- Jul 16, 2004
Who wants to play video games?
Let's make COD Franchise top weapons list. I'll start
Top 5 all time.
- RPD (MW2)
- Galil (BLOPS1)
- ACR (MW3)
- AK-47 (all)
- SPAS-12 (i think this was MW2)
Honorary Mention even though its a SMG: UMP45
If any of those guns are in the classic roster, I'll be happy.
As you know, this post is where you go to get all the latest tactics and info for EXTINCTION MODE. The following is Offshore's LATEST Extinction guide!!!
Fibby Boy posted:
gently caress if I remember or care enough.
Thanks Offshore! If you were looking for his old guide, you can find it down here. Keep in mind they are NOT the latest strategies and you may end up getting wiped. Or some other dumb poo poo.
Fibby Boy posted:
Offshoretoast's Big rear end Effort Post About Extinction
I'm gonna cover everything I know about this game mode in this post. Hope you like reading words and bad jokes! Let's start off with the mode itself.
Extinction is Infinity Wards spin on Treyarc's highly popular game mode Nazi Zombies. The game is kinda like Zombies and Left 4 Dead had a baby. The mode tasks you and four other players of ridding a small towns alien problem, setting off a nuke, and escaping alive. Of course if you don't have any friends/are an anti social rear end in a top hat then you can take on this challenge yourself! Like the description implies there are no zombies. Just aliens. But don't be put off, you don't fight just one type of alien in this mode. More on that later.
As you move through the town you'll come across increasingly larger waves of aliens. They don't get stronger but because they come in larger numbers it can feel like they're growing in strength. That's because while you're killing the one in front of you you'll have one gnawing on your rear end meats.
The town itself is broken into four areas: The Motel, Downtown, The Cabins, and The Impact Zone. You start off in The Motel. The game starts up with you, and however many people with you, on the road leading into this area and the game gives you a quick briefing. Once that's done you're on your own. A good way to start is to pick up the big rear end drill in front of you and plant it where the you see the floating orange "Destroy" signs. You should be able to figure out the rest from there.
Note: The Motel is separated from Downtown by what's known as a Barrier Hive. The Cabins are also separated from Downtown by a Barrier Hive. I'll cover those in a bit.
In Extinction you fight Aliens. There are 6 different enemies in this game mode. Each one has their own weak points, armor points, and forms of attack. Weak points are when your cross hairs make a red X. What this means is you've done a little more damage than what you would've and you stunned that enemy for a split second. Armor points are the exact opposite of weak points. You'll know you've hit an armor point when you see a yellow armor symbol pop up underneath your cross hairs. Here are the enemy types.
Scouts: Scouts are the very first enemy you fight. These things are pretty hilariously ineffective at being a threat. They die in three hits to all the pistols and two to melee. Their whole function is to be annoying little shits and swarm you. Beyond that they're not scary in the least bit. Think of them as the first wave of dogs from Zombies. They use melee attacks as their only form of damage. Weak points: Back of the head and mouth. Armor point: Front of the head.
Scorpions: These guys are annoying. They're twitchy as hell and lob acid at you, your equipment, and the drill. The acid does a considerable chunk of damage while also leaving a lingering acid butt in the area it landed at. If you're getting attacked by them then don't ever back into a corner. That is just asking for disaster. If you see a scorpion try to get rid of it ASAP. Having just two out leads to trouble. Their only form of attack is their ranged acid bomb attack. Weak points: Glowy back and mouth. Armor point: Front of the head.
Brutes/Hunters: These guys are like a roided up scout. They move faster, do more damage, and take more to put down. They usually come in groups of two or more and like to rush you down. If they start running at you the best advice I have is to back away and aim for their mouths. Otherwise they'll just maul you. Weak points: Mouth. Armor points: Front of the head.
Seekers/Reapers/Little suicide assholes: Ever wonder why your character will sometimes yell out "Meteor?" That's because a meteor is going to land on the field. They're announced via a flash of lightning, your character pointing it out, and a big rear end purple meteor spire landing on the map. And with that meteor comes these guys. Seekers are the suicide commando of the group. They only ever show up in groups of three or four but that's more than enough to make you hate them. They have way less health than Scouts but that doesn't mean they're any less threatening. If left alone they will run up to you or the drill, blow up, and take out a significant chunk of health. The explosion radius on these little bastards is pretty big too. On top of that the explosion also slows you down for a second or so. Sorta like how concussion grenades work. Kill these bastard before they get to you. Weak points: Everywhere. Armor points: None.
Lepers: Not an enemy so much as a challenge enemy. They don't have their own model and aren't anything special. Basically they're a randomly designated enemy for a challenge. Armor and weak points depend on what enemy it is that round.
Rhinos/Armadillos: The big bitches. These guys are like the body building athletes of aliens. They show up, wreck poo poo, and end rounds. They come packed with an armor plated carapace and crazy melee damage. Weak points: Mouth, undersides. Armor points: Everywhere else.
There are also two other "enemies." The hive and the barrier hive. The hive is the big tumor looking thing you're using the drills on. Drills are the only things that harm hives. Shooting them is just a waste of ammo.
Barrier Hives are the big rear end hives that look like tumors on steroids. These things aren't harmed by drills. Instead, an attack chopper shows up to shoot it while you defend said chopper from scorpions. Kill the scorpions. Yeah other things are trying to kill you but the longer you leave the scorpions alive the longer it takes to get rid of Barrier hives. You can damage barrier hives with guns but it's a waste of ammo. Instead you should use explosives of any kind, turrets, and the death machine. Everything else is just a waste of time.
Character Classes and Loadouts
Yeah you read that right. Extinction offers you a chance to customize your characters! Unfortunately the points you put into your skills don't stay with for the next game. Gotta start over from scratch. I know it sounds like bullshit but it's designed to keep the game somewhat challenging. Sure it might be fun for you to rampage all over the game with your super character but it probably wouldn't be fun for who you're playing with. Anyway lets get to the customization part of this. To start, there are four classes to choose from.
Weapon Specialist: This class is all about making you handle your weapons faster. Each upgrade gives you stalker, slight of hand, quickdraw, steady aim, and extra damage. Great for the kind of person who just want to deal damage and have pretty sweet gun handling skills. Great for single player.
Tank: This class is all about soaking up damage and dealing out extra melee damage. Unfortunately the extra melee damage is pretty terrible. At most you'll be able to one shot scouts. The extra health is kinda nice but I feel it's a way to make people a little careless about how they go about the fights. All in all I'd say avoid this class for both single player and multiplayer.
Engineer: This class is your equipment class. It gives the drill extra armor, lets you repair the drill faster, makes traps more effective, gives you more money back on trap kills, and gives you a bigger wallet to hold more money. What's not to love about this class? Recommended for multiplayer but is serviceable in single player.
Medic: Exactly what it sounds like. This class gives you better health regen, reduced damage while reviving players, increased movement speed, longer sprint, immunity to acid butts, and health regeneration for every player in an unlimited radius. Out of all the classes I'd say this one is the most important for multiplayer but I'd stay away from it for single player.
Next up we have your starting pistol type. You don't ever start with anything other than pistols and you can't change that. As you level up you get your choice of the P226, the .44 magnum, the M9A1 three round burst pistol, and the MP-433 Grach fully automatic pistol. They all have the exact same upgrades so whichever one you choose depends entirely on personal preferences. Upgrades are increased damage and longer range, faster swap speed, fifty percent more ammo capacity, the ability to use akimbo pistols, and the ability to have two primary weapons plus you pistol.
Ammo types are pretty vital to how well you do in this mode. You get five different types and each with their own bonuses and cons. Plus you can stack one special type of ammo with your normal ammo. Example: You choose explosive ammo for that slot. Your buddy chooses stun for his. You can have explosive ammo on top of your regular gun ammo. However, if you pick up any stun ammo then it'll get rid of all your explosive ammo currently in your gun. Yes I know you're heartbroken about this.
Valentine "Val" McKee and Earl Basset work as handymen in Perfection, Nevada, an isolated ex-mining settlement in the high desert east of the Sierra Nevada mountains. They eventually tire of their jobs and leave for Bixby, the nearest town. As they leave, they discover another resident, Edgar Deems, dead on top of an electrical tower, though still holding onto the tower's crossbeams, along with his .30-30 Winchester rifle. Jim Wallace, the town doctor, determines that Edgar died of dehydration, apparently afraid for some reason to climb down.
Later on, an unknown force kills shepherd Old Fred and his flock of sheep. Upon discovering his severed head buried in the sand, Val and Earl become convinced that a killer is on the loose; they head back to town to warn the other residents. Two construction workers who ignore Val and Earl's warning are killed by the same force, causing a rockslide.
Val and Earl try to get help, but find that the phone lines are dead, and the only road out of town is completely blocked by a rockslide. Unbeknownst to them, a snake-like creature wraps itself around the truck's rear axle; the creature is torn apart when Val stomps on the gas pedal and drives away.
Val and Earl return to town and borrow horses. They come upon Wallace and his wife's buried station wagon near their trailer, but the couple is missing. As they press on, something suddenly erupts out of the ground, revealing the snake-like creature to be one of multiple tentacled "tongues" employed by an enormous burrowing worm-like creature, later named a "Graboid". Thrown from their horses, the two men run for their lives. The chase ends when the eyeless creature violently rams itself into the concrete wall of an aqueduct and dies from the impact. Rhonda LeBeck, a graduate student conducting seismology tests in the area, stumbles onto the scene; she deduces from previous soundings that there are three other Graboids in the area. Rhonda, Val, and Earl become trapped overnight atop a cluster of boulders near one of the creatures, and they eventually escape by pole vaulting from boulder to boulder to reach Rhonda's truck.
After the people return to town, the Graboids attack, eventually killing general store owner Walter Chang and forcing the other citizens to the town's rooftops. Meanwhile, nearby survivalist couple Burt and Heather Gummer manage to kill another one of the creatures after unknowingly luring it from town to their basement armory. In town, the two remaining Graboids attack the building foundations, knocking over the trailer of a citizen named Nestor and dragging him under. Realizing they cannot stay any longer, Val commandeers a bulldozer and chains a partial truck trailer to the rear, while everyone else distracts the creatures; the survivors use it to try and escape to a nearby mountain range. On the way there, both Graboids create an underground sinkhole trap that disables the bulldozer, forcing the survivors to flee to the safety of large boulders.
