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Starship Troopers Extermination

Settings

  • Common
    • Global Mouse Sensitivity: 44%
    • Mouse
      • “Toggle Sprint”: OFF
      • “Toggle ADS”: OFF

Keyboard

COMMAND Default Key rokkit
Accept Pop-Up E
Crouch LCTRL
Cycle Item Forward DOWN
Cycle Item Reverse UP
Dismiss Pop-Up Q
Dismiss Tutorial O
Escape Menu ESC
Fire
Focus LSHIFT
Interact F
Switch to Primary Weapon 1
Switch to Secondary Weapon 2
Switch to Utility 1 3
Switch to Utility 2 4
Switch to Utility 3 5
Switch to Special 6
Jump SPACE
Map Zoom In UP
Map Zoom Out DOWN
Melee V THUMB B
Menu Left Q
Menu Secondary Left Alt
Menu Mutator Browser Z
Menu Right E
Menu Secondary Right D
Build Tool B
Build Tool Cycle Down E
Build Tool Cycle Up Q
Build Tool Rotate Left UP
Build Tool Rotate Right DOWN
Ping Location X
Reload R
Restore Defaults X
Scoreboard Z
Spectate Left Alt
Spectate Right D
Sprint LSHIFT
Tactical Map TAB
Toggle Local Voice Chat (Proximity) Y C
Toggle Team Voice Chat (Global) T
Use Class Ability Ctrl
Grenade G THUMB A
Aim Down Sights

Map

Difficulty Level

You will not get more XP for actions or kills in higher difficulty levels!

Recruit / easy:

Trooper / normal:

Veteran / hard:

Objective

The objective is to power up and activate the ARC seismic survey device and protect it while it collects data. The ARC is powered by gas resources that are gathered from resource nodes. In addition, players need to gather Ore from resource nodes to build up defenses. This is a freer form game mode, with randomized objective locations. Players are expected to split and coordinate their tasks to be effective

  • Players spawn and fight their way to the ARC drop location. This location is randomized.
  • Players establish a base at the location.
  • Once the ARC has dropped, Ore and Gas resource nodes are revealed around the world.
  • Gas canisters are needed to power up the ARC (required count scaled by player count)
  • Ore canisters are needed to build up defenses which are essential for surviving the final horde
  • Random side objectives will spawn around the world. Players can choose if they want to complete these. Failing enemy objectives (Red) will result in the Threat level to go up, and the arachnid resistance will be tougher!
  • Once all of the required Gas canisters have been delivered to the ARC, players can decide when they want to activate (“Slam”) the device. Two players are needed to activate the device.
  • Once the ARC is active, the enemies will start pouring in and players need to keep the ARC alive until the data collection is finished.
  • Once the data collection is finished (or the ARC falls), players must reach the extraction ship alive!

Types

Icon Description
Main Objective - Defend the ARC and maintain base defenses integrity.
Gas Resources - Construct the gas refinery and gather Gas Resource Canisters and deliver them to the Main Objective (the ARC). This will power the ARC and transition the phase of the mission into the base defense portion prior to extraction.
Ore Resources - Construct the ore refinery and gather Ore Resource Canisters and deliver them to the Mobile HQ (the respawn HQ). This will generate expendable resources that can be used for purchasing base defenses.
Subsidary/Secondary Objectives - Secondary Objectives come in three forms: (1) Signal Booster, (2) Resource Gathering, (3) Generator Repair. Both Signal Booster and Generator repair rewards troopers with at least 3 (or up to 6) x M-56 Pilum Rocket Launcher. The Resource Gathering drops anywhere between 3-4 x Resource Canisters that vary (but almost always gives at least 1 x Resource type; Ex. 2 x Ore Canisters, 1 x Gas Canisters).
High-Priority Threat - Search and destroy type objective. DSV troopers are tasked with intercepting an Arachnid patrol to attrite their forces by at least fourty. Failure in accomplishing this will increase the Arachnid Threat Level by one-point. Accomplishing this task will have the opposite effect.

Priorities

The table below is the best method of prioritizing objectives during ARC missions. It is worth noting that secondary objectives are not necessary for accomplishing the mission, but they are enablers that making the final two-phases of the operation much easier.

Priority Objective Type
1 Ore
2 High Priority Targets
3 Signal Boost/Generator Repair
4 Gas Canister
5 Resource Recovery
  • Building defenses can be costly. Squads should move out in groups with at least one squad in the early stages of the operation on base security/base building detial.
  • As the Arachnid threat level increases, the more difficult it is to traverse AO CENTRAL GARRISON VICTOR (Valaka Plateau, Klendathu Solar System). Eliminating the HPTs keeps the threat between level 1 and 2. It is necessary enough that as soon as its available, a squad of 4-5 x troopers should respond immediately to eliminate the threat.
  • This is the opposite effect of the 2nd priority. Where eliminating the threat reduces the amount of hostile bugs that spawn, this secondary objective arms troopers with the capability to respond to whatever the bugs throw at them during the defensive phase.
  • This priority is tied for last, the only reason it isn't dead last is because the last task is convinient in the event the Gas Refinery is on cooldown.

Too long; didn't read: Gas Canisters are the LAST objective you should complete. As soon as all 7 or 8 canisters are inserted into the ARC, the final phase of the operation will commence (defend the ARC/base). When in doubt, build the base, attrite the bugs, when the base is established begin the defensive phase.

Loadout

Damage

Weapon Damage Note
Hit AoE
Morita MK1 Carbine 1
Morita MK1 1.17
Morita MK3 SAW 1.8 Update 2nd June 2023
Morita TW 202-I Hawkeye 9
Chi-Hong Grenade Launcher 15 15
TW-102-s Peacemaker 2.4
TW-109-e Emancipator 4.5
Knife 2.15
Exploding Cylinder 1.37
MX-90 Grenade 15
Hi-EX Grenade 27
Cluster Grenade 4 x 6
Proximity Bug Mine 21
Thermo Charge 27
Nuclear Det Pack 162

Primary Weapons

Availability:

Name Level
Hunter Bastion Operator
Morita Mk1 Rifle 1 1 1
Morita Mk1 Carbine 2 13 8
TW 202-L Morita Hawkeye 11 2
Morita Mk3 SAW 2
C-32 Chi-Hong Grenade Launcher 11


  • Magazine Capacity: 60 (90)
  • Spare Magazines: 10 (12)

This weapon system is the starting weapon for all three classes and easily the most underpowered. It's highly recommended troopers abandon this weapon when they unlock virtually any other weapon. It does deal more damage than its carbine variant but only by a sliver, and the capability for this weapon to stagger is extremely low.

Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 15 27 180 300?
Normal 1 27 ? 240 300
Hard 2 46 ? 360 >360


  • Magazine Capacity: 60 (90)
  • Spare Magazines: 10 (12)

This weapon system is essentially the Mk1 Rifle, but better in every way. The higher cyclic rate allows for more damage output, it has a greater stagger chance than the Mk1 Rifle (making it excellent for engaging more than one warrior in the open). The slightly less damage output compared to the Mk1 Rifle is virtually unnoticeable.

Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 24 28 270 360
Normal 2 34 40? 330? 480
Hard 2 48? ? ? 570?


  • Magazine Capacity: 16 (24)
  • Spare Magazines: 7 (8)

This weapon system deals a lot of damage and excellent for slowing down the advances of hordes. In the hands of Hunters, they can be devastating for countering Gunner bugs. Troopers should be alert of friendly fire, as it can be very lethal when unintentionally shooting friendlies.

Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 2 2 20 27
Normal 1 4 5 25 30
Hard 1 5 5 30 40?


  • Magazine Capacity: 150 (225)
  • Spare Magazines: 2 (3)
  • This weapon system is virtually the only correct choice for a Bastion, despite having a lot of flaws. The Mk1 Rifle and Carbine do not pair well with the Bastion's active ability (Siege Mode) and the Mk3 SAW is the best weapon for crowd control. This system is more complex to operate; because it has very uncontrollable recoil and accuracy while firing from the hip and severe verticle recoil climb while aiming down the sights outside of Siege Mode. It is good practice to plan your employment with Siege Mode while using this weapon system.
  • The SAW bucks like a mule outside of Siege Mode. You can tighten the spread and dampen the recoil by aiming down sights, but this slows your movement speed.
  • ADS on SAW is handy for situations where you need mobile firepower more than accuracy, like base defense. Just ensure you have enough targets nearby that the larger cone of fire won't result in wasted rounds.
  • You can also tighten the spread while in Siege Mode, for a very tight cone of fire that helps you snipe distant gunners accurately. You'll see this visually as the rounded square around your reticle tightens up.
Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 10 11 150? >150
Normal 1 18 25 225 >150
Hard 1 27 ? 125? 275?

