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<br>When players are clear to approach the extractor, interact with the computer on board to begin the disabling process. Players will have to hold the input and the position for a few moments, so make sure all forces are down or squadmates are providing effective cover . Crouching or going prone is an option while disabling an extractor for extra cover (it appears progress stops when going prone, but when standing back up the progress bar displays properly). Players are free to look around during this time as well, assessing the threats nearby and determining next steps. Players will be stuck in place for a short moment once the extractor is disabled , but be ready to move - the extractor will soon detonate , dealing a large amount of damage in a short area. Don't get caught in the blast rad<br><br> <br>Any offensive armaments like the Mortar Strike can be excellent at quickly removing the Terminus forces around an extractor, just be careful not to get caught in the effect area. Throwable tactical and lethal equipment are also effective in this regard - when choosing between Epic tactical gear options, the Cymbal Monkeys or the Kazimir Device , the latter will pull the mercenaries into the blackhole effect , similar to zombies, making it more effective when dispatching a large group of Terminus goons . While the Cymbal Monkey does have an effective blast radius, the Mercenaries do not fall prey to the upbeat tune and will not gather around the explosion the way zombies would. Claymores and proximity mines can be useful at deterring recon assailants , but be cautious of proximity mine placement not to accidentally catch yourself in the blast if triggered by a mercenary. Thermite is also highly effective against groups and heavily armored troops like the shocktroop<br><br> <br>The most difficult of the zombie contracts, Defend Ground Station will have players download data from three seismic refractors and transmit the information back to Operation Deadbolt headquarters. Acquiring the data is pretty simple - interact with the seismic refractors to acquire the data. However, once players start sending the information from the radio transmitter, Terminus forces will drop in to attempt to destroy the radio sending the information and eliminate players. Players will have to hold out against enemy mercenaries for three minutes while shocktroopers, recon knife mercs, and shield wielding enemies assault the a<br><br> <br>Sandy Peterson’s maps for DOOM were notably different from those created by the other developers of id Software. Peterson liked more abstract designs for maps, and was more experimental. As such, fans remain divided to this day about his creations. One such level, ‘The Chasm’ from DOOM II: Hell On Earth , was said to have been inspired by a nightmare the developer had involving thin bridges and deep cha<br><br> <br>Proximity mines, claymores, cluster mines, concussion mines, and the energy mine are all incredibly useful when tackling this contract. If there are multiple players in the squad, having more players in proximity of the drill will speed up progress, so be sure not to wander too far from the contract area. Once the safe is fully opened, players will be able to access the safe to acquire new weapons (often of an uncommon or higher rarity) and possible acquisitions, along with the Reward Rift that will spawn besides the safe upon completion of the contr<br><br> <br>The JAK Slash Aftermarket Part is an Underbarrel attachment that provides a slight boost in movement speed, sprint speed, and vertical recoil control — at the cost of increased hip fire spread and tactical stance spread. While the stats of the JAK Slash are not particularly impressive, the Underbarrel offers a unique feature that makes it similar to the likes of the JAK Limb Rip<br><br> <br>Players will also find that when aiming down sights, the auto-aim will line up the sight of a weapon with a target's head rather than center mass. Players will need to have the aim assist settings enabled to take advantage of this eff<br><br> <br>If players have enough acquisitions or schematics at their disposal in the pre-<a href="https://Www.Google.com/url?q=https://audioknigi-Torrent.top/user/EnidRix838/">SLG Game Updates</a> lobby, elect to take a brain rot or shatter blast ammo mod into the deployment zone. Shatter blast is useful when dealing with shocktroopers and armored grunts , with the blast radius capable of breaking the armor of multiple mercenaries at a time if they are in proximity. Brain rot is incredibly useful when dealing with mercenaries, as turning a zombie to aid in the fight against the Terminus forces can be the damage or distraction players need to easily eliminate all enemies . While there is no way for players to order a zombie to attack the mercenaries explicitly, when fighting the mercenaries defending the extractors, if a straggling zombie wanders over to attack players, if that zombie is turned he will charge the Terminus defense, giving players an opportunity to charge and flank the enemies and gain access to the extrac<br><br> <br>Quick Revive is also a huge help in situations where players get surprised by a surprise zombie or, in the worst cases, a surprise horde. Being able to disengage the mercenaries and quickly heal, dispatch the zombies and heal, then return to the mercenary fight, can be instrumental in completion of this contract. Additionally, the increased regeneration factor can be a literal life-saver when players are locked in place, disabling an extractor. Remember that players can lay down during this process, taking cover from most fire - as long as there is not a mercenary immediately behind the player. If players begin receiving damage while attempting to disable an extractor, laying down and letting Quick Revive work its magic can help players avoid interruptions in progress and having to start the hack from the beginn<br>
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