Spacelords

Spacelords

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Playing as Shae
By TheFaceless6
A guide for playing as Shae, the Pros and Cons of playing her and her weapons, playing as antagonist, dealing with antagonists, and (eventually) some card builds. This is going to be a work in progress for a bit, but hopefully still useful.
   
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Introduction
"Look, it doesn't matter what you think you know about Shae, we need her on our team, she's a fighter who can make a difference!" - Harec


Shae is a stealth sniper with aim assisted plasma rifles. Being a sniper, she's far more useful at longer ranges, though her alternate guns allow her to be slightly better close up than her base guns. Due to this issue with close range, there are obviously cases where you shouldn't bring her.

Her special ability is called "Bewitch" which allows her to become invisible to a few targeted enemies after a short delay. Get too close or start shooting at the targets and she'll become visible.

As an Alien character, she has far less health than characters from the other factions, but doesn't really gain stress (the thing that makes you visible through walls) unless she starts shooting. She can use this to her advantage by sneaking up behind enemies for some quick melee kills. Though again, with as little health as she has, you are going to die quickly if spotted.

Now that we have the basics out of the way, lets get started.
Weapons
PHAX UTT-17 (Base Gun)- The Phax is a plasma rifle that first locks on and then charges up damage when you aim at a target. It slowly locks on and charges unless you aim directly at a small dot centered on the targets head. This dot is easier to track at long distances, so it locks on instantly and charges faster the further away you are from a target. This shot can deal a lot of damage to objectives but can also instantly kill elites and players rather than wounding them, which can either be good or bad. On one hand it stops them from being a problem, on the other hand your team just lost a source of aleph. The gun has it's uses but is generally considered one of the worse guns for PVP simply because you can be focused down before you get a meaningful charge done. It is however, really good at taking out Wardog elites because it can wound them in one shot if you can find the sweetspot, negating their constant regeneration ability. One thing with all of Shae's guns: they have an overheating mechanic rather than a reload mechanic, so the sooner you vent the gun, the quicker the reload. Unlike most guns in the game, you cannot interrupt the reload animation, so you are quite literally defenseless until you're done. The Phax overheats fairly slowly so you don't need to worry as often, just keep an eye on the heat bar above your ammo count.

LIGHT PULSE 11C-A (The Triple Tap)- The Light Pulse fires three shots every time the trigger is pulled. It can track up to three targets, hitting each one once, but you can target a single enemy multiple times, increasing the damage taken. It loses some of the damage the Phax has, but it dishes it out considerably quicker. The other downside is that it overheats extremely quickly. It is considerably better at taking out grunts in PvE and can quickly down any player that isn't Fifth Council or Lychus with a fully charged shot, only needing two charges for Alien characters. For the Grunts, it takes down a Wardog grunt in two charges, a Fifth Council grunt in four, and a Hades grunt in three. Let it be known that even if you use one of three charges, it still fires three shots. if you aim directly at a target with unused charges, they still get hit with the other two shots, but with much less damage.

FOCUS KAA7 (The Quickscope)- Only recently got my hands on this gun and it is by far my favorite. It requires no charging, but you will actually need to aim in order to land your shots. Per shot it deals a little more damage than the Light Pulse, but it doesn't have a three round burst, fires really quickly, and overheats after six shots. It has a considerably lower reload speed than the other guns. It is by far her best gun for taking out grunts, especially wardog grunts. I have not seen how well it works on antagonists, but with some number crunching, it's max damage shots can wound aliens in one shot, wardogs with two, and hades with two or three. I'm still unclear on how much damage armor reduces, but you should be able to wound council characters within the span of six shots.
Bewitch Tips and Tricks
To be Written Later
General Antagonist Tips
To be Written Later
Map Tips and Tricks
In here, I'm going to go map by map, pointing out which maps Shae will be effective on (both as antagonist and as raider), which maps you should really avoid playing her on, and how to play her on those maps when you pick her anyways. Most of the antag tips I'm going to be giving here are universal, you can use it playing antagonist as anyone.

