Space Hulk: Deathwing - Enhanced Edition

Space Hulk: Deathwing - Enhanced Edition

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I DON'T NEED AN APOTHECARY
By [NeW]Spiked and 1 collaborators
A SURVIVAL GUIDE TO CLOSE QUARTERS PURGING
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On No Mercy games, one-hit kills are responsible for countless ragequits and hours spent staring at the revive timer. While slapping on those armour bonuses and damage reductions will help, this guide aims to shed some light on how to avoid damage altogether with good movement, and inform players new and old about some of the less obvious mechanics in the game.

This is by no means meant to dictate how you should play – but if you’re struggling to make your way through NM / NM FF games, these tips might help.

Please also see the Tips for Happy Grimdark Multiplayer Experience discussion for more general pointers on how to start your new life on the Olethros.


7 WAYS TO STAY BLUE
There are 7 main ways to actively avoid / mitigate damage in this game:

1. Dodging
2. Blocking
3. Melee interrupt
4. Ranged interrupt
5. Environmental interrupts
6. Abilities
7. Turning your body

1. Dodging
SUFFER NOT THE ENEMY'S BLOWS

Most enemy attacks in this game are very linear and can be evaded with a well-timed sidestep. This is especially true of spitters – those globules might look big, but even a little step to the side is enough to avoid damage altogether.

When sidestepping, you want to pick one direction (depending on the space available), and then keep strafing in that direction till you’re clear of the attack, and now to the opponent’s side; that way you can counter more effectively. Short shimmies on the spot aren’t very effective and will take you back into the path of an attack. Also beware that when enemies are uphill from you, their spit and leap attacks will have extra range!

How to time your dodge


Thankfully, most of the enemies’ attacks are well telegraphed with a distinctive hiss or roar.

They also tend to begin their special attacks as soon as they’re in range, so the more you play, the more you’ll recognise the range that they’ll start their attacks.

You can also start strafing when you see the startup animation as most of their attacks also take a bit of time to reach you. This is why keeping visibility up front is so important, and why fire and plasma weapons have to be used with care.

2. Blocking
STAND YOUR GROUND, BROTHER

There will be times however when you realise you’ve messed up the timing of your dodge, or you simply lack the space to do so. This is where blocking comes in.

Blocking does not block all damage completely, and enemy’s critical attacks can kill you even whilst you're blocking, which is why sidestepping is better overall. However, the startup is very quick, and interrupts certain animations like reloads, so you can pull it out in an emergency.

Despite holding your left arm/weapon out, blocking by itself does not seem to affect which body part is taking the damage, though it will reduce the damage taken.

Once you’ve blocked an enemy attack, the enemy is vulnerable for a moment as it recovers - make sure to get some payback when you can!


Different off-hand weapons have different block properties.
  • An Assault’s Shield blocks bioblast (exploder) damage completely, ballistic fire completely, mitigates almost all plasma turret and rocket fire;
  • Lightning Claws will block bioblast damage completely but take damage from ballistic, plasma and rocket fire;
  • Power Fists and Swords, Maces etc. will only mitigate damage.

Blocking’s also essential when you’re teleporting back in from a psygate - while you can’t see anything for that first second or so, you can still start blocking and strafing to avoid any enemy attacks.

3. Melee interrupts
WE SHALL MEET THE XENOS FIST-FIRST

It’s often better instead to go for a melee attack instead of a block altogether. Melee is very powerful in this game for a few reasons:
  • Melee reliably flinches the enemy and can keep them from moving / attacking.
  • If you trade damage with an enemy, the damage will typically hit your melee arm, not the face or torso.
  • Melee can interrupt special attacks, either with the flinch, or by triggering an enemy’s block.
  • Unlike your bolters, assault cannons and other ballistic weapons, a single melee attack will hit multiple enemies, across its arc and also through other enemies as well.

    The Librarian's Force Sword isn’t the most powerful, but has a long reach, keeping an entire horde flinchlocked whilst I wait for a Combustion.

  • You can widen the arc of your weapon swing further by turning with the animation.

  • Even if one enemy blocks the attack, the others behind it can still get hit.

