Aliens: Fireteam Elite
47 Achievements
44-54h
PS4
A Stand Up Fight
Finish a mission on Insane Difficulty.
1.4%
How to unlock the A Stand Up Fight achievement in Aliens: Fireteam Elite - Definitive Guide
Mini guide.
Level one seems the simplest.
A DOC is not as helpful as you would expect due to the fact there aren’t many aid kits to collect (usually 1. 2 at the very end of the level)
A bigger help is a good challenge card eg human tanks (double your max health).
Turrets are great distraction and you’ll want a good shooter. DEMO/GUNNER.
I did this with two TECHS and a DEMO.
As for consumables, turrets are good if you can guarantee the enemies won’t get to them, cryo grids for the heavy hitters
At the final section remember you just need to get on the lift. Not kill all enemies.
Level one seems the simplest.
A DOC is not as helpful as you would expect due to the fact there aren’t many aid kits to collect (usually 1. 2 at the very end of the level)
A bigger help is a good challenge card eg human tanks (double your max health).
Turrets are great distraction and you’ll want a good shooter. DEMO/GUNNER.
I did this with two TECHS and a DEMO.
As for consumables, turrets are good if you can guarantee the enemies won’t get to them, cryo grids for the heavy hitters
At the final section remember you just need to get on the lift. Not kill all enemies.
12 Comments
Something worth mentioning, cards are crucial for certain levels and harder difficulties. 'Human Tanks' makes this all a lot easier to play but getting the card is rare. BUT you can do a dashboard trick to shuffle the deck and get the card you want. Load up the game, go to the shop and buy a pack of three. You'll see the colour coded names pop up on your screen, if they're not the ones you're looking for then dashboard the game and then quit the game from your home screen. Load it up again, skipping all the start screens, you'll be in the hangar again. Rinse and repeat until you get the cards you want. Due to the game not saving during your time in the hangar you don't waste the scrip (REP) buying all the packs, only when you choose to keep the cards you want and play with. The game loads up fairly quick on my console so you can get a good routine grinding it once you find your flow of button inputs
By TwistMck on 17 Feb 2022 12:59
.
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The doc's trauma center radius can be increased and made to slow enemies. This can be very useful at choke points. Enemies can't destroy trauma centers either, and I don't think friendly fire or environmental explosions can.
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The doc's trauma center radius can be increased and made to slow enemies. This can be very useful at choke points. Enemies can't destroy trauma centers either, and I don't think friendly fire or environmental explosions can.
By E vee dub on 08 Sep 2021 16:07
Here are some pointers of how to be easily complete Extreme Difficulty with some common sense:
TEAM MAKE UP: 2 X Technician with Flame Sentry for aliens/Engineer spiders/Annoyed Underpaid Engineer Employees and Heavy Sentry for Synthetics 1 X DEMOLISHER
Loadout: Technicians need to be able to throw as many Grenades that will slow down enemies with Max Duration perks and the Sentries need to have Max Damage 4,3 and 2 attached. This way you have max damage from the two sentries you will have.
Demolisher needs Max damage and napalm rockets... the stun grenades are simply a last resort if they get too close and there is Broken Arrow and lines are blurred. The Napalm stays on the ground and you can make great walls of cover using 2 X Sentries.. Also the 4 and 3 abilities should be there for
(FOR HIVE MISSIONS USE 1 RECON INSTEAD OF 1 TECHNICIAN AS VISIBILITY IS REDUCED AND GIVES TOO MUCH OF AN ADVANTAGE TO IGNORE HERE)
WEAPONS: Technicians need to have a decent weapon with power like the Magnum Kramer which can kill on weak point with weak point 25% upgrades where possible with attachments and ammo capacity should be 35% extra and reload where possible. On a Mag increase you get max 10 shots here with ok reload times.
The CQW can be the flame or a good shotgun like the Autoshotgun. I have played tech for ages and the auto shotgun plus the magnum fair very well especially when it comes
For the Demolisher the Minigun is better than the Smart Gun as the "Smart" Gun does not go for weak points and aims for you when you should be the one who has the right sensitivity to aim well and not waste bullets chasing them.
STRATEGY: STAY TOGETHER. Do NOT run away on your own since any damage you receive is a lot more than before. Always anchor in spots that make sense to hold perimeters.
Stay behind the Sentries and you can always pick up and move forward. Pick up your sentries and bring them forward. Each Map has its own kinks so the battles should be broken down with enough knowledge now having played through the previous difficulties.
The Technician needs to stay near-ish to the Sentry as it gains health. If you do not do this and use the grenades well then you will fair much better. Prioritize for where the higher quantity of aliens will spawn. If a Drone comes then call outs (scream in game gives it away) need to become necessary.
When the Praetorians or larger enemies come with more health then priority needs to take place to get them as early as possible using the Motion Detector to see where they are coming from and tagging it with down on D to ensure everyone understands. Weak point damage is key here and not just spraying anywhere. This is where those cryo grids come in handy.
