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MatthewSquall

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Ghosts - Extinction: Strategy;

Don't be a nub.

No but seriously;
-You will want a Medic, Engineer, and two Tanks.
-Each with Explosive rounds.
-One with Feral Instincts, one with Armor, one with Speed boost, and the other should either be Random supplies or another Armor.
-All should have the Sentry Gun, even if you don't plan on upgrading it, it is still the best. Unless you're that one guy that has the riot shield.
-All should have the Death Machine, you don't need to upgrade it, you shouldn't waste skill points on the Equalizer slot anyway. And it helps the most against the Barrier Hives.
-Pistol type, whichever you prefer. I prefer the MP-443 because technically it is the best, but the M9A1 is the best with dual wield, or well the preferred one.

The way you distribute skill points is up to you, and i'm not certain but i'm pretty sure you only get 27 skill points at max, it takes 7 to upgrade all except Ammo and Support which take 4. So it would be best to max out your Class, Support, and if you're the one with the extra support, max out your Ammo instead, or as well. Leaving with you at 16 skill points, max out your pistol if you are a pistol user, otherwise max out your Sentry. Then you would want to make sure your Ammo and Support are maxed out, then the rest are up to you whichever way helps you play best.
 
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im only rank 13 on extinction and dont have sentry or minigun so is it still easy enough to excape?
 
MatthewSquall

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im only rank 13 on extinction and dont have sentry or minigun so is it still easy enough to excape?
It depends on who is in the match with you, if it's other players your level, you won't easily get to the end. I suggest 2-3 people running tanks, and one engineer. M9A1 pistol maxed out is really good, but it has a bit of recoil. Just stick with the normal Ammo, instead of stun. Stun ammo isn't really to effective, and gives you 10% less ammo per drop. For support, Armor is essential for getting far, and Feral Instincts is awesome, I just now completed it with Feral, increasing your speed, health regen, durability (of Feral itself) and seeing all enemies is really useful. So 2 and 2 would be best, and easier to distribute skill points. After that you don't really need any of the others, I.M.S. helps with guarding the drill, but it's pretty much just play to level up until you have unlocked everything.
 
CHICK3NSHRIMP

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Ghosts - Extinction: Strategy;

Don't be a nub.

No but seriously;
-You will want a Medic, Engineer, and two Tanks.
-Each with Explosive rounds.
-One with Feral Instincts, one with Armor, one with Speed boost, and the other should either be Random supplies or another Armor.
-All should have the Sentry Gun, even if you don't plan on upgrading it, it is still the best. Unless you're that one guy that has the riot shield.
-All should have the Death Machine, you don't need to upgrade it, you shouldn't waste skill points on the Equalizer slot anyway. And it helps the most against the Barrier Hives.
-Pistol type, whichever you prefer. I prefer the MP-443 because technically it is the best, but the M9A1 is the best with dual wield, or well the preferred one.

The way you distribute skill points is up to you, and i'm not certain but i'm pretty sure you only get 27 skill points at max, it takes 7 to upgrade all except Ammo and Support which take 4. So it would be best to max out your Class, Support, and if you're the one with the extra support, max out your Ammo instead, or as well. Leaving with you at 16 skill points, max out your pistol if you are a pistol user, otherwise max out your Sentry. Then you would want to make sure your Ammo and Support are maxed out, then the rest are up to you whichever way helps you play best.

To be honest, you really only need 2 medics and 2 weapon specialists. Tanks and engineers are useless. Level class, sentry, and explosive ammo. I usually don't even use armour. Thats a fast easy way of doing it.
 
MatthewSquall

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To be honest, you really only need 2 medics and 2 weapon specialists. Tanks and engineers are useless. Level class, sentry, and explosive ammo. I usually don't even use armour. Thats a fast easy way of doing it.
Well there are tons of ways to do it. But the Tank and engineer aren't useless. I used a relic where I do half damage, and one where I can't buy guns and completed it with another 3 people, but doing I was the one doing most of the support, and ended up getting well over more kills, and double their score. The engineer gives you money out the arse, and a whole lot easier because of traps and increased explosive damage. Plus support for the drill. And when I played as the tank I revived people more than the medics, and took care of the drill, also the rhinos always go for me so it helps to have a bit more health. Not to mention melee is extremely usefull, and we completed the second to last hive with only melee one time. They're just preferences, but this is a strategy to have fun, do well, get a good score/levels and multiple uses. Medics are only good for reviving and healing, yet armor gives you extra defense, and feral instincts increases health regen. So they're not exactly the best. Not to mention weapon specialists are only good for the person using them, and no benefit past shooting. I kill just as many if not more with melee, and a whole lot more with traps. Hints why I use the relics I use, and the engineer.
 
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Well there are tons of ways to do it. But the Tank and engineer aren't useless. I used a relic where I do half damage, and one where I can't buy guns and completed it with another 3 people, but doing I was the one doing most of the support, and ended up getting well over more kills, and double their score. The engineer gives you money out the arse, and a whole lot easier because of traps and increased explosive damage. Plus support for the drill. And when I played as the tank I revived people more than the medics, and took care of the drill, also the rhinos always go for me so it helps to have a bit more health. Not to mention melee is extremely usefull, and we completed the second to last hive with only melee one time. They're just preferences, but this is a strategy to have fun, do well, get a good score/levels and multiple uses. Medics are only good for reviving and healing, yet armor gives you extra defense, and feral instincts increases health regen. So they're not exactly the best. Not to mention weapon specialists are only good for the person using them, and no benefit past shooting. I kill just as many if not more with melee, and a whole lot more with traps. Hints why I use the relics I use, and the engineer.
You can't get the melee challenge past the first hive..... Good try! With out 1 maxed out medic healing everyone on the team it makes it much less difficult. Tanks are completely useless. You can take more hits, only good for the person using it. Obviously there are a hundred different ways to do it. But I am telling you what the easiest if you are with decent players. 4 sentries, 1 feral, 2 medics(double constant healing), 2 weapon specialist(they are the hitters), explosive ammo. all 4 people turn and unload on the barrier with explosive ammo it takes maybe a min to go through. Heck I bet 4 medics would be an amazing go. Not effected by the green semen, faster running, faster healing and 4 people constantly healing everyone.
 
MatthewSquall

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You can't get the melee challenge past the first hive..... Good try! With out 1 maxed out medic healing everyone on the team it makes it much less difficult. Tanks are completely useless. You can take more hits, only good for the person using it. Obviously there are a hundred different ways to do it. But I am telling you what the easiest if you are with decent players. 4 sentries, 1 feral, 2 medics(double constant healing), 2 weapon specialist(they are the hitters), explosive ammo. all 4 people turn and unload on the barrier with explosive ammo it takes maybe a min to go through. Heck I bet 4 medics would be an amazing go. Not effected by the green semen, faster running, faster healing and 4 people constantly healing everyone.
You must not play a lot, or use relics. Try using a relic with each prestige you have and get through with a medic, you are playing like a noob. No melee challenges? Really, do you even play this fricking game? Yes, you can get them past the first one, but "Good try!" and you just called the tank useless when I proved how it's useful. REVIVING, DRILL REPAIR, RHINOS. You don't need a medic, they're for people who aren't good enough, it's a back up. That's it. You could complete it with 4 of any class. You can kill the barrier hives in a minute with any class, i've done it on my own in a lobby of 4 people before. I get that you have your way of playing and that it works for you, but that isn't the best way at all, it's not the only way, and it depends on who is playing. And the weapon specialist is completely self centered, no benefits at all unless you're playing solo. Medics as I said, are a backup, for a lobby with people who can't hold themselves. I get more revives with the tank than the medic does. It's a preference.
 
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Ghosts - Extinction: Strategy;

Don't be a nub.

No but seriously;
-You will want a Medic, Engineer, and two Tanks.
-Each with Explosive rounds.
-One with Feral Instincts, one with Armor, one with Speed boost, and the other should either be Random supplies or another Armor.
-All should have the Sentry Gun, even if you don't plan on upgrading it, it is still the best. Unless you're that one guy that has the riot shield.
-All should have the Death Machine, you don't need to upgrade it, you shouldn't waste skill points on the Equalizer slot anyway. And it helps the most against the Barrier Hives.
-Pistol type, whichever you prefer. I prefer the MP-443 because technically it is the best, but the M9A1 is the best with dual wield, or well the preferred one.

