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  • X-Mercs 101: Capturing monsters



    You have already met some of the inhabitants of Earth, as well as some of its guests. Different monsters ranging from arachnids to mutant raptors can be found on almost any mission. Of course, the first reaction to encounters like these is the irresistible desire to pump these horrible creatures full of lead. However, you can get so much more if you capture them alive.

    To do this, you’ll need a Stun Gun. This short-range weapon gives you a certain chance of capturing your enemies. The chance depends on how much health the target has. The less health your enemy has, the greater the chance of its capture.







    The minimal chance of capture is 5%, the maximum — 95%.
    You can obtain the Stun Gun through research at the Science Bay. Select the Other section in the Research Terminal and, if you’ve already researched Animal Control and Raptor Analysis, you’ll be able to research the Stun Gun. After that, you can produce the item in the Armory.
    When you’re done, a new structure will be available to you at the base — the Containment Cell. There you’ll be able to hold the creatures you capture.






    You can catch a monster on any mission. All you need to do is get close to your target, select the Stun Gun, and use it. When it's done, you'll see this:






    (Capturing alien species requires a different technology, which you can learn more about later on).

    The Containment Cell can hold up to five creatures. Captured monsters can be killed to acquire corpses, which will help you with further research. This procedure is instant.
    Captured creatures can also be experimented on. Experiment results may include information, resources, unique consumables or a key (an item used to open chests on some missions).
    You can have only one active experiment going on in a single Containment Cell at a given time.





    Here’s what you might get by holding experiments:
    Monster
    Item
    Overseer Alien Food/Drop of Life
    Imp Alien Food/Genetic Tag/Nanites
    Incubus Alien Medkit/Genetic Tag/Alien Weapon Parts
    Pterot Alien Medkit/Genetic Tag/Alien Armor Parts
    Reptoid Alien Armor Parts/Genetic Tag/Alien Weapon Parts
    Reptoid Sergeant Alien Armor Parts/Genetic Tag/Alien Weapon Parts
    Shadow Alien Weapon Parts/Genetic Tag/Alien Medical Machine
    Spikewing Nanites
    Raptor Raw Advinite/Nanites
    Arachnid Nanites/Credits
    Juggernaut Alien Medical Machine/Genetic Tag/Refined Advinite
    Chupacabra Acid Grenade/Nanites
    Puppeteer Acid Grenade/Alien Food
    Walker Raw Advinite

  • #2
    Important tip- be careful when you have a tank with the "Counterpunch" ability.

    Comment


    • #3
      Originally posted by GoatRider View Post
      Important tip- be careful when you have a tank with the "Counterpunch" ability.
      Very true, also Elecrical Dischargers. Nothing worse than getting them low and then having them kill themselves shooting you.

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      • #4
        where can i find walkers? im in chapeter three level 13 and i believe i did all the available mission locations today and not found any

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        • #5
          Up your level to unlock more areas with walkers.

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          • #6
            If your are farming genetic tags it seems that Imps, Incubus and Reptoids have a higher drop rate then their tougher cousins. Did you guys observe the same?

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            • #7
              I noticed it after I got a commander and it was the most annoying thing in the world not to mention they rarely give their gene tags, I always grab those regular reptoids because they don't die after one shot

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              • #8
                It is important to equip the squad with different types of hand gus use the insanely op def tank so u have enough time and shoot down mobs slowly so u can capture all of them
                There are missions that get u 20 mobs (and yes in late game u only care for gen tags or better)

                one suggestion to devs: if isolators are full prioritizes juggs, shades, pterots pls
                (and again, free isolator spots ingame would rock!!!)

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                • #9
                  There are thre shades on the platform and no-one escaped.

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                  • #10
                    Originally posted by Dr Crane View Post
                    There are thre shades on the platform and no-one escaped.
                    What's your tactic with dealing with them? A stun grenade?

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                    • #11
                      Let me guess: Crane walks up to them with one of his many defenders, taunts them and captures them.

                      Taunt skill needs some serious nerfing.

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                      • #12
                        Nah the shields and armour would not be able to deal with the damage from shades, stun grenade probably

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                        • #13
                          Well, he has Reaper armor and does not really mind if his defenders die.

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                          • #14
                            Hmmm true..... but still safety first

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                            • #15
                              Nice guessing

                              Here is the strat:
                              1. One def tank, four sniper
                              2. Walk the def tank close, get the extra ap and activate dig-in
                              3. NEVER use stun grenades or most of the other non-cost efficient consumeables
                              4. Ofc the def tank NEVER dies, particularly not when taking hits from shadows who do not posses a penetrating shot
                              5. While def tank gets occasionally shot at i hit shades with secondary weapon and sometimes use low cost grenade that can be placed very well to just bring hp of shadow down

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