This mission is another HSU scan with the tiny difference that all sleepers here are shooters (alarms will still bring strikers though), and you WILL run into single scouts in rooms with them (no longer optional). Now's a good time to remind you that if you simply strafe around shooters (provided there's space to do so) they'll never hit you. Alternatively just duck at the last moment as their tracking shot always aims for your head. Our load outs were as follows:
Me: Pistol/Precision Rifle/Sniper Sentry/Spear
DL: DMR/Presicion Rifle/Mines/Hammer
Jim: DMR/Choke Mod Shotgun/Cfoam/Hammer
[Bot]: DMR/Hel Gun/Sniper Sentry/Hammer
The general flow of travel will is "go North" and you will have a shortage of closable doors so SAVE them (by keeping them open) until you reach your Class IV alarm later. Stealth bop away. You also have the option to snipe the scout and just deal with the room - that's better than letting it scream. Just for fun though, one of our scouts DID scream but it wasn't a problem ammo wise BECAUSE...
The lack of closable doors means the level has long sight lines especially to the South. Plonking down a sniper sentry facing the long bridge room (you can't miss it) and helping it was enough to handle the extra scout wave. What will screw you up is if you don't use the terminals to QUERY your HSU, followed by the correct key card to access it. There are a number of keys on this level - don't open doors you don't need to!
The room with the first scout will also have a class II alarm - just put a sniper turret in that bridge room and leave the door open - then you'll find some fog and another big room with a class III alarm. The big room is only accessible via hole in the wall, so DL mined the opening and Jim iced a thick line before it. My sentry was beside the hole on a crate facing inwards to shoot them in the back, and I supported it from the bridge while they did circles. Both cases had fighting while doing circles. It's the games way of telling us to "get used to it".
Past that is another room with a scout and a bunch of key cards. Get yours and head back for the class IV scan. Ours was in the junction room where the first scout was, so this time we put the two sniper sentries facing down the ramp to the fog in the North, and Jim was on c-foam duty for the one door we saved to the South (which DL also mined). Scum will get through before finishing circles so just keep calm and carry on.
Beyond that door is the room with your HSU (unless you opened the wrong door). Clear it out, do the team scan and get moving back to the extraction point where you should quickly put down the sniper sentries to help you defend against the endless extraction alarm wave. As the scan isn't quick, you will need to defeat a number of strikers before you can GTFO!
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