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Aliens pasta for /vg/ Roguelike General

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Apr 19th, 2014
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  1. TOWERS:
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  3. My strategy was this for the first floors:
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  5. Level 1
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  7. Clear the civilian tower, than head to medical to get max medpacks. You are going to run out of ammo so, so go to storage tower. After clearing storage tower, clear the medical tower and enginner tower. You should probably get an upgrade by now, so I'd Fitness to avoid the gray caste entirely. Now head to security and then military. Leave Main for last, as this is the tower with more dangerous critters. You may even want to not go to Main and just ascend to the next level.
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  9. Level remaining levels:
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  11. Clear the civilian, medical and enginner. Go to storage IF you are having problems with ammo. If you don't mind the backtracking, go to storage. Then head to security (you may need a radiation suit. radiation suit negates the problems with radiation) and then military. Now go to the first floor, clear main tower. Then clear main tower on the next level.
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  14. Quick recap:
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  16. LVL1
  17. Civilian Tower -> Medical Tower -> Storage Tower -> Enginner Tower -> Security Tower -> Military Tower -> ASCEND
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  20. LVL2
  21. Civilian Tower -> Medical Tower -> Storage Tower -> Enginner Tower -> Security Tower - Military Tower -> LEVEL1 Main Tower -> LEVEL2 Main Tower -> ASCEND
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  23. LVLs
  24. Civilian Tower -> Medical Tower -> Storage Tower -> Enginner Tower -> Security Tower -> Military Tower -> Main Tower
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  28. CRITTERS:
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  30. Blue xenos are fast and weak.
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  32. Green xenos are a tiny bit faster than you and have more armor
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  34. Gray xenos are slow, have even more armor and they don't care about the player unless you approach them or shoot them.
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  36. Purple xenos are fast, armored, powerful with acid spit and an impale attack which I didn't gave them a chance to know what it exactly does but it seemed that once impaled, I could not move. I used a painkiller and it stopped the impaled status.
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  38. a's will rush to you
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  40. A's will break doors and glass. If you hear something banging the doors they are A's.
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  45. WEAPONS:
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  47. Colt has some armor penatration and there is plenty of ammo (.44) for it. So I don't think you will swap this weapon once you find it. I did have basic in sidearms to not miss a shot.
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  49. MP5 submachinegun will be on your side until you find the combat shotgun. I was untrained in light weapons in the entire game. It certainly did not seem to hinder my prowess with the combat shotgun.
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  51. The heavy weapons that I found were the one that I had and the smart gun, very late into the game. These make short work of xenos. Try to have these on the main towers.
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  53. Pulling out a sidearm is fast, pulling out a light weapon is slow, pulling out a heavy weapon is very slow. So keep that in mind if you are, somehow, low on health and low on painkillers and surrounded by xenos.
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  59. GENERAL TIPS:
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  62. As far as classes go, HW Specialist seems to be a very strong class, you begin the game with two weapons that use 9mm and 5.56 ammo.
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  64. You also get to keep the best firepower in the game with the best piece of armor in the game. All other classes can not use the Smart Gun without the gyro-stabilizer.
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  68. I stopped going to military/security towers as they started to need keys. You can still go to them, get lucky and get some rooms with glass so you can shoot the glass. Also, exploration bonus awards you exp and there may be precious ammo scattered on the hallways.
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  70. Try to use your security keys, military keys, multitool to a minimum. I saved them for the last floors. I figured the loot from the last floors would be very good (they yield the smart gun and the power armor).
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  73. I held onto my gyro-stabilizer until I reached master level with my heavy weapons skill. I *think* that was rather useless, since I could still use the MG4 without it. It may or may not have some penalties, I don't know but you at early game, you really want to hit things really close for more damage so you can save ammo.
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  75. I choose heavy weapons -> fitness -> side arms. I'm not sure, but fitness made me faster than the gray aliens (drone, worker, overseer). With clever use of doors you can save a lot of ammo by avoiding them in the beginning. Technical seemed to improve my reload speed, which is good for really close encounters.
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  77. The military tower *always* has a functioning elevator.
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  79. You can use your weapons to destroy walls. The military doors and walls from the military tower are extra tough. Use the scoped rifle or pulse rifle to destroy the walls. Nades are also very good. Military walls are weaker then the military doors, so destroy walls, not doors. You can 'l'ook to know how damaged is the wall.
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  82. The game starts to have all the ammo in the world once you get a colt .44 and a combat shotgun. They use other ammo besides the 9mm and 5.56 so you can start killing nearly everything in your path. Combat shotgun are actually imbalaced I'm afraid, they are very powerful even if you don't train the light weapons. They also provide sweet, sweet, knockback.
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