them.

FACT: Enemy AI does NOT target them intentionally.

FACT: Their ammo can be replenished INFINITELY as long as you have funds.

FACT: They DON'T hurt you. Feel free to lure enemies into their line of fire.

A good spot =

  • Field of View CHECKED
  • Choke Point CHECKED

Against Aliens, MOUNT ST BEHIND YOU! Stay in the line of fire.

X Mounting ST in front enables Aliens to bypass ST and flank you through vents or tunnels.

Against WY mercenaries, MOUNT ST AT ENTRANCES! Stay out of sight.

X Mounting ST behind, you = first contacts against WY, some of whom even wield Smart Guns.

ST vantage point trick: Arm ST atop a crate, granting it more field of view.



The enemy AI does not target ST but they can take collateral damage. Leave them alone for Christ's sake:



If a ST damaged, it glows in red. If it is out of ammo, its barrel dips. Run up & press E to repair and refill it ($250). Don't feel shy. It's a steal:





A battle-damaged ST is on its last legs. Further damage can destroy it for eternity. To fully heal ST, repair and refill ($250) it and then re-deploy it.

Formations:

Back to Back - Ideal for holding opposite entry points:



Side by Side - Ideal for mowing down funneled enemies:



Boomshield Reincarnated

Gears of War 2's Boomshield can block Locust's passage. In ACM, you have ST.



Place ST at a doorway. It is now busted. Do not fire away next to ST. Hide!

By exposing yourself, you put ST in harm's way. Long range assiliants can spit, leap or fire at you.



Save your ammo. Watch the flankers.
Special Weapons
# Special weapons can be sold out. Your team, as a whole, can only buy so many at one spawn.


SMART GUN (ST-G)
*Recommended*

+ Long Range
+ High Damage
+ High Capacity
+ High Accuracy
+ No Overheating

* Fire in short controlled bursts to save ammo.

RPG
*Not Recommended*

+ Long Range
+ High Damage
- Low Capacity
- Splash Damage

FLAMETHROWER
*Not Recommended At All*

- Short Range
- Low Damage

[DISCARDED SPECIAL WEAPONS]

They DO NOT STICK AROUND. Retrieve them ASAP.
Suppressors


USE

The Suppressor (SP) is a device that reduces enemy threat (read: damage bonus). It costs $ to activate one.

On activation, an INFINITE ALIEN HORDE strikes. Marines must stay near SP and fend them off. Note that SP activation is interrupted when hostiles are in vicinity.

Activation success kills all remaining hostiles.

WHEN

Activation during an Intermission sees the AL horde only.

Activation during a wave sees the AL horde AND that wave's remaining hostiles (AL/WY).

WHEN NOT

SP are not required to win. If your team is terrible and can't hold off the AL horde, refrain from activating it.

DIVERSION

The AL horde can overrun even the best fire team. You need diversion.

A lone marine (hero) should activate SP all by himself while teammates stand guard the fortress.

The hero fights till death. When worse comes to worst, he must fall next to SP as the AL horde goes after his team.

In his down state, the hero continues to arm SP.

With luck, the AL horde may go after the team instead of the hero in the first place, allowing seamless SP activation.
Exploits
Crowd Control

An Alien must pry open a closed door. That buys you time to blast it.

You can close the door behind an Alien which just came through. Its friends must pry it open again!

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12 Comments
Rogue May 3, 2016 @ 9:51am 
wow nice job bro
sc5879 Apr 17, 2016 @ 9:51am 
GREAT GUIDEand INFORMATION......:steamhappy:
Curtis  [author] Apr 9, 2016 @ 7:42pm 
Go ahead. I used the weapons guide because originally I had red dots on everything, but I was like, I can get more lethal.
Hudson 826  [author] Apr 9, 2016 @ 7:30pm 
Execellent idea. May I incorporate your loadout into my gyude? You definitely held your own during the session as far as I could tell.:steamhappy:
Curtis  [author] Apr 9, 2016 @ 10:14am 
Sorry for double post, I exceeded my length.

For my sidearm, combat pistol, extended magazine, full auto, and reflex sight. Not bad when you are out of ammo or you are down.

Grenades or firebombs for the grenade even though I forget to use them.

I'll have to see if the DLC weapons appear when playing with others who may not have them.

If anyone has any other good combos for maximimum lethality, this is the thread.
Curtis  [author] Apr 9, 2016 @ 10:13am 
After playing with Himuton a few times, I prefer the Assault Rifle, with flamethrower, 3 round burst, absorbing stock and telescopic sight for good all around sniping, DPS at mid-range and flamethrower at close range to kill or stun since grenades maybe too unwieldy depending on friendly fire and because I can't ever seem to be at a range where they can hit a lot of targets.

For my alternate, tactical shotgun, incendiary alternate fire, box magazine, reflex sight, and normal (not auto) fire. That gives a bit more control for the unfriendly up close fights. I think auto and the butt stock are a bit too unwieldy but maybe in the hands of a better player it may work better.
Combo Mar 23, 2016 @ 1:28pm 
-Private
-Yes sir
-Don't stand next to the turret
-Why not sir
-You get it blown up son! Thats why
-Sir, yes sir!
-Cary on :steammocking:
PizzaKrydder Mar 21, 2016 @ 6:47am 
Solid guide :D:. A shamre there aren't more maps for the game mode. :rcry:
Levvy84 Mar 13, 2016 @ 12:16pm 
This is great! Now if only the gods of matchmaking would reward me with a game.
Hudson 826  [author] Mar 8, 2016 @ 4:33am 
Thank you very much. Both of you.:steamhappy: