I look forward to DLC for this game. There’s a lot of possibilities and the Aliens universe is ripe with lore and content. I hope to see more weapons and equipment. Maybe some new classes too?
I'd love more missions or even a new story campaign. I'm not as much on board with new weapons and classes. You know that they will just come up with more guns for the sake of it, and that would continue to disconnect the game further from the movie that inspired it. I like that the Marine Corps has a more or less standardized arsenal that is capable of handling everything. It feels "authentic". The same goes for more classes. Unless they introduce fully controllable vehicles, there really is no point in adding pilots or other kinds of specialists that wouldn't make it seem forced content that has no business being there. The only exception that I could see would be a synth like "Bishop", but you would have to handle such a "class" differently than your human roster.
I have found thatcthe best way to deal with egg clusters is the flame thrower. Even when you have multiple clusters in a room, you can take them out one by one without alerting the others. You can also "drag" the flames to engulf several clusters at once, if the situation allows for it. As such, I always carry a flame thrower on my squad.
i just use a drone, the face huggers cant do anything to it so its free kills. also, the huggers will follow the drone so you can just lead the huggers to a mine or to better line of sight
I wish that if this get a dlc, they add a cameo of a Predator, like his trophies or a dead body chestbusted and you have later a boss fight with a Predalien. Heck or even witnessing 2 nest fighting each other for supremacy of the zone and you have a chance to take advantage and extract lots of mats if you can sneak around the battle
you can clean eggs with the flame thrower - cooking them in a group operates the same as sniping individual eggs. Provided you flame them all before any hatch - it will not alert a hive hunt.
@@MistaFiOth It is not usually a high priority for me. Secondary weapons get used when a marine is driving the power loader, a gunner has gone tripod (that's what she said), one marine carries an injured marine/rescue or there are no more reloads available. I would not intentionally switch it them. I usually do not bother with the machine-pistol at all. I try to balance the marines upgrades with costs to the weapon upgrades. I more focus on the special weapons. Adopt to mines early. A fantastic Area of Denial tool. At least one marine with a flamer. I am on the fence about the RPG. It does deal a lot of damage, but I find it very situational, and the slow wind-up to fire. (the best thing it is a good for is Queen whacking). Where as grenade launchers can lob over an enemies' defensive cover to still deal AoE. Plus the grenade is an instant fire and with good range. Of course the Recon will have a Sniper Rifle. I have come to appreciate the Flame Thrower. It is good for cooking the eggs without awaking the hive. And serves as a pre-damage dealer when defending against Onslaughts and Queens. There is a mission where you have to disable the Helium vents. It is a endless xeno waves mode. The secret to this mission is the oil spills along the path - either outright kills xenos or apply a lot of damage. The best way to ignite those oils - is the Flamer.
One thing I love about this game is that literally everything has its place. The later weapons all have limitations that keep the base rifle useful. All 5 secondaries are useful too.
Fully agree with everything here (I'm glad they finally updated the weapon stats to be correct, for a while at the start they were all the same (displayed, not actual) except the ammo. One other fun thing about the Plasma Rifle... doing suppression fire with it, it leaves a awesome looking plasma trail over everything when it does!, not really a statistical thing (I dont think?) but it is a fun visual bonus! (smart gun is still king of suppression with all that ammo, especially if the gunner is stressed out and has expanded mags perk)
Pulse Rifle Net DPM: 222 Clips Used Per Minute: 1.5 Bonus Capability: Grenade Launcher Smart Gun Net DPM: 318 Clips Used Per Minute: 1.4 Hvy Pulse Rifle Net DPM: 246 Clips Used Per Minute: 1.3 Plasma Rifle Net DPM: 283 Clips Used Per Minute: 1.1 Bonus Capability: Plasma Overload (Note: Net DPM includes the effect of reload time, at average damage rate) Conclusions: 1) Pulse Rifle has lowest DPM and uses the most ammo per minute, but has the Grenade Launcher 2) Smart gun has by far best DPM, and is slightly more frugal on ammo than Pulse Rifle. 3) Heavy Pulse Rifle is roughly 10% better than pulse rifle in all respects, but loses the Grenade Launcher 4) Plasma Rifle has very good DPM and is very frugal on ammo. Plasma Overload is devastating. Recommendation: 1) All gunners should carry Smart Gun. Period. 2) Keep 1 guy with the base Pulse Rifle, just to keep the grenade launcher 3) All other classes should carry Plasma Rifle if able. If not, Heavy Pulse Rifle if only to reduce ammo usage and increase DPM slightly. That was my analysis I did before. I think we agree on everything but you did not mention the ammo usage rate. Pulse Rifle eats through magazines very fast.
At the endgame, it's better to have at least 1 Pulse rifle, because the Static Grenade are so useful for slowing down enemies, especially Runners and Queen. Combine Static Grenade and Gunners with High Impact Round that enhance Supressive Fire will be further slowing down enemies.
This game and fireteam elite are the first aliens games I've ever played. And honestly love both. I kinda wish the smart gun was a tad more stonger. Not that it's bad but considering it's an exclusive gun and a main gun I kind just felt that way.
@ceeunexttimemedia9664 I mean it's not bad. But stat wise It feel like it and the heavy pulse rifle are pretty similar stat wise. I mean yeah you can mount it on a tripod but and long as you not negligent with the turrets you can essentially stock pile them to the point the skill is kinda not necessary. But yeah I'm going to agree the fireteams smart gun damage output felt a lackluster. Though I did appreciate the fact it stops fireing if Friendly's get in the way.
By the way, when one of your Marine has an Aiming Sight and Wider Clip Upgrade, will it alter the appearance of the Primary Weapons such as Pulse Rifle, Smartgun, Heavy Pulse Rifle and Plasma Rifle? As far as I remember, the Smartgun with Aiming Sight upgrade has a Motion Tracker on top.
The stats of the Heavy Pulse Rifle aren't impressive enough to warrant the lack of an ability in my opinion. It's just marginally better than the default Pulse Rifle (which comes free) so I usually skip it entirely. Would be interesting to see how much of an impact the higher dismemberment chance overall has, but from a quick glance it doesn't seem impressive enough to deprive my team of the grenades and plasma's gonna replace it eventually anyway, so the material cost is a high ask for something that's only gonna be used until there's a better option available. I for one prefer having multiple grenade launchers in my team. You can fire them in quicker succession than if you've only got one guy with it. Sure you could use the rocket launcher for explosive damage but the RPG is just so unfathomably slow to set up and fire, the damage to big bugs unfortunately isn't that impressive either and the RPG is an absolute micropenis when it comes to blast radius. So grenades are my jam and the Heavy Pulse Rifle doesn't bring one, so it's a pass for me.
Yeah, Heavy Pulse Rifle feels like a side upgrade without utility. But, if you consider dps, the heavy pulse rifle has a higher dps gain towards the pulse rifle than the plasma rifle towards the heavy pulse. lowest/higest dps: dmg*ammo per burst/burst duration. dps (lowest/highest/average): pulse rifle: 1,33/2,66/2.0. heavy pulse: 3.0/6.0/4.5. plasma: 4.0/6.0/5.0. The dps gain between pulse and heavy pulse is 125%, but the gain between heavy pulse and plasma is only 111%. correct me if i am wrong. I didnt consider the gunner weapon bcs its class specific
I agree. But you can have most benefits of the U1 with just one Marine holding it. Wouldn't it be better to have a tad more firepower? It's a fine line.
The RPG is a monster weapon if you get an direct impact on the Queen for example.. on easy was one shot kill, on Nightmare probably does massive damage too..
Ive been going through the game upgrading everyone's guns except the medic. I got three people with plasma rifles, one smart gun, and a Pulse rifle for that grenade skill. Its worked out pretty well so far.
Once you have developed a gun, you only need to meet the Lvl requirement on any Marine you want to equip. You don't need to do anything special with the Medic.
if this game ever gets a dlc or sequel, i hope the devs add weapon customizations and an end game similar to gears tactics. much better if it will have loot mechanics with rare and legendary weapons, attachments, and armor.
No no no and utter NO! This game should stay more or less as it is. A little customization like marks on your gun/armor, and more faces etc. is fine, but this game should NOT be turned into an action rpg like Diablo or Gears Tactics as you mention. The focus on stealth and tension/fear is what make this game stand out from other games of this type, and is an important part of the Alien universe. Have you seen the Alien movies? They are for the for the most part horror movies, and the games in this universe MUST stay the same.
@@haakonsteinsvaag bruh, relax. its still a video game. they can add loot mechanics without taking it into full action genre. aliens (the sequel) was a good combination of action & horror.
@@MistaFiOth i meant like attachments that affect gameplay, for example a bigger ammo drum for the smart gun but it makes the marine move slower or takes more time to reload, stuff like that.
@@MistaFiOth yeah personally found it the most effective for me having 2 heavy pulses laying down hate with with sight modifications and mag extensions and a single plasma to apply heavy damage.
@@scottagon I knew you could switch to choose who can loot or carry body and other activities like that. But you're saying I can choose who is providing suppressive fire also?!
Thank you for the detailed breakdown. I haven't seen the Overload Plasma Beam used against enemies, does it have any secondary effect like slow down or is it just high damage output?
The plasma rifle is in the game, so are they going to imply the events from Terminator were part of the lore? Or just to paying homage to the Terminator franchise? Since Blade Runner is connected to the Predator and Alien.
Iv been playing this game for a week now and I honestly love it, but I do have a question. Is there a way to rotate the direction of the turrets? I find it weird that I have not seen a way to rotate them in the direction I want when I place them. I’m playing this on PS5.
I had the same issue on Xbox. Took me a long while to figure it out on my own LOL. Before that, I was setting up the sentry guns facing the opposite way from attacking Aliens 🤣
I miss being able to rotate them after they are placed. Like when I notice the aliens moving in from an unexpected direction. I don't have time to pick the turret up and put it down again.
On a team of 5 I like to go 2 smart guns, 2 pulse and 1 Plasma (Heavy Pulse before then) On a team of 4 I like to go 1 smart gun, 2 pulse and 1 Plasma (Heavy Pulse before then)
I don't think you are right about the burst duration. Smart gun: burst 1 second< 4 ammo per burst(each time the marine is shooting) Pulse riffle: Marine shoots at .75 sec. Intervals. Which means more often. Ammo clips difference. (aps= ammo per shot) Smart gun: 150 [4aps(1 second intervals = 37.5 shots) Pulse rifle: 100 [2aps(.75 second intervals = 37.5 shots?)
I think the duration of the Burst dictates uptime. This is tied to pieces of Ammo per Burst. So it deals faster DMG but consumes more. If the SG worked in reverse, it would actually deal less DMG than the Pulse. That wouldn't make much sense.
@@MistaFiOthAmmo per burst Ammo refers to the current number in the marines magazine before you have to reload. Burst is the duration of the marine holding the trigger. Unless the game coded it weird. Thats what i think. Edit: No the SG is shooting 4 bullets in that second, the PR only shoots 2.
4 real. But if what I think is right The SG does 2x the dmg that the PS. 1/3rd extra dmg than the HPR but the HPR mag allows the marine to burst 41.6 times. Plus idk how much health a xeno has and there are'nt testing mods yet. So the DPS portion of the video is right. 🤔More research is needed. There is also the accuracy that also comes into consideration because I can't really tell when a marine is missing or not.
@@MistaFiOth Also what about suppressive fire it doubles the speed they are shooting with so might it be better to suppres with the HPR since it hold more ammo but has a 1 sec. Burst.
Hey bud dropping a like wanted to say bout pulse everyones fan favorite i like to stick it on the lowest accuracy having marine or the one with highest dismemberment stat. I also had a great idea for a cosmetic dlc in the form of a customization where we can add stickers and graffiti another missed opportunity looking at AFE. Have a good one bud.
Currently at the end of the game. My infestation is lv5... I purposely force Hunts.... And i have command pounts regen to the roof.... In short mine field...mines everywhere...mines all over the place is all about mines 😍😍 And even more mines...and one sentry sometimes
@@MistaFiOth no I'm addicted to mines 💀 Wasting 10minutes to setup traps and diversions...and such I love this game. Trying to complete Pharos Spire without turrets
You unlock the RPG basically at the same time as the Heavy pulse. And it is far better than the grenade launcher, at least for my play style I don't rely on the launcher all to much. If youb don't have the RPG then I say keep 1 pulse rifle but if you have it then the pulse is kind of useless just go full heavy pulse with an RPG until you get to plasma
Pulse Nades can slow with the appropriate upgrade and cover more space. They are also not tide to an endpoint when you shoot them. They both have their uses.
The grenade is really useful against humans enemy, the explosion will knock them down giving you an easy kill. I will always have one unit with grenade launcher.
IMO it really depends on situation, i find the grenades really shines where you need to clear humans inside small rooms with lots of obstacle making it hard to aim with rpg.
@@rz3264 Thats very true it does have more mobility. I'm not trying to discount it, thats why i specified it with based on my playstyle. For me and my friends and how we've played, none of rely on it all too much.
For a game that is heavy on stats, they give us very little information to do proper comparisons. Is the damage per ammo or per burst? What we need is a DPS rating. Let's say a gun has a dismemberment chance of 0.6%. Is that per ammo or per burst? Bone Breaker increases dismemberment by 1 point. What does that mean? Are we now at 1.6% or 0.7% or does a point mean something else? Dead Eye increases dismemberment by 13%? What does that mean? Are we now at 13.6% or is it +13% of 0.6% (around 0.7%)? How do we see our current dismemberment rating? There are a lot of poorly explained skills in this game. I think there is a skill that increases a soldier's health by 1 but not if they have a similar skill. And a Medic skill that increases all soldiers' health by 1. Is there any benefit in having both? Don't know.
@@MistaFiOth I grew up on Diablo 2, spending hours (if not days) on various sites looking at mathematical formulae to calculate my perfect build because every single stat was documented for that game and you could easily ruin a build. It galls me now when I see a skill that says something like "ability raised by 10%" - so what is it normally? And is it a flat 10% increase or is it 10% of what it currently is? Or "you run faster" - how much faster? 1% faster? 5% faster? 50% faster? Is this skill worth taking? Like, which is better - a 20% increase in ammo per clip or 1 extra clip? if you have 5 soldiers then 1 extra clip is 20% more ammo but each soldier only has a 20% chance of getting the clip (worse if there are turrets firing). 20% more ammo will help if you have lots of clips later in the mission but an extra clip will help for destroying an obstacle early in the mission. The skills end up being so similar in benefit that neither is a clear winner. I need to accept that this isn't a game I can optimise a build for, no matter how much it pretends to be. Just take Pouches and Accuracy and be happy. The game won't be around that long - it has too little replay value for any more than 1 or 2 runs. It's a good game with a solid foundation and lots of bug fixes. I'd love to see it get full mod support. I played Destiny 2 for a while but got tired of how repetitive the fights were. Run. Shoot. Look at coloured drops. MMO jumping FPS isn't my thing.
I agree with your 4 man primary load out but disagree with the 5 man slightly, at least on NIGHTMARE. 2 Plasma can save your life on NIGHTMARE when a level 2 xeno and onslaught occur at the same time. So my 5 man is 1 pulse, 2 smart, 2 plasma, alternate would be 1 pulse, 1 smart, 2 plasma and 1 heavy
@@MistaFiOth Maybe it is me, but I have issues with the beam. Quite a few times the beam seems to do nothing to an enemy. Maybe it was just a hair off, but I have shot things with it and they appeared to take no damage at all. After this happed several times I gave up and saved my cp for rocket, flamer, or shotgun that more reliably dealt damage.
You are comparing flat numbers without actual comparison between different weapons. It's very general overall look. There has to be something to link the comparison. Otherwise it's like looking at apples and oranges. I hoped to see you use some math comparison. Without repeating my own words on prior vid regarding the dps comparison. I can say that based on the feel of things: HPR (heavy pulse r) is almost pointless, as losing grenade ability hurts in many situations. It's great to destroy eggs silently, disrupt enemies in cover or aliens running at you or slow them down with xenotech upgrade. DPS wise HPR is meagerly better than standard pulse rifle. Plasma is a no brainer, but even then maybe one standard rifle is a good call. Smartgun trumps all dps. Tecker with drone is second. Regarding secondary weapons - will wait for your next vid :)
My focus on this is utility and usage logic, not decimals. It'd take a lot of guessing if I tried to go with pure numbers and ultimately defeat the purpose. Unless we have proper spreadsheets, there is no point.
@@MistaFiOth I get your point, as I said, it's too general for my taste. But then again, it doesn't defeat the purpose of explaining general info for those who haven't gone into details. I'm just a bit deeper now and always need a simple comparable math, otherwise it is as I said. Yet I have to admit that it's not true that you need exact spreadsheets. It would be perfect to check game data files, for sure. Hoping for it. One can always make own calculation, that is the beauty of it. Otherwise you wait for someone or something.
What I can tell you is that, if you bring me any solid info, I'll include it in the vids and give you a shoutout. The goal is always to help the community, after all.
@@MistaFiOth 25 rounds more and0.1percent higher odds for loosing grenade yea if you have issues with ammo but in all honesty your skill for dismemberment is way better for that purpose.
Heavy pulse has higher DPS, it fires 3 rounds at 1-2 damage per second, vs 2 rounds at 1-2 damage per 0.75 seconds. So the heavy pulse does 1-2 damage every 0.333 seconds, whereas the pulse does the same damage every 0.375 seconds. That adds up over an encounter. There is a small offset in that the heavy pulse reloads longer, but thats balanced by the bigger magazine. Heavy pulse does more direct damage, as stated in the video. And that's before you consider its better dismemberment odds. Still worth having a normal pulse in the squad for the grenades.
@@MistaFiOth honestly my biggest gripe with the game is my Recons capes are always messed up and blowing over their faces. It looks hilarious and ridiculous
Kinda sad how the grenade launcher is so OP but attached to the worst gun. It is the only weapon you can reach around corners with and rocks the ducking Darwin's Era guys.
I know brother! Anytime you wanna point 'em out, I'll put 'em in the description! Working with very limited resources from the new house atm, as you probably know.
Grenade launcher is heavily overrated. You should just replace all non class specific weapons with plasma rifle. If you need to deal with eggs, use flamer. Grenade launcher at that point is such a redundant ability. If you need extra damage, just use Overloaded Plasma Beam. Heavy Pulse Rifle is also a clear skip. You should suffer one or two extra missions which it would take to unlock Plasma Rifle. It is a gun which costs a lot of resources, but is just a pure sidegrade. In general, this game is very easy. It is too generous with how much firepower marines can hold. Having ability to carry 5 turrets makes tripod entirely redundant ability.
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Best guns are 4 turrets , but only if you have the time to set them up 👍
Those sure af are not primaries though!
😂
and only if you have a plenty of ammo deef those babies in
@@MistaFiOth Don't think whatever's on the receiving end will care at that point lol
@@MistaFiOthI seen other people play. They use turrets as primary lol
I look forward to DLC for this game. There’s a lot of possibilities and the Aliens universe is ripe with lore and content. I hope to see more weapons and equipment. Maybe some new classes too?
Not to mention the Mods!
I'd love more missions or even a new story campaign. I'm not as much on board with new weapons and classes. You know that they will just come up with more guns for the sake of it, and that would continue to disconnect the game further from the movie that inspired it.
I like that the Marine Corps has a more or less standardized arsenal that is capable of handling everything. It feels "authentic".
The same goes for more classes. Unless they introduce fully controllable vehicles, there really is no point in adding pilots or other kinds of specialists that wouldn't make it seem forced content that has no business being there.
The only exception that I could see would be a synth like "Bishop", but you would have to handle such a "class" differently than your human roster.
It just came out, man! 🤣
@@MistaFiOth Hey dude! I'm a big mod / editor guy. Is something like mod workshop or editor available already?
I have found thatcthe best way to deal with egg clusters is the flame thrower.
Even when you have multiple clusters in a room, you can take them out one by one without alerting the others. You can also "drag" the flames to engulf several clusters at once, if the situation allows for it.
As such, I always carry a flame thrower on my squad.
This is life-saving info. Favoring it.
i just use a drone, the face huggers cant do anything to it so its free kills. also, the huggers will follow the drone so you can just lead the huggers to a mine or to better line of sight
On the note of the M56 Smart Gun.
If you get your Gunner with Dead Eye 2~3 it absolutely shreds Xenos, easily outclassing all other main weapons.
True... that's why I suggest double-Gunner for Nightmare.
I wish that if this get a dlc, they add a cameo of a Predator, like his trophies or a dead body chestbusted and you have later a boss fight with a Predalien.
Heck or even witnessing 2 nest fighting each other for supremacy of the zone and you have a chance to take advantage and extract lots of mats if you can sneak around the battle
Very specific needs! :P
I want a playable predator
@Lukes501First that would be super cool to have one in your squad
you can clean eggs with the flame thrower - cooking them in a group operates the same as sniping individual eggs. Provided you flame them all before any hatch - it will not alert a hive hunt.
One question Esky... Are you equipping them with Revolvers?
@@MistaFiOth It is not usually a high priority for me. Secondary weapons get used when a marine is driving the power loader, a gunner has gone tripod (that's what she said), one marine carries an injured marine/rescue or there are no more reloads available. I would not intentionally switch it them. I usually do not bother with the machine-pistol at all. I try to balance the marines upgrades with costs to the weapon upgrades.
