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The Armory: Extinction Teeth Upgrade Master List


GRILL

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Class upgrade takes 3 minutes to reset.

1.5 minutes with the frequency boost for 200 teeth.

Yeah, it is really worth it!

 

EDIT: Double Exp/Teeth doesn't work on solo either.

1. Sucks that the double-teethsperience isn't on custom. I only play solo and split screen custom. My friends all got One or moved on to other games or both and I'm terrible at inviting strangers/playing randoms.

2. I'm tempted to buy the upgrade boost (i simply timed it out in split screen for informations sake with my ss clone), but I'm grinding for that 1000 point double class. Solo is easy enough that i use the special ability 0-1 times per game so it isn't worth it.

3. One quarter of the way to 1000. It's funny;i get obsessive compulsive (i know that it's hard to tell) and suddenly want to buy certain things like the vulture upgrade that i would hardly ever use. But so far, I've managed to keep my eyes on the prize.

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I have to say, that the Vulture at +4 with the 50 teeth upgrade is actually fairly decent. This upgrade definitely raised it's value. The rockets fire fairly consistantly and the 66.6% increase in time means it can actually make it's money back during the second half of games.

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Double class (I'm at 299, on my way to dc).

It will reinvigorate your desire to get the others and you will never have to wonder if you can make that 1000 in the future.

I'm tempted to buy the vulture upgrade, buy it has to wait for now. When i split screen with my buddy, he plays as guest, so he uses my teeth to buy the upgrade boost, vulture, and toughness. It helps him out and he is having fun being the 'vulture' guy.

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I definitely am getting a tooth every so many barrier hives.

Today, i ran 2 relics and got an extra tooth that i can't otherwise figure out where it came from. So, are they giving a tooth per relic now?

Edit: ran it again. Again got that extra tooth. I guess it's one per relic now. Or maybe 2 for more than one relic.

Edited by 83457
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I definitely am getting a tooth every so many barrier hives.

Today, i ran 2 relics and got an extra tooth that i can't otherwise figure out where it came from. So, are they giving a tooth per relic now?

Edit: ran it again. Again got that extra tooth. I guess it's one per relic now. Or maybe 2 for more than one relic.

 

yeah, tooth per relic

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I definitely am getting a tooth every so many barrier hives.

Today, i ran 2 relics and got an extra tooth that i can't otherwise figure out where it came from. So, are they giving a tooth per relic now?

Edit: ran it again. Again got that extra tooth. I guess it's one per relic now. Or maybe 2 for more than one relic.

 

yeah, tooth per relic

Thanks for the confirmation.

Now, how many relics can i still win with? Ha.

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I definitely am getting a tooth every so many barrier hives.

Today, i ran 2 relics and got an extra tooth that i can't otherwise figure out where it came from. So, are they giving a tooth per relic now?

Edit: ran it again. Again got that extra tooth. I guess it's one per relic now. Or maybe 2 for more than one relic.

 

yeah, tooth per relic

Thanks for the confirmation.

Now, how many relics can i still win with? Ha.

 

Since you play solo a lot, the setup I put in your other thread is really good for 4-6 relics.

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Good to know about the vulture, so tempted to get that upgrade now as I use this quite often.

Currently closing 400 teeth, still confused if I should go for double class for Cryptid slayer ammo.

At 450 teeth (of 1000 for dc) i rewarded myself by buying the vulture upgrade. It reinvigorated my desire to play, so it was worth the 50 teeth because i made them back from wanting to play with it.

I ran some solo poc wins with it and used it to get to the final breeder fight on solo/Nightfall (with no way to kill him: i didn't expect to get that far).

Nightfall is nasty on solo; i was actually mad at the game while playing. I was glad to get to the breeder, but what a fight. I'm sure I'll solo win it one day.

Edit: and thanks tdb, while it was a rhetorical question, I have been checking that out and a few other mixes. I've got my 5 relic solo poc. Thanks for the advice.

Edited by 83457
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Poc challenge fyi; as you may be aware, sometimes the crater area barn/upstairs hive does not give a challenge.

While this may cost you a skill point, that probably won't be a big deal at this point in the game.

However, this will only give 11 total challenges so you can only fail 1 and still get 2 teeth for 10 completed challenges.

The good bit is that it does not stop you from getting 'completionist'; completing every challenge. So even though 1 challenge is missing, you will get the 4 bonus teeth for getting 11 challenges.

I have seen this glitch in 4 player games, but I'm not sure how common it is. In solo it happens about 1 in 25 games or 4% of the time (roughly 75 solo games, 3 instances).

Happy gaming!

Edit: drill repairs; I'm working on the theory that 5+ drill repairs will cost me a tooth at the end of the game. If i solo with sentries, i get 0-3 drill repairs and get 1 more tooth than a comparable game with the vulture where i often repair 5-9 times. Again, this is just a theory, but seems to be making sense.

Perhaps it is a combination of downs/repairs. Like 3 drill repairs and 2 downs might lose you a tooth. But since i almost never go down on solo poc, it's hard for me to get empirical evidence for this.

Edited by 83457
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Go ahead, it worked for me; I'm up to 525 because the upgraded vulture brought me joy.

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Cryptid Slayer Ammo: this upgrade does what it says; it gives you the best ammo possible.

Once purchased, it replaces your ammo menu with CSA in the same way that the mortal relic replaces your class.

It combines the 3 abilities and gives you 'basic ammo' amounts and abilities (like ammo regen).

It has a large reddish/orange symbol like a skull and crossbones cryptid head. This is what the symbol will be when you throw it down, including the color. It's large too.

Ammo costs $2000.

It starts at 40%, then +1=70%, +2=100%, +3=100% plus magazine refill, +4= ammo regen for players near it. Just like regular ammo, only put 2 points into it max.

The +3 ability fails to fill my magnum clip. The +4 gives a couple of magazines before vanishing which is basically worthless and if all players in a 4 person game pick it up, it vanishes anyway.

If you have some in your gun, you can 'search' piles and occasionally find some, like any other specialized ammo.

Tip: if you split screen with a friend as guest, he can spend your clone's teeth (which won't affect your total) on the CSA, then you can both use it.

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Corrections: i can't edit my long post above without it removing all of the spacing, so here are some edits.

Start with $1000: if 4 buy the start armor, it would only be 80%. It would also be a waste, don't bother. I was just thinking out loud when i typed it.

On hybrid classes: i forgot that the game adjusts difficulty depending on number of players (not just solo). So I was incorrect in saying that Tank needs only +3 to stab scouts in a 4 person game. I was thinking that 2 player had 4 player strength cryptids. With 2 players, only 1 point is needed, like solo, to stab scouts in 1 shot.

CSA is up there in my opinion as something worth buying. I want my double class (I'll race you there way2), then CSA, then the frequency boost so i can rack up some 'no strike packages' solo wins.

Happy gaming!

Edited by 83457
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And, from watching a Dychronic video of some modder's gameplay:

Double class info: you pick a primary class, a pop up asks what secondary class that you want and you pick that.

The menu shows your primary class with a small icon of your secondary (the class descriptions will all be of your primary class).

In game, the primary class upgrade (15 teeth) will be double tap up, and the secondary class upgrade (15 teeth) will be mapped to double tap left. So you can use one or the other (or both), but don't have to activate both at once.

That is better than I thought.

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And, from watching a Dychronic video of some modder's gameplay:

Double class info: you pick a primary class, a pop up asks what secondary class that you want and you pick that.

The menu shows your primary class with a small icon of your secondary (the class descriptions will all be of your primary class).

In game, the primary class upgrade (15 teeth) will be double tap up, and the secondary class upgrade (15 teeth) will be mapped to double tap left. So you can use one or the other (or both), but don't have to activate both at once.

That is better than I thought.

Once you get that, you should get the Frequency Booster! Those two combined are amazing. Even if you don't need it, you can use it when ever and have it back within that same drill/hive. Have you given some thought to which classes you'd probably use most?

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Yeah, i really want the frequency one, csa, even master scavenger, but currently at 555 for double class. I will get them all; I've ignored extinction until about early August, so I'm just starting to obsess on this game so i have every confidence that I'll get all these.

As for the classes, I'm sure that I'll try all 6 hybrids.

Medank seems practically unkillable.

WeSpank seems like the ultimate killer.

Edit: as a solo/2 player gamer in extinction mostly, i think what I'll do mostly is get to play weapon specialist/engineer more as i can hybridize those weaker (life-wise) classes with tank/medic to survive solo, yet get to play ws/e. I do win with each class solo (and mortal) but i think that's what I'm most looking forward to with hybrids. End edit.

I'm sure that I'll play some super easy hybrids, and challenge myself by using no strike packages/equalizers. And on the other end, I've already won a 5 relic solo game, so i know that I'll run some challenging games as well. But right now it's 'cakewalk poc solo wins for teeth' time!

I like to mix it up.

Playing solo weapon specialist is a bit harder, so that class will benefit from hybridizing with tank, medic, or even gaining the engineer's shield.

This is what gives extinction it's fun for me: playing with different stuff. I'm so glad that the vulture upgrade made it 'useable' in my mind. It was always second best, but now that gap between it and sentries has closed a little. The other 3 are still just novelties...if only the trinity rocket took out rhinos, it would have value. I've heard that the mortar strike does something in chaos, but i haven't really enjoyed chaos much anyway. And the ims it's usable, but can't really carry me solo, even with the odd upgrades.

Weird. I edited this post and for unknown reasons it quoted the entire post from the edit button.

I am clearly causing things around me to glitch out like mad today; xbox, my phone, today is one of those days of 'poltergeist' activity.

Some days, my existence alters realty. I should be studied by string-theory types. I clearly cause systems to act improperly without causation.

Edited by 83457
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Got the vulture upgrade and loving it. So many ways to treat ourself now. I noticed the game is not so much when we run pistols only especially when we play Exodus. But I been messing with having a lot of teeth at once.  Most of the times completionist is a joke with pubs when you don't have all max prestiges in the lobby.

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My internet was down this morning, so i played a game of local; hard, annoying and only 2 teet total when done.

I forgot how fragile sentries were without the sentry armor (5 teeth). They are pathetic. Hunters took about 3.5 seconds to kill a sentry gun with no armor. Rhinos stomped them immediately out of existence.

I did a start of game test, both right after hive 1 on local. Sentry aimed out of map/defenseless;

Scout versus sentry: 5 seconds.

Scout versus sentry with armor upgrade: 12 seconds. That's a 140% increase in time for them to kill it.

Disclaimer: the first test (without armor), my stopwatch failed to start correctly, so i hope that the timing was correct.

The second test (with armor) was perfectly timed, but this time a second scout hit the sentry gun twice as well, so it may have lasted longer if only 1 was on it, like the first test.

So numbers are approximately correct if not perfectly correct.

They could be 6/12 for a 100% increase, or they could be 5/15 for a 200% time increase while being chewed on.

Well worth the 5 teeth, especially solo.

Edited by 83457
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  • 2 weeks later...

ALL UPGRADE FEEDBACK

Updated: Any attempt to edit the original post removed all spacing in the post, so it's over here now.

Thanks to way2g00, thedinobot and grill for info that i didn't have and advice. Some of their knowledge melded in here.

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Upgrade thoughts; i know many of you want as much info as possible before you buy, so I'm going to weigh in and discuss some of these upgrades. I usually play solo or 2 player, so that's where my experience is stated from. Mostly i agree with Grill and his excellent thread here, any discrepancies will be seen below.

This is mainly just to get more information to the masses. I hope it helps...

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GLITCHES: After getting the flaming stowed riot shield upgrade, i noticed that grenades were igniting enemies if they were hit with it. Once i got CSA, turrets, both mounted and portable, began igniting enemies when shot.

Class upgrade ability glitches: both the medic and tank abilities occasionally down you.

Sometimes, activating Tank's ability will drop you down, then it may show it working while you are down, then it may be reset when you get up or it may not reset.

Often this will result in the game giving you 10 downs in a solo game from one glitch. It may also rack up several revives as well.

With double class, sometimes the maxed class ability lasts as if it was only at +3, most common with Weapon Specialist and Engineer, i think. This part happens in public matches/custom/solo. I'm testing, with success so far, that if i activate the abilities early, they don't have this glitch, but if i build them to +4 before using them, they do not last as long as they should.

I've had the Tank ability not turn the screen grey nor show it pulsing, though it was working and brought up the load bar when done.

Once I was at 200 life (tank + medic, full health) activated the medic ability to revive my friend while not being attacked and I dropped dead on the spot.

So be wary of the upgrade glitches as they are uncommon, but not rare.

Public testing: I have not had this glitch once in a public game, only solo and custom/2 player.

CSA glitch: If you have csa on and then put on Earn Your Keep relic, then turn off the relic, you will revert to basic ammo. Solo, you must turn off csa and then turn it back on to get it back. In custom (and presumably public), csa simply turns off from the relic and needs to be turned back on. Not a big deal, just fyi.

Electric knife glitch: sometimes does nothing for entire games. Sometimes triggers in less than the stated 4 second reset time. This is clearly glitched, but not a very important upgrade anyway.

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In order; listed more or less as buy it, depends on player, and ignore (buy late).

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UPGRADES:

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Faster revive: Buy it late. It doesn't effect solo, but definitely helps someone get you up faster. You get revived faster, not people that you revive (unless they have it too). It isn't very important, the speed boost is underwhelming.

Tests: Without spinning;

Nonmedic: 6 seconds with upgrade, 7 without.

Medic: 3.5 seconds with upgrade, 5 without.

Start with a locker key: Depends. It's not hard to get the gun you want. Random guns are meh. But it's a free gun with max regular ammo. Depends on maps that you play most.

Thedinobot points out the interaction with 'keep valid attachments', so even if you didn't like the free gun, the attachments carry over to the one that you buy, which is pretty cool: start a game, grab a locker gun, if you don't like it, it was still free attachments. Especially helpful with Master Scavenger; get a locker gun and start searching for arks.

More cash: Depends. Everyone can throw out some ammo on hive 0. Or a free shield. Or 4 players drop armor = 80% armor (not the best idea). Definitely not necessary, but nice to have at the start of every game. First hive, 'take no damage' challenge? Throw out explosive ammo for an easy win. Judge for yourself how important this is, noobs will benefit most until they get the hang of the game, but great for all. By throwing out early specialized ammo (incl csa), you increase the chance of getting more from scavenging (just be sure to have a gun with the specialized ammo in hand as you search). Remember, you can hold LT and A for 2 seconds to throw out $1000 (not solo), so that another player with 'more cash' can take it and drop csa for $2000.

Flaming stowed riot shield: Buy it. Casual, kills scouts. Regular, hardcore takes half of their life. It also makes you aware of back-attacks from the sound of them bursting into flames. Free damage is good. This won't fail the melee damage only challenges if they get burned a little. I guess the shield is still melee on your back. Also, during a pistol only challenge, one cryptid killed itself on my rear shield and it counted towards the pistol challenge (it took zero pistol damage).

Higher quality incendiary ammo: Depends. It does work better. With pistol ark, wounded scouts burn, then pop. Makes the second best (non teeth) ammo second-bestier. If you get tired of the explosive ammo, try it, best left for late purchase. You can kill in less shots than explosive with a little time. Great for gargoyles and other distance creatures; let them burn a little as you concentrate on the swarm. Presumably combos with csa. Seems best with weapon specialist.

Electric knife: Ignore. Inconsistent and glitchy, but looks cool when it works.

Sniper deadeye: Depends. You like snipers? Buy it, otherwise buy it late. Makes all shots critical and 'kills will earn more cash' means that it gives critical kill points. Example; $300 for Scorpions/Hunters instead of $200 (early in game). Tdb points out that it combos with 'cryptid slayer ammo' splash damage (and fire) and critical hit points. Probably similar with explosive ammo.

Seeker explosion protection: Buy it early. Hard to see it in my mind at first, but in use, it is well worth the measly 5 teeth. Seekers take 1/3 of your start health (regular mode, not tank), with this, they take 1/4. Affects bombers as well.

Toughness: Buy it late. Flinch is rarely an issue, annoying once in a while, but not my top priority. thedinobot points out how nice this is versus the seeder spore-turrets and similar, so consider that when deciding. You still do flinch almost as much, but it looks way less flinchy. Testing shows that your gun is still thrown off farther than it shows.

Hypno-knife a Rhino: Ignore. Amusing to have, but not a game breaker. Better with Master Scavenger improved hk.

Start with a skill point: Buy it early. 20 teeth is easy enough to get for this excellent upgrade. Should be one of the first buys, if not the first. Especially good in HC.

Faster health regeneration: Buy it. It is only 5 teeth. From my experience, it reduces the time after you take damage for you to start to heal as well as increasing the rate of regeneration. Pretty good actually.

High grade armor piercing ammo: Depends. Like solo/pistols only? In that scenario, this will take down Hunters/rhinos much easier. Otherwise ignore this as shooting the ground/explosive ammo splash damage works better at getting around armor. Presumably combos with csa.

Damage upgrade: Buy it. It is cheap enough and every little bit helps. Much more noticeable on solo. I wish that i knew what weapons did what damage and what each creature's hit points are. Without that info, it is hard to judge, but i imagine that it does effect some scenarios, getting a kill that would otherwise not have been. More noticeable on automatic guns; the more bullets, the more it matters.

Stun armor: Ignore. Cryptids that hit you get stunned for a second if you have armor. Not very important.

Sentry armor: Buy it early. At least doubles the time it takes Hunters/scouts to kill it. Makes it comparatively immune to Rhinos. Even stronger solo. Everyone uses sentries at some point, it makes them take way more abuse and it is only 5 teeth. Test: 5 seconds at hive zero for a scout to kill a sentry without armor, 12 seconds with armor.

Medic upgrade: Buy early. One of the best upgrades. Instantly picks people up if you are next to them, heals you and others in the white fog that surrounds you and stays centered on you as you move (simply run to the next downed player, 'e will get up as soon as the circle gets to that player). Use in emergency. About 7 seconds maxed.

Engineer upgrade: Depends. Clearly if you love playing engineer, you will want this shield. Note that it stays where you activate it. Gas clouds can get into it (example: scorpion shoots you, you put up shield, gas cloud will get you in the shield), though it stops the scorpion shot in the air like a trophy otherwise (without releasing a gas cloud). Charging rhinos/Hunters can get through too, though they turn and leave after. Use in emergency. Appears as a flattened sphere of tv static ('snow'). About 7 seconds maxed (glitched? Varies). When you activate this, creatures with no other targets will just sit there, so this is great for making a rhino just sit by your ims while you shoot him for an easy kill in solo games. The worst of the abilities, but not bad at all.

Weapon specialist upgrade: Depends. If you love the weapon specialist class (as most do) get it, otherwise buy it when ready. Unlike the other 3, use this one anytime that it is ready and there are lots of enemies, don't hold for emergencies, try to continually prevent them. This one will benefit most from the 'class upgrade frequency boost'. It gives infinite ammo, damage boost to you and less to teammates, feral vision (Leper finding), and reloads your magazines. About 10 seconds max (varies, glitched?). I consider this ability third best, but since it is in a class by itself compared to the other 3, you might consider it differently.

Tank upgrade: Buy it. The second best ability easily. Use in emergencies to stave off a down or to draw craptids away from downed teammates/drill repair. Note that cryptids will not stop attacking a drill/sentry to come after you. Great for escaping death by rhino/scorpion gas. Fun for stabbing the rhinos/mammoths to death. About 10 seconds max. Great for revives and repairs under duress.