Earl has an idea to lure in the creatures, then to trick them into swallowing Burt's homemade pipe bombs. While this works on one Graboid, the other spits it back towards the survivors, forcing Val, Earl, and Rhonda to leave the rock to avoid the explosion. With one last pipe bomb, Val allows the creature to chase him to the edge of a cliff and then explodes the bomb behind it, frightening the Graboid into tunneling through the cliff face, where it plummets to its death. The group returns to town, where they call in the authorities to begin an investigation, and Earl pushes Val into approaching Rhonda romantically.
Standard Ammo: Exactly what it sounds like. It let's you spend a little bit of money to deploy a one time use per player ammo box. Upgrading it gives you fully fill your ammo, fills your current clip, and lets everyone within a 20ft radius of the box to regenerate ammo. The only downside I can see to this is that it's just plain ordinary ammo. No special effects to them.
Stun Ammo: Lets you stun the enemy on each successful hit. Upgrading it just lets you pick up more stun ammo per ammo drop. Pro: Let's you stun things! Cons: Pretty weak ammo type all around. Plus the stun effect doesn't really last that long.
Incendiary Ammo: You get to shoot fire! This type, along with the rest of the special ammo, shares its upgrade path with the stun ammo. Meaning the upgrade path just lets you pick up more ammo per box. Pros: Shoots goddamn fire! Lingering burn effect on enemies that makes them easier to keep track off and does sustained damage. Cons: Again its kinda weak.
Explosive Ammo: Want more boom in your life? Then this type is for you. Pros: Gigantic explosion radius and does slightly more damage than normal ammo. Cons: Explosion radius tends to set off propane thanks that you might be trying to save for use in challenges and taking down Barrier Hives.
Armor Piercing Ammo: This stuff is the poo poo. With this ammo you'll fare considerably better against Rhinos. Pros: Goes straight through armor points which leads to you always doing at least the base damage of each gun. Cons: I guess if I had to pick one I'd say it's not much stronger than the standard ammo damage wise.
Team support items
This section is all about helping out your team in a variety of ways by dropping a crate for everyone to pick up. Let's break them down.
Team Explosives: Gives your team 2 semtex grenades and 1 missile for you panzerfaust right off to bat. Pretty drat snazzy right? It gets better. Through upgrading you'll also get access to the following: canister bombs, bouncing betties, claymores, and more launcher ammo. Plus you can set down more boxes and fill up your explosives even more. Want four grenades instead of two? Plop down two boxes and go to town. Note that you can only have one explosive type each. Can't have betties and claymores champ.
Feral Instincts: Probably the second or first most important support item you can have, depending on which class you play. Starting off it lets you see through walls. Upon upgrading you get more movement speed, faster health regen, increased duration of said booster, and more sprint duration. Your teammates will love you for bringing this along.
Armor: Kinda like a ballistics vest for Aliens. If just gives you armor on top of your health which lets you take hits better. Not to be counted out though as this stuff is pretty vital for later rounds.
Team Booster: It's Slight of Hand and quickdraw in needle form! Its upgrades also increase its duration and speeds up drill repair. Pretty drat vital if you ask me.
An man on an oil field in Sonora, Mexico flees from an underground creature which emerges and eats the man, revealing it to be a graboid. Years after the events of the first film, Val McKee has moved away and married Rhonda LeBeck, while Earl Basset has squandered his fortune on a failing ostrich ranch. He is approached by Carlos Ortega, who informs him that graboids are killing his workers at his oil field in Sonora, Mexico, and hires him to hunt them down. Earl initially declines, but Ortega's taxi driver, Grady Hoover, convinces Earl to change his mind; both join the hunt. Upon arrival in Sonora, Earl learns that the company would pay him double if he caught one of the creatures alive. He also meets geologist Kate Reilly and her assistant Julio, who are scientifically investigating the Graboids.
Earl and Grady begin systematically killing the Graboids by using remote-controlled cars rigged with explosives. Realizing the vast number of Graboids, Earl enlists the help of Burt Gummer, who arrives with a truck loaded with firearms and explosives. The next day, Earl and Grady encounter what appears to be a sick Graboid after crashing their truck. They radio for the oil field's mechanic Pedro and wait with the Graboid. That night, the Graboid dies, and Earl and Grady find sacs within the carcass. Pedro's truck arrives, but Grady and Earl find only his arms remaining and the engine motor ripped apart. While breaking into a parked car, they encounter several Graboid-like creatures, later named Shriekers, that have apparently come from their Graboid. Meanwhile, Burt's truck is ambushed by a pack of Shriekers while returning to base.
Julio is killed by Shriekers moments before Earl and Grady arrive and kill them the following morning. The creatures attack and they are forced to hide inside the office. Burt arrives, having engaged the Shriekers and captured a live one. Through experimentation, the group discovers that, through eating, the hermaphrodite creatures can replicate at an incredible rate. They also learn that the creatures cannot hear unlike their predecessors, but rather see heat through special infrared receptors on their heads, thus their targeting of car engines. They are attacked by the Shriekers, who chase them throughout the compound. They run for Julio's car, but Burt accidentally disables it while killing a Shrieker.
