It can seem daunting to jump up to Severe or Critical, but you can survive anything with good teammates and a bit of coordination. Once you get the hang of sneaking around and headshotting grunts in Extraction, the lower two difficulties can get pretty darn easy. Consider bringing one or two loud guns between your squad and keeping a silenced backup for stealth shots.ĭon't stay on the lower difficulties for too long You'll only encounter these harder enemies in significant numbers on Critical or Severe difficulty. There's no way to one-shot-kill these jerks in a straight up fight (Smashers can be stunned and stabbed in the back), so killing them faster when an unsuppressed gun is worth making more noise. That is, except, when it comes to heavily-armored enemies like the Apex and Smasher. Sure, detaching the suppressor comes with a damage and recoil boost, but since most enemies can also be killed with a single shot to a weak point, you're not missing out on much. On 99% of runs, you'll be glad you had a silenced gun to covertly shoot nests and unaware enemies without alerting the whole complex. There's a reason every gun that can use a suppressor in Extraction has one by default. At least one person should have them on your squad, and that person should have first dibs on REACT tech refills when found. Impacts are the perfect companion to almost any situation in Extraction. Not only can it create an instant hole in a wall handy for quick escapes, it can clear massive areas of Sprawl goo, destroy nests, and stun enemies long enough to do a melee takedown from behind. You can slow Archeans down with Glue, daze them in place with a flash, or blow them all the way up with a frag, but I've yet to use a grenade as useful as the Impact. Many of Extraction's grenades are basically different flavors of stun grenades. You're unlikely to destroy every nest and hold F on the epicenter without getting ripped to shreds by 30 aliens, so you might as well take the XP hit and not lose the operator. After wiping my squad several times, I realized it's better to just leave in these scenarios, either through the airlock or extracting from the mission altogether. Green nests are often clustered very close together in a group of nine or ten, and just a single Archaean scream can trigger them all. In my experience, this can happen very fast during Aberrant Nests missions (the one where you have to destroy green nests). This can be really bad when a bundle of nests have gone unnoticed for a few minutes and produced way more enemies than a few operators cant handle at once. Aggravated nests will continually spread Sprawl and spawn new enemies with virtually no limit (at least not one I've been able to notice). There will probably be several times in your Extraction career that the nest situation has gotten out of hand. The catch is re-entering stealth doesn't deactivate aggravated nests, so enemies will continue to spawn. If it's just a few Grunts or Spikers, you can probably take them out with a few headshots and go back to relative stealth. Once you've put some distance between yourself and the horde, hunker down in a room and take stock of what's still chasing you. Never hesitate to sprint away from a messy fight. If you've alerted every enemy around and you're getting blasted from every angle, there still might be a chance to break away back into stealth. Break line-of-sight with enemies for a do-over If there's no Finka, it might be smart to have a self-revive kit. If there's no Rook, it's probably a good idea to wear body armor. Finka can also restore some health over time once upgraded, but otherwise her health boosts only last a few seconds.ĭepending on which of these health-oriented operators you don't take, you can replicate their effects with secondary gadget slots. Doc and Rook are great picks for instant survivability. Listen, Sledge's hammer is cool and Pulse's scanner is handy for finding nests, but you should really prioritize healing gadgets when going into a higher difficulty mission.
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