それで, after playing for a while, and learning a bit of things in high tier play, I decided to make this guide because the others for most part contain information only applicable to older patches of the game, view the gameplay from a elite(or too simple)perspective or outright unfinished/abandoned, so I decided to make my own, while also practicing my writing skills in part.
Prefacing
So while this is not the first “ガイド” I have ever written, it is something I decided to practice, since I had gathered plenty of knowledge on various topics, and perfectly willing to share in a digestible way, since not everyone is good on learning first hand, compared to myself. はい, it will include detailed info, general tips, 提案, and other valuable knowledge you should know. Not highest tier, but good enough for a mid-high tier player like myself.
Marines
When you are starting a mission, you could notice you have to select a character – that’s what they are called, marines – controlled by a commander(あなた), they have to perform a team role they are good at, and if you thought it is like Left 4 死んだ 2 where all 4 can take on the same task at same strength but with different weapons, you’d be wrong, since the class strengths pretty much defines a role from the start, and you better be prepared to know your role in a team and adjust to it.
Officers
Arguably the hardest role in the game, yet the most important one due to fact they have 2 things that make them pretty much required: the leadership and the explosives bonus, the first one is responsible for a team bonus when the officer is at your screen, which denotes a chance to deal double damage and take half damage from any source, as well boosting reload speed of teammates, while explosives is important due to fact the officers are the only users of firewall mines, as well best grenade launcher holders – which the bonus gives a bonus radius to alongside damage, which is pretty much required in order to clear hordes of enemies. その上で, due to fact they are expected to use grenade launchers, they require good control, and a widescreen resolution if you want to be best at clearing things. Not a role for novice players, but the one for those who can kill stuff in advance and not die quickly. Due to fact they use horde clearing weapons, expect them to be at the front/middle of the team, and not stray too far due to fact their presence boosts teammates, as well their teammates are dependent on them for best chances of survival.
Sarge is the one with highest health and leadership bonus, moderate vindicator, explosive and general bonus to weaponry, making him the character who has the damage bonus for most weaponry expect the chainsaw, but again, since he’s an officer, you generally want to stick to Vindicator/Grenade Launcher selection, though the damage bonus of 3 means you can take other weapons like marksman rifle if needed for some reason.
Jaeger is the officer that truly excels at killing stuff, making his description rather fitting; having the highest vindicator bonus as well to explosives, the amount of kills you will be making with him is likely to be the most of all, making him rather important, more so than Sarge expect in 8 man teams and where grenade launcher isn’t available, where this is a moot point. Less leadership, 健康状態が低下する, and no general damage bonus pretty much restricting to Vindicator/Grenade Launcher selection, or maybe Chainsaw when Vegas doesn’t have one and on non-Brutal settings, but the sheer killing power of his makes up for being less versatile than Sarge, while also being the most important marine slot, used by those who know what to do for teams best.
Regardless of weapon availability, you should stick to Vindicator/Grenade Launcher + Firewall mines when playing as them, at certain situations you can swap firewall for frag grenades if you need instant damage, or freeze grenades for highest radius + duration possible with them, but again, only if you cannot have firewall mines. At level one modifier, you can use Vindicator/Ammo Satchel + Laser mines due to fact that’s the only explosive you can ever have besides map placed pickups. Though if you are that skilled, 使用できます 2 グレネードランチャー, especially as Jaeger, if you know what you are doing.
特別な武器
One of the easiest roles; your job is clearing whichever comes your way while having the firepower to do so. Having access to suppression based weapons like Autogun, ミニガン, and Devastator, as well a penetration bonus that allows them to kill multiple targets at once using bullet based weapons, they are to go classes for those who use said weapons, as well those who defend the team from threats that come after. Generally positioned at the back, usually as last team members, in certain cases they can go at front, such as where you got no officers to clear it.
Wildcat is a special weapons that has less autogun damage, less penetration and no health bonus compared to Wolfe, but makes up for it with higher general weapon damage, faster reload speed as well highest speed bonus, making you the fastest marine in a team as long you don’t use heavy weapons which your class uses. The said bonus speed helps if you need to run, reposition or kiting enemies, not so much on higher difficulties, if you are skilled enough, can be used for truly excellent plays. The highest damage bonus on other hand, is the selling point – most general weapons you can use possess highest damage possible, making her the best user of said weaponry, especially the Heavy Rifle.
Wolfe on other hand, isn’t that special besides being the team’s gunner, having the highest bonus to bullet penetration and autogun damage, as well a health bonus which helps on defensive, effectively making him the Autogun/Minigun user of choice, though in situations where you need to move quickly, he isn’t bad at using Marksman Rifle either, having just enough damage bonus to one shot drones at any difficulty.
加えて, this class has a special effect on Damage Amplifier item, where if they use it, it attaches to their back rather than dropped on the ground, lasting half as much depending on how much you moved, but it also makes it fairly optimal if you can suppress your enemies under its duration.
Regardless of your character, the recommended equipment is one of their class based weapons/Ammo Satchel + ECA/Freeze Grenades/Damage Amplifier, due to fact said weapons require plenty of ammo, but also because your teammates are likely to need ammo themselves when the situation demands it. Though for Wildcat, due to the damage bonus, you should use Heavy Rifle/Ammo Satchel or Devastator/Ammo Satchel + ECA/Freeze Grenades, while as Wolfe you should stick to Autogun/Ammo Satchel, Minigun/Ammo Satchel or Marksman Rifle/Ammo Satchel + ECA/Freeze Grenades if you have to keep moving. In certain cases, you can change the ammo satchel for a flamethrower, if a mission requires it, you again, the situation pretty much demands movement.
Medics
Another easy role to learn, but also of very high importance due to fact they are the only class that can use medical equipment to heal, which means saving you from infestation, recovering from damage taken, and being able to use medical equipment, which unlike weaponry, generally is not placed on maps, so you pretty much have to take meds unless you want to be useless to the team or running some kind of challenge that prevents them being used in the first place. このため, they have to be at the middle of the team, and never at back/front since it pretty much ensures you will be dead and the team will not have a medic to rely upon.
Faith is the one with highest healing and a speed bonus to boot, alongside lowest combat skills, which means you are very likely to depend on teammates to cover you, and not run alone without backup, since you have to stick to teammates and help them when they need it. The lowest damage bonus means you are the go to person to use Tesla Cannon/Medical Gun + Freeze Grenades/Gas Grenades.
Bastille has less healing and not as good at healing teammates which makes him not as good as Faith when it comes to curing infested teammates, or speed bonus in order to keep with them up, but makes up for it with capable combat capacity, which allows you to defend yourself using plenty of weapons to choose from, しかしまだ, you still better off using the Tesla Cannon in order to help your teammates to begin with. 加えて, the combat drugs bonus affects adrenaline duration, which can help during speedruns if you have to need it for some reason. Due to your status as a combat medic, your primary is likely to be Medical SMG or Tesla Cannon/Medical Gun or Medical Amplifier gun + Gas Grenades/Freeze Grenades.
Due to fact you are a fairly important team member, and the fact the gameplay requires moving forward, I didn’t specify Heal Beacon for that reason; its good for what it does, but the fact it forces the team to stop in order to heal, will mean it won’t see much use on higher difficulties expect for level one modifier. If only if it attached to the back like Damage Amplifier does, at cost of less healing of course. But generally, you are the go to member to use the Tesla Cannon as your primary regardless of build specified, as well the Medical Gun, and depending on teams needs, Freeze Grenades or Gas Grenades, due to fact this is the only class that can use such area denial item.
Techs
Besides the officers, this is yet another important role, 2nd hardest to master; techs are pretty much a requirement in most missions, which means you cannot start one without them, and due to this, they are not recommended for people who are prone to dying, not sticking together or inability to complete mission critical objectives that depends on them, since a good tech is a ticket to success on missions that require them, while a bad tech will doom the team to failure instead. Their team position is in the middle of the team, unless you play Vegas for reasons I will explain soon.
Crash is the one who possesses the fastest reload speed in the game, meaning that weapons that are dependent on reload speed in order to be useful like Railgun or solid but require good skills like Shotgun become fairly powerful on his hands, while also being the only Grenade Launcher user that has both reload speed and explosive bonus – stacking with officers buff if they are present nearby. Due to your bonuses, you can go with Grenade Launcher/Ammo Satchel + Freeze Grenades if you know how to use it, Tesla Cannon/Ammo Satchel + Freeze Grenades or Railgun/Shotgun/Ammo Satchel + Freeze Grenades.
Vegas in comparison, loses damage and explosives bonus for a health bonus and melee damage, with makes him the best Chainsaw user, and since it means you are expected to use the Chainsaw as your primary, don’t expect a good welcome if you do not, expect in situations where you cannot use it otherwise. As a result of the fact you are effectively the melee marine of the team, and the fact Chainsaw doesn’t require ammo, you are expected to be the team’s front liner, with officers and others behind you. このため, you should use the Chainsaw/Ammo Satchel + ECA/Heavy Armor layout.