  • As with ranged attacks, damage is localised, so you can still aim for the head for extra damage.

Enemy blocking

Enemy blocking is the biggest threat you’ll face when engaging in melee. When a nid blocks your attack, they can follow up with a quick counter that will hit you before you can connect with your next swing.

[Some points from pfmm from the comments:
Even if the blow is blocked the Nid will still take damage, and if it's taken prior damage it may still die. Take note of these Nids as any blow can take them down.

Nids with legs and arms missing cannot block. Smash them.
]

If your attack’s been blocked, the best thing to do is to follow up with one of your faster actions – firing your primary (unless it’s an assault cannon), blocking, using an ability like shockwave or a shield, or simply moving out of range of the counter.

But a better approach is to avoid getting blocked altogether...

How to avoid or take advantage of enemy blocking
  • You can avoid enemy blocks and turn them to work in your favour if you understand your melee animations, and when the enemy can block:
    • Player melee attacks go through different stages after pressing your melee key – the startup animation; the active frames where your weapon deals damage; and the recovery frames when the animation is still playing but can no longer do damage.
    • However, enemies will only block when: 1) they are in your melee range at the moment you press (not release) your melee key; 2) they’re facing you, and 3) you have aggro.

  • This means you can avoid their blocks entirely by:
    • starting your attack out of range, and then moving into range during the startup animation so your melee attack will make contact during the active frames;
    • charging up your attack out of range and then releasing when in range, as they only block when you press, not release the melee button;
    • beginning your attack aimed off to the side, and then turning to the enemy as it swings;
    • attacking their sides and rear; or
    • attacking an enemy that's aggroed on another teammate

  • For follow up attacks, you can either move out of range again to start the next melee attack, or circle around to the enemy’s side whilst they are flinched.
  • Depending on your swing speed, you may also be able to get your second attack off while the enemy is still flinched.

    An example of spacing and timing attacks to avoid blocks

  • If you messed up the spacing and have triggered an enemy block, this can still work to your advantage – the block will start whenever you melee in range, even if they are mid-leap, and will only end when you make contact or the entire melee animation has finished. This means that when you’ve triggered a block, you can move out of range or quickly turn away so the attack never makes contact, and the genestealer will patiently wait for the entire animation to play out, instead of immediately countering.

  • NB: Sprinting into an enemy to do damage is not detected by the enemy as a melee attack and so won't be blocked. Sprinting attacks will kill hybrids and psykers, and can stumble or even knock down some of the smaller nids, so make sure to follow up with an immediate melee. However, beware that it is unreliable for interrupting special attacks, especially leaps.

  • NB 2: Charged attacks do not do any appreciable extra damage without the appropriate blessing, but as stated above can let you bypass blocks when charged from out of range.

Melee weapon choices
  • These mechanics also factor into weapon choices:

    • A faster swing speed may make it easier to swing on reaction, and when you do get blocked, you’re vulnerable for less time before your next melee strike.
    • With the appropriate speed mods, some weapons can swing fast enough to keep an enemy stunlocked.
    • To intercept enemy attacks, you will be relying on fast reactions to quickly melee when you see the enemy begin its attack (and will likely trigger a block)

    • A slower swing speed makes it easier to avoid blocks, as you have a much longer window to move into range from out,
    • Each swing also has more active frames, making it easier to arc your weapon to hit multiple enemies.
    • For intercepting enemy attacks, you are preempting rather than reacting, swinging early and catching the enemy attack during your longer active window.

  • Each melee weapon also has a different range – for the longest weapons, getting blocked at the very tip of your range isn’t so much of a risk, as it is easier to get out of reach of the enemy counterattack, whereas getting a Power Fist blocked will leave you very exposed.

  • AOE weapons, such as the Thunder Hammer and Mace, or any melee weapon with the Assault’s Zealot perk do not have to worry about enemies blocking their attacks, and so a speed mod is usually the best choice, to minimise the gaps in between your attacks.

  • For all other weapons, this is really down to personal choice. Experiment with what balance of speed and damage per hit works for you, but as a general point - damage mods tend to leave your weapon too slow unless paired with a perk that boosts the swing speed to begin with.

  • NB: weapons like Narthecium, Force Sword and Force Axe have cooldown bonuses beyond their simple damage, speed and reach stats. See this guide by Rydiak for easy reference.

4. Ranged Interrupts
LET HATE GUIDE YOUR BOLTERS

Ranged damage can interrupt enemy’s attacks as well, though this is less reliable than a melee hit.

Every shot causes a microflinch on hit, which can reduce the distance covered by the enemy, even mid-leap, but only certain shots will interrupt the attack completely. We've been unable to determine whether this is based off of the criticals system (interrupting on a critical hit), or some damage threshold within a certain time, but in any case - keep shooting!


Some weapons are guaranteed to flinch enemies in one way or another:
  • The Plasma Cannon will stumble all enemies on hit, even Broodlords
  • The Hellfire’s after-effect stuns enemies for a second or so
  • The Flamer stuns enemies momentarily when they are ignited, though there is a cooldown before they can be stunned by reignition
and while not guaranteeing stumbles, the Redemption, with its high damage / number of pellets per shot, seems quite reliable in flinching enemies.

NB 1: stunlocking hybrids and psykers with consistent shots is a good way to stop them from getting their attacks off, and you can in fact keep multiple hybrids stunlocked with quick accurate fire, especially with Bolters.

NB 2: aberrants have unusual AI behaviour, where they will maintain a slow walk towards you until taking any damage, and after getting to low health, will attempt to run away

NB 3: at the end of each melee swing, you can actually start your next action a little before the last few frames of your recovery animation. To find this point in the animation, you can simply hold down your primary fire during the recovery animation, and it will start firing as soon as possible.
5. Environmental Interrupts
EVERYTHING HAS A PURPOSE. SO THE EMPEROR ORDAINS

Certain objects in the environment will interrupt when shot/bashed:
  • Flames from shot pipes will have the same stun effect as igniting an enemy with a flamer.

  • Some barrels and grenade piles will explode when hit, doing no damage to you but stumbling and igniting enemies.
    For this type of barrel, keep an eye out a small glowing ring on the top or side for the live ones - the duds are the ones without a lid

    For these types, look for the vibrant glowing sections

  • Barrels can also be primed by a low amount of damage, such as a Shockwave, for a delayed detonation.

    Grenade piles are hard to spot, but pack a wallop
6. Abilities
EMPEROR BLESS US

Abilities activate almost instantly, in time to prevent an enemy retaliation after a block.
  • The Chaplain can turn on Litany (2) to completely avoid all damage for him and the whole team, or Retribution (3) to reflect any damage directed at him back to the source.

    BUG WARNING 1: While Retribution is active, the slightest FF hit by a teammate on a Chaplain's body part will reflect a huge amount of damage back to the teammate, taking their equivalent body part to red health.

    BUG WARNING 2: When 2 Chaplains overlap their Litanies, BOTH shields will turn off when the 1st one deactivates.


  • The Librarian can use Shockwave to push back enemies, and Combustion also will stumble an enemy if it doesn’t kill it outright. Make sure to rush them and follow up with an attack before they recover. Lightning can also help reach the damage threshold to flinch an enemy, and will also one-shot turrets.

  • An Assault can use his shield ability (3) to mitigate some of the incoming damage - in conjunction with your physical shield, this can allow you to tank a hit or two from even a Broodlord.

  • A quick-witted Heavy can quickly place a mine directly at his feet as a mini-combustion - note though that this will do damage to teammates (not yourself), and is difficult to do downhill or when enemies are blocking your view of the ground.

  • Though not an ability to use on reaction, the damage from a Tactical's Skull-bolter can help reach damage thresholds, and when upgraded with a rocket, can knock down enemies mid-leap. Also handy is the fact that the skull bolter's physical model can block enemy leaps from reaching you as it trails behind you!

Also note that even while on cooldown or invalid like a revive when the team is alive, pressing an ability instantly interrupts some animations such as reloading, allowing you to try a different tactic immediately if caught by surprise. However, be warned: they do NOT override your melee attack animations.

Abilities can also be used during your death animation - this can be handy for throwing in a quick revive for teammates (though sadly not yourself), or a revenge Combustion as you die. Don't use the Chaplain's shields during the death animation, however, as their effect wears off as soon as you die, and you will be stuck with the UI overlay for the rest of your game.
7. Turning Your Body
AVERT THINE EYES

Your absolute last resort, when you have no room and can’t block, maybe because your off-hand is broken.

Enemy attacks will fairly accurately damage the body part that they strike, so turning to the side can expose your arms to the damage instead of your chest and head. Moving away from an enemy can also cause attacks like leaps to hit your legs instead, depending on their trajectory.

Even with broken legs and no hope of avoiding a hit entirely, it's worth moving as much as you can to redirect the damage away from vital areas.

It should also go without saying that the 20% armour bonus, 50% acid reduction (and the 30% limb health perk, though not as mandatory) will go a long way to improving your survivability!

BROODLORDS AND SCYTHE-STRAINS
PURGE

While these principles still apply, the way they work changes a little when it comes to Broodlords.

There are 2 main variants:
  • Though technically not Broodlords, the slow, lumbering Scythe-strains are commonly referred to as such due to their similar size, and are easily recognisable with their huge, scythe-like talons.
  • The fully-fledged Broodlords are a lot faster and more dangerous, recognisable by their long fingers and fast running speed. Unlike the Scythe-strain, they can make use of psychic lightning attacks (from afar, as well as an AOE around itself).
For both variants, blocking is even less effective given the massive damage each Broodlord and Scythe-strain attack can do, and you won’t be able to keep them flinchlocked with melee attacks due to their high armour, though hits will still slow them down with microflinches. So keep the following in mind when approaching Broodlords and Scythe-strain:
- Spawns
As you go through each map, you’ll start to recognise the different rooms where Broodlords and Scythe-strain can spawn.

Keep an eye out for large pipes in the wall big enough for them to crawl out of, like in the Geneseed Vault in Chapter 5 - this is where Broodlords will spawn from. Beware that they’re often just above you, and if you find yourself running into an invisible wall just below one, that’s because one is about to spawn right on you!

Scythe-strain spawn by burrowing out from the ground - if they are unable to reach you for long enough, they will also burrow and reemerge when you reenter the area.

Even though they do not spawn from the same pipes as Broodlords, they do seem to restrict their spawns to rooms with those pipes.

Learning to recognise these potential spawns will let you know when to preserve your stamina and take note of your nearest exit strategy.
- Bunker Down
Your safest bet is usually to find a small door or other environmental chokepoint that the Broodlord cannot fit through, and cheese it from safety.

Small doors, shipping containers, narrow walkways, low ceilings, well-placed CATs etc. - keep your eye out for anything the Broodlord can't follow you into/onto.

Just beware of their spit and lightning attacks - when you see / hear the Broodlord begin its lightning animation, make sure to move from your original position, and bear in mind that as with Terminator abilities, the Broodlord can use its lightning attack during its death animation, so keep an ear out for its distinctive scream.

In some situations though you will be forced to fight them in the open...
- Safe Kills
Certain weapon builds give you the option to more safely deal with Broodlords in the open:
  • Purgatory Sword - Assault – fully upgraded, the Purgatory Sword is incredibly powerful, killing Broodlords in just a few hits. Activate Frenzy and the Broodlord can be dead within seconds.
    Even without Frenzy, Broodlords will fall fast to the Purgatory Sword

  • Plasma Cannon - Heavy – a shot from a plasma cannon will stumble the Broodlord back, meaning you can keep it stunlocked indefinitely. The War Machine Perk (x2 Recharge rate) and Speed mods to reduce the AOE are particularly useful on FF games.
    With good cover from your team, even a Broodlord and 2 Scythes are no match for you

  • Retribution Shield – Chaplain – timing your Retribution shield to reflect the Broodlord's melee attacks can take off a huge chunk of its health – slapping your Litany of War on as Retribution runs out will give you the last few seconds you need to finish the Broodlord off safely. It’s important to make sure you have the aggro before you use your Retribution shield, however, and note the 2 shield-related bugs mentioned above.
    With a well-timed Retribution, black Broodlords can die without even needing Litany to cover. Note the Apothecaries taking massive damage due to stray shots hitting the Chaplain during Retribution