The way you distribute skill points is up to you, and i'm not certain but i'm pretty sure you only get 27 skill points at max, it takes 7 to upgrade all except Ammo and Support which take 4. So it would be best to max out your Class, Support, and if you're the one with the extra support, max out your Ammo instead, or as well. Leaving with you at 16 skill points, max out your pistol if you are a pistol user, otherwise max out your Sentry. Then you would want to make sure your Ammo and Support are maxed out, then the rest are up to you whichever way helps you play best.

I'm ranked in the 900s in solo runs, so I don't know if that establishes credibility for what I will suggest / debate against.

Really, the class specializations help a little. Engineer is quite useless, as their main perk is to help repair the drill faster and give the drill more HP. If your party isn't completely useless, your drill should never reach 0 health. Repairing the drill doesn't help at all. It becomes max health on the next hive.

Here are some examples. Let's say one person isn't an engineer and plants the drill. It has 100hp. He finishes the hive, and it lost 60hp during the process. He never repaired it, and finished the hive. Another player in another game who also is not an engineer, places the drill at 100hp. It also lost 60hp, but he repaired it to 100hp when it did. Another player in another game was an engineer, and he planted the drill with 125hp. It fell 60hp as well. The drill still has more health than the other two players, right? Well, all the players received the same exact score deficit for letting it lose that health, with no score benefit in repairing it and no benefit in future hives for repairing it. The person who repaired it literally just wasted 5 seconds of his game time repairing a drill that did nothing. The only reason you would repair it, is if your team was rubbish and the drill is going to lose more than 100hp in a hive.

Also, in regards to the engineer getting extra money...great? I honestly could hardly tell a difference in money gain running a Mortal relic, and then using the engineer to compare.

If running solo, explosive rounds are the best for me, but depending on how you play, one may consider using the armor piercing for the rhinos if he / she has problems fighting them in solo, and has alternative methods to kill the aliens that won't use the ammo specialization anyways.

If running multi, you do NOT want every player to run explosives. Maybe 3. The last person should carry armor piercing for rhinos to take them down very fast. It's more of a back up. But 4 players running explosives is just a waste.

The automated sentry gun, and the riot shield, are not in the same specialization category. The manual sentry gun is in the same category as the death machine. And I don't understand what you mean by "that one guy using a riot shield." The death machine is a waste if you are running an auto sentry gun setup, as the cost is stupid for 100-200 bullets, and you'll be using all your money up until the last 2-3 hives on your automated sentry guns at 2k a use. You said you won't be putting points into this slot, which I mostly agree depending on what loadout you are trying to run. But this does make the death machine an extreme waste of a customized slot. I would highly suggest to use a Riot Shield, as you can buy it for 700, and can protect you for 10 melee hits (with no skill points in it) from aliens behind you (excluding rhino). I actually can get to the last hive with one riot shield purchase, and then I may buy another for the escape portion to protect from random hits that may come at me while escaping. This is much better than an overpriced death machine with no specs in it. There are a few good death machine loadouts, but this is not one you are describing, and they are generally not as helpful as some others.

The MP-443 is a great pistol. Not going to argue in terms of that. But if you are looking to conserve ammo, I found the magnum to be the best in terms of ammo / damage output. Dual wield with explosive ammo, and it has fantastic damage output. I use this more than I do purchased weapons, which I tend not to buy unless I have a challenge. M9A1 is good as well, but my opinion is that the damage output of dual magnums is awesome.

Maxing out class is one of the last things I do, if at all. This is always true in solo runs, sometimes true in multi. If multi, I'd want to focus on my auto sentry guns / support (armor / feral). I'd upgrade ammo in solo runs usually near the second barrier, and focus on shields for protection (after auto sentry).

I would say if you are playing multi, everyone could be a medic. The ability to not take any damage from poison clouds after 3 upgrades is probably the most useful out of any class specialization. Tank is good, for the melee boost and some additional health. When you are trying to max score, you don't want to lose a lot of health anyways, and if you are still dropping down half a bar with a full speced tank (x2 health), you are doing something wrong. I found I melee a good bit to conserve ammo, up until around the second barrier, when I can anyways. So additional melee is cool. I'd run medic, but that's me. Honestly, pick whatever in terms of class specialization. Not a huge difference. Get what suits you.

Lots of bad information in the original post, but that's my opinion. 
One more thing, I haven't had a whole lot of time to play, so I only have 1 relic at the moment. So, I'm ranked in the 900s in the world of all time, with just 1 relic. I have the best score (#1 in the world) for a 1 relic run.
 
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hmm way too much to quote from different people so i'll just state what I remember.

First there are 2 melee challenges after the first hive (kill 15 scouts with melee, melee a scorpion)

Secondly tanks are NOT required for anything. Sure they have extra HP but that's about the only thing they're good for and if you're any good and your teammates are team players it's unnecessary especially when there are other good options.

The medic to me is king for a couple reasons. 1. you and your teammates regain health MUCH faster if you get it to level 3, at 4 you heal from any distance). 2. you can run MUCH faster than the other classes when you have it maxed which makes a difference in the nuke run and if you're the last alive and need to run around a bit to regain some health in order to revive your downed team mates. 3. you take less damage while reviving which depending on your team mates might be important, and 4. and probably most importantly, no scorpion cloud gas damage or movement slowdown. Taking damage while trying to slowly stumble through clouds of gas can be a pain in the @ss especially if you don't kill the scorpions quickly enough and there's a lot of gas to run through to get free of it. I've run groups of all medics and it's always a breeze.

The engineer is not worthless (though not necessary either), if you're trying to get a high score, the engineer can add 25 health to the drill, making it much easier to keep the drill over 100 which is important for high scores. 2. the drill can be repaired more quickly by engineers though this is rarely an issue if you have a decent team. 3. The engineer can hold more cash, this is irrelevant unless either you or a team mate is running the smaller wallet relic. if you are wearing it then you can carry 4000 instead of 3, this is the difference between 1 and 2 sentries simultaneously. (yes i realize you can place one earn another 1000 and place another, but 2 at once is nice to be able to do) secondly, if someone else is using the smaller wallet relic the engineer can throw them cash since he'll most likely have more than he needs and more than the smaller-wallet player can hold of course (this is of course doable with anyone else that can carry 6000 but 8000 makes it even easier)

The weapon specialist: though i first looked at people who used it as n00bs, i went back to it to see if it was any good after I saw a few high-level players using it and quickly discovered it has merit. For starters extra bullet damage is always a plus particularly if you're running do less damage relic, but even without it a little extra damage may be the difference between a dead rhino and a downed you. 2. the reload speed... it's almost like have the fast hands booster on 24/7 which makes a big difference in clutch situations and it makes even the chainsaw useable since you're not waiting 100 years to reload. combined with a fast hands booster and the chainsaw is almost a normal reload speed.

I do prefer explosive ammo though noobish players will destroy most/all of the propane tanks quickly if they aren't careful. But explosive ammo doesn't require you to be extremely accurate and also can hit multiple targets at once with little difficulty great for swarms of scouts or quickly dispatching a gang of seekers about to blow up in your face.

Fire ammo is great for tearing down hives, but worthless for everything else it just takes too long to kill anything.

AP ammo has 2 uses, 1 it's great for killing rhinos and 2 it's good for getting through the hunter's armored heads. However, in general i feel it doesn't do enough extra damage to regular enemies or even hunters (which can be shot on the side and legs with explosive for virtually the same damage) to make it worth using. you might want to have one player keep it for rhinos but i don't think it's necessary.

Stun ammo is absolutely worthless. it does very little damage and only freezes the weaker targets for a second or two. Do not equip this it's a waste of money.

As far as pistols I personally prefer the full-auto (grotch...? sp? something like that), I understand that it burns through ammo quickly but the quick fire power it sprays can be life saving in the face of low health with a pack of hunters or a rhino on you, particularly with dual-wield. I don't like the revolver because in my opinion it's too slow on the both the reload and the fire rate. In solo this is a great option because less enemies are thrown at you so as long as you're accurate with your shots the revolver's high damage allows you to both dispatch enemies quickly and conserve ammo, however in teams of 4 there are many more enemies and especially if you don't have explosive ammo I find you're not able to shoot quickly enough or at least not as quickly as the full-auto. Also keep in mind the full auto DOESN'T HAVE TO BE SPRAYED. you can easily tap the trigger as if it were semi for greater accuracy when the situation allows, switching back to full-auto just by holding it longer when you're in greater danger. The three burst pistol is a waste in my opinion as you often are forced to spray extra shots at an already dead enemy, and if you're trying to get that first shot on the accuracy challenge... good luck. even if you're first hits, if you don't have a flare the odds of your 2nd two shots missing is high. The semi-auto pistol (starter) is fine but seems unnecessary when i can have the full auto be both full and semi-auto.

team throw outs:

fast hands - great to have specially towards the end, a must if anyone is planning on running light machine guns. it also lets you knife faster (good for the knife a scorpion and knife 15 scouts and accuracy challenges). If everyone's running pistols it's unnecessary as they already reload quickly, still it's nice if someone wants to throw it out often especially since it's only 700.

Feral instincts - a must if you're aiming for platinum escapes. Granted it is possible to get a platinum escape without it, but it's much more difficult particularly if you're not a medic. Feral when leveled up keeps you running faster and healing faster which is good for take more damage relic users and knifing challenges. I recommend someone in the party max this out by the last hive even if they don't throw it much till the end. It makes escaping so much easier due to faster speed and longer sprint endurance.

Armor - an absolute MUST if you're running 5 relics and good in general if you're taking more damage or even just to make your life easier. Armor is relatively cheap (1000) and quite useful at the later hives in the cabin area. Level it up early it's 1 point across the board and can save you from going down if you throw it out since it will auto equip to you. It's unnecessary to have 2 people running armor since it's cheap so long as the player running it throws it somewhat liberally. Recommend 1 player has this equipped.

Explosives - unnecessary, but it's nice if someone is throwing out explosives for the team to throw at the hive, they don't do a lot of damage to regular enemies even the betties. I don't recommend anyone use this.

Dice (random) - this is great to use if it's upgraded as it will start netting you soflams and flares as well as maxed feral/fast hands and trophies. I recommend 1 player run this if they max it early.

basically I would recommend 1 feral, 1 fast hands,1 armor, 1 random

Equalizers:

Death machine is great if you max it early as it's fire ammo can burn through barrier hives easily and tear rhinos apart (along with anything else that gets in your way) if you don't max it however it's not worth the 2200 you have to spend to only get 100 rounds. It won't do enough damage to a hive and might kill 1 rhino depending on your accuracy, don't waste your cash or skill points if you're not going to max it.

The grenade launcher can kill a rhino with 6 shots even un-upgraded and can do additional damage to the barrier hives. I don't like to upgrade it past 3 since the extra 6 shots have to be reloaded which takes too long without fast hands. Death machine is better if you're going to max it.

riot shield - can be a life saver if you're life is low and you need to survive because you're on one of those "protect so-and-so" challenges or don't go down, it's also nice to just have something guarding your back especially since it's so cheap it's a nice option. Another thing it can be used for if you know what you're doing, you can hold a rhino at bay for several seconds while you're team mates or turrets blast away at it. (this is an effective way to keep your turrets alive)

Mini-gun turret - good if you want to level it up and smash barrier hives, bad for pretty much anything else, sentry guns are better because they don't require you to expose your back while you control them plus they allow you to do other stuff while your sentries kill/protect. not recommended.

Grenade launcher turret - if you asked me yesterday I would have told you this is worthless, however... I was in a game where a guy was running 5 relics and had a sentry protecting his back and a grenade turret maxed out, it was ridiculous he had 35 rounds with massive explosion radius that fired more like missiles than the usual arc from the un-upgraded version. He was stealing kills from us left and right lol. It made me look at it again, though I still don't like to use it more than the death machine or riot shield, it is a useful piece of equipment if you max it. One other thing be aware that when you fire it it leaves both a smoke trail and smoke at the point of impact that can make it very difficult for your team mates to see where they're going (a few of my team mates myself include ran into enemies and a couple almost walked off cliffs cuz they couldn't see through the smoke.)

Strike package:

Sentries are my go to here. Maxed out you can drop 2 creating a wall of gun fire to hide behind if you like, or protect the drill or a player, they can be used in opposite directions to protect each other as well as wreck enemies. This is an absolute ATM machine, it kills enemies so quick you'll constantly find your cash maxed if you aren't throwing team boosters (which you should be doing anyways lol). The one downside to sentry guns is that if you place them haphazardly they can be destroyed by hunters very quickly. you must either A. protect them yourself (pro tip: if there is a scout/hunter on your sentry you can physically pick up your sentry and move it off of the alien) basically you just watch it and shoot off the aliens that try to destroy it hopefully your team mates will help you keep yours alive as you help keeps theirs. B. position your 2 or yours and your team mates so that they crossfire and protect each other. C. and one which I make use of constantly, put your sentries on a trap: electric spots on the ground work best scouts will be killed instantly as they rush to destroy it (earning you cash) and saving your guns while your attention is diverted. The only other downside is it's not very good until level 3 or 4. I highly recommend this strike package.

Vulture - this is another one I thought was worthless at first but ended up seeing some usefulness for it. If you get to level 3 or higher and only if you get it that high is it any good. It follows you around shooting things around you in effort to protect you specifically. at max it also fires incindiary rockets which are great for kills... but annoyingly blow up massive amounts of propane tanks sometimes. It's shortcomings are that it 1. does not last very long even maxed it only lasts like 30-45 seconds (i didn't count I'm just guessing from my own use) it flies around does it's thing and vanishes... for 2200 i believe it is (it's more than 2000 that much i know) and 2. it doesn't have all that much fire power, it is certainly able to kill what it shoots at and track it faster than sentries for the most part and the fire rockets can damage groups but it doesn't have the raw staying power and blistering damage the sentries do. The pros for it though are that it 1. cannot be attacked by hunters/scouts, it won't be destroyed ie you don't have to watch it. you call it out and it does its thing. 2. its fire rockets are powerful and it's capable of taking out rhinos or small groups of aliens. 3. it follows you around, you never have to worry about carrying it and moving it like a sentry (which is especially nice on the nuke run). I just wish it had more fire power and lasted longer, if you could throw out 2 at a time it would be amazing... I can understand people wanting to use this and i won't say it's worthless but I still prefer the sentries personally.

Trinity Rocket/Mortar Strike - I do not recommend either of these. They cost too much for too little effect. The trinity literally makes you control it on it's way down which leaves your body open to attack as well. They are one time-use strikes which you call in use to do high damage on a set area and are then gone. but they have no staying power at all and thus are not recommended.

IMS - leveled up, this is not half bad. it releases either 6 or 8 (it's been a while since i've used it) bombs and the explosive radius is large (when maxed) for a relatively low cost. This strike package is easy to spam so long as all the bombs keep going off. The only downside really is that the damage is contained to short range, it won't attack enemies that are far away like the sentry or the vulture will, and secondly once it fires it's bombs it vanishes you can't count on it for long lasting protection, thirdly, if a stray enemy comes near it and sets it off and then someone else kills it the bomb will explode and you killed nothing and got no points which is irritating (this is somewhat compensated by the low cost).

Still i have to recommend the sentries or the vulture they give you more bang for your buck.

Okay a couple other things max skill points is 26 (14 hives, 2 each if you get all the challenges, - 2 for the barrier hives which only give you one each: 28 - 2 = 26)

That lets you buy quite a lot but it's unlikely you'll get every single challenge unless you have a very good group, someone will normally make a mistake or you'll lose the leper or get a gun challenge when everyone is using the pistol relic (how have they not fixed this by now?) so i wouldn't count on that. I recommend leveling up your class to 3 first (since that gives you most of the class benefits) and then having at least one person working on ammo (the sooner it's maxed the better) another person should max armor early. Both ammo and armor only take 4 points to max. the other 2 should max their sentries or vultures and then finish off their class. that will give the whole team ammo and armor and back up from sentries or vultures. then as you continue you swap; the ammo and armor guys work on their strike packages or pistols and the other 2 start building up their team boosters/random booster. Another thing that helps. once the ammo guy has ammo maxed you'll want him to constantly throw out ammo which sux for him cuz he won't be able to afford much else at 1250 a pop, so when I play with a team instead of constantly asking someone to throw ammo I throw out money (1000 money deployment) and the ammo guy sees it knows it's for him, picks it up and in exchange drops ammo. In this way he has money to throw out his booster or strike packages while still being able to help out the whole team with ammo at the cost of only 250 to himself. Of course he can still throw it out himself if he needs it or has extra cash, but that way the "ammo guy" isn't constantly short, your team always has ammo, and the team is helping each other the whole way. Plus as an extra bonus, deploying cash to team mates increases your teamwork score.

(this is how i like to do it personally and it normally works well)

but honestly escaping is not difficult so long as everyone knows what they're doing and strives toward the challenges and team work.

If you constantly try to work for the benefit of the whole team, it doesn't really matter what you run as evidenced by my crew escaping all with 4 relics at the same time (no class, no guns, take more damage, do less damage), and me leading three level 1's to escaping in their first ever game (when they had no good unlocks). Just find what works for you and help out your team mates, play smart, hit the challenges as much as you can and you'll do fine.

You only need specific loadouts if you're trying to use a lot of relics or platinum escapes.

I've got 65 co-op escapes to date and counting. I know there are people with a lot more than that, I've played with them!

Hope that helps some.
 
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The engineer is not worthless (though not necessary either), if you're trying to get a high score, the engineer can add 25 health to the drill, making it much easier to keep the drill over 100 which is important for high scores. 2. the drill can be repaired more quickly by engineers though this is rarely an issue if you have a decent team. 3. The engineer can hold more cash, this is irrelevant unless either you or a team mate is running the smaller wallet relic. if you are wearing it then you can carry 4000 instead of 3, this is the difference between 1 and 2 sentries simultaneously. (yes i realize you can place one earn another 1000 and place another, but 2 at once is nice to be able to do) secondly, if someone else is using the smaller wallet relic the engineer can throw them cash since he'll most likely have more than he needs and more than the smaller-wallet player can hold of course (this is of course doable with anyone else that can carry 6000 but 8000 makes it even easier)


Wrong.

You would lose the same amount of points if you allow the drill to go to 100 from 125 with the engineer, or 100 to 75 with any other class.

All the other information is pretty accurate.

You didn't mention the Death Machine's hidden ability, though. If you are in a team, and you have a death machine fully maxed, and another teammate has explosive ammo - then if you put on the death machine and then pick up the explosive ammo, your death machine has 200 bullets of BOTH STACKED incendiary and explosive ammo. You can take a hive to half with just 1 death machine alone.

I disagree about where to spec things first, but we can disagree on that ^_^.
 
Ifulna

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Wrong.

You would lose the same amount of points if you allow the drill to go to 100 from 125 with the engineer, or 100 to 75 with any other class.

All the other information is pretty accurate.

You didn't mention the Death Machine's hidden ability, though. If you are in a team, and you have a death machine fully maxed, and another teammate has explosive ammo - then if you put on the death machine and then pick up the explosive ammo, your death machine has 200 bullets of BOTH STACKED incendiary and explosive ammo. You can take a hive to half with just 1 death machine alone.

I disagree about where to spec things first, but we can disagree on that ^_^.

is that true? Dam* I've been operating under the assumption that it was straight a hundred not the difference regardless. :frown: well that does make the engineer less useful though i suppose if your team is noobish a few extra health on the drill might be of assistance. Thank you for correcting my misunderstanding.

You're quite right! I completely forgot to mention the explosive addition on the death machine! Ugh and I thought I was being so thorough too! I re-read my response 2x before posting it and still forgot something haha. Thanks for adding that in as well!

I also appreciate your confirmation on my other information.

Are you on PS3 by chance? It sounds like it would be fun to play with you sometime as you really know your stuff. :smile:
 
AnonPerson

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is that true? Dam* I've been operating under the assumption that it was straight a hundred not the difference regardless. :frown: well that does make the engineer less useful though i suppose if your team is noobish a few extra health on the drill might be of assistance. Thank you for correcting my misunderstanding.

You're quite right! I completely forgot to mention the explosive addition on the death machine! Ugh and I thought I was being so thorough too! I re-read my response 2x before posting it and still forgot something haha. Thanks for adding that in as well!

I also appreciate your confirmation on my other information.

Are you on PS3 by chance? It sounds like it would be fun to play with you sometime as you really know your stuff. :smile:


Yes, it is true that it doesn't prevent score loss from drill damage. It really is a shame, as that would be the only thing (for me) that would make the class semi-worth playing for a team. Not a whole lot of people know this - or think that repairing the drill is worth it (for points, etc - which again, repairing doesn't give you points, or recover your current point loss from damage to the drill).

And your post was thorough! I'm sure I forgot a few things as well. I do think that if you aren't running a Mortal Relic, Medic is the best to run. Especially since your personal score is effected majorly by how much health you lose. The less health you lose per hive, the better your personal score / relic score will be.

I think you know your stuff and I would love to play with you too, but I'm on Xbox! Bummer.
 
CHICK3NSHRIMP

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You must not play a lot, or use relics. Try using a relic with each prestige you have and get through with a medic, you are playing like a noob. No melee challenges? Really, do you even play this fricking game? Yes, you can get them past the first one, but "Good try!" and you just called the tank useless when I proved how it's useful. REVIVING, DRILL REPAIR, RHINOS. You don't need a medic, they're for people who aren't good enough, it's a back up. That's it. You could complete it with 4 of any class. You can kill the barrier hives in a minute with any class, i've done it on my own in a lobby of 4 people before. I get that you have your way of playing and that it works for you, but that isn't the best way at all, it's not the only way, and it depends on who is playing. And the weapon specialist is completely self centered, no benefits at all unless you're playing solo. Medics as I said, are a backup, for a lobby with people who can't hold themselves. I get more revives with the tank than the medic does. It's a preference.

Just so you know Matthew, last time I check, now its been a couple weeks since I did check. I was ranked 26th in the world. I definitely have a very good idea of how to play this game mode. Tank is the most noob of all classes, its for people who cant defend themselves so they need the extra health. Engineer is useless cause if you cant defend the drill then you shouldn't play. Medics heal the entire team at a faster rate and at any distance. Thats an awesome class. Specialist tears any and every monster down 50 percent faster. Which means you have to worry 50 percent less. As for relics that was what my rank was, all 5 relics completed with over 450 kills and ranked 26 in the world. I doubt I am still 26th but it doesn't mean I don't know the game. Now to each their own, play how you like. But in my opinion Engineer and Tank are useless.
 
MatthewSquall

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To the people against my strategy, I made this when I was first prestige in Extinction, I was bored, and I had played matches where this always worked. It's just a beginner strategy. And I'm currently moving up in the leaderboards quickly, considering I play online, and rarely find decent players. Anon Person, you have a good strategy, and does the other guy, but right now with my new play-style my fastest run with 4 people was under half an hour. Thanks for the judgement though, helped open my mind a bit. But this does work and just tweak the flaws and it's all whatever. Just have fun guys. Thanks for the feedback. Secret; thought of all that while taking a poop, consider props for fast thinking?
 
AnonPerson

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To the people against my strategy, I made this when I was first prestige in Extinction, I was bored, and I had played matches where this always worked. It's just a beginner strategy. And I'm currently moving up in the leaderboards quickly, considering I play online, and rarely find decent players. Anon Person, you have a good strategy, and does the other guy, but right now with my new play-style my fastest run with 4 people was under half an hour. Thanks for the judgement though, helped open my mind a bit. But this does work and just tweak the flaws and it's all whatever. Just have fun guys. Thanks for the feedback. Secret; thought of all that while taking a poop, consider props for fast thinking?

I didn't mean to come across as judging anyone, merely supply constructive criticism and provide info that you, and others, may not know that would impact your initial strategy guide. And I'm sure the others who had responded share the same goals.
 
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