I.M.S. fast trigger: Ignore. Between this and the +2 skill point upgrade, it fires too quickly and wastes shots. Makes it generally less useful; shooting the same honey dog twice unnecessarily. Maybe on certain maps? I keep trying this out and it is a waste in every scenario. I always leave this off now.

Keep valid attachments: Buy it. Self explanatory. Ignore it if you run pistols only exclusively. Tdb points out the interaction with 'start with a locker key' for free attachments. Just to be clear; a weapon from a locker will come with attachments. When you get a locker gun, the gun in your hand's attachments will be lost, they don't transfer to the locker gun. So, get a locker gun with attachments first, then buy the gun that you want and the locker-gun's attachments will transfer to the new one. Any time that you buy a gun, the attachments will transfer, if compatible. Only ark and ex mags (from Master Scavenger upgrade t200) will transfer to a sniper.

Update: Testing shows that the ark attachment (and possibly ex mags/not tested) will transfer to a gun taken from a locker, unlike most attachments. Fp6 can't have ex mags.

Magnum ACOG attachment (the 11th relic): Ignore. It is much worse than without it. It's like a magnum relic; it makes your game harder. I always leave this off now.

I.M.S. flaming pools: Depends on how you plan to use it. With this upgrade it can watch the drill while you hunt down the leper. Otherwise keep it away from your team as Grill warns me that it hurts teammates often. I don't recommend using the speed (teeth) upgrade with it normally as it defeats the purpose of the fire pools length of burn. Pools are like the propane tanks, but like a few at once and burn twice as long. Adds value as new ways to use I.M.S. Using it with one skill point makes it do a great job of drill-watching; it fires so slowly that it gives the pools time to burn a little before firing again. Usually leaving a flaming pool on the drill for further protection. Worthy upgrade. Engineer is immune to the fire (just like propane tanks, he may flinch and get hurt slightly the very first time he touches the fire, then the immunity kicks in for the rest of the game). You may pick up the I.M.S. between shots to maximize burn time (especially for engineer use). Won't fail challenges that turrets fail. A cryptid killed by just the ims fire alone will count towards propane challenge/glitch.

No snare. Buy it. Low priority, but helps when running from Hunters/seekers, especially on the poc home run without shield. Didn't seem to work on Seekers at all; the 'back attack' snare before they explode is still in effect. Face them to void the snare (run backwards as they get close).

Pistol ark attachment: Buy it. A must for pistol only (maybe not a must, but it covers it in awesome sauce). Adds damage. Excellent anyway. Cool kill animation; popping Rhino-berries is quite satisfying. Especially good with too many relics on. Note that any cryptids shot with this that then burn (shield/flaming, ims/flaming, incendiary ammo or CS ammo), will pop when the flames reach lethal damage. Pistols only was already one of the easiest ways to play, now even more true.

Class upgrade frequency boost: Buy it. The class upgrades can be life saving, sucks if you need it and it hasn't reset (rare, but it happens). Not top priority, but should be purchased. I opine that it will be best for weapon specialist, so he can continuously beast out, but great on any class. Solo Tank (or tank hybrid) can stab every rhino to death easily. Normal: 3 minute reset. Upgrade: 1.5 minute reset. Pretty much let's you use each ability twice per hive.

Vulture extended duration: Buy it. Normal time: (+0,+1,+2) 35s/ (+3,+4) 45 seconds. Upgrade: 50s/75 seconds and the +4 rockets are more frequent, making +4 worth the 3 SP.

Master scavenger: Depends. Ark attachments are a little random for some peoples tastes, but still a worthy upgrade overall. Can breathe new life into old maps. And don't be afraid to be greedy about the ark attachment; you bought the upgrade, take the damn thing. Great for flares, hk. If you get it for the ark, you will be disappointed sometimes. Some combo with HK a rhino with the extended duration. Ex mags and ark attachments can be found in any map and can transfer to any gun-exception; I've found the fp6 shotgun can't have extended mags.

If you go pistol only or don't buy a primary, it will be like regular scavenging, but with better hk and flares.

Once you buy a primary, you will find attachments, but you will also scavenge lots of useless cash and repeat items, so it is kind of a trade off; ark + crap or no ark and better finds. The more players with Master Scavenger, the more Arks found usually.

Hypno knife: turns creature green, seems about double life, double duration.

Flare: flare is red in use, seemingly lasts twice as long, greatly increased range of attraction.

Ark: on primaries only, replaces muzzle brake (if applicable), increases damage and adds special kill animation (burst).

Ex mags: replaces rapid or burst fire (if applicable), gives 50% more magazine size, and therefor, 50% more stock ammo for that gun.

Note that you should search while holding a gun with your preferred specialized ammo, so any found specialized ammo will be the same kind. Example; say that you just bought the mr-28, while holding it in hand, you search, going for an ark. But you find specialized ammo and since the mr-28 didn't have any yet, you may get Stun ammo. You will find attachments while holding your pistol out, as long as you have a primary, so do that to guarantee useful specialized ammo (assumes pistol has useful specialized ammo at this point).

Cryptid slayer ammo: Buy it. Realistically, this is overkill for a lot of teeth, but I'd rather save for this than buy some of the cheap-but-nearly-useless upgrades, it is quite good. Cost $2000, replaces your ammo spot in the Loadout screen. Can be scavenged (searched up) once you have some. Has regular ammo amounts, so only put 2 skill points into it for 100% stock ammo (reserve ammo, not magazine). Has a large orange cryptid-crossbones symbol, both in your on-screen D-pad display and when deployed on the ground. Due to the cost, put 2 sp in it early, or drop a small amount so that you can scavenge (search up) more ammo early. If you have at least 2 players with 'start with more cash' ($1000 extra), one can throw down $1000 so the other can throw down csa. It's common for random (and non random) players to throw down $1000 so that you can toss out more csa early in the game. Build it to +3 and hook folk up. (How to drop $1000= hold LT and A for 5 seconds. Don't do it again until someone picks up the money).

Arcing stun ammo: Ignore. 50 points to theoretically make the worst ammo possibly, but doubtfully, not be the worst? I can wait. Tdb points out the interaction with 'cryptid slayer ammo', so get this if you have csa. With csa, when it arcs it sets the next cryptid on fire. With the pistol ark and csa in my p226, one scout shot would arc to another and get 2 kills from one bullet in the early game. This upgrade looks really cool with stun/csa ammo.

Double class: Buy it. Buy the useful cheap upgrades first, then sit on teeth for this if you play a lot (alternately, save this for last and you'll get there eventually by just playing). This basically creates 6 hybrid classes. Hard to earn, but easily one of the best upgrades to have. While some hybrid classes may be too good, hybrids will breathe new life into the game. Hardcore players should embrace this; since you only get skill points for challenges, now you get twice as much for your points put into class. Primary class upgrade ability (t15) is up-up, secondary class upgrade ability (t15) is left-left. Only your primary class will show in the public class Loadout line by your name in the lobby, so you are stealth double class.

Hybrid class thoughts;

Most folk will probably want to add medic to another class, so those 3 hybrids will probably dominate. Tank is another great choice to combine with another class (especially solo, 2 player for the easy melee).

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Medank: Solo, 2 player; +1; move faster and stab scouts in one shot. MP; +4; immune to gas, stab scouts in one shot. Most health, unkillable. Solo real easy, mp savoir.

Experience: Medic, with double life, double melee damage, the 2 best class upgrades, is as good as you would expect. More than the sum of the 2 classes, a combo. Combo= 200% life, the ability to bring it all back every 3 (or 1.5) minutes, plus invincibility every 1.5-3 minutes.

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Mengineer: Fix everything. Protect, repair, revive, heal. Great team player, solo easy.

Experience: No real 'combo' effect, just the good bits of engineer with the good bits of medic.

