And just like that we're now at the final mission of Rundown 1, this time we need to turn off a reactor. Is it that simple? Well, yeah but getting there can be a challenge! Our load out of this one was:
Me: Pistol/Revolver/Sniper Sentry/Spear
DL: DMR/Sniper Rifle/Burst Sentry/Hammer
Jim: Rifle/Machine Gun/Sniper Sentry/Hammer
[Bot]: Hel Revolver/Machinegun/Biotracker*/Hammer
*The [Bot] has some funny lines when he's using the Biotracker. :P
Again the general gist of this map is "go North until you hit the objective" with lots of long corridors to take advantage of sentry usage. First door will be a class IV alarm (sentries on long bridge) followed by a room with a scout, then a class V door (sentries in long hallway before big area) and a room with TWO scouts, and another class V Apex door (sentries facing open door / looks like a short distance).
The scouts are a decent threat but just remember you have all those long stretches you can setup turrets to help with the defense. Now as we were burning through ammo here we also decided to open the 0 alarm doors on the sides which holds lots of gear - but only after doing the alarmed doors if we could help it. Sleepers and giants hide out there so be smart and weigh your options as you don't want to spend more of a resource that you're trying to collect!
At the reactor (turrets facing the hall) the shut down command will turn off all the lights and trigger a class IV alarm that forces you to hold your ground followed by an endless extraction alarm as you run to the drop point but this time all your enemies are shadow strikers! Big flashlights help here - basically if you think you saw something move shoot at it! Once you reach the extract spot, put turrets down, hold and GTFO!
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