Dark Descent Guide – All Known Weapons And How To Unlock Them

Dark Descent Guide – All Known Weapons And How To Unlock Them

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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