Hiding from the Shriekers, Burt is trapped in a bulldozer bucket and Grady, Kate, and Earl on top of an oil tower. The Shriekers work together in an attempt to climb the tower before Burt traps them in the storage shed with the truck. However, they discover rice flour is stored inside as well, enabling the Shriekers to continue multiplying inside. Earl douses himself in CO2 from a fire extinguisher to hide his body heat, and tries to find Burt's explosives inside. However, the Shriekers eventually detect him, forcing Earl to throw the detonator among Burt's supplies before escaping. The group manages to escape before the explosives level the facility, destroying all of the Shriekers. In the aftermath, Earl and Kate decide to pursue each other romantically, while Grady suggests opening a monster-themed theme park due to the money Ortega now owes them.
Random Supplies: Though fun, I'd say you could ignore this one. It gives you a mix of supplies ranging from more ammo to different booster types. Problem is its not reliable in any way. One use could net you maxed out slight of hand. The next could be twenty bullets.
These are your explosives and personal support items. On the whole I'd say you could pass these up but three of the five are rather good. Your mileage may vary though.
IMS: Works exactly as it does in multiplayer with one notable difference: the canisters home in on enemies. Great for protecting the drill.
The commercial spacecraft Nostromo is on a return trip to Earth with a seven-member crew in stasis: Captain Dallas, Executive Officer Kane, Navigator Lambert, Science Officer Ash, Warrant Officer Ripley, and Engineers Parker and Brett. Detecting a mysterious transmission, possibly a distress signal, from a nearby planetoid, the ship's computer, Mother, awakens the crew. Following standard company policy for such situations, the Nostromo lands on the planetoid and Dallas, Kane, and Lambert head out to investigate, damaging their ship upon landing in dust. They discover the signal is coming from a derelict alien spacecraft. Inside, they find the remains of a large alien creature whose ribcage appears to have exploded from the inside.
On the Nostromo, Ripley determines that the transmission is not a distress signal but a warning. In the alien ship, Kane discovers a chamber containing hundreds of eggs. As he inspects one, a creature springs out, spits acid through his space helmet and attaches itself to his face. Dallas and Lambert carry the unconscious Kane back to the Nostromo. As acting senior officer, Ripley refuses to let them aboard, citing quarantine regulations, but Ash violates protocol by overriding Ripley's lock and letting them in. The crew are unable to remove the creature from Kane's face, as its grip is strong and its blood is an extremely corrosive acid. It eventually lets go, crawls away, and dies.
The crew repair the ship and lift off. Kane awakens and seems healthy, but during the crew's final meal before re-entering stasis, he chokes and convulses in pain before a small alien creature bursts from his chest, killing him, and escapes into the depths of the ship to molt. Since attacking the creature with conventional weapons could result in its corrosive blood breaching the ship's hull, the crew attempts to locate and capture it with motion trackers, nets, electric prods, and flamethrowers.
Brett is sent to look for the crew's cat, Jones, and the now fully grown alien attacks him and disappears with his body into the air shafts. After a heated discussion, the group devises a plan to jettison the creature out of the ship. Dallas enters the Nostromo's labyrinthine ventilation shafts, intending to force the alien into an airlock, but it ambushes him. Lambert, realizing the alien is killing the crew one by one, implores the others to escape in the ship's shuttle. Now in command, Ripley explains that the shuttle will not support four people, and recommends that they continue with Dallas' plan of flushing the alien out.
Accessing Mother, Ripley discovers that Ash has secretly been ordered to return the alien to the crew's employers, who consider the crew expendable. When Ripley confronts Ash, he tries to choke her to death. Parker intervenes and knocks off Ash's head, revealing him to be an android. Parker reanimates Ash's head, and Ripley interrogates him. They learn he was assigned to the Nostromo to convince the crew to capture the creature and return it for analysis, even at the expense of the human personnel. Ash taunts them about their chances of survival against the "perfect organism." Parker turns a flamethrower on Ash.
Ripley, Lambert and Parker agree to set the Nostromo to self-destruct and escape in the shuttle. However, Parker and Lambert are ambushed and killed by the alien while gathering life-support supplies. Ripley initiates the self-destruct sequence and heads for the shuttle with Jones, but the alien blocks her path. She retreats and unsuccessfully attempts to abort the self-destruct sequence, then returns to retrieve Jones, finding the alien gone. She narrowly escapes in the shuttle as the Nostromo explodes.
As she prepares to enter stasis, Ripley discovers the Alien is aboard the shuttle. She dons a spacesuit and opens the shuttle's airlock, causing explosive decompression which forces the Alien into the shuttle's open doorway. She propels it into space by shooting it with a grappling hook, but the gun catches in the closing door, tethering the alien to the shuttle. Ripley activates the engines, blasting the alien into space. After recording the ship's final log entry, she places herself and Jones into stasis for the voyage home.
Mortar Strike: Lets you call in a mortar strike to randomly bombard the area. On the whole this one is godawful. It's rarely gotten a kill for me and messes with your vision in a way that makes it harder to focus on enemies. I say avoid this one.
Trinity Rocket: Exactly the same as in multiplayer. But since it's godawful in multiplayer you'd think it'd be decent here right? Nope. It's pretty awful here too. Avoid this one too.
Sentry Gun: These things are pretty great. Upgrading them makes them even better and lets you have two! They do exactly what a sentry gun in multiplayer does. Problem is enemies hate these things and will dismantle them pretty fast if not protected. On the plus side they help tremendously against Rhinos so long as you can keep the Rhino in front of the turrets.
Vulture: It's a quad rotor! Little dude follows you around for a short period of time and helps you kill things. Upgrading it just make sit better all around and lets it fire an occasional incendiary rocket. Pretty fun but usefulness is questionable considering they cost over 2000 bucks for one.
Equalizers are your personal death dealer items. Again you gotta remember that not all five are useful.
Portable Minigun Turret: It's a turret that you have to manually use for it to do anything. Comes with about 100 ammo and passable damage. Great for helping take out hives. Upgrading these give you more ammo capacity, faster spin up time, max damage at all range, the ability to pierce the head plates of Brutes, and explosive rounds. Cons: They tend to overheat rather quickly with sustained fire.
Grenade Turret: Just like the minigun turret but with grenades! Upgrading this gives you more grenades, faster fire rate, increased blast radius, increased grenade damage, and incendiary rockets. Cons: Again it tends to overheat pretty fast and the grenades have a set distance before they explode.
Following The Raid, the film opens with Bejo, a self-made Jakarta gang lord, executing Rama's brother Andi in a field outside the city.
After the disastrous raid on crime boss Tama's apartment building, Rama meets with Bunawar, a police officer deemed honest by Andi. After executing Wahyu and sending Rama's fellow survivor Bowo to receive medical attention, Bunawar invites Rama to join a clandestine anti-corruption task force. This undercover unit seeks to expose the backroom dealings of Reza, a corrupt police commissioner, and other police leaders who are affiliated with the Bangun and Goto crime families. Rama initially declines, but later agrees to join after learning of his brother's murder and the threat Bejo poses. Bunawar fakes Rama's death to protect his family from Reza and the corrupt cops, assigning Rama to infiltrate the crime world by befriending Uco, son of Bangun and heir to his criminal empire.
Uco is currently incarcerated; to reach him, Rama takes on the alias Yuda, assaults the son of a politician who opposes Bangun, and goes to prison. Soon after, several assailants led by a thug named Beni start a prison riot and attempt to kill Uco in the chaos. Rama saves Uco from Beni during the riot; when Yuda leaves prison two years later, Bangun hires him as thanks. As Yuda, Rama proves his value to the crime family, earning their trust through his work under Bangun's consigliere Eka. Despite their power, Bangun's organization is revealed to suffer from hidden faults: Uco is hotheaded and resentful of his father, elite assassin Prakoso is estranged from his wife and son, and Bangun lives an isolated life with only Eka for counsel. In the meantime, Rama begins to distrust and resent Bunawar, who endangers Rama by withholding information and micromanaging. While Rama succeeds in growing close to Bangun and planting a bug in Uco's wallet, he becomes frustrated with the anxiety of undercover work and his longing for his wife and son.
Capitalizing on Uco's angst, Bejo invites him to dinner at his restaurant. Sharing rumours of a Japanese plot to turn Reza against Bangun and overthrow Goto, Bejo also lets Uco personally kill his assailants from the riot; in the process, Uco notices a distinctive gang tattoo on Beni's wrist before killing Beni himself. The duo hatch a plot to start a gang war, which would let Uco prove himself to Bangun and help Bejo profit from the chaos. Uco lures Prakoso into an ambush by Bejo's gang, then lies to his father that the Japanese were responsible for Prakoso's death. Bejo's elite killers—deaf-mute Hammer Girl, her brother Baseball Bat Man, and the Assassin—kill a number of Goto's subordinates the next day, creating the false appearance of reprisal by Bangun. In the course of the escalating conflict, Rama is attacked. He defeats a horde of assailants only to discover police IDs on their bodies after the fact. When the families meet to reconcile, Uco lashes out in anger, embarrassing Bangun into an important territory concession. Bangun beats Uco harshly on their return to the office. Shaken after killing other policemen, Rama contacts Bunawar and learns that the assailants he killed were Reza's corrupt cops, whom were requested to get involved in the gang war.
Eka calls for Yuda to rescue Uco from Bangun's office. While Yuda is on the way, Bejo and the Assassin fight their way in with a mob of henchmen. After revealing his betrayal, Uco kills his father and shoots Eka in the leg. Before Bejo can finish him off, Yuda arrives, stalling while Eka flees. After the Assassin subdues Yuda, Bejo commands his men to kill him offsite. Eka follows, rescues Rama in a highway chase, and drives them to an abandoned scrapyard. Eka reveals that he knew Rama's identity and was also undercover. Voicing disillusionment with his work and his inability to change the harsh realities of crime in Jakarta, Eka counsels Rama that the only solution is to "burn it all down", telling him to exterminate the gangs before leaving the car and bleeding to death in the scrapyard.
Crowd Control Shield: Just a riot shield. Upgrading it gives it more health and lets its melee attacks to fire damage. Easily the worst of the lot.
MK32 Launcher: Your own personal grenade launcher. Upgrading this gives it a wider blast radius, faster movement speed, double the capacity, fire grenades, and prohibits self inflicted grenade damage. I'd put this one above the shield but under the turrets in the usefulness category.