PAY ATTENTION: It is easy to get caught up killing and not realise that you now have 3 grenades that have recharged themselves. MAKE SURE YOU KEEP AN EYE ON ABILITIES and use them as often as possible rather than using ammo where you can. Wait for the other team member to recharge before going into the next section where you can instead of trying to charge through.
Pay attention to ammo quantities, do not reload too often, make sure you are using your consumables, make sure you are in the right place. In General you now have to pay attention to all these things and this difficulty is a greater mental challenge in general. This game is one of the hardest to complete on higher difficulties more so than DOOM on Nightmare or other games since there are so many variables.
PERIMIETERS: Get used to forming perimeters. Place the sentry on top of a barrier and make sure it is placed where you can form a kill corridor if possible. If you know .e.g. first mission when you go around the corner and find the chip on the floor, the aliens will come and some from behind. Retreat to a corridor and place the sentry and then use the grenades to form a corridor where there is only napalm on the floor, electrical slow downs and more fire coming at them. It is like 300. Make bottlenecks and use the same strategy as Leonidas. Make them come through small corridors of fire where you can.
NB: Beware, since they will come infinitely if you do not press forward in key moments like in the first mission where the first ammo refill is on the left door. They will come.
STOP STRAFING LEFT AND RIGHT! Agree between yourselves who will cover which side and then stick to it as much as possible. Friendly fire applies and not only do YOU get hurt by strafing in front of your mate but also your mate has missed the shot where that bullet was reserved for the Alien so calm yourself down sir and just stay still and play better!
PLAY STYLE: APM Counts here. Do not get lazy and always contribute where you can. Shoot aliens or synths as soon as you can rather than waiting for them to get close. Be accurate with your shots and preserve ammo. Act like you have not much left however with a sense of urgency e.g. Do not spray Minigun bullets everywhere just because you wanna be like Dutch from Predator (or Mac anyway after into the forest). This is very much an arcade game whack-a-mole experience and the more proactive you are the better you do. This difficulty is the time to work and not to have a chilled experience. If this is you go back to casual.
CARDS: Human Tank is the preferred card. If you do not have one, spend money to get cards from the store as they are the only thing WORTH buying from Armoury. If not then grab the 50% damage on abilities card then the flame turrets are even better. DO NOT get greedy and try to chuck on a 2.5 EXP card or a 2.5 Credit booster card by making it harder or by not having a card that gives SOME form of help to the team. Things like exploder are just dumb here and focus on just completing these missions.
HEALING: If someone has not gone down yet and they have less than 300 health then just shoot him with your side arm and then revive him so he has more health as you do not want to enter another battle with no medkits and then they go down as that is one person not contributing to the firefight and takes another person out of action to heal THEM. Do not be selfish with the aid kits and realise when you should heal your buddy instead of you e.g. if you have 1000 and your buddy has 600. Even if their playing is annoying you... they might fix it all of a sudden and they certainly need the Kit more than you do.
HIDDEN CACHE: The Hidden Cash above Standard have the best goodies. Make sure you try to locate it but not at the expense of failing the mission.
CONSUMABLES: Bring along the cryo grids and bring along flame sentry to place inside of your own perimeter. Remember. Consumables should not be spared for the next game here. Each time you complete an Extreme Difficulty mission you need to exhaust what you brought. If you need more you can buy more in store later but nobody should have anything left by the time the final battles come.
TEAM MAKE UP: 2 X Technician with Flame Sentry for aliens/Engineer spiders/Annoyed Underpaid Engineer Employees and Heavy Sentry for Synthetics 1 X DEMOLISHER
Loadout: Technicians need to be able to throw as many Grenades that will slow down enemies with Max Duration perks and the Sentries need to have Max Damage 4,3 and 2 attached. This way you have max damage from the two sentries you will have.
Demolisher needs Max damage and napalm rockets... the stun grenades are simply a last resort if they get too close and there is Broken Arrow and lines are blurred. The Napalm stays on the ground and you can make great walls of cover using 2 X Sentries.. Also the 4 and 3 abilities should be there for
(FOR HIVE MISSIONS USE 1 RECON INSTEAD OF 1 TECHNICIAN AS VISIBILITY IS REDUCED AND GIVES TOO MUCH OF AN ADVANTAGE TO IGNORE HERE)
WEAPONS: Technicians need to have a decent weapon with power like the Magnum Kramer which can kill on weak point with weak point 25% upgrades where possible with attachments and ammo capacity should be 35% extra and reload where possible. On a Mag increase you get max 10 shots here with ok reload times.
The CQW can be the flame or a good shotgun like the Autoshotgun. I have played tech for ages and the auto shotgun plus the magnum fair very well especially when it comes
For the Demolisher the Minigun is better than the Smart Gun as the "Smart" Gun does not go for weak points and aims for you when you should be the one who has the right sensitivity to aim well and not waste bullets chasing them.