    This time, the BL is aggroed on a teammate, so I activate Litany first, grab aggro by getting closest and hitting it, then activate Retribution when the Broodlord starts hitting me

    NB: Scythes attack too slowly to do enough damage to kill themselves during Retribution's short duration, so save your shields for Broodlords / emergencies.
- Kiting
For all other loadouts / thrillseekers, you will have to learn the ancient art of the circle-strafe.
  • Scythe strains are fairly easy to circle-strafe, and bait attacks from – all you have to be wary of is its spit attacks and the rhino charge attack, which it typically uses only when at mid-/long-range.

  • Fully-fledged Broodlords are far more dangerous – while they lack the rhino charge, their default running speed is just as fast, and their attacks come out much faster as well.
    • At point blank, your circle strafe will cover the most angle/distance per step, though it will be using its fastest attacks against you.
    • At mid-range, you might be able to bait out its lunge attack, which is a little more linear, and when dodged leaves the BL with its back to you.
    • Long-range, you want to avoid running away unless you can reach a safe area in-time – it’s faster than you, and all you’ll do is burn your stamina and die. You’re better off running towards it and to one side, to begin the circle-strafe as soon as possible.
    • I find the best strafing pattern is a circle around the Broodlord whilst moving in and out of close to mid-range - this seems to bait and miss its lunge attack more frequently. Make sure to watch your environment for anything that will get in your way!


  • As you strafe, you should be attacking it to damage it as much as possible and maintain aggro - aggro seems to be based off a mixture of proximity and damage dealt, and melee attacks seem particularly effective at grabbing aggro.

  • Teammates who aren’t kiting should stay clear to avoid pulling aggro, and be wary of it lightning you, even if you're not the closest.

  • Knockback attacks e.g. Shockwave, Combustion, shield bash and barrel explosions will reset the Broodlord's aggro.

  • Trash mobs can help buy you time by blocking the Broodlord's direct route to you - put as much damage as you can on the Broodlord whilst dodging the mob attacks.

  • The Broodlord also has certain attacks that will lock it in place during its animation:
    • The Broodlord will stand still to cast its lightning attack every 9 seconds or so - take note of the timing to plan your abilities, for example saving your Chaplain's shields until just after the lightning
    • If the Broodlord detects multiple teammates next to him, he will trigger his AOE lightning attack, again fixing him in place. This has a cooldown though, so cannot be abused to lock him in place indefinitely.
    • Both Scythes and Broodlords will occasionally stand still and do a roar animation, sometimes immediately after spawning or mid-fight. They are in fact blocking during this animation, distinguishable in melee by the sound effect for a blocked hit, and will take much less damage during this period, so it's an ideal time to reposition / reload.

    Certain classes also have specific tools to help –
    • Any Assault with a shield can use alt-fire to bash the Broodlord, knocking it back. Whilst you have to be right up close to it for the bash to connect, and successive shield bashes come out too slowly to keep it stunlocked, you can incorporate them into your strafe circle when you see the Broodlord’s turning circle is about to catch up.
    • Chaplain’s shields – see section on abilities.
    • Both Assault and Chaplains also get access to the Ruthless perk which boosts stamina dramatically - these can help in maintaining distance during the kite as well.
    • The Librarian’s shockwave and combustion will also knock the Broodlord back – it’s best to start with shockwave, then combustion, then shockwave again whenever the Broodlord looks like it’s caught up to you, to intermix the cooldowns. Each time it's knocked back, make sure to run behind it to resume the circlestrafe.
    • The Heavy's mine will stumble the Broodlord on hit, buying you a few seconds to reposition.
    • The Tactical's skull bolter can block the Broodlord from reaching you as it trails behind you, especially in tighter quarters.
- When all else fails...
As the 3 of us were at the door, this triggered the Broodlord's AOE lightning attack, letting us trap the Broodlord in the double doors

Express elevator to hell, going down

Facing a Broodlord in a long narrow corridor without a Plasma Cannon, Assault or Chaplain would be suicide...unless said corridor is lined with barrels!