Death Machine: This thing is hilariously broken. Doubly so when paired with the weapon specialist class. The $2200 price mark might put you off from using it but if anything that's cheap for what it does. And just what does it do? It shreds through everything. Hell I was able to solo this mode with this drat thing. After upgrading it it even pays for itself as long as you fire it in short controlled bursts. Upgrading it gives it double the ammo, reduced recoil, faster movement speed, fire bullets, and the ability to pierce the head plate of Brutes. Pros: Shreds through everything. Everything. It even destroys Barrier Hives. I'm not kidding when I say this thing is broken. Cons: Can't use anything else, except the drill, while wielding this. Can't activate other abilities while using this. And you can't go prone.
Every time you begin to destroy a normal hive counts as a new round. During these, if you look in your bottom left hand side of the screen, are challenges you can complete for extra skill points. They range from fairly easy to bullshit accuracy challenges. Completing challenges is pretty important overall but it's perfectly fine if you can't. Just means it takes that much longer to level up your skills.
Teamwork and communication, just like in multiplayer, are absolutely vital to success in Extinction. Talk with your team. Organize who's bringing what to the fight. Let people know when you need help. Point out enemies and items. Don't be greedy with your cash. Lay down support items when you think others might need it and not just when you do. Just because you still have plenty of ammo doesn't mean that Sally Bullethose over there still has enough. Or maybe one of them could use a new armor boost because they don't understand that they aren't supposed to hug the aliens. That's fine. Armor is cheap enough. Drop them a package and continue killing things. Don't have enough cash? Let your team know about how long it'll be until they can expect a new drop. Need something you aren't carrying? Ask for it then. I can't stress enough just how important teamwork and communication is.
Other things that don't really have a category.
Stop wasting all your ammo on Scouts after a round ends! Everybody who has played Extinction is guilty of doing this. When a round ends Scouts become even less threatening than what they already are. How much less? One melee hit will kill scouts after a round ends. No I don't know why this is. Try to remember this. It goes a long way towards saving ammo and cash.
Around the map will be scattered things. These things are searchable, weapons, propane tanks, turrets, and attack chopper terminals. Searchables are little trash piles and what look like ammo crates. In these you can find ammo, money, weapon parts, flares, hypno knifes, trophy systems, soflam lasers, and explosives. I'll break down the not obvious ones so you can better understand what they do.
Flares: Act like monkeys from Zombies except they don't blow up. If you don't know what monkeys are then think of them as distraction items for aliens.
Hypno Knife: A throwing knife that turns whatever enemy it hits into a friendly for a short period of time. Note that these don't work on Rhinos.
Trophy Systems: These shoot down acid bombs that the Scorpions lob at you. Pretty valuable to be honest.
Ellen Ripley is rescued after drifting through space in stasis for 57 years. She is debriefed by her employers at the Weyland-Yutani Corporation over the destruction of her ship, the USCSS Nostromo; they are skeptical of her claims that an Alien killed the ship's crew and forced her to destroy the ship.
The exomoon LV-426, where the Nostromo encountered the alien eggs, is now home to the terraforming colony Hadleys Hope. When contact is lost with Hadleys Hope, Weyland-Yutani representative Carter Burke and Colonial Marine Lieutenant Gorman ask Ripley to accompany Burke and a Colonial Marine unit to investigate the disturbance. Traumatized by her encounter with the Alien, Ripley initially refuses, but she relents after experiencing recurring nightmares about the creature; she makes Burke promise to destroy, and not capture, the Aliens. Aboard the spaceship USS Sulaco, she is introduced to the Colonial Marines, their commanding officer Lieutenant Gorman, and the android Bishop, toward whom Ripley is initially hostile following her experience with the traitorous android Ash aboard the Nostromo.
A dropship delivers the expedition to the surface of LV-426, where they find the colony deserted. Inside, they find makeshift barricades and signs of a struggle, but no bodies; two live facehuggers in containment tanks in the medical lab; and a survivor, a traumatized young girl nicknamed Newt who used the ventilation system to evade capture or death. The crew uses the colony's computer to locate the colonists grouped beneath the fusion powered atmosphere processing station. They head to the location, descending into corridors covered in Alien secretions.
At the center of the station, the marines find the colonists cocooned, serving as incubators for the Aliens' offspring. When the marines kill a newborn Alien, the Aliens are roused and ambush the marines, killing and capturing several. When the inexperienced Gorman panics, Ripley takes control of their vehicle and rams it through the nest to rescue marines Hicks, Hudson, and Vasquez. Hicks orders the dropship to recover the survivors, but a stowaway Alien kills the pilots, causing it to crash into the station. Ripley, Newt, Gorman, Burke and the remaining marines barricade themselves inside the colony command center.
Ripley discovers that Burke deliberately sent the colonists to investigate the derelict spaceship where the Nostromo crew first encountered the Alien eggs, believing he could become wealthy by recovering Alien specimens for use as biological weapons. She threatens to expose him, but Bishop informs the group of a greater danger: the power plant was damaged by the dropship crash, and will soon explode with the force of a 40-megaton thermonuclear weapon. He volunteers to crawl through several hundred meters of piping conduits to reach the colony's transmitter and remotely pilot the Sulaco's remaining dropship to the surface.
Ripley and Newt fall asleep in the medical laboratory, awakening to find themselves locked in the room with the two facehuggers, which have been released from their tanks. Ripley triggers a fire alarm to alert the marines, who rescue them and kill the creatures. Ripley accuses Burke of releasing the facehuggers so that they would impregnate her and Newt, allowing him to smuggle the Alien embryos past Earth's quarantine, and of planning to kill the rest of the marines in hypersleep during the return trip so that no one could contradict his version of events. Before the marines can kill Burke, the electricity is cut and Aliens assault through the ceiling. Hudson, Burke, Vasquez and Gorman are all killed and Newt is captured.
Ripley and an injured Hicks reach Bishop in the second dropship, but Ripley refuses to abandon Newt. The group arrives at the processing station, allowing a heavily armed Ripley to enter the hive and rescue Newt. As they escape, the two encounter the Alien queen in her egg chamber. Ripley destroys the eggs, enraging the queen, who tears free from her ovipositor. Pursued by the queen, Ripley and Newt rendezvous with Bishop and Hicks on the dropship. All four escape moments before the station explodes with the colony consumed by the nuclear blast.
On the Sulaco, Ripley and Bishop's relief at their escape is interrupted when the Alien queen, stowed away on the dropship's landing gear, emerges and tears Bishop in half. The queen advances on Newt, but Ripley clashes with her using an exosuit cargo-loader and expels it through an airlock into space. Ripley, Newt, Hicks and the badly damaged Bishop enter hypersleep for the return trip to Earth.
Soflam Lasers: Lets you call in three missile strikes on wherever you point this thing. Hilariously you can hip fire these. Best used on Barrier Hives.
All of the weapons you find work exactly the same as they do in multiplayer. Go with whatever you like and have fun. Note that you should avoid shotguns because they're awful. Buy them only for the challenge rounds and ditch them ASAP.
Turrets are turrets. Spend some money and you get to use a mounted turret. Not much else to say about them.
Propane tanks explode. Shoot them and they blow up things near them. Good for Barrier Hives.
Attack chopper terminals are interesting. Players can dump $6000 into one to call in a chopper for a limited time that will provide covering fire. Note that you can't call them in during Barrier Hive rounds and have a cooldown.
A fire starts aboard the Colonial Marine spaceship Sulaco. The computer launches an escape pod containing Ellen Ripley, the young girl Newt, Hicks, and the damaged android Bishop; all four are in cryonic stasis. Scans of the crew's cryotubes show an Alien facehugger attached to one of the members. The pod crash-lands on Fiorina "Fury" 161, a foundry facility and penal colony inhabited by male inmates with histories of physical and sexual violence. Inmates recover the pod and its passengers.
Ripley is awakened by Clemens, the prison doctor, who informs her that she is the sole survivor. Ripley is warned by the prison warden, Harold Andrews, that her presence may have disruptive effects. Ripley requests that Clemens perform an autopsy on Newt, he asks what they are looking for in the body of a girl who had obviously drowned. Ripley tells him that they are investigating a possible case of cholera, while secretly fearing that Newt has been impregnated with an alien embryo. Clemens firmly responds by stating that there hasn't been a case of cholera reported for 200 years. The autopsy is conducted and no embryo is found. A funeral is held for Newt and Hicks and their bodies are cremated in the facility furnace. In another section of the prison, an alien bursts out of a prison dog named Spike's chest. The Alien kills several members of the colony and returns outcast prisoner Golic to his deranged state. Ripley re-activates Bishop, who confirms that an Alien came with them to Fiorina in the escape pod. Ripley informs Andrews of her encounters with the Aliens and suggests everyone work together to hunt down and kill it. Andrews does not believe her story, but explains that the facility has no weapons; their only hope is the rescue ship being sent for Ripley by the Weyland-Yutani Corporation.
The Alien surprises Ripley and Clemens in the prison infirmary and kills Clemens. It examines Ripley, but spares her and retreats. Andrews orders Aaron to take her back to the infirmary, but he is ambushed and killed by the Alien. Ripley rallies the inmates and proposes they pour flammable toxic waste into the ventilation system and ignite it to flush out the Alien. However, the Alien's intervention causes an explosion and several inmates are killed. With Aaron's help, Ripley, who has not been feeling well this whole time, scans herself using the escape pod's medical equipment and discovers the embryo of an Alien Queen growing inside her. She also discovers that Weyland-Yutani hopes to turn the Queen embryo and the adult Alien into biological weapon.
Deducing that the Alien will not kill her because of the embryo she carries, Ripley begs Dillon to kill her; he agrees only if she helps the inmates kill the adult creature first. They form a plan to lure the creature into the foundry's molding facility, trap it via a series of closing doors, and drown it in molten lead. The bait-and-chase plan results in the death of every prisoner except Morse and Dillon. Dillon remains in the mold to distract the Alien, allowing it to tear him apart as Morse pours the molten lead onto them. The Alien is covered in molten metal but escapes the mold; Ripley activates the fire sprinklers, causing the Alien's exoskeleton to cool rapidly and shatter, killing it.
