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NinjaNick's (not so) amazing guide to Extinction! ~All alien types, loadout options etc.~


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NINJANICK NOT SO AMAZING GUIDE TO ALL THINGS EXTINCTION

Classes

having different players as different classes and play to your strengths, for example I am good at avoiding enemies so I usually go Medic.

 

Specialist:

This iss the first available class, more based for those who like to kill as quickly and as much as possible.

You start with a 20% boost in bullet damage

  • Upgrade 1 gives you the ability to switch weapons faster, faster moving while ADS and fast offhand use.
  • Upgrade 2 grants faster ADS
  • Upgrade 3 will give you faster reloading
The final upgrade give you a total of 50% bullet damage increase and your bullets are in a tighter spread when hip-firing.

TANK

Suited for those that get up,close and personal with the cryptids.

You will start with 25% more health

  • Upgrade 1 give 25% melee damage (with this you can 1 hit kill scouts) NOTE: This is only in solo mode
  • Upgrade 2 bumps your health up another 25% (so now you have 50%)
  • Upgrade 3 will increase health AND melee damage 25% (putting your total health to 75% and your melee damage to 50%
The final upgrade will double your ORIGINAL amount of health AND damage (so you have 100% extra on each now)

ENGINEER

 

For those you like to use traps and protect the drill, also for the big-spenders.

 

Upgrades:

 

You start with the ability to earn more bonus cash (the money you get from destroying a hive) and you provide the drill with 25 extra health NOTE: this is only if YOU place the drill.

  • Upgrade 1 will give you a faster drill repair time.
  • Upgrade 2 earns you more cash from traps
  • Upgrade 3 gives you more protection when you are repairing the drill, as in you take less damage while repairing it. It also makes traps last longer.
The final upgrade gives you more explosive damage and trap damage while also increasing your maximum cash to 8000.

Medic:

 

For team players, you get a boost in speed and you don't take scorpion damage.

 

Upgrades:

 

Initially you will only revive players quicker

  • Upgrade 1 will give you increased protection while reviving other players and slightly faster movement speed.

  • Upgrade 2 gives you a longer Sprint and teammates will regenerate health faster when near you.

  • Upgrade 3 allows you to not take damage from the scorpions acid/gas

The final upgrade give you much faster movement and unlimited distance for your health regeneration ability.

 

Each of these classes have a special ability that you can unlock in the armory (each one costs 15 teeth and requires the Devestation map pack.)

Weapon specialist has an adrenaline rush, greatly increasing damage and taking away the need to reload, nearby teammates will also gain more health, this skill will gain more time and power the more you upgrade weapon specialist.

 

The tank will make all cryptid s only attack it and he becomes invincible for a short time, enemies will be stunned by hi our melee attacks.

 

The engineer creates a forcefield which cryptid s cannot pass through.

The medic is surrounded by a green ring, any players in the ring are healed or revived if in last stand.

 

CRYPTIDS

 

The enemies you fight in game, each dlc adds one or two enemies. There are also boss enemies which have a visible health bar on-screen.

 

Scouts

 

The most common enemies, prefer to try and overwhelm you rather than attack individually.

 

Cash earned:

 

Standard:60

 

Critical:90

 

Armour/assist: 30

 

Seekers

 

Small aliens with red sacs all over their body, the will explode when they get close. On POC and nightfall they spawn from meteorites that land on the map, on May day they spawn randomly. They do not make an appearance on awakening

 

Points:

 

Normal: 50

 

Critical: 75

 

Shield: they do not have a shield (from what I know)

 

These also make an appearance on the multiplayer map 'unearthed' in which they have greatly increased health.

 

Hunters:

 

A more powerful cryptic that has armour on its head, they are faster than scouts and do much more damage both to you and your equipment.

 

Points:

 

(In research now)

 

Scorpions

 

These cryptids look like scorpion (hence the name) and fire acidic gas from their tail, although the initial shot does not do much damage the gas that is left will do increasing damage the longer you stay in it (although the 3rd medic upgrade will negate this effect)

 

Points

 

Normal:200

 

Critical:?

 

Shield/assist:100

 

Rhinos

 

The tanks of the lot, they have plating on all sides except from their mouth (in which you will do normal damage) They require an armour upgrade to be hypnotized by the hypnotic knife (although hypno traps work fine)

 

Points:

 

Normal: 1000

 

Critical: N/A

 

Shield/assist: 500

 

Leapers

 

These only spawn when their specific challenge appear, one will  spawn and travel around the outskirts of the map. They look like hunters except do not have the red glow

 

Points:

 

?

 

DLC CRYPTIDS

 

Phantoms

 

These appear from Nightfall onwards, they are blue hunters with much higher health and the ability to disappear while they jump

 

Points:

 

1000?

 

Speeders

 

These replace scorpions on May day and not only have the ability to fire acid but also spawn spores. They appear to be yellow seekers.

 

Points:

 

Normal:1250

 

Spores

 

The turret like plants spawned by seekers, their hitbox is tricky and sometimes your shots won't count. Although alone they are virtually harmless they can quickly become a nuisance.

 

Points:

 

All:25

 

Gargoyles

 

These flying cryptid s appear in Awakening and have the ability to melee attack and fire shots at you from their tail, try to take them out quick.

 

Points:

 

I play PS3 so I cannot check as of now.

 

Bombers

 

Appear to be tiny yellow glowing gargoyles, will simply divebomb you and explode.

 

Points:

 

See above statement

 

BOSS CRYPTIDS

 

Breeder

 

You fight this giant beast twice on nightfall. The first it will stay facing one way but in the final fight its more of an arena and it can turn 360 degrees. It will only take damage in the mouth and in the final fight the belly if you knock it over.

 

Kracken

 

This monstrous cryptic is by far the largest . Early on you will fight the tip of one tentacle but in the final area you will face this alien head on. Use the turrets around to your advantage against it.

 

Equipment and devices (courtesy of 83457)

 

On screen, you will have a D-pad display with your chosen Loadout items on it; before the game, you will go to Loadout and pick 1 item from each of these 4 categories; Ammo Type, Team Support, Strike Package, Equalizer, as well as picking your Class and Pistol Type. Class types, pistols, Loadout items are all described in the Loadout Menu, but the prices are not.

Loadout Purchases;

Ammo Type/Cost. Up on D-pad.

Ammo 1250

Stun 1000

Incendiary 1200

Explosive 1250

Piercing 1100

Team Support/Cost. Down on D-pad.

Explosives 800

Feral 800

Armor 1000

Booster 700

Random 900

Strike Package/Cost. Right on D-pad.

I.M.S. 1250

Mortar Strike 1500

Trinity Rocket 1300

Sentry Gun 2000

Vulture 2200

Equalizer/Cost. Left on D-pad.

Portable Turret 1100

Grenade Turret 1000

Crowd Control 700

MK32 Launcher 2000

Death Machine 2200

 

THE DRILL

 

Drill: the drill is what you set down to destroy most hives. In Mayday, it also cuts through some doors.

The spots are marked with an orange 'Destroy' symbol that you will see when holding the drill. Doors will be white symbols with 'Door' printed on them while holding the drill. The drill will appear to have a blueish outline and a blue symbol that says 'Drill', when nobody is holding it.

The drill has a meter in the upper left corner while it is drilling. This downward-pointing meter shows how far along the drill is by filling up from top to bottom as it goes. Just before it ends, there will be some clicking sounds, followed by a high pitched whine for the last few seconds of drilling.

 

~~In progress~~

Edited by Hells Warrrior
Fixed formatting
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Did this change or are you talking solo/casual?

If tank solo, 1 upgrade means that you can 1 hit kill scouts. In 2+ players, it needs to be built up all the way (?) to kill scouts, right?

We really do need an info thread on this site (and the code.com site appears dead and also lacking info) for xtincy.

I'll gladly gather info and brain-dump all over any info thread, but I'm not great at organization...

Edited by 83457
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Well my friends and I getting one hit kills on mayday, I'll go test it a bit more.

It is possible that they did a balance tweak. But when i used to play poc with friends, tank was not as strong as he was in solo games. I was shocked the first time that i put a point in tank and he couldn't kill scouts.

Edit: title in first post says 'AMZING'.

And please keep working on this thread. We need one of these for sure.

Edited by 83457
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I'm not 100% sure on numbers, but it seems to vary how you hit them and relics. Not sure if hard core affects score.

Like Scout: 30 for regular hitmarker kill, 60 for red (orange?) Hitmarker kill. (60 = 45 with 'earn and carry less cash' relic). I think it is 30 for trap kills also. Edit: these numbers are apparently wrong, i was trying to get the idea across.

Something like that. I'll try to gather and brain dump what i can.

Edited by 83457
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Brain Dump Thread: @NN, feel free to copy+paste/ignore/correct whatever you want in this post. I will add to and correct as i go.

Edit: corrections made as i find out. Thanks Lead_Psychopath, for some.

---

In game you will earn money (points) by killing cryptids, destroying hives, (revive players, destroy doors, what else?) Which you can use to purchase items to help you in game.

Normally, you may carry a maximum of $6000. Try to spend some before you max out to not waste points.

On screen, you will have a D-pad display with your chosen Loadout items on it; before the game, you will go to Loadout and pick 1 item from each of these 4 categories; Ammo Type, Team Support, Strike Package, Equalizer, as well as picking your Class and Pistol Type. Class types, pistols, Loadout items are all described in the Loadout Menu, but the prices are not.