While you can't hack turrets in multiplayer, you can trap a Broodlord or Scythe in between you and a plasma turret, and they'll be stunlocked to death

...make use of your surroundings!
YOU CAN BE MY BATTLE BROTHER, ANYTIME
So you’re dodging spitballs like Neo and teaching Broodlords how to tango - but who the hell is watching your back? Knowing how to move and cover each other as a team is your number 1 method of staying alive.


Formations
Formations can be pretty fluid depending on the map and the group, but as a general rule, you’ll want most of your firepower up front, your next biggest gun covering the rear, and then your support classes covering either side in the middle. This is because it’s tougher to kill your way through a horde than it is to keep them at bay whilst backing off – keeping more weapons pointed forwards ensures you have the ability to push through the Xenos to your objective.

The ideal candidates to take point are:
+ Assault - unparalleled ability to smash his way through a horde, as long as he has ranged support, can tank gunfire from the front if he has a shield


+ Librarian - good mix of ranged and melee, lightning for any psykers or turrets you encounter, and 2 great abilities for pushing through a crowd in Shockwave + Combustion


+ Heavy – pure, unadulterated firepower for clearing a path



+ Chaplain – has the shields to tank his way through tough spots




- Tactical tends to lack the firepower and killing ability, unless built for lightning claws / power fist. Good in 2nd position though as he can place his shield on the pointman.

- Apothecary is best placed in the middle, so he can reach whichever teammate needs the healing soonest.

- Anyone using the flamer – while doable, the flames will typically obscure your vision, making it harder to aim and spot incoming spit / leap attacks.

The ideal candidates for the rearguard are:

+ Heavy –has the firepower to hold the horde at bay, is comfortable shooting while backpedalling, and can plant mines as he leaves an area without worrying about the friendly fire damage to teammates.

+ Chaplain or Tactical, especially with the flamer – whilst the flamer tends to obscure your teammates’ vision up front, making it harder to see incoming attacks, this isn’t an issue when you’re backpedalling away from the enemy. You make the most of the damage over time as you’re putting distance between you and the enemy, and this also keeps your teammates with revive away from the front where the fighting is messiest.

- Assault - less suitable for the rear as he has to approach enemies to engage them, and at the back he tends to get pulled further and further away from the team, though still doable, especially with the Ruthless perk.

- Librarian – while perfectly capable, you usually want that lightning up front to one-shot turrets.

- Apothecary – Hellfire is very handy as a rearguard due to its stunlock ability, but you'll be leaving the rear exposed everytime you run to heal a teammate.

But don't let these suggestions dictate your play- if you can cleave your way through a horde armed with nothing but dual nartheciums, don't let me stop you!


Moving as a Phalanx
Often you’ll find yourself in corridors too narrow for the whole squad to fit through – as terminators carry their guns in their right hand, you’ll want to be in a phalanx whenever possible, with the terminator at the front on the left, the one behind him slightly to his right, and so on. This gives as much of the team as possible a view of the enemy, whilst still letting you strafe to the side without bumping shoulders. Don’t be afraid to strafe into your friendly fire - better a few bolter rounds in the back than a claw to the face!


Check your radar!
As you're moving as a group, make sure to keep an eye on your radar - there's a lot of information on there including spawn locations, movement blips, and red dots as precise locations of enemies in your team's view - it's also the easiest way to tell if there's a Lictor in the area, as your radar will be hit with static. Checking the radar will help you know which angles are safe for now and what's being covered by your teammates, and get all guns pointed where they need to be.


Psygates
Psygates will not only heal you for free, they will also teleport you to your teammates (usually in the order of loading into the server, so host first). This can be useful for regrouping whenever your team gets separated.


Quick Orders
Though a little limited, these can still be useful for marking high value targets / positions.
The Attack order ("Destroy this Target") remains visible through walls, but disappears after a time, whilst the Go To order ("Move to this Point") is permanent and more visible, but not through walls. These can even be used to keep track of burrowing Scythes / teleporting Psykers!