The Weyland–Yutani commando team arrives, including a man who looks identical to Bishop and explains that he is Bishop's creator. He tries to persuade Ripley to undergo surgery to remove the Queen embryo, which he claims will be destroyed. Knowing he is lying, Ripley refuses and steps back onto a mobile platform, which Morse positions over the furnace. The Weyland–Yutani team shoot Morse in the leg in a late effort to stop him; Aaron strikes the man with a wrench and is shot dead. The commando team begs Ripley to let them have the "magnificent specimen" with no success. Ripley throws herself into the furnace, just as the baby Alien Queen begins to erupt from her chest. Ripley grabs it to prevent it from escaping as they both fall into the furnace to their deaths. The facility is closed and the only surviving inmate, Morse, is led away.
Traps are something else scattered around the map. Traps come in two varieties: the electric fence and fire trap. The electric fence is obvious but the fire trap is different. It's a barrel that you tip over and it spills out a huge line of fire that roast anything that steps into it. Use these when you think the fight you're in is too much to handle. Sometimes they can mean the difference between life and death. If you happen to be playing as the engineer then don't even think twice about using them since the engineer bonus's are amazing for traps. Note that traps also cause damage to you and team mates.
The last thing I wanna talk about is prestiging and relics. After you hit level 30 in this mode you prestige. You don't lose anything at all and you start over at level one again. When you prestige you unlock relics. There are five relics total and they make the game more challenging in different ways. Note that you don't have to turn on any relics. They're just there.
Take More Damage: Aliens do more damage.
In 2379, two hundred years after the events of Alien 3, military scientists on the space vessel USM Auriga create a clone of Ellen Ripley using DNA from blood samples taken before her death. The Alien queen's DNA was mixed in with Ripley's, and the clone grows up with an embryo inside it. The scientists extract the embryo, raise it and collect its eggs. The Ripley clone is kept alive for further study. As a result of the alien's DNA inside her, she develops enhanced strength and reflexes, has acidic blood and a psychic link with the Aliens. Also, the alien's genetic memory allows the clone to have some of Ripley's memories.
A group of mercenaries, Elgyn, Johner, Christie, Vriess, Hillard and Call, arrive at Auriga on their ship Betty. They deliver several kidnapped humans in stasis. The military scientists use the humans as hosts for the Aliens, raising several adult Aliens for study.
The Betty crew soon encounters Ripley. Call recognizes her name and tries to kill her, suspecting she may be used to create more Aliens. The Aliens have already matured and escape confinement by killing off one of their own and using the acidic blood to burn through their enclosures. They damage the Auriga and kill the crew members who do not evacuate, including General Perez and Elgyn. Military scientist Dr. Wren reveals that the ship's default command in an emergency is to return to Earth. Realizing this will unleash the Aliens on Earth, Ripley, the mercenaries, Wren, a Marine named DiStephano and surviving Alien host Purvis decide to head for the Betty and use it to destroy the Auriga. Along the way, Ripley encounters the grotesque products of failed attempts to clone Ripley. The surviving one begs Ripley to mercy kill her, and she complies.
As the group makes their way through the damaged ship, they swim through a flooded kitchen. They are chased by two Aliens. One is killed, while the other snatches Hillard. As they escape the kitchen, the Alien returns and blinds Christie, who sacrifices himself to kill the Alien so the others can escape. After Wren betrays the group, Call is revealed to be an android. Using her ability to interface with the Auriga's systems, Call sets it on a collision course with Earth, hoping to destroy the Aliens in the crash. She cuts off Wren's escape route, and directs the Aliens towards him. Ripley is captured by the Aliens, while the others head for the Betty. Wren shoots Purvis and takes Call hostage, demanding that she abort the collision. An injured Purvis attacks Wren and forces his head to his chest just as the Alien embryo he is carrying bursts through his ribcage, causing it to go through Wren's head and kill them both. The survivors shoot the embryo.
Ripley is taken to the Alien nest, where the Queen, now possessing a womb as a result of the genetic mixture, gives birth to a Newborn, a Xenomorph with human traits. The hybrid Alien recognizes Ripley as its mother, kills the queen Alien and Dr. Jonathan Gediman, a scientist previously captured and cocooned. Ripley takes advantage of the distraction to escape and makes her way to the Betty.
The Newborn reaches the Betty and attacks Call. It kills DeStephano when he tries to help her. Ripley finds her way onto the ship and saves Call by distracting the Newborn. Using her acidic blood, Ripley melts the glass of a window and pushes the Newborn towards the hole. It is violently sucked through the hole due to decompression.
The countdown on the Auriga continues as the survivors escape in the Betty. The Auriga collides with Earth, causing a large explosion. Call and Ripley look down at Earth, and when Call asks what Ripley wants to do next, she says, "I'm a stranger here myself." In an alternate ending that is used in some extended adaptations, the Betty lands in a ruined Paris.
Pistols Only: Can't purchase weapons.
Smaller Wallet: Earn less cash and carry less cash.
Mortal: No class selection allowed! That means no class bonuses for you.
Do less Damage: Everything you do does less damage.
Relics do stack! You can make the game absolutely miserable for yourself. In order to achieve this you have to keep prestiging. Each prestige equals one more relic you can have active. You can even have them all active at the same time! Unfortunately they don't affect teammates.