  • Magazine Capacity: 6 (9)
  • Spare Magazines: 4 (5)

This weapon system is strictly useful for crowd control and generating a lot of effects in linear corridors (including bugs attacking perimeter defenses). It is effective against individual warrior bugs but eats ammo rapidly with individual engagements.

Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 1 1 ? 4
Normal 1 1 1 ? 5
Hard 1 2 2 ? 6

M-56 Pilum Rocket Launcher

  • This weapon can only be obtained by completing a secondary objective (generators / signal booster).
  • Ammunition can be replenished by all standard methods.
  • When you die, the rocket launcher will get removed from your equipment.
  • The rocket launcher will replace the weapon you are holding at the moment of pickup. Make sure to have your secondary weapon in hand when picking up the rocket launcher.
Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 1 1 7 4
Normal 1 1 1 ? ?
Hard 1 1 1 ? ?

Secondary Weapons

Availability:

Name Level
Hunter Bastion Operator
TW-102-s 'Peacemaker' 1 1 1
TW-109-e 'Emancipator' 5 5 5


  • Magazine Capacity: 12 (18)
  • Spare Magazines: 8 (10)

Both pistols featured have almost opposite effects. One shoots fast and staggers the other shoots slow but heavy and stuns. Both pistols are useful for similar and different situations but the stun effect is much more useful than the stagger in this case. It takes approximately 1 magazine to eliminate a Warrior bug threat and since Primaries are fairly useless for interrupting a Gunner bugs attacks, this pistol is really useful for ammo conservation. If you're not a Bastion class and you're consistently running out of ammo, this weapon is the pick.

Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 8 12 >72 >96
Normal 1 13 24 >72 >96
Hard 1 24 36 >72 >96

  • Magazine Capacity: 8 (12)
  • Spare Magazines: 8 (10)

The prefered pistol of veteran DSV troopers. As previously mentioned in the TW-102-s 'Peacemakers' info block, this weapon fits more situations than the Peacemaker. The only major drawback is its reload time is slightly longer. Melee attacks do not reset the reloading process (similar to Left 4 Dead), so while reloading the Emancipator, counter Grabber bugs with your melee attack.

Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 4 4 32 >50
Normal 1 7 8 44 70
Hard 1 11 10 56 >70

Knife

  • Using a knife is not the best option, even with the right perks.
  • It is a slow weapon with zero range and low damage.
  • The only useful feature of the knife is that it does not interrupt reloading when used.
Difficulty Hits
Drone Warrior Gunner Tiger Grenadier
Easy 1 7 10 ? ?
Normal 1 ? ? ? ?
Hard 1 ? ? ? ?

Utility

Availability:

Name Hunter Bastion Operator
Level
Thermo Charge 3 8 17
Ammo Fabricator 8 3
Proximity Bug Mine 13 3
Scan Beacon 15 17 14
Shock Beacon 17 9 16
Heal Beacon 19 19 19
Nuclear Det Pack 20 11
First Aid Stim 1
Medical Station 9

Utility Item Duration Times: On the back of a convo about the usefulness of some items I've timed the following:

  • Scan Beacon: 120 sec
  • Heal Beacon: 120 sec
  • Shock Beacon: 120 sec. Requires a minimum of 2.


  • Blast Size: 6m
  • Stack Size: 4
  • This weapon system is often compared to the century-old C4/Satchel Charges. These charges aren't deployed very rapidly so it is ill-advised to use them in a hasty situation; however, when fortifying defenses they can be useful when strategically placed. One charge does not set off a chain reaction; therefore, when defending a sector deploy multiple near each other to crowd control more effectively over time.
  • Thermo Charges have niche uses in base defense, but you have to stand still on the ground where you want to plant them and then trigger each charge manually. Good damage and probably the best of the leftovers, but if you want to explode things manually get a rocket launcher.



  • Explosive Size: 8m
  • Arming Time: 2sec
  • Early on, this weapon system is useful if there's no other Utilities to fill the slow but aren't as effective as the Shock Beacon or the Scan Beacon.
  • Proximity Bug Mines do moderate damage to the first thing that steps on them, but you only get three and they go off when a single drone gets close.


