![]() Thank you for reading this cheat sheet and i hope it helps with your safety and experience. When against these models make sure you have at least two-four adrenaline stims available and a lot of stuns/EMPs. Other models like the Military class and FNIX come with exceptionally stronger amour to get though before you reach the soft spots. If these are unavailable use 5.56 or 7.62 rounds with caution. Heavy weapons suggested which includes Rockets of all types Aside to Chaff and Smoke, Grenades, and 50.BMG or 50.AP. Tickpods (Exclusive on Military and FNIX models) and its manual shock wave.Īll of the above are damageable components along with its eye, fuel tank, and circuit boxes with yellow warning signs. When engaging with the Tank be alert to its attacks which includes Machine guns, Rocket pods, Rail guns (Exclusive on FNIX models) Strategy & Weakness: Don’t engage without planning ahead as retreat isn’t a option following its new software update allowing it two sprint towards or after you followed by a shock wave. Sound: Loud stomps from its two heavy duty legs which move with less consistency than the Harvester Location: Mainly fields, Towns, Bases, Forests and Main Roads. Tank: This is it the biggest of them all the tank this upright beast towers everything from players to houses. Once the runners are dealt with the Harvester ten weak spots these include, The amour plates on each leg (1 per leg up to four weak points in total), The eye, The Rocket pods on it’s back and the three gas canisters on it’s back encased under the rocket pods. Strategy & Weakness: Focus on the runners accompanying the Harvester first before you go for the Harvester. ![]() Location: Roads, Forests, Bases, Fields and Towns. Sound: Loud stomps followed by grinding in the distance with high consistency. Harvester: This is the second largest beast of them all and has special form of attack as most if not all the robots are independent or accompanied by its own models but this one is accompanied by three to four runners of varying class/model. Disarming the Hunter is also a good weakness available to be exploited as this will diminish the Hunters attack ability and reduces its offence to short range or neither at all. Weaknesses: The two ventilation panels on the side’s of the Hunters head are sweet spots also the fuel tank on its back but requires quick attacks to get behind it. Heavy weapons are suggested for example, 7.62 rounds, 12g buckshot or HEDP rockets <- (Last resort) Strategy: A first strike approach is suggested only if a plan is formed as Hunters can severely injure a inexperienced player.Īttempt to get behind it or at its sides as you can avoid most of its attacks however have a plan for retreat because Hunters can almost run as fast as a player but can be outrun. Location: Fields, Bunkers, Houses, Bases and Towns. Sound: Marching but less often than runners and louder. Hunters: These are versatile opponents any experienced player will encounter they stand at a height slightly taller than the player. If its weak points are out of reach resort to a heavy gun fight using multiple rounds of 5.56 or above or multiple shotgun shells or slugs to quickly defeat this threat. Weaknesses: The exposed fuel cell located on its back or its vision module. If surprise isn’t a option focus on one at a time and keep distance and stay on the move. Strategy: Preferably a surprise offensive to kill as many as possible before they begin their counter-attack. Location: Streets, Forests, Parks, Bunkers and Fields. Sound: A marching related sound when multiple are within the area of the player. ![]() Runners: These dog like robots never seen on their own and usually travel in packs of four to seven or eight. If these are difficult to track its body is usually weak with two to five shots destroying it completely. Weaknesses: The Alarm module on the top or its thruster will usually one shot it with calibres 5.56 or above. Strategy: When a Seeker is within the vicinity of the player you would receive a yellow detection meter in the direction of the Seeker upon the HUD use thermals to locate the Seeker whether in Foliage, Streets or Fields. Location: Forests, Towns and Open fields. Sound: Buzzing/beeping sound that is used at intervals Seekers: These are the first generation of flying robots that will be a annoyance if left to its own devices. Weaknesses: One shot upon any part of its body for prototypes and two shots on stronger variants if going for its weak amour plate. Strategy: Slow and steady sweeps of the floor between each corner in corridors is advised and your flashlight turned on when dealing with these. Location: Dark corridors or at the top of stairwells and also found around corners within bunkers Sound: Mildly loud clicking that is used in quick succession. Ticks: These little robots are a real pain to deal with unless you know what your doing.
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