The Aliens: Fireteam Elite Tips and Tricks Survival Guide is a must-have for any fan of the game. It has everything you need to know about how to survive in this hostile alien environment, from weapons and gear to maps and more.
Without any basic training, Aliens: Fireteam Elite throws you into the fight. Sure, shooting stuff with weapons is the heart of the game, but there are a few tips and techniques that may help you get more out of the 12-mission story and horde mode.
This tutorial covers a few things I wish I’d known when I first started playing Aliens: Fireteam Elite.
Early on, play around with classes and loadout kits.
Fireteam Elite has five classes: Gunner, Demolisher, Technician, Doc, and Recon. Each Loadout Kit has its own set of experience levels, which grow as you use them and earn class-specific Core Perks and Modifiers.
However, utilizing any kit raises your total player level, which raises your Combat Rating somewhat. Even if you’re trying out a new class, you’re leveling up your character and increasing your ability to take on more difficult tasks.
The Gunner and Demolisher are by far the finest classes to start with if you’re playing alone.
Overclock is a Gunner ability that “increases firing rate for you and surrounding teammates,” as well as reload speed, making it ideal for taking down armored opponents like Warriors. Swarming gangs are easily dispatched with the Frage Grenade. You also can’t go wrong with a shotgun.
Another excellent option for crowd control is the Demolisher’s Micro Rockets ability, which “launches three rockets that explode on contact, producing a huge shockwave that hurts and stuns your enemies.” When swarms overtake you, Blastwave “unleashes a concussion explosion around you, damaging opponents and pushing them back.” Finally, the L56A3 Smartgun acts as an auto-aim by tracking opponents.
Oh, and pistols aren’t to be underestimated.
Recognize the Combat Rating
Your character’s Combat Rating indicates how strong he or she is. Weapon attachments, bonuses, and modifications are the most common sources of it. Each campaign segment and difficulty has a suggested Combat Rating level, with higher Combat Ratings required for later campaign levels and difficulties.
Each level’s suggested Combat Rating is shown in yellow lettering to the right of the goal text, and your current Combat Rating is displayed in the bottom right corner of the Loadout screen.
The only difference between attachments is their modifiers, which all have a Combat Rating of 20. Combat Ratings for Perks and Modifiers range from 10 to 20.
If you concentrate on a single class throughout the game, you’ll easily reach a Combat Rating of 500, and you’ll be able to transfer leveled weapons across classes to rapidly level other Loadout Kits.
Make use of challenge cards.
Challenge Cards (which cannot be utilized in Horde Mode) provide particular modifications to campaign objectives. After selecting a task, click the box to the right of the difficulty selection box to activate or disable them. After entering the line, choose a Card by clicking the green “Select Challenge Card” button under your character.
Some Challenge Cards may offer a random additional prize in addition to increasing XP or money. They are available in three rarities: Uncommon (green), Rare (blue), and Exotic (purple), and may be found in hidden caches or purchased in packs of three for 150 Rep Scrip from the Armory’s “Special Stock” section.
You only have a certain amount of Challenge Cards at any one moment, which you can check by highlighting the cards and glancing in the bottom right corner.
Make the Most of Tactical Possibilities
Completing missions will earn you XP, Requisition Credits, and Rep Scrip, but you may augment this with Tactical Opportunities. While these daily and weekly tasks do not provide XP, they do award RC and RS, as well as an Opportunities Pack, which usually contains a Challenge Card.
The majority of these challenges require you to kill a set number of enemies or complete campaign missions as a specific class. Click the blue “Tactical Opportunities” banner in the lower left corner of the Campaigns menu to discover them.
Perks and Modifiers: What They Are and How They Work
Perks and Modifiers are divided into two categories: class-specific and generic. Green represents class-specific information, whereas blue represents general/universal information. By tapping the box under your CQW (secondary) weapon slot in the Loadout screen, you may access your Loadout Kit’s Perks.
The nodes on your skill tree grid are octagonal. Certain parts are locked behind Loadout Kit levels, which you gain through utilizing the Loadout Kit; each locked section specifies the level at which it opens.
Each Perk and Modifier occupies a certain amount of nodes in a square or a line. Some Perks and Modifiers may only be used with specific abilities, which are indicated by white lines extending from the ability when you choose the Perk or Modifier.
Furthermore, and probably most significantly, certain Perks and Modifiers acquired in one class may be utilized in other classes, even though they are labeled with a Loadout Kit name. The Demolisher’s Rifle Training Core Perk, for example, may be utilized by any class, while the Gunner’s CQW Mastery Modifier can also be used by any class.