STRATEGY: STAY TOGETHER. Do NOT run away on your own since any damage you receive is a lot more than before. Always anchor in spots that make sense to hold perimeters.
Stay behind the Sentries and you can always pick up and move forward. Pick up your sentries and bring them forward. Each Map has its own kinks so the battles should be broken down with enough knowledge now having played through the previous difficulties.
The Technician needs to stay near-ish to the Sentry as it gains health. If you do not do this and use the grenades well then you will fair much better. Prioritize for where the higher quantity of aliens will spawn. If a Drone comes then call outs (scream in game gives it away) need to become necessary.
When the Praetorians or larger enemies come with more health then priority needs to take place to get them as early as possible using the Motion Detector to see where they are coming from and tagging it with down on D to ensure everyone understands. Weak point damage is key here and not just spraying anywhere. This is where those cryo grids come in handy.
PAY ATTENTION: It is easy to get caught up killing and not realise that you now have 3 grenades that have recharged themselves. MAKE SURE YOU KEEP AN EYE ON ABILITIES and use them as often as possible rather than using ammo where you can. Wait for the other team member to recharge before going into the next section where you can instead of trying to charge through.
Pay attention to ammo quantities, do not reload too often, make sure you are using your consumables, make sure you are in the right place. In General you now have to pay attention to all these things and this difficulty is a greater mental challenge in general. This game is one of the hardest to complete on higher difficulties more so than DOOM on Nightmare or other games since there are so many variables.
PERIMIETERS: Get used to forming perimeters. Place the sentry on top of a barrier and make sure it is placed where you can form a kill corridor if possible. If you know .e.g. first mission when you go around the corner and find the chip on the floor, the aliens will come and some from behind. Retreat to a corridor and place the sentry and then use the grenades to form a corridor where there is only napalm on the floor, electrical slow downs and more fire coming at them. It is like 300. Make bottlenecks and use the same strategy as Leonidas. Make them come through small corridors of fire where you can.
NB: Beware, since they will come infinitely if you do not press forward in key moments like in the first mission where the first ammo refill is on the left door. They will come.
STOP STRAFING LEFT AND RIGHT! Agree between yourselves who will cover which side and then stick to it as much as possible. Friendly fire applies and not only do YOU get hurt by strafing in front of your mate but also your mate has missed the shot where that bullet was reserved for the Alien so calm yourself down sir and just stay still and play better!
PLAY STYLE: APM Counts here. Do not get lazy and always contribute where you can. Shoot aliens or synths as soon as you can rather than waiting for them to get close. Be accurate with your shots and preserve ammo. Act like you have not much left however with a sense of urgency e.g. Do not spray Minigun bullets everywhere just because you wanna be like Dutch from Predator (or Mac anyway after into the forest). This is very much an arcade game whack-a-mole experience and the more proactive you are the better you do. This difficulty is the time to work and not to have a chilled experience. If this is you go back to casual.
CARDS: Human Tank is the preferred card. If you do not have one, spend money to get cards from the store as they are the only thing WORTH buying from Armoury. If not then grab the 50% damage on abilities card then the flame turrets are even better. DO NOT get greedy and try to chuck on a 2.5 EXP card or a 2.5 Credit booster card by making it harder or by not having a card that gives SOME form of help to the team. Things like exploder are just dumb here and focus on just completing these missions.
HEALING: If someone has not gone down yet and they have less than 300 health then just shoot him with your side arm and then revive him so he has more health as you do not want to enter another battle with no medkits and then they go down as that is one person not contributing to the firefight and takes another person out of action to heal THEM. Do not be selfish with the aid kits and realise when you should heal your buddy instead of you e.g. if you have 1000 and your buddy has 600. Even if their playing is annoying you... they might fix it all of a sudden and they certainly need the Kit more than you do.
HIDDEN CACHE: The Hidden Cash above Standard have the best goodies. Make sure you try to locate it but not at the expense of failing the mission.
CONSUMABLES: Bring along the cryo grids and bring along flame sentry to place inside of your own perimeter. Remember. Consumables should not be spared for the next game here. Each time you complete an Extreme Difficulty mission you need to exhaust what you brought. If you need more you can buy more in store later but nobody should have anything left by the time the final battles come.
1 Comment
Something worth mentioning, cards are crucial for certain levels and harder difficulties. 'Human Tanks' makes this all a lot easier to play but getting the card is rare. BUT you can do a dashboard trick to shuffle the deck and get the card you want. Load up the game, go to the shop and buy a pack of three. You'll see the colour coded names pop up on your screen, if they're not the ones you're looking for then dashboard the game and then quit the game from your home screen. Load it up again, skipping all the start screens, you'll be in the hangar again. Rinse and repeat until you get the cards you want. Due to the game not saving during your time in the hangar you don't waste the scrip (REP) buying all the packs, only when you choose to keep the cards you want and play with. The game loads up fairly quick on my console so you can get a good routine grinding it once you find your flow of button inputs
By TwistMck on 17 Feb 2022 13:01
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