  • Putting a Scan Beacon down at your feet works even better, in a horde - it doubles your damage and makes that SAW finally feel like a machine gun, mowing down hordes of easily-acquired targets.


  • The Shock Beacon stuns everything reliably, even Tiger Elites, which are the most dangerous bug when you're in Seige - they'll one-shot you right through the shield. Putting a triangle around your shield can stun foes long enough to finish them off.
  • Requires a minimum of 2.


The Heal Beacon only affects an area about the size of a bunker, and heals are mostly irrelevant since you're either dead in 2-3 hits or taking no damage by staying out of melee range. Bastion probably makes the best use of this out of all the classes, and you could argue that it lets you tank more hits in Siege Mode, but a scan beacon could end the fight faster and prevent those hits - and you get three scan beacons instead of a single heal beacon.


  • The Nuclear Det Pack sounds awesome until you realize it takes several seconds to plant, thirty seconds to arm, and has a small explosive radius. I assume it does good damage; I don't know, I've never been able to hit anything with it.
  • Maybe only ten seconds timer?


Grenades

Availability:

Name Hunter Bastion Operator
Level
MX-90 Grenade 1 1 1
Cluster Grenade 6 12
Napalm Grenade 9 18
Chem Grenade 14 14 13
Hi-Ex Grenade 18 6
Shock Grenade 16
Scan Grenade 6

Grenade Cooldown Times:

  • Standard Gren: 90 sec (std. cooldown).
  • Standard Gren (cooldown perk): 40 sec.
  • Chem: 30 sec.
  • Shock: instantaneous (no residual effect).







Perks

Availability:

Name Level
Hunter Bastion Operator
Pain Boosters 4 12
Magazine Bandolier 7 7 7
Bloodlust 10
Improved Grenade Cooldown 12 18 10
Synthetic Underarmor 16 10
Powered-Up Build-Tool 15 4
Extended Magazines 20 15
Utility Satchel 20
Hardened Ceramic Plates 4









Things I wish I knew early on

List things you wish you knew early on…

  • Press Z to bring up the score board. On here you can see people who are actively talking and mute those that are spamming comms.
  • Switch to your side arm when you pick up the rocket launcher and you'll have your main gun and a rocket launcher.
  • OWI_Gray [developer] 24 May @ 1:41am: Bugs do not currently have weak points, but we are planning to add these in the future! https://steamcommunity.com/app/1268750/discussions/0/3832045251554235561/

Dirty Tricks

Reload/Melee

Melee attacks do not reset the reloading process (similar to Left 4 Dead), so while reloading use your melee attack (depending on your weapons reload speed up to 3 times).

Bugs

Builds

def

Operator Bastion Hunter
Primary Morita Hawkeye SAW Morita Hawkeye
Secondary Emancipator Emancipator Emancipator
Utility Ammo Fabricator Scan Beacon Ammo Fabricator
Grenade Scan Grenade MX90 Grenade MX90 Grenade
Perk1 Extended Magazines Hardened Ceramic Plates Pain Booster
Perk2 Magazine Bandolier Synthetic Underarmor Magazine Bandolier

42995427

XP

Action XP Note
Paid respect 7 Salute fallen Trooper or the flag attached to bunkers in AAS
Trooper healed 10
Trooper rearmed 20
Trooper revived 30
Drone or Warrior 1
Gunner 5
Tiger Elite 50
Plasma Grenadier 100
Trooper extracted 25
Completed AAS mission 250
Completed ARC mission 500

Roadmap

Please note, this roadmap is subject to change based on player feedback and development shifts.

  • Phase 1 (Early Access Launch)
    • Assault and Secure Mode
    • ARC Slam Mode
  • Phase 2
    • Mutators
    • Hord Game Mode
    • Player Profile and Stats
    • Manned HMG Emplacements
    • New Playable Zone on Valaka Map
  • Phase 3
    • Class Progression 2.0
    • Abilities Upgrade
    • Hives
    • Rewards System
    • Special Weapon Swapping
  • Phase Four
    • Player Hub
    • Emotes
    • Clans
    • New Weapons
    • Boss Bug
    • Marauder Support
    • New Planet
  • Phase 5
    • Galactic War Meta-Game
    • Player Customization
    • New Trooper Class
    • Global Death Counter
    • More Gore

~~DISCUSSION~~

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pages/games/starship_troopers_extermination.txt · Last modified: 2023/06/25 15:45 by Heiko Mischer