Hanging by a Thread:
  • The only free map and the one where you're going to be seeing a lot of new players. While I strongly suggest not playing Shae here, you can sometimes get away with it. Especially since they physically can't bring Lychus to the game/ The first part of the map will be absolute hell to play on, both as antagonist and raider. You're basically stuck with melee for most of it, but as a Raider you can focus on picking off the engineers to speed the process on, you can also focus on taking out grunts on the turrets, provided you don't get hunted by the other grunts or the antag. As an Antagonist you have a bit more leeway by bewitching Raiders and using the grunts for melee cover, it's amazing how often you can grapple someone when they're busy punching grunts. You can also take over one of the turrets and use it to shoot at Raiders for a lot of damage.
  • The second part of the map is a bit easier, both as a Raider and Antag. Once you and your team clear out the first area, Shae can take position at the top of the ramp where the Raiders spawn and cover the ones manning the turrets. If there's an Antagonist, she can almost see most of their spawns from that position and focus on wounding them for her team. As an Antagonist, she does not have very advantageous spawn points, especially if someone devotes their time to hunting her down, though it's likely to be less of an issue than if they brought Lychus. If you successfully survive any spawn camping, the raiders manning turrets are easy marks, standing still for a fully charged shot that will kill or at least wound most people who aren't fifth council. Forget contributing much after the wall is cleared though, massed grunts are not Shae's strong suit and the area is too close combat for Antag work. Once they get into the elevator you can pick them off as Antag though, especially since they're likely to have Aleph on them from killing you while waiting for the elevator, you can suck some lives off of them.
  • The third part is where Shae is at her most useful on this map. There is a spot where she can keep an eye on all of the panels at once, she can take out the engineers that move to turn them off, though the spot is right next to a spawn point for enemies, so you need to keep an eye out. As Antagonist, there is a much higher spot where you can snipe at the top generators and the spot I mentioned earlier. Provided you can bewitch anyone moving to take you out and take them out first, you should be able to do some damage to the raiders at that point. This is also the only part where Elites spawn, so you can get away with sniping people in close combat with the elites and start a Melee Spree. Bonus points if your melee immune elite chases them into their spawn. If they manage to overload the generators, your last shot would be to hide and wait until they try to evac and then shoot them while they are in the animation.

    In Shock:
  • Cannot Physically play Shae.

    Breath of Hope:
  • To be Written Later
  • Really not a good idea to play her here.

    Fistful of Sand:
  • To be written later
  • Not recommended but can be useful, more as antagonist than raider

    Enemy Within:
  • To be written later
  • Can be useful as raider due to objective damage, but a really bad choice as antagonist

    Short Fused:
  • To be written later
  • Very useful as both antagonist and raider

    No Reservations:
  • To be written later
  • Oh god please don't play her on this map

    Weapon of the Past:
  • To be written later
  • Pretty good to take out elites and is wide open enough to be decent at antagonizing

    The Beast's Lair:
  • To be written later
  • Can be useful as raider for objective damage during the boss, really good as antagonist... for the first part. Useless as antagonist during the second part.
Cards and Their Uses
If a card has a rare version, I'll write the increased value in (parentheses). The boosted value when you have five aleph will be in [brackets]