Loadout Purchases;

Ammo Type/Cost. Up on D-pad.

Ammo 1250

Stun 1000

Incendiary 1200

Explosive 1250

Piercing 1100

Team Support/Cost. Down on D-pad.

Explosives 800

Feral 800

Armor 1000

Booster 700

Random 900

Strike Package/Cost. Right on D-pad.

I.M.S. 1250

Mortar Strike 1500

Trinity Rocket 1300

Sentry Gun 2000

Vulture 2200

Equalizer/Cost. Left on D-pad.

Portable Turret 1100

Grenade Turret 1000

Crowd Control 700

MK32 Launcher 2000

Death Machine 2200

More to come. I just really wanted this information...

---

Hunter: 200 (?), 300 critical kill.

The 300 was critical for sure, due to the orange hitmarker. I thought the 200 kill was to his face side plate, but cod games aren't real accurate and maybe that was a side kill for a regular kill? Then 100 would probably be the armor/assist? Presumably, 300 then on a Scorpion critical shot as well.

---

Drill: the drill is what you set down to destroy most hives. In Mayday, it also cuts through some doors.

The spots are marked with an orange 'Destroy' symbol that you will see when holding the drill. Doors will be white symbols with 'Door' printed on them while holding the drill. The drill will appear to have a blueish outline and a blue symbol that says 'Drill', when nobody is holding it.

The drill has a meter in the upper left corner while it is drilling. This downward-pointing meter shows how far along the drill is by filling up from top to bottom as it goes. Just before it ends, there will be some clicking sounds, followed by a high pitched whine for the last few seconds of drilling.

Next to this meter it will show a number. This is the health of the drill. The drill starts as a blue line, but will go green, yellow, red as it gets damaged (is this color scheme correct?).

It starts at 100 health, 125 if set by Engineer class. I believe that it needs repair at 75 health and if it should reach 0 health, you lose the game.

Medic or a player with a skill point in pistol, pistol in hand, move the drill fastest. Remember to have the Engineer set it at the drill spot though.

I think that's it for the drill information.

---

Edited by 83457
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Brain Dump Thread: @NN, feel free to copy+paste/ignore/correct whatever you want in this post. I will add to and correct as i go.

---

In game you will earn money (points) by killing cryptids, destroying hives, (revive players, destroy doors, what else?) Which you can use to purchase items to help you in game.

Normally, you may carry a maximum of $5000. Try to spend some before you max out to not waste points.

On screen, you will have a D-pad display with your chosen Loadout items on it; before the game, you will go to Loadout and pick 1 item from each of these 4 categories; Ammo Type, Team Support, Strike Package, Equalizer, as well as picking your Class and Pistol Type. Class types, pistols, Loadout items are all described in the Loadout Menu, but the prices are not.

Loadout Purchases;

Ammo Type/Cost. Up on D-pad.

Ammo 1250

Stun 1000

Incendiary 1200

Explosive 1250

Piercing 1100

Team Support/Cost. Down on D-pad.

Explosives 800

Feral 800

Armor 1000

Booster 700

Random 900

Strike Package/Cost. Right on D-pad.

I.M.S. 1250

Mortar Strike 1500

Trinity Rocket 1300

Sentry Gun 2000

Vulture 2200

Equalizer/Cost. Left on D-pad.

Portable Turret 1100

Grenade Turret 1000

Crowd Control 700

MK32 Launcher 2000

Death Machine 2200

More to come. I just really wanted this information...

---

Hunter: 200 armor kill, 300 critical kill.

The 300 was critical for sure, due to the orange hitmarker. I thought the 200 kill was to his face side plate, but cod games aren't real accurate and maybe that was a side kill for a regular kill? Then 100 would probably be the armor/assist? Presumably, 300 then on a Scorpion critical shot as well.

---

Drill: the drill is what you set down to destroy most hives. In Mayday, it also cuts through some doors.

The spots are marked with an orange 'Destroy' symbol that you will see when holding the drill. Doors will be white symbols with 'Door' printed on them while holding the drill. The drill will appear to have a blueish outline and a blue symbol that says 'Drill', when nobody is holding it.

The drill has a meter in the upper left corner while it is drilling. This downward-pointing meter shows how far along the drill is by filling up from top to bottom as it goes. Just before it ends, there will be some clicking sounds, followed by a high pitched whine for the last few seconds of drilling.

Next to this meter it will show a number. This is the health of the drill. The drill starts as a blue line, but will go green, yellow, red as it gets damaged (is this color scheme correct?).

It starts at 100 health, 125 if set by Engineer class. I believe that it needs repair at 50 health (?) And if it should reach 0 health, you lose the game.

Medic or a player with a skill point in pistol, pistol in hand, move the drill fastest. Remember to have the Engineer set it at the drill spot though.

I think that's it for the drill information.

---

You carry normally $6000.

With engineer maxed out you can carry $8000.

You also can get 100 points for fixing the drill. It needs a repair at <75 health.

I'm not sure how true this is, but I often find that once you get past the first area, the points gained from kills decreases by half, except in Point of Contact where after the second barrier hive points increase by 50%.

Some brain dumping of my own:

Turrets are amazing at lowering the health on barrier hives on Point of Contact quickly. One turret should decrease the first hive by 50-75%.

Two turrets should decrease the 2nd hive 50-75%.

Propane tanks are also very good at reducing health on barrier hives.

The upgrades on the sentry guns also work on stationary turrets. It goes from 100->200 ammo, and cool down time is a lot quicker.

Easiest way to take out a Rhino is with 2 sentry guns and the 30% damage increase.

As for alien points, off the top of my head-

Scout- 60 normal 90 overkill.

Hunter 200 normal 300 overkill.

Scorpion 200 normal 300 overkill.

Rhino 1300 normal 1000 assist.

(no overkill on a Rhino).

Not sure what the Phantoms are worth, I think its the same as a Hunter though.

Seekers 100 if you kill it 50 if you hit it, but it blows up on you.

The new Breeder alien 1350.

25 points for each of its machine gun plants.

All assists are roughly half of the points you'd normally get, except for Rhinos, which are worth 1000.

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  • 1 month later...
  • Tech Admin

I've fixed the formatting for it, I've also enabled HTML posting for this forum, the problem with it was it would appear to have been copied and pasted from another forum or editing system. The bbcode is not in use on this forum system and we use a more a "robust" bbcode parsing system.

Anyway, I've edited it a little have a look and edit it further if you need to.

Link to comment

I've fixed the formatting for it, I've also enabled HTML posting for this forum, the problem with it was it would appear to have been copied and pasted from another forum or editing system. The bbcode is not in use on this forum system and we use a more a "robust" bbcode parsing system.

Anyway, I've edited it a little have a look and edit it further if you need to.

Your so nice. Thanks for the help! Now I'm determined to finish this guide!

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Just want to say for any heavy Engineer users, the shield upgrade is not 100% protection.

Some cryptids can still get in, so yeah. So far Imve seen:

Any Hunter lunging when shield is placed.

Any Rhino that charges at you any time the shield is up.

Seeder/Seeder Spore shots.

Scorpion shots and gas.

Dive bombers already diving.

Gargoyle needles.

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  • 3 weeks later...

Right. First things first, I love the new map. It's delicious. My friend and I completed it on our second attempt, which is INSANE for us, it normally takes a few weeks!

Does anyone know how to speed up the last bit and the escape? We escaped yesterday with 2 seconds on the timer, so to say it was close is an understatement!

One thing I would say about it is that it is a teamwork orientated map. Before you even do the first drill, build the Venom Lx. It's a free gun, and is really really good (as you all know!)

A way to survive on the gryphon rounds is to train the aliens like you would zombies, and then use the gryphon when your health is low as it puts a shield around you. I survived the whole round on my own last night doing that.

Also, when the gryphon rounds are on, the aliens tend to go for the gryphon first, so the quickest way to complete them is to get someone covering the gryphon. We did the second round with just two gryphons yesterday!

As for the last bit ( with the terminals) what the hell makes them speed up? 45 Mins it took us to complete that bit! I'm sure there's a quicker way!

Sent from my D2303 using Tapatalk

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@lead_psychopath

For the terminal part, keeping them at green health makes it go faster.

My advice: get two people to fully upgrade sentry guns. Get one on each terminal. One person watches each terminal. IMS's help too.

Every time you hit the cortex, repair those terminals. It's the only safety you'll get.

It's kinda late, but yeah. Pain in the ass, but I found sentry guns on every one to help more than anything.

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Normal drill time is 2 minutes for hives,i think it's the same for Mayday's central command door. Other doors are 30 seconds?/unsure. Edit: later hives take longer than early hives. Not sure of all times.

Mayday tentacle tip: get on the mounted gun, aim where the tentacle comes in, next to a grey box hanging down that the tentacle hits sometimes. If you aim there, you will always hit it, no matter how it moves.

Save hypno traps for rhinos, Hunters, phantoms. Drop it in front of them as they attack you.

Sentry gun armor is well worth the 5 teeth: i actually heard my sentry gun laugh at a Rhino that was attempting to kill it.

Hunters, phantoms, scorpions are all 200/300 critical.

Edited by 83457
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