Keep an eye out for sneak attacks (and Listen for Clues)
Aliens: Fireteam Elite features a Prowler opponent in almost every level. It lurks in corners and on ceilings, ready to strike with a grapple assault if you aren’t cautious. They also don’t appear on the scanner before attacking. You can see them waiting sometimes, and you can’t see them other times. A grappling attack may one-shot you on higher levels.
However, if you pay attention, your character may sometimes alert you when a Prowler is approaching. “You hear that?” “Ones close,” “Prowler,” and “Ambush” are all things to keep an eye out for.
Warriors may pop in and out of the fray to attack you at random in larger swarm assaults, but things are frequently so chaotic that I haven’t been able to hear any aural warnings or signals, though there may be.
Don’t Idle or Pause the Game
When you bring up the menu in Aliens: Fireteam Elite, the action does not stop. This is particularly essential if you’re playing alone with AI bots, since the game continually generates advertisements to drive you ahead, and the AI won’t destroy them until you fire first.
Difficulty settings are applied throughout the whole campaign.
Before you start a campaign quest, you may alter the difficulty level. While it may seem that the complexity of a mission is linked to that of the whole campaign, it is not.
Because difficulty affects the suggested Combat Rating for each mission, check the difficulty level for each mission before starting it if you’re having difficulties, particularly if you’ve altered it before.
Special ammo is only available for weapons that have been equipped with it.
As you go through the game, you’ll get access to unique ammunition consumables that provide your bullets either fire or electric damage. When you choose these consumables from your consumable window, keep in mind that they are linked to the weapon you have equipped.
Each special ammo consumable “reloads 25% of the ammunition in your current weapon.” You won’t be able to switch back to regular ammunition until all of the special ammo has been utilized.
Cancel Reloading by rolling or switching weapons.
When a Xeno is rushing you or foes flood out of a side room, you may reload a half magazine. Your reload animation is cancelled when you roll and swap weapons, giving you the option to either dodge or kill/damage what’s coming at you.
This is an excellent strategy for weapons that reload one round at a time, such as shotguns.
Each weapon has its own set of advantages.
You may unlock four perks for each weapon by utilizing it in combat. Every weapon begins with no stars, and the rating system runs from 1-4 stars. At the conclusion of each mission, regardless of whether you finish it or not, you receive weapon XP for each rank.
Reduced loading time and improved stability are just a few of the benefits. Many of the 4-star perks have a stacking effect, such as the M41A2’s stability accuracy boost, which stacks 10 times and resets when you reload.
For leveling weaponry, you’ll receive two trophies/achievements:
- Level up a weapon to four stars with a personal friend of mine.
- All of My Personal Friends: Weapons at level 30 with a four-star rating
It’s better to concentrate on two weapons at a time and then swap trophies/achievements if you’re aiming for them.
By choosing the weapon in your Inventory (or Loadout screen) and looking in the bottom left corner, you can view the perks of any weapons. In either menu, the current XP and Rank of a gun may be accessed under the picture of the gun.
Save First-Aid Kits to Help You Heal If You’re In Poor Health
Regardless of whatever Load Kit you choose, your character has 1,500 health points; the amount is determined by your total character level.
You start with one Aid Kit in both the story and Horde Mode. During campaign missions, one Aid Kit will be available beside the ammunition box in each major encounter location (where it reads “Prepare for Battle”). Aid Kits may be discovered on the ground or dropped by opponents in Horde Mode.
Each Aid Kit recovers around 1,250 HP (for some reason, it’s occasionally 1,251). Even though it’s risky, you should wait until your health is about 250 to utilize an Aid Kit to get the most out of it. Of course, if you’ve lost any health and have another Aid Kit available, you should heal.
Revives offer you 750 HP, for what it’s worth.
Turrets of Spam (Sentry Guns)
Turrets are excellent for establishing kill zones, particularly when playing alone with bots, and should be utilized in every big battle. Others fire incendiary or electrified shots, while others fire generic bullets. They’re also available in two different variations: regular and toughened. When they run out of ammunition, both explode in an AoE, but the hardened version has armor.
Sentry Guns may also be positioned high atop railings or boxes to provide protection from melee assaults, thus use elevation wherever feasible.
Turrets may be obtained from both normal (beige) and secret (red) caches located near ammunition replenishment boxes in every mission. They may also be bought for 200 Requisition Credits (ordinary Sentry Gun) and 400 Requisition Credits (Hardened Electroshock/Incendiary Sentry Gun) from the Armory’s Requisition Store.
The Sentry Turret ability is also included in the Technician Class/Loadout Kit.
Hopefully, the hints and suggestions in this book will assist you in surviving longer and leveling up more quickly. Do you have any other suggestions that weren’t included here? Please let us know in the comments section below!