Don’t forget to add us to your bookmarks if you enjoyed the post we update regularly with fresh stuff. ![]() Enjoy the rest of your wonderful day! A big thank you to Ax-now for his post that inspired this guide. Each class has two selectable characters. Leave a comment below pointing out any errors you found or making any suggestions for how we can make the post better, and we’ll do our best to get to them as soon as we can. The game is class-based, with players choosing from the roles of Officer, Special Weapons, Medic, and Tech. Well, apart from the Electric Armor I meant. Im not going to say Im confident, but Im still PRETTY sure that teslas work, atleast in the original. If you use electric armour, itll stop a parasite infection mid-infection. I’m glad you found the Alien Swarm: Reactive Drop – Faith Class and Stats article interesting. Originally posted by Lawlzer (AFK probably dead): Thats actually not true. Gas nades can be used in certain situations, but they are more suited for second-medic use. ![]() The Gas Grenades are not recommended for use in play. Note that freeze grenades are capable of putting out the flame when an ally burns. In situations of emergency like an intruder too close to your team, or too many shieldbugs per square centimeter or even an entire army of xenos that are close to you, who are threatening to jump on you, using an Ice can be the ideal solution for all of these issues. The freeze grenades (or ice nades) are the additional support equipment by exelance. This will ensure that you only use 1 Medgun ammunition per 10 healing points. To counter this “problem” it’s quite simple you should not heal the marines that need to be healed to full life (try to heal them at 90 or 95% of their maximum health). If a marine is missing 1HP, and you heal him, you’d only utilize 1 medgun ammo for 1HP, and you would lose a potential healing of 9. A Marine who has lost his life will be healed by consuming the medgun ammunition, no matter what. One medgun round can replenish 10 health. ![]() First, it forces your team to remain static, which can be very risky, and second, it heals an infection slowly and can cost as much as 2 beacons. The Heal beacons are a good product, but they have two major weaknesses. Your role is to keep your team alive with the amp medical’s limited healing power. On large maps, it could be more common to have a low in med. Faith is the medic with the greatest healing potential and this makes the medgun of old more effective with her. The answer to the question of the amp medic is simple. The reason a doctor must wear medical equipment is obvious, but why would you play the Medical gun and not the amp medgun, or the Heal Beacons? You might think of not putting your goal in alignment of your teammates if you were hoping to get tesla for them.
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