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Wespedic (We/Sp + medic): Kill the fastest, heal/live. Great team player or solo.

Experience: No real combo, but very complimentary; all the ws killing with all the medic healing.

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Tangineer: They all attack you but can't get in. Run to drill, activate specials, run away, cryptids follow you, the guy fixing the drill has a shield while he repairs. Team player.

Experience: This is a very complimentary class in solo, 2 player; combining the early game that Tank brings with the stabs and long life-bar with the late game of the Engineer's money/traps/grenades. A slight 'combo' exists in Tank's ability to attract them and Engineers immunity to traps. While tank alone could stand in the trap and do this, engineer is more likely to already be there and won't take damage when the ability wears off.

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Wespank: Maxed out, you are THE killer. Special; you are invincible, being attacked by all and gunning them down. Great solo or teams.

Experience: This is an excellent class; giving wesp the needed life-boost and your combo of gun and melee damage is lovely.

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Wespineer: a good intermediate team class. Not overpowered, but a useful ally. Money, grenades, and traps plus extra bullet damage.

Experience: combo; engineer/grenades/kastet with speed reload. True weapon specialist. Use traps for safety, easy to get killed compared to some hybrids. Switch between too many weapons.

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Local help: if you have the upgrades, but can only play local, you won't get much teeth as of this edit.

Approximately every 600 kills, 1 for escape, 1 for relic, 1 for hc, if I'm not mistaken. So you won't see many of the pricey teeth upgrades.

I recommend: sentry armor, seeker protection, start with a skill point, ims flaming upgrade (as engineer for best results), faster health regeneration, medic upgrade (or your favorite class), flaming stowed riot shield, damage upgrade, improved incendiary ammo, trophy extended duration (if you can stand the 50 tooth grind), pistol ark (for a lengthy, but worthy grind).

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I hope some of this was helpful.

Happy gaming!

(typo edits and updated information)

Edited by 83457
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I think your list is quite accurate except that these two are definitely worth getting:

 

I think Start with a Locker Key is really worth it if you add it with Keep Valid Attachments. It may be a random gun, but those attachments can be transfered if you don't like what you get to something you like. 

 

Toughness is really handy if you play Exodus/Mayday/Awakening. The Plants/Gargoyles make you flinch like crazy and I remember before this upgrade those plants/Gargoyles really used to piss me off and make my screen go crazy and this definitely make that much less annoying. 

 

-

 

Also, Faster Revive doesn't work on solo.

 

The deal with Master Scavenger is that most people don't always get Arks (and sometimes you get 6 arks in one game, it's too random and that's why most don't like it) which is the main reason people buy it for (it was my main reason at first), but the upgraded Flares and Hypno Knives are extremely useful, more so than most people think. At least in my opinion. Extended Mags is really great too, gotta love that extra ammo space. 

 

Arching Stun ammo isn't as bad as people think.At least not if you you add this ammo with Cryptid Slayer Ammo and then the arcs are actually useful. Moreso than I thought at least.

 

I would say that Sniper Deadeye is something everyone should at least try, but like you said it just depends if they like snipers. This plus Slayer Ammo and the VKS makes this really overpowered. You don't even need to aim if you have CSA since the explosive ammo makes everything hit. Getting your money back is just icing on the cake. 

Edited by thedinobot
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Thanks for the arcing stun ammo + cryptid slayer ammo tip, i was wondering if there was an interaction. And great point on locker key + valid attachments.

I agree with your assessments. I had previously added your view on toughness at the end of mine. I haven't bought it yet, so i didn't change my description of it otherwise. (Updated my post with your input and gave credit, thanks).

I think that the arcing knife is probably useful when surrounded by scouts, but need more test time. It may be more life saving than i think.

I'm torn; do i buy key, toughness, rhino-knife, or go straight back to grinding for csa? I'm thinking csa, then frequency upgrade, then master scavenger, but it might be fun to grab some cheap upgrades after that 1000 teeth grind (which was well worth it, love the double class). Hypno kniving a rhino would be silly, but amusing.

Edited by 83457
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