The techs are the classes to weld/unweld doors with, hack objectives and setup/dismantle turrets, but again, I am explaining the optimal equipment that plays with most of their strengths in general. Being a key to most missions, take great care at protecting the tech, and while being one, don’t stray away from the team either.
兵器
今, with marines being explained enough, here we come to explaining why on weapon picks; the weapons themselves. Pretty much most weapons have a purpose, but every class has a weapon they are best at and those they are worst as well.
Assault rifle is one of the most basic weapons available, nothing to write home about, but due to its rather low base damage and the fact grenades are not great unless you play a character with explosive bonus, its rather average weapon at first, being outclassed outright by tech-only prototype rifle right at the start(though it used to have the same base damage), combat rifle later on, and especially the heavy rifle. Since only Sarge and Crash have both bonuses to rifles munitions, and the fact said characters have bonuses to much more meaningful weaponry, it makes it a rather weak weapon as it stands now. Better avoided for other weapon picks.
Prototype rifle is tech’s starting weapon of choice, with autoaim that helps with targeting parasites/fliers/xenomites, and for people who cannot target properly for some reason, alongside being loaded with stun grenades that cause much less damage especially to teammates, allowing you to use them when surrounded, without of fear of killing your teammates or self(unless they were at low health or you were firing the grenade at them). しかし, when it comes to combat power without being wasteful on ammo, its only usable on Crash, due to fact he’s the only tech with a damage bonus for it, while Vegas is better off using the Chainsaw unless not possible in some ways or other. And even then, there’s plenty of more viable alternatives, but I can’t deny the feel of using it.
Autogun is a weapon of choice for special weapons class, possessing large ammo capacity, autoaim, and due to the class bonuses, 浸透, which means killing multiple enemies in a single shot, どれが重要ですか, since you will be mowing hordes of enemies coming your way. Compared to minigun, its direct competitor, it has less damage and less ammo, but lacks spin up and has autoaim, which would make it a good weapon, expect minigun is still more effective in general due to ammo effectiveness it has. A shame, since it would be a great alternative for minigun if it had higher damage or innate penetration to make it even, but as it stands, better avoided in favor of minigun.
Vindicator is officer’s primary weapon; a shotgun with good ammo capacity, solid damage and incendiary grenades to burn groups of enemies when needed. Rather versatile for a shotgun that is only available to squad leaders, and rightfully so; you can use grenades to burn biomass instead of flamethrower(but you are still required to equip it for most part), defending yourself when aliens get too close where the grenade launcher is lethal to you and clearing multiple enemies in a single buckshot(especially as Jaeger). Pretty much the weapon to pick for an officer class, expect for situations where another could do.
Dual pistols are decent weapons due to their base power, but due to their semi auto nature and not particularly high DPS, they are about as good as basic rifles, but even less versatile due to lack of alt fire for a situation. Generally used where you cannot use your actual good equipment like level one challenge, but otherwise not much use besides Wildcat who can make use of solid power coupled with penetration.
The basic sentry gun, used to hold the line when needed, with plenty of ammo and solid firepower, but in situations where you have to keep moving, it becomes less useful.
Heal beacons, being usable only by medics, deploy a beacon that heals all teammates inside the bubble, healing all teammates equally and being the thing to use in 8 player matches due to fact its healing is more efficient in that case, but what prevents its usage beside lower difficulty games is of course, the fact that the beacon is stationary – meaning the team has to expose itself to further assaults just to heal themselves, not unlike sentries expect in certain situations. Which limits its use, so better be replaced with medical guns as soon as you can.
Ammo satchels, the thing that a team needs to bring for classes that consume plenty of ammo themselves with some to spare for others like special weapons, or classes that mostly use weapons that don’t consume at all(Chainsaw Vegas), or mostly supportive(Tesla Cannon Crash), and for those who can afford being able to use only 1 weapon but having more ammo in reserve. Pretty much important, and deploy them never too late or early.
ショットガン, which is essentially a mini vindicator; higher damage per shot but less ammo overall, fast reload speed, and can fire twice to quickly kill nasty threats up close if you can aim it proper. Fairly strong in right hands, while also being efficient at doing so.
Tesla cannon, a true support weapon in all sense and logic, is a weapon that is not meant for killing; its power comes from its special effect, which slows aliens down with it and arcs from target to target, plenty of reserve ammo, barely if any killing power, and not firing bullets makes it the weapon to use for medics, as they are the ones that should help the team with its utility. Or Crash, due to fact he has fastest reload speed that allows him to slow more within shorter amount of time.
Railgun is a one shot only weapon, which has to reload after shooting; it can penetrate an infinite amount of enemies, which makes it rather powerful in right hands, but due to fact you pretty much have to possess a reload speed bonus of highest caliber to not be defenseless when reloading it after every shot, and the fact you need a damage bonus of at least 3 to one hit kill drones on higher difficulties, only the Crash tech has the best usage for it, lest you want to be distracted while reloading, or not being efficient if it only kills one target. High reserve ammo, but ammo gained from boxes isn’t that efficient compared to more reliable automatics.
Medical gun is a medics ranged healing option, while less long lasting than beacons if you need to heal every injury, it doesn’t force the team to endanger themselves to slowing down, and it heals twice as fast than a beacon does to a teammate specified. Pretty much the healing you need to bring as a medic.
PDWs are fairly inefficient weapons; while their fire rate is fast, and DPS is rather high, they last terribly short, and unless you play Wildcat(and you are better off using heavy rifle), they are fairly wasteful in general.
兵器, 一部 2
Flamethrower is a weapon that has rather low base power, but its main strength comes from afterburn damage, slowing aliens down and making parasites harmless, not to mention it is a requirement on missions with biomass. Its alternative fire is a extinguisher, which puts out fires on your teammates, 地図, but also on aliens, だから気をつけて. At very same time, this weapon is rather infamous for its rather low skill level – plenty of inexperienced people use nothing but the flamer, even if their character doesn’t benefit much from it, resulting in lots and lots of friendly fire, with people now knowing how to extinguish the now burning teammates. On higher difficulties, the afterburn isn’t enough to kill an drone, which relegates it to utility weapon, used mostly by special weapons who need a way to keep up with a team without slowing themselves down, sometimes a medic in place of tesla cannon, or a tech.
Freeze sentry is the only way besides the freeze grenade to freeze enemies, and while freeze grenade instantly freezes in a area, this thing instead uses ammunition to do so; good for keeping enemies in a position to be killed easily, while also being the only usable sentry in hardcore friendly fire setting.
Minigun is a special weapons gun, that loses the autogun’s autoaim and lack of spin-up to have twice the ammo capacity, higher fire rate and higher damage per shot, accuracy loss is irrelevant considering you’ll hit the targets anyway. Pretty much the weapon to go for Wolfe due to bonuses he has, Wildcat can use it, but she’s better off using heavy rifle or devastator due to damage bonuses she has.
Marksman rifle is the sniper rifle in a top down game, which has fairly high power and pinpoint accuracy, which becomes more if you zoom in, highlighting the targets by their heat signature, and increasing the damage per shot, at cost of slowing you down and less fire rate to deal with hordes, もちろん. Marines with damage bonus of at least 2(Wolfe and so on)are the ones who can use it best, with special weapons having a chance to penetrate 1 extra target on top of its innate 1 unit of piercing.
Flame sentry is rather powerful for its short range, dealing much higher damage than flamethrower itself, alongside fast tracking that makes it more likely to handle drones, but it comes at a price; it inflicts friendly fire damage from the start and does much more on hardcore.
Chainsaw is the only melee weapon besides marines melee attacks; lacking range, you are pretty much required to run up to your enemies in order to attack them, and unless you play Jaeger/Vegas, you don’t have enough damage per second to make it worthwhile, since its more likely that a drone will hurt you than you will kill it before it does. Not easy to use as a result of this, requiring proper positioning and control to handle it, especially when playing Vegas due to fact you will lead the team with it, but mastering it allows you to quickly handle hordes of enemies coming your way at close range.
Grenadier sentry is fairly questionable; while it has power of grenade launcher itself and long range, it doesn’t have versatility of it, let alone ammo efficiency, where an ammo box will last and give much more than a single sentry will do in its place. While it doesn’t do friendly fire on normal conditions, on hardcore settings this will be a heavy threat to even use.
グレネードランチャー, arguably the hardest weapon to use or master, yet also the weapon that makes high tier games winnable; Jaeger can kill a lot of aliens with it in short amount of time, Sarge and Crash come second and only if Jaeger is dead or else, this is a weapon that will take a lot of practice and knowledge to use it besides long range occasional use, but if you do master it, it will be irreplaceable for such situations, while being satisfying to use, even as non-master like myself.
ブルドッグ, or deagle, its old namesake, is a weapon that one shots drones regardless of difficulty, having high base damage that doesn’t benefit from any damage bonuses whatsoever, it is the weapon to use for characters who lack decent damage bonuses or penetration bonuses to suppress hordes, having fast reload speed and the fact it doesn’t slow down when reloading, making it the weapon to use if you need a sidearm that keeps you on move. Not recommended for long term combat due to lack of efficiency, but much better than PDWs and weapons like those.
Devastator is a special weapons specific shotgun, that has a large ammo capacity alongside high fire rate for a shotgun; capable of quickly clearing out hordes, especially if surrounded, its rather powerful for defense not unlike minigun/autogun, expect due to fact its a shotgun and not a bullet hose weapon, expect plenty of wasted ammo if you cannot use it effectively. Good for short missions, but bad for long ones like bonus missions, especially due to fact you cannot use autogun ammo pickups that is compatible with autogun/minigun.
Combat rifle is a assault rifle that has slightly higher damage and replaces the grenades with shotgun shells; the shotgun is about as strong as the shotgun you can use as a separate weapon, but more limited, as well being more versatile due to being usable in close range, but again, due to rifles not particularly good base damage, you are still better off not using it, even as a Wildcat who can make it somewhat decent.
Medical amplifier gun has only half as much healing charges, but it has an altfire that amplifies the target similar to damage amplifier item, but on the move and only a specific target. Faith is better off not using it due to having even less heals, while Bastille can decide to take it, especially due to fact it can last for 75 full seconds on his case.
Heavy rifle is the strongest assault rifle in the game; while its incompatible with basic rifle ammo pickups as a result of higher caliber, its stats more than make up for it – high base damage and a altfire that makes the damage even higher and more efficient than other rifles combined, makes it pretty much the only usable rifle on higher difficulties. The Wildcat’s weapon of choice due to highest damage bonus she has, alongside penetration.
Medical SMG is a medic weapon, which combines healing and combat function, but is not great at either; your usual medical gun is still a better and more effective healing device, and its firepower is on par with PDWs, though better due to fact it has healing function – for Faith, you should not use it due to fact its firepower won’t help you much, but for Bastille, you could opt for it as a firearm of sorts alongside healing of choice, though on higher difficulties you better off not using it.
Off-hand equipment
Now with weapons gotten over with, let’s discuss similarly important choices – off-hand equipment, which can save your life, slow aliens down, or help with some utility. Its fairly important to know, since right one for the right class or for right situation is the difference between success and failure.
Medkit is a basic equipment which heals you, fairly simple as medics equipment, not recommended as starting item due to fact its only good as found pickups on maps, due to fact you are much better off selecting more useful team items.
Welder is used to weld/unweld doors, and while much more useful than medkit considering what a person can do with it, its rather situational; generally used on defensive to hold aliens off, only occasionally opening doors, though on level one challenge, it does see use due to fact you don’t have much to begin with. Oh and due to fact welding without a tech is rather slow, you pretty much expected to either have a tech that sticks with you, or being a tech yourself, though Vegas is the best user of it.
Flares give out light and provide autoaim on targets that are illuminated by it, in normal gameplay this is fairly useless due to fact you either use a weapon with autoaim already in, like autogun/prototype rifle, or weapons that cannot benefit from it, or primarily because it lacks impact that makes equipment useful to begin with, expect the occasional speedrun where you use guns assisted with flares for killing anything that comes near.
Laser mines are explosives that stick to surfaces, dealing grenade tier damage to aliens that struck it. Normally you throw one mine, but if you play Sarge or Crash you throw 2, and Jaeger throws 3, alongside boosted explosion damage and radius. You can supply them with your own mines, and they will apply the bonus on them as well. Not great at higher difficulties due to fact its slot is contested with firewall for officers and freeze grenades otherwise, but on level one it is the only explosive you can boost/benefit from.
Heavy armor is a passive item that provides incoming damage reduction ranging from 35% maximum to 15% 最小; 負け 4% of its defense when taking damage and recovering it over time when not taking it. It used to be worse initially, only giving 20% protection maximum and 10% 最小, though it is still a rather questionable choice of equipment expect for Vegas, そしてそれでも, without weapon balancing challenge enabled, which buffs it to 50% maximum and 25% 最小, as well not having a strong immediate effect like consumable ones do, makes it rather difficult to take.
Damage amplifier is a device that when deployed, doubles the damage of anyone in it, lasting for 30 seconds or up to 15 if used by special weapons who is moving at the time of activation. 強力ですが, it forces the team to slow down in order to benefit from it similar to heal beacons, but special weapons averts the problem by being able to move with it, alongside providing a mobile damage bonus to teammates that stick with them. Its one of the options they can take, no less worthy of their alternatives.
Hornet missiles is an item that launches missiles that clear nearby enemies out – but while damage of rockets is solid, the longevity is rather short; there’s only a few missiles launched per use, and unlike grenades, mines and so on, it can only save you from surrounding enemies, but not hordes, which are fairly common compared to a few aliens surrounding you.
Freeze grenades are fairly simple yet most useful explosive item – they freeze aliens for at least 3 seconds on use, lasting longer with explosive bonus alongside freezing more aliens, but that’s what makes it strong; you can use it as a medic to save an ally from being hounded by aliens and heal them instead of them dying to them, you can put out fires on multiple teammates and many more.
Adrenaline is an item which slows down time, useless on certain challenges where it is disabled, しかし一般的には, its used to speedrun hacking sections, due to fact hacking minigames are based on person’s speed, not the game’s. Otherwise not that useful, but if you have to use it, bring Bastille.
Tesla coils are deployable devices that can zap a certain amount of targets before exploding; while they are nice to use, their rather defensive nature gives them a similar problems to sentries – being only useful in places where you have to hold the line, unless you are feeling wasteful. It could be better if it could zap more targets, but as it stands, you better avoid it and use tesla cannon instead, or at very least a prototype rifle.
Electric charged armor, or ECA for short, is one of most important items to have; its the only way besides medics heals or lots of medkits to stave off infestation, shocks nearby enemies on use, 与える 80% damage reduction from melee alien attacks and most importantly, prevents being infested by killing any parasite that tries to latch onto you. The Vegas item of choice, the option of special weapons users, and certain medics.
Incendiary mines or firewall mines are officers explosive of choice; once activated, they make a fire wall that sets anything that goes into them on fire, dealing good damage as long they stay inside it. Jaeger has the highest bonus both to its length and damage, meaning you have to take it to make the most of it, Sarge doesn’t get as much, but can share mines if needed or deploy elsewhere, allowing you to cover multiple fronts.
Flashlight is a item that is generally useless due to fact its only benefit is illumination, which is only good on dark maps, and due to providing no bonus besides that, it is purely a utility item mostly used during certain challenges that either make it integrated, giving bonuses, or whichever effect it has.
Power fists is a equipment that boosts marine melee damage – on lower difficulties, it allows you to punch your way through, especially as Jaeger and Vegas, but due to fact you are expected to fight hordes of aliens and melee that isn’t chainsaw can only do so much, it becomes not so good after you realize it.
Frag grenades are fairly powerful throwable items, albeit dangerous at close range and not having much power unless used by a character with explosive bonus, as well that characters that can use it are better off using other items, like officers with firewall mines, and Crash is better off using freeze grenades due to their versatility. They can be used to quickly destroy enemies and obstacles with such bonuses however, so they are useful for such things.
Night vision googles, similar to flashlight is fairly useless, giving no combat advantage whatsoever and only seeing use during dark maps/challenges.
Off-hand equipment, 一部 2
Smart bomb is a item that launches lots of missiles compared to hornet barrage, while also having no friendly fire damage attached to it, however its single use only, and like hornet barrage, suffers the problem of being only good for a short while, as opposed for escaping multiple tricky situations like freeze grenade does, or destroying obstacles quickly with frag grenades. Not recommended expect for situations where you are going to replace it as soon as you are going to use it.
Gas grenades, a medic exclusive item, is a powerful area denial equipment similar to firewall mines for officers; having about the same power as them sans the afterburn that helps with killing them to begin with, its a fairly powerful equipment that you can take as a medic – at the cost of not having freeze grenades to save yourself or teammates from a pickle, so consider that situation before taking it.
これが今日私たちがこの目的で共有するすべてです エイリアンの群れ: Reactive Drop ガイド. このガイドは元々、次の者によって作成および執筆されました。 imelman. このガイドを更新できなかった場合, これに従って最新のアップデートを見つけることができます リンク.
I only played for couple of hours so I was looking for a guide especially a new one to get into this game faster. I appreciate you took your time to write this. But for the love of god, correct your “expect” に “を除外する”. It was annoying to read that way.