
Figuring out your weapons as you embark on the harmful journey by way of Aliens: Darkish Descent may be fairly helpful. It enables you to put together for the unknown and will increase your odds of survival. There are three classes of weapons in Aliens: Darkish Descent: Main, Secondary, and Particular weapons, and each marine can carry one in all every. Nonetheless, some weapons are locked in the beginning, and on this information, we’ll be discussing what they’re and how one can unlock them. Let’s start!
The best way to unlock weapons in Aliens: Darkish Descent
Earlier than you’ll be able to equip a weapon, you’ll should unlock it. Nonetheless, there are three conditions to equipping your marines with weapons, aside from those which might be unlocked from the start. So as to view the whole arsenal, unlock the Workshop by enjoying the sport and enter it from the primary menu. The necessities for equipping a weapon are as follows:
- Marine Stage – Marines have to achieve a sure stage to make use of a few of the weapons. As an example, you’ll want a Marine stage 6 to equip the M39-U Submachine Gun.
- Marine Class – Some weapons require your marines to be of a particular class, just like the M56 Sensible Gun, which may solely be geared up by a Gunner.
- Price – Lastly, when you meet the above standards, you’ll should spend credit with a view to unlock the weapon. For instance, the M5 RPG Launcher prices 200 credit.
All Weapons in Aliens: Darkish Descent
Main Weapon
M41E3 Heavy Pulse Rifle
Ammo Per Burst – 1
Burst Size – 1 second
Clip dimension – 125
Price – 200 Credit
Harm – 2
Dismemberment % – 0.6
Reload – 4 seconds
M41 Pulse Rifle
Ammo Per Burst – 1
Burst Size– 0.75 seconds
Clip dimension – 100
Harm – 1-2
Dismemberment % – 0.5
Reload – 3 seconds
Talent – U1 Grenade Launcher
M56 Sensible Gun
Ammo Per Burst – 1
Burst Size – 1 second
Class – Gunner
Clip dimension – 150
Price – 200 Credit
Harm – 1-2
Dismemberment % – 0.3
Reload – 5 seconds
XM99A1 Phased Plasma Pulse Rifle
Ammo Per Burst – 1
Burst Size – 1 second
Clip dimension – 100
Price – 300 Credit
Harm – 2-3
Dismemberment % – 0.5
Reload – 3 seconds
Talent – Overloaded Plasma Beam
Secondary Weapon
M4A3 Service Pistol
Ammo Per Burst – 1
Burst Size – 0.5 seconds
Clip dimension – 12
Harm – 1-1
Dismemberment % – 0.25
Reload – 1.5 seconds
M39-U Submachine Gun
Ammo Per Burst – 1
Burst Size – 0.6 seconds
Class – Stage 6 Marine
Clip dimension – 48
Price – 200 Credit
Harm -1-1
Dismemberment % – 0.25
Reload – 2 seconds
SA .357 Revolver
Ammo Per Burst – 1
Burst Size – 1.5 seconds
Clip dimension – 6
Harm – 1-3
Dismemberment % – 0.9
Reload – 1.5 seconds
Particular Weapons
M240 Incinerator Unit
Space Burning Period – 30 seconds
Burst – 3 seconds
Harm – 5 to15 / second
Enemy Burning Period – 4 seconds
Vary – 5 to fifteen meters
Talent – Incineration
M5 RPG Launcher
Price – 200 Credit
Vary – 45 meters
Internal Blast Radius – 0 to 1 meter
Internal Blast Harm – 80-120
Outer Blast Radius – 1 to 2 meters
Outer Blast Harm – 20-30
Internal and outer blast dismemberment % – 1
M37A2 Pump Shotgun
Brief Vary – 0 to six meters
Brief Vary harm – 10-20
Brief Vary dismemberment % – 30
Medium Vary – 6 to 12 meters
Medium Vary harm – 5-10
Medium Vary dismemberment % – 15
Talent – Shotgun Blast
GEM-80 Mine
Activation Radius – 2.5 meters
Price – 100 Credit
Class – Stage 2 Marine
Internal Blast Radius – 0 to three meters
Internal Blast Harm – 20-35
Outer Blast Radius – 3 to six meters
Outer Blast Harm – 15-30
Internal and outer blast dismemberment % – 50
Talent – Mine
M42A3 Sniper Rifle
Forged Period – 1 second
Class – Recon
Price – 100 Credit
Harm – 35
Vary – 80 meters
Talent – Precision Shot
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