Aliens: Dark Descentis a squad-based tactical RTS in which players take control of a group of Colonial Marines as they fight off an unexpected Xenomorph infestation. Players have the ability to slow down time to deploy a range of different combat abilities, which can be unlocked as players progress throughout the main story. Most abilities will require the squad to spend Command Points, which are limited and will take time to regenerate.
Some abilities will alter the way Marines engage the enemy,providing bonuses or penaltiesto certain attributes. Others, though, are unique weapons which have the ability to blow up, incinerate, and pulverise enemy targets, so long as players deploy them accurately.

10Suppressive Fire
Suppressive Fire can be used to create a funnel of concentrated firepower to slow down multiple enemies at once. It is best deployed in choke points and against Runners, since they are the fastest-moving enemy type.
Enemies entering the designated area will suffer a major speed penalty, though Marines will be unable to move and will suffer an accuracy penalty of their own. Suppressive Fire will cost 1 Command Point to use.

9Flares
Flares can be deployed to light up a designated target area, highlighting all enemies within a given area and providing and accuracy bonus to Marines. Like Suppressive Fire, Flares are best deployed in choke points and areas where the enemy is likely to pass through in order to engage the squad.
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Flares will grant +10 Accuracyto Marines when shooting any enemies within the Flare’s radius. In addition, Flares will also highlight any interactive objects in the nearby area. The effects will last for 180 seconds, which is usually long enough for an entire encounter. These can make a big difference when it comes to quickly taking down Xenomorphs and other targets.
8Grenade Launcher
The U1 Grenade Launcher will fire out an explosive round, causing massive damage to any enemies it hits. Capable of taking out up to 3 enemies in one shot, the U1 is an extremely useful tool that should not be overlooked. Marines can fire it from a safe distance, damaging targets before they can even begin to get close.
The drawback of this particular tool is the time it takes to use the weapon. Particularly against faster-moving enemies, it can be difficult to time the ideal shot. However,against bosses such as Queens and Crushers, this should be considerably easier.

7Shotgun Blast
The Shotgun Blast is a radial area-of-effect ability that fires a powerful shot across a designated target area. Often capable of killing weaker enemies in a single hit, this ability is also useful for weakening enemy bosses or finishing them off.
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Like the Grenache Launcher, this shot can sometimes be hard to time correctly, particularly when enemies are darting from side to side. However, when it connects, it can do considerable damage to enemies, often Dismembering them and scoring Critical Hits.
6Incinerator Unit
The Incinerator Unit is apowerful area-of-effect weaponthat creates a prolonged barrier of fire as well as scorching any enemies in its trajectory. This can be equipped by multiple Marines at once, giving the squad the capacity to create walls of fire for the enemy to pass through during engagements.
When deployed, players can select a target area, after which the closest Marine equipped with a Flamethrower will use it. Dragging across will also create barriers of fire for an extra tactical advantage. Any enemies passing through will suffer 5-10 Damage per second that they are alight.

5Pheromone Mines
Pheromone Mines are aXenotech Upgradefor the standard Mines that players can unlock in the Otago’s Workshop/Armory. This upgrade will cause the mines to attract any nearby Xenomorphs in the area, provided that they have not first detected the squad.
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This gives players the chance to create effective traps, particularly when placed in an area patrolled by enemies. Similarly, this can also be used to set traps on bosses such as Queens before they awaken, though the Pheromone upgrade is not necessary for that.
4Automated External Reanimator
The Automated External Reanimator (AER) allowsfor fallen Marines to be healedeven when they are unconscious. Rather than having to carry the stricken Marine back to the ARC for extraction, players can revive them and enable them to rejoin in the fight.
This ability will require a medic with the Reanimator Kit perk to be present in the squad, though this should be considered essential for any players who are looking to keep their Marines alive. This can be doubly useful since, in the event of a Marine falling down, another Marine may have to carry them and use their Secondary Weapon, thereby reducing the effectiveness of two squad members rather than just one.

3Dropship Barrage Fire
The Dropship Barrage Fire ability is a powerful support tool, even exceeding the ARC in terms of firepower. When used, the squad will call upon the support of a Cheyenne Dropship to fire a payload at a designated location. This will reign down a series of missiles, obliterating anything within the target radius for several seconds.
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The drawback of this skill is that it can only be used at outdoor locations. Players will gain access to this ability after completing Mission 04 of the game’s campaign. This skill will also cost 1 Command Point, but is more than worth it for taking out large groups of enemies during Hunts.
2Stealth Kill
Marines in the Recon classwho are also equipped with a Sniper Rifle and the Silencer upgrade will gain the unique ability to Stealth Kill opponents. This will allow the Marine to snipe a chosen target from long range, without the risk of the squad being detected.
This skill can even be used on larger bosses, allowing players to take them down without a fight, so long as they have not already been discovered. This skill can massively aid with players' progression through the story, and remain undetected whilst still combat effective.

1Sentry Gun
The Sentry Gun is manually deployedand opens fire on enemies automatically. A Sentry Gun low on ammo can be reloaded for 1 Ammo Clip, and if destroyed can be repaired for 1 Tool. These turrets can close off entire areas and provide valuable defense for the squad when under pressure.
With squads able to use up to 4 Sentry Guns per deployment, this provides the opportunity to create immense traps of overwhelming firepower, particularly when combined with Flares. Even a single Sentry Gun on its own can do significant damage to some of the game’s toughest bosses, so it is always sensible to deploy at least one in the event of a difficult encounter.

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