Locking doors
Knowing which doors to lock and which to leave open comes with experience and familiarity with the maps. On the one hand, locking away a horde can be the difference between survival and a wipe - on the other hand, you can easily get yourself killed locking a door that has a spawn right next to it anyway.

The general rules are to lock doors when:
  • You're not going that way;
  • There's a horde about to come through it, or there are spawn points on the other side of it;
  • You're about to enter an area with a lot of resistance, and it will reduce the number of angles you have to watch;
  • You want to create a 'safe room' - a room with no spawn points and all but one doors locked, so you can make an easy stand by watching the single entrance, and if necessary lock yourself in there;
  • It's safe to lock.
DON'T lock a door if:
  • You're going that way, or about to come through that way again;
  • There's a nearby spawn on your side of the door - it won't reduce the number of angles you have to watch as you're still going to need a gun pointed to your rear, and you're likely to get yourself killed by spawns as you're locking;
  • There's another door ahead that your teammates are already at / that you can reach quickly - you will save time by skipping your door and locking the next instead;
  • The room you're locking behind you is safe, i.e. there are no spawn points in the room and all other doors to it are locked. Locking the door is not making the room any safer, and instead denies you access to a useful fallback position.

Here, the Apothecary has turned his back to a spawn point to lock the door, even though it is clear from the minimap that the room he is locking away is sealed and spawnless. An unecessary risk!

DOOR TRICK #1: Technically an exploit, but so commonly used that it's worth knowing anyway - you can lock doors without having to stand next to the control panel for the duration of the lock. If and only if the door is open:
  1. Press the button to close the door, and keep the key held;
  2. Immediately walk away from the control panel whilst the door is still closing;
  3. Once out of range of the panel, you can let go of the key and the door will start locking once it fully closes.
(credit to ran_red for showing me how this is done)

DOOR TRICK #2: Usually, you are unable to do any actions whilst you are unlocking a door other than moving. However, if you bring up the map and close it whilst unlocking, this will allow you to shoot, reload, and use abilities during the unlock (credit to primarch for letting me in on this trick).
GOOD. THIS WILL GIVE US ROOM TO MANEUVER
...and that's it. Thanks for reading this guide, hope it's been educational and emotional.

Any questions / corrections about the info in this guide, feel free to leave them in a comment.

Last but not least: the most important key to survival is communication, so here are a couple of active discords if you're looking for games:

Warhammer/40k - https://discord.gg/FmWSePp
Deathwing Fan Official - https://discord.gg/R3CP6NC

Special thanks to [NeW]Hunted, Waddih, Rocness, Ysysys, Meduson, primarch, ran_red, and all the other battle brothers and sisters out there who've persisted with this rough gem of a game; and hope to see more of you out there!

THE OMNISSIAH IS SATISFIED. YOU MAY PROCEED


64 Comments
The Spirit of Kung-Fu Mustard 4 Aug, 2024 @ 12:40am 
It's sad the devs REALLY did NOT want to actually replicate the 40k feel...
PlatinumCash12 8 Jan, 2024 @ 12:34am 
I am not kidding, I got on the community hub for the first time because I wanted to see if anyone said anything nice about this game before I uninstalled and went back to monster hunter.. and then I saw this guide and I have never been more motivated to master a hard game in my life. greatest guide I've ever seen and very eye-opening because the community for this game obviously just wants more experienced players
NinjaSloth 14 May, 2023 @ 9:37pm 
Half way through the guide when I realize this isn't Aliens fireteam elite but that is where I know the name from :D
Great information in either game though.
bazzuka fan 16 Sep, 2022 @ 3:34am 
how are you not dead
fucked up looking ugly ass cat 6 Sep, 2022 @ 1:24pm 
i need an apothecary
Kaijudreams63 21 May, 2022 @ 4:14pm 
Best help!
Skopoldo 20 May, 2022 @ 7:04am 
Great job
Kazuhira 13 Mar, 2022 @ 7:39am 
Local Terminator Too Angry to Die:empireskull:
Sir Mr. Goodfellow 10 Nov, 2021 @ 1:38pm 
best guide ever!
Eudaimonia 31 Oct, 2021 @ 2:09pm 
The Codex Astartes supports this guide.