I more focus on the special weapons. Adopt to mines early. A fantastic Area of Denial tool. At least one marine with a flamer. I am on the fence about the RPG. It does deal a lot of damage, but I find it very situational, and the slow wind-up to fire. (the best thing it is a good for is Queen whacking). Where as grenade launchers can lob over an enemies' defensive cover to still deal AoE. Plus the grenade is an instant fire and with good range. Of course the Recon will have a Sniper Rifle.
I have come to appreciate the Flame Thrower. It is good for cooking the eggs without awaking the hive. And serves as a pre-damage dealer when defending against Onslaughts and Queens. There is a mission where you have to disable the Helium vents. It is a endless xeno waves mode. The secret to this mission is the oil spills along the path - either outright kills xenos or apply a lot of damage. The best way to ignite those oils - is the Flamer.
Damn it man, you KNOW what I mean! :P
@@MistaFiOth Missing you brother, when you back on the air?
One thing I love about this game is that literally everything has its place. The later weapons all have limitations that keep the base rifle useful. All 5 secondaries are useful too.
I'd say the Service Pistol is a PoS. Other than that, all equipment has its uses, yes.
Fully agree with everything here (I'm glad they finally updated the weapon stats to be correct, for a while at the start they were all the same (displayed, not actual) except the ammo. One other fun thing about the Plasma Rifle... doing suppression fire with it, it leaves a awesome looking plasma trail over everything when it does!, not really a statistical thing (I dont think?) but it is a fun visual bonus! (smart gun is still king of suppression with all that ammo, especially if the gunner is stressed out and has expanded mags perk)
Eye candy is always appreciated.
Can't wait for the next videos in the series to come out! Thanks!
Thank you for the support, Arill!
Pulse Rifle Net DPM: 222 Clips Used Per Minute: 1.5 Bonus Capability: Grenade Launcher
Smart Gun Net DPM: 318 Clips Used Per Minute: 1.4
Hvy Pulse Rifle Net DPM: 246 Clips Used Per Minute: 1.3
Plasma Rifle Net DPM: 283 Clips Used Per Minute: 1.1 Bonus Capability: Plasma Overload
(Note: Net DPM includes the effect of reload time, at average damage rate)
Conclusions:
1) Pulse Rifle has lowest DPM and uses the most ammo per minute, but has the Grenade Launcher
2) Smart gun has by far best DPM, and is slightly more frugal on ammo than Pulse Rifle.
3) Heavy Pulse Rifle is roughly 10% better than pulse rifle in all respects, but loses the Grenade Launcher
4) Plasma Rifle has very good DPM and is very frugal on ammo. Plasma Overload is devastating.
Recommendation:
1) All gunners should carry Smart Gun. Period.
2) Keep 1 guy with the base Pulse Rifle, just to keep the grenade launcher
3) All other classes should carry Plasma Rifle if able. If not, Heavy Pulse Rifle if only to reduce ammo usage and increase DPM slightly.
That was my analysis I did before. I think we agree on everything but you did not mention the ammo usage rate. Pulse Rifle eats through magazines very fast.
FANTASTIC comment, my friend. Thanks for the time invested. I'm favoring this.
At the endgame, it's better to have at least 1 Pulse rifle, because the Static Grenade are so useful for slowing down enemies, especially Runners and Queen.
Combine Static Grenade and Gunners with High Impact Round that enhance Supressive Fire will be further slowing down enemies.
Yup. Very strong combo! o7
This game and fireteam elite are the first aliens games I've ever played. And honestly love both.
I kinda wish the smart gun was a tad more stonger. Not that it's bad but considering it's an exclusive gun and a main gun I kind just felt that way.
Much better than in Fireteam Elite.
@ceeunexttimemedia9664 I mean it's not bad. But stat wise It feel like it and the heavy pulse rifle are pretty similar stat wise. I mean yeah you can mount it on a tripod but and long as you not negligent with the turrets you can essentially stock pile them to the point the skill is kinda not necessary. But yeah I'm going to agree the fireteams smart gun damage output felt a lackluster. Though I did appreciate the fact it stops fireing if Friendly's get in the way.
By the way, when one of your Marine has an Aiming Sight and Wider Clip Upgrade, will it alter the appearance of the Primary Weapons such as Pulse Rifle, Smartgun, Heavy Pulse Rifle and Plasma Rifle? As far as I remember, the Smartgun with Aiming Sight upgrade has a Motion Tracker on top.
Very interesting question. Tbh, I never paid attention to cosmetic changes. I'll take note of it on the next ADD stream.
Thank you FiOthosaurus!
🦖🦕
The stats of the Heavy Pulse Rifle aren't impressive enough to warrant the lack of an ability in my opinion. It's just marginally better than the default Pulse Rifle (which comes free) so I usually skip it entirely. Would be interesting to see how much of an impact the higher dismemberment chance overall has, but from a quick glance it doesn't seem impressive enough to deprive my team of the grenades and plasma's gonna replace it eventually anyway, so the material cost is a high ask for something that's only gonna be used until there's a better option available.
I for one prefer having multiple grenade launchers in my team. You can fire them in quicker succession than if you've only got one guy with it. Sure you could use the rocket launcher for explosive damage but the RPG is just so unfathomably slow to set up and fire, the damage to big bugs unfortunately isn't that impressive either and the RPG is an absolute micropenis when it comes to blast radius. So grenades are my jam and the Heavy Pulse Rifle doesn't bring one, so it's a pass for me.
Yeah, Heavy Pulse Rifle feels like a side upgrade without utility. But, if you consider dps, the heavy pulse rifle has a higher dps gain towards the pulse rifle than the plasma rifle towards the heavy pulse. lowest/higest dps: dmg*ammo per burst/burst duration. dps (lowest/highest/average): pulse rifle: 1,33/2,66/2.0. heavy pulse: 3.0/6.0/4.5. plasma: 4.0/6.0/5.0. The dps gain between pulse and heavy pulse is 125%, but the gain between heavy pulse and plasma is only 111%.
correct me if i am wrong.
I didnt consider the gunner weapon bcs its class specific
I agree. But you can have most benefits of the U1 with just one Marine holding it. Wouldn't it be better to have a tad more firepower? It's a fine line.
It's a better option if your marines have the deadeye upgrade, more so at higher tiers since it could get to a 99% dismemberment chance.
Yes, it's only slightly better than a pulse rifle in all respects, but it also uses less ammo.
The RPG is a monster weapon if you get an direct impact on the Queen for example.. on easy was one shot kill, on Nightmare probably does massive damage too..
Would the XM99A1 happen to be in the 40-watt range?
I see what you did there... >_>
Ive been going through the game upgrading everyone's guns except the medic. I got three people with plasma rifles, one smart gun, and a Pulse rifle for that grenade skill. Its worked out pretty well so far.
Once you have developed a gun, you only need to meet the Lvl requirement on any Marine you want to equip. You don't need to do anything special with the Medic.
Just unlocked the new transport vehicle, now im able to command 5 marines
Hurrah Nathan!
if this game ever gets a dlc or sequel, i hope the devs add weapon customizations and an end game similar to gears tactics. much better if it will have loot mechanics with rare and legendary weapons, attachments, and armor.
They are quite tiny though... you would barely be able to make out the differences.
No no no and utter NO! This game should stay more or less as it is. A little customization like marks on your gun/armor, and more faces etc. is fine, but this game should NOT be turned into an action rpg like Diablo or Gears Tactics as you mention.
The focus on stealth and tension/fear is what make this game stand out from other games of this type, and is an important part of the Alien universe. Have you seen the Alien movies? They are for the for the most part horror movies, and the games in this universe MUST stay the same.
Here's a passionate response!
@@haakonsteinsvaag bruh, relax. its still a video game. they can add loot mechanics without taking it into full action genre. aliens (the sequel) was a good combination of action & horror.
@@MistaFiOth i meant like attachments that affect gameplay, for example a bigger ammo drum for the smart gun but it makes the marine move slower or takes more time to reload, stuff like that.
I still think the most optimal set up is 2 heavy pulse rifles a single pulse and plasma rifle and a smart gun
You keep two Heavies instead of going for Plasmas?
@@MistaFiOth yeah personally found it the most effective for me having 2 heavy pulses laying down hate with with sight modifications and mag extensions and a single plasma to apply heavy damage.
I found something interesting, the unit that use heavy rifle will always the one that give suppresive fire.
That is interesting. You can press 'tab' on PC to manually force which unit you desire to undertake that order.
Yeah found that out because my sergeant can't give reprimand while using suppresive fire lol
Scott is right. Kudos my man!
Maybe this is where that gun truly shines than maybe it is one of the best at suppressive fire and also why it has one of the highest mag sizes.
@@scottagon I knew you could switch to choose who can loot or carry body and other activities like that. But you're saying I can choose who is providing suppressive fire also?!
Thank you for the detailed breakdown. I haven't seen the Overload Plasma Beam used against enemies, does it have any secondary effect like slow down or is it just high damage output?
Nope, DMG is all it states.
Where's the electronic ball busters
The plasma rifle is in the game, so are they going to imply the events from Terminator were part of the lore? Or just to paying homage to the Terminator franchise? Since Blade Runner is connected to the Predator and Alien.
Well, we know that Aliens exist in the same universe as Blade Runner... Terminator though? Don't think so.
Iv been playing this game for a week now and I honestly love it, but I do have a question. Is there a way to rotate the direction of the turrets? I find it weird that I have not seen a way to rotate them in the direction I want when I place them. I’m playing this on PS5.
You hold the "confirm" button as you are rotating them and release when they are looking at the direction you want.
I had the same issue on Xbox. Took me a long while to figure it out on my own LOL. Before that, I was setting up the sentry guns facing the opposite way from attacking Aliens 🤣
@@MistaFiOth Thank you 😊, I really appreciate it. Can’t wait till I get off work now so I can go home and play more 😊.
@@arnoldmorales9189 I was using them as best I could lol, now with the info I have I can’t wait to get back to gaming 😊
I miss being able to rotate them after they are placed. Like when I notice the aliens moving in from an unexpected direction. I don't have time to pick the turret up and put it down again.
On a team of 5 I like to go 2 smart guns, 2 pulse and 1 Plasma (Heavy Pulse before then)
On a team of 4 I like to go 1 smart gun, 2 pulse and 1 Plasma (Heavy Pulse before then)
Agreed. Solid combo. 🫡
ATM mine squad is
Sarge: heavy pulse
X2 gunners: Smart gun
Scout: heavy pulse
Tech: Gl pulse rifle
Not the best but does the job
At Lvl 10, don't forget to research the Plasma.
I don't think you are right about the burst duration.
Smart gun: burst 1 second< 4 ammo per burst(each time the marine is shooting)
Pulse riffle: Marine shoots at .75 sec. Intervals. Which means more often.
Ammo clips difference. (aps= ammo per shot)
Smart gun: 150 [4aps(1 second intervals = 37.5 shots)
Pulse rifle: 100 [2aps(.75 second intervals = 37.5 shots?)
I think the duration of the Burst dictates uptime. This is tied to pieces of Ammo per Burst. So it deals faster DMG but consumes more. If the SG worked in reverse, it would actually deal less DMG than the Pulse. That wouldn't make much sense.
@@MistaFiOthAmmo per burst
Ammo refers to the current number in the marines magazine before you have to reload.
Burst is the duration of the marine holding the trigger.
Unless the game coded it weird. Thats what i think.
Edit: No the SG is shooting 4 bullets in that second, the PR only shoots 2.
We need spreadsheets. Without them, we are guessing a lot. We need stats. Full stats.
4 real. But if what I think is right
The SG does 2x the dmg that the PS. 1/3rd extra dmg than the HPR but the HPR mag allows the marine to burst 41.6 times. Plus idk how much health a xeno has and there are'nt testing mods yet. So the DPS portion of the video is right. 🤔More research is needed. There is also the accuracy that also comes into consideration because I can't really tell when a marine is missing or not.
@@MistaFiOth Also what about suppressive fire it doubles the speed they are shooting with so might it be better to suppres with the HPR since it hold more ammo but has a 1 sec. Burst.
Hey bud dropping a like wanted to say bout pulse everyones fan favorite i like to stick it on the lowest accuracy having marine or the one with highest dismemberment stat. I also had a great idea for a cosmetic dlc in the form of a customization where we can add stickers and graffiti another missed opportunity looking at AFE. Have a good one bud.
Thank you for your constant present, Brent! See you soon, my man! o7
Hello! Which is better for a Gunner in your opinion? Smartgun or Plasma Rifle?
Smart Gun brings something unique to the table. I'd take it 100%.
@@MistaFiOth Thank you! :)
Do you think that marines can have more than one prothesis?
Never happened to me! I know for a fact that they can lose the same limb twice, though! :P
@@MistaFiOth It would be cool to have a full Marine on prothesis. 😎
That'd be... ROBORINE! 🤣😓🍆
@@MistaFiOth 😂😂😂🤣
There is an achivement for it.
Currently at the end of the game.
My infestation is lv5... I purposely force Hunts....
And i have command pounts regen to the roof....
In short mine field...mines everywhere...mines all over the place is all about mines 😍😍
And even more mines...and one sentry sometimes
You've been eating too much sugar!
@@MistaFiOth no I'm addicted to mines 💀
Wasting 10minutes to setup traps and diversions...and such I love this game.
Trying to complete Pharos Spire without turrets
A worthy endeavour!
You unlock the RPG basically at the same time as the Heavy pulse. And it is far better than the grenade launcher, at least for my play style I don't rely on the launcher all to much. If youb don't have the RPG then I say keep 1 pulse rifle but if you have it then the pulse is kind of useless just go full heavy pulse with an RPG until you get to plasma
Pulse Nades can slow with the appropriate upgrade and cover more space. They are also not tide to an endpoint when you shoot them. They both have their uses.
The grenade is really useful against humans enemy, the explosion will knock them down giving you an easy kill. I will always have one unit with grenade launcher.
@@rz3264 True but the RPG costs the same, can be reused just as quickly but will probably kill where the grenade launcher knocks down
IMO it really depends on situation, i find the grenades really shines where you need to clear humans inside small rooms with lots of obstacle making it hard to aim with rpg.
@@rz3264 Thats very true it does have more mobility. I'm not trying to discount it, thats why i specified it with based on my playstyle. For me and my friends and how we've played, none of rely on it all too much.
For a game that is heavy on stats, they give us very little information to do proper comparisons.
Is the damage per ammo or per burst?
What we need is a DPS rating.
Let's say a gun has a dismemberment chance of 0.6%. Is that per ammo or per burst? Bone Breaker increases dismemberment by 1 point. What does that mean? Are we now at 1.6% or 0.7% or does a point mean something else? Dead Eye increases dismemberment by 13%? What does that mean? Are we now at 13.6% or is it +13% of 0.6% (around 0.7%)? How do we see our current dismemberment rating?
There are a lot of poorly explained skills in this game.
I think there is a skill that increases a soldier's health by 1 but not if they have a similar skill. And a Medic skill that increases all soldiers' health by 1. Is there any benefit in having both? Don't know.
Man, you should play DESTINY!
@@MistaFiOth I grew up on Diablo 2, spending hours (if not days) on various sites looking at mathematical formulae to calculate my perfect build because every single stat was documented for that game and you could easily ruin a build.
It galls me now when I see a skill that says something like "ability raised by 10%" - so what is it normally? And is it a flat 10% increase or is it 10% of what it currently is? Or "you run faster" - how much faster? 1% faster? 5% faster? 50% faster? Is this skill worth taking?
Like, which is better - a 20% increase in ammo per clip or 1 extra clip? if you have 5 soldiers then 1 extra clip is 20% more ammo but each soldier only has a 20% chance of getting the clip (worse if there are turrets firing). 20% more ammo will help if you have lots of clips later in the mission but an extra clip will help for destroying an obstacle early in the mission. The skills end up being so similar in benefit that neither is a clear winner.
I need to accept that this isn't a game I can optimise a build for, no matter how much it pretends to be. Just take Pouches and Accuracy and be happy. The game won't be around that long - it has too little replay value for any more than 1 or 2 runs. It's a good game with a solid foundation and lots of bug fixes. I'd love to see it get full mod support.
I played Destiny 2 for a while but got tired of how repetitive the fights were. Run. Shoot. Look at coloured drops. MMO jumping FPS isn't my thing.
For all the glory that DESTINY brought to the genre, the tooltips and descriptions have always been vague af.
Sometimes i forgot to bring a recon. I have an rpg. I sniped with rpg.
That's a lot of noise, mate.
@Mista_FiOth If I'm lucky I'm not in sight, I had sometimes exploded both xenos and cultist quietly
Can happen, but it's risky.
I agree with your 4 man primary load out but disagree with the 5 man slightly, at least on NIGHTMARE. 2 Plasma can save your life on NIGHTMARE when a level 2 xeno and onslaught occur at the same time. So my 5 man is 1 pulse, 2 smart, 2 plasma, alternate would be 1 pulse, 1 smart, 2 plasma and 1 heavy
Good feedback. I can see your configuration working just fine!
Its plasma rilfe or pluse rifle plasma beam spamming or grenade spamming. Hmm.
Grenades can be spammed to Hell, but the Beam does A LOT of DMG.
@@MistaFiOth Maybe it is me, but I have issues with the beam. Quite a few times the beam seems to do nothing to an enemy. Maybe it was just a hair off, but I have shot things with it and they appeared to take no damage at all. After this happed several times I gave up and saved my cp for rocket, flamer, or shotgun that more reliably dealt damage.
It's a bit iffy, true, but the DMG is solid when it lands.
@@MistaFiOthmy favorite is when a crusher or queen charged down the beam 😂😂😂
Those are prime targets for the RPG as well!
You are comparing flat numbers without actual comparison between different weapons. It's very general overall look. There has to be something to link the comparison. Otherwise it's like looking at apples and oranges. I hoped to see you use some math comparison.
Without repeating my own words on prior vid regarding the dps comparison. I can say that based on the feel of things: HPR (heavy pulse r) is almost pointless, as losing grenade ability hurts in many situations. It's great to destroy eggs silently, disrupt enemies in cover or aliens running at you or slow them down with xenotech upgrade. DPS wise HPR is meagerly better than standard pulse rifle. Plasma is a no brainer, but even then maybe one standard rifle is a good call. Smartgun trumps all dps. Tecker with drone is second.
Regarding secondary weapons - will wait for your next vid :)
My focus on this is utility and usage logic, not decimals. It'd take a lot of guessing if I tried to go with pure numbers and ultimately defeat the purpose. Unless we have proper spreadsheets, there is no point.
@@MistaFiOth I get your point, as I said, it's too general for my taste. But then again, it doesn't defeat the purpose of explaining general info for those who haven't gone into details. I'm just a bit deeper now and always need a simple comparable math, otherwise it is as I said.
Yet I have to admit that it's not true that you need exact spreadsheets. It would be perfect to check game data files, for sure. Hoping for it. One can always make own calculation, that is the beauty of it. Otherwise you wait for someone or something.
What I can tell you is that, if you bring me any solid info, I'll include it in the vids and give you a shoutout. The goal is always to help the community, after all.
The heavy pulse does exact same damage and you lose grenade so never go with that option.
Larger Mag, higher Dismemberment. As I said, they all bring something to the table.
@@MistaFiOth 25 rounds more and0.1percent higher odds for loosing grenade yea if you have issues with ammo but in all honesty your skill for dismemberment is way better for that purpose.
That's why I suggest you always keep on Pulse in the formation. It's not like you are gonna spam UG1 one shot after another.
Heavy pulse has higher DPS, it fires 3 rounds at 1-2 damage per second, vs 2 rounds at 1-2 damage per 0.75 seconds.
So the heavy pulse does 1-2 damage every 0.333 seconds, whereas the pulse does the same damage every 0.375 seconds.
That adds up over an encounter. There is a small offset in that the heavy pulse reloads longer, but thats balanced by the bigger magazine. Heavy pulse does more direct damage, as stated in the video. And that's before you consider its better dismemberment odds.
Still worth having a normal pulse in the squad for the grenades.
Nice breakdown!
Synthetic marines when
Wait for the game to be fixed first! 🤣
@@MistaFiOth honestly my biggest gripe with the game is my Recons capes are always messed up and blowing over their faces. It looks hilarious and ridiculous
So true! 🤣
Lol I'm interested because of his accent
Oooh, so exotic! 😁
Kinda sad how the grenade launcher is so OP but attached to the worst gun. It is the only weapon you can reach around corners with and rocks the ducking Darwin's Era guys.
I wouldn't say the Pulse is "bad". Its Stats are a bit lower to avoid making it overpowered due to the existence of the Launcher.
Timestamps
Goddamn it! xD
@@MistaFiOth lololol sorry for being annoying but I do it because I love you. TH-cam recommends videos with timestamps more
I know brother! Anytime you wanna point 'em out, I'll put 'em in the description! Working with very limited resources from the new house atm, as you probably know.
Chapters:
0:00 Intro
0:52 M41 Pulse Rifle
3:43 M56 Smart Gun
6:04 M41E3 Heavy Pulse Rifle
8:22 XM99A1 Phased Plasma Pulse Rifle
9:30 Loadout suggestions
10:14 Outro
My man!
Grenade launcher is heavily overrated. You should just replace all non class specific weapons with plasma rifle. If you need to deal with eggs, use flamer. Grenade launcher at that point is such a redundant ability. If you need extra damage, just use Overloaded Plasma Beam.
Heavy Pulse Rifle is also a clear skip. You should suffer one or two extra missions which it would take to unlock Plasma Rifle. It is a gun which costs a lot of resources, but is just a pure sidegrade.
In general, this game is very easy. It is too generous with how much firepower marines can hold. Having ability to carry 5 turrets makes tripod entirely redundant ability.