Mission 7, do the whole mission in one deployment: Three marines will be level 10 and one level 9 and one will be level 8. Do all objectives then fill AAM, then extract. Do all objectives then fill AAM, then open the door that triggers the cut-scene that forces you to extract.Īt this point you've got five slots per deployment, so next time you deploy bring back the level 9 marine that you left behind before you went on mission 5. Three marines will be level 10 and one will be level 6. Mission 5, do the whole mission in one deployment: Pick one of your level 9 marines to leave behind for mission 5 and take a level 4 marine with you instead. Get ready for the extra squad slot opening on mission 6. Whole team will be level 9 now.Īt this point, if you put all your spare marines in intensive training as soon as it unlocked you'll have some level 4 marines (this is the maximum level for intensive training, they won't get any more XP from it). No AAM on this mission, so just do all objectives and extract. Mission 4, forced to do in a single deployment: Mission 3, do the whole mission in one deployment: Your marines will all be level 6 now, so extracting them now lets you unlock their level 6 class skills. When you return to the first floor (when the train leaves), fill up the AAM and then choose to extract before doing the rest of the objectives. Do all objectives, then fill AAM before extracting, whole team will be level 4 when you extract.ĭo all the main and optional objectives up to the end of the second floor. Your whole squad will be level 3, so you can unlock a class specialisation for each squad member.Īfter changing day after extracting with the initial objectives done, you unlock the second section of the mission to go into the mine. When you've got no objectives left and the game says you should extract, fill the AAM, then extract. I only extract one time when I'm not forced to do so by the game, I do this during mission 2 because it makes sense to do so at that point in time.ĭo all of the available main objectives and side objectives (your overall mission progress will be 70% when this happens). You don't need to make extra deployments, it's not really worth it, just make sure that you always fill the alien aggressiveness meter (AAM) as the last thing you do before you extract (when you were already planning to extract). Will have to remember this during my hard mode run. Sounds like it may actually be beneficial to farm onslaughts early on to create a stable of well trained marines before moving on. Originally posted by Paladestar:You get 1XP per onslaught and 1XP for each of the tier 2 Xenos that are killed by your squad. So if you fill up the alien aggressiveness meter on purpose before you extract, you can get 5 extra XP per deployment (three onslaughts and two tier 2 Xenos). So they may move out of the path of your RPG, after you've already launched it, when they try to hide/retreat, so ideally you need to set up your kill zone in an area that doesn't give them escape routes, like a narrow corridor with no other side-corridors crossing it that they can duck into. It's easy to pick-off the Chargers with the RPG, but the Praetorians aren't as predictable and they'll try to escape if they take a lot of damage in a short period. Just fire on it as soon as you see it and with the damage it takes before the RPG makes contact it'll die to the RPG. This isn't always possible as sometimes the tier 2 Xeno will just wander the level aimlessly after the hunt in which it was spawned ends, until you trigger the next onslaught, at which time it'll come for you along with the rest of the Xenos and you don't really wanna go through an onslaught without your sentry guns out, especially on the higher difficulties.Īll is not lost though, you can pretty much guarantee that you squad will get the last hit if you use a shot from the RPG on the tier 2 Xeno. So try to kill the tier 2 Xenos away from the ARC/APC and away from any placed mines and without your sentry guns placed. If the ARC/APC, a sentry gun or a mine gets the killing blow you won't get the XP. You get 1XP per onslaught and 1XP for each of the tier 2 Xenos that are killed by your squad.įor getting the XP for the tier 2 Xenos, a member of your squad needs to make the killing blow, either with their normal weapon or non-mine special weapon attack.
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