Faction Cards:
  • Stoicism: You take 50(60)[80]% less damage when wounded.: More useful in PvE rather than PvP, especially when playing antag, as most players will chase you down after you're wounded. Still other cards are better.
  • Abnegation: Wounded time is reduced by 20(30)[70]%.: From personal experience, this can be really good, especially when boosted. You spend almost no time wounded and can surprise enemy players that think you're an easy target.
  • Lone Hunter: Your weapon reloads 25(35)[65]% faster if there are no enemies within 15 meters.: If you know you can keep your distance from enemies reliably, this can be a good choice, though reloading is less of an issue on Shae, this is more suited for Harec.
  • Skill: You reload 13(20)[50]% faster.: Same issue as with Lone Hunter, more useful on Harec rather than Shae.
  • Vendetta: Kill shots [shots that hit] do not use up this weapon's ammunition. : By far one of my favorites, if you are using the Phax, most if not all of your shots will be kill shots. You can use this to avoid melee combat for longer, especially useful when playing Antagonist.
  • Cautious: Your shots deal up to 6(9)[20]% more damage the further you are from the target.: More useful than Lone Hunter but with similar issues. If you can't make sure you keep your distance, it isn't going to be as useful.
  • Concentration: If 10 seconds pass without you firing, your next shot deals 30(40)[70]% more damage.: While the boost in damage seems like a good idea, there aren't many instances where you will be waiting that long if things go well. I feel it would be useful on an antagonist if you are against multiple tanky enemies, especially if boosted.

Character Cards:
  • Amaurosis: Detection radius for Bewitched enemies is 26(32)[60]% smaller.: If you like to live dangeously and go into melee a lot, this will help you out. It lets you get closer before an enemy will notice you, if you play things right, you can even grapple without them seeing you.
  • Subtlety: Detection after firing lasts 70(80)[100]% less.: If you want to play a bit safer, this will let you take pot shots at far off enemies and they'll have less time to shoot back.
  • Expertise: Bewitch targets are acquired in 35(42)[70]% less time.: I am personally not a fan of this one, but others might enjoy it. It will probably be most effective when fighting other snipers or people who are actively hunting you down.
  • Synesthesia: (Rare only) Acquire Bewitch Targets only through their signiture through walls. If boosted you can also acquire them normally.: This is at the same time a major buff and debuff to yourself. It will be much more effective against AI enemies and Wardog/Council players. However if you use this and there's an Alien antagonist or Alien raiders, you're gonna have a bad time until you get the boosted version.
  • Suggestion: Bewitching lasts 45(60)[150]% longer.: A good all around card, this is a bit less useful if you only bewitch one enemy at a time, but if you're good at getting a lot of enemies, this gives you plenty of extra time to pick them off before you're visible again.
  • Treachery: Your first strike after bewitching a target deals 70(90)[150] more damage.: Doing the math here, even with the 70% bonus, you are going to wound Alien enemies in one hit, and two shot anyone who isn't a Hades character. With the 150% bonus, you are going to be doing 100 damage with that first melee attack, actually wounding anyone who isn't a Hades character in one shot. If you get 5 Aleph and bewitch the entire enemy team as an Antagonist, you are likely to go on a melee spree provided the Bewitch doesn't run out.
  • Eclipse: When wounded, automatically bewitch every enemy within 18(22)[40] Meters.: Useless as an Antagonist, but a bit better against Grunts provided you can kill whatever wounded you.
  • Predation: Bewitched enemies grant 100[500]% more ammo on death.: In my opinion this card isn't nearly as useful as most of the other cards, provided you aren't wasting shots, you aren't really going to need Ammo often, and you will usually only need one melee kill to get back to an acceptable amount of ammo.
5 Comments
Triel 15 Aug, 2019 @ 10:06am 
add 2 weapons that arent here, a'si dagan (autosniper) and sa-dhu (pressure shooter)
Level1Rookie 21 Dec, 2018 @ 6:13pm 
Ahh thanks for this, was trying to learn how to play her but always failed. Great guide
Dr.Gonzo 16 Jan, 2018 @ 5:07pm 
Keep it up,if u have the time write some for the other characters.This game seriously lacks this kinda stuff.
TheFaceless6  [author] 16 Jan, 2018 @ 10:22am 
Dr.Gonzo: No problem my friend. Still working on this guide when I have time
Dr.Gonzo 15 Jan, 2018 @ 10:08pm 
thx m8:steamhappy: