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Generation Zero How To Spawn Reaper

The Stridsmaskin 90 "Liemannen", otherwise known equally the Reaper, is an offshoot of the Tank. Information technology is the only dominate grapheme in Generation Nothing so far.

Reapers are undoubtedly the nigh unsafe machines in the game, using a slew of Apocalypse-type weapons, an impenetrable shield system, a big wellness pool, and a subversive signature attack--The Thermobaric Explosion--that instantly kills everything in its nail radius.

Physiology

Being based on Tanks, Reapers share about all of the aforementioned anatomy. The key differences are that Reapers have more armor with a more "geometric" aesthetic to it, an all-black glaze of pigment, xanthous wires, and a slightly larger size. They stand approximately 8 meters high.

Story

Blueprint entry

"According to the digital blueprint, this iteration of the Stridsmaskin xc seemed to have been completed by FNIX itself, it is likely shortly before the Cataclysm happened, FNIX took over and started overhauling an unfinished elevation secret prototype project taking place in the hole-and-corner FOA 2 facility near the Norrmyra base. FOA ii had come up up with the lawmaking name for that paradigm of a beefed-upwards Tank: "Liemannen" (Swedish for "the Grim Reaper"). It is unconfirmed that the NBC-type weapons were added equally part of FNIX's overhaul, every bit they are similar to the Apocalypse Class machines.

It uses radiological, biological and chemic weapons simply like the Apocalypse Class machines utilize but also comes equipped with special shield emitters that negate all form of damage while active and also utilizes a very powerful, custom crafted thermobaric weapon when posed with a major threat.

The blueprint likewise indicates that the shield emitters require a lot of energy to use and cannot exist maintained while the machine is routing power to its offensive capabilities."

Spawning the Reaper

The Reaper counts every bit a Rival. Therefore, when trying to get information technology to spawn, there are a few things to consider:

  • A region must be level 21 or higher in order for the Reaper to spawn.
    • A region can be leveled up by killing machines in it.
    • Yous tin check the region level by opening your map and hovering over the region you desire to spawn it in. In the bottom right, a modest window with information about current region level and the amount of rivals currently assigned to this region. Note that rivals are able to wander around and will not always physically be in the region they belong to.
    • Killing any rival will decrease the level of the region it is assigned to. In social club to level up the region effectively, rivals must be avoided.
    • Skilful regions to spawn a Reaper in are the Mountains, Farmlands, Northward Coast and Himfjäll Island (Alpine Unrest DLC required). These are big regions, which makes it easy to avoid existing rivals, while spawning loftier class machines, which level upwardly the region fast.
  • Afterwards hitting level 21 on a region, every rival spawned has a chance to be the Reaper. This run a risk increases with every further region level, peaking at the current maximum level of 25.
  • The maximum amount of rivals that can spawn is viii per region. That means if at that place are already 8 normal rivals in the region, the Reaper will not spawn.
  • There tin only be ane Reaper per session. After ane spawned, information technology needs to be killed before some other can spawn.
  • There is a 1 hour cooldown per region between Reaper spawns, meaning it is possible to immediately spawn a 2d Reaper in the aforementioned region after killing the outset ane if the first one spawned over an hour earlier it was killed.

Abilities

Loadout: "Cataclysm"

Apocalypse Tick Deployment

  • The Reaper volition deploy an ground forces of Apocalypse Form STINGER Ticks. This is a skill it will not utilize often.

Biochemical gas

  • A cloud of royal gas is released and damages players in a ca. 15m radius over time, whilst also afflicting them with venom. This volition just be activated if players move besides close.

Radiated missiles

  • The Reaper volition release a barrage of missiles into the direction of a player that attracted its attention. In add-on to the explosion of the missiles in the target area, this attack also contaminates the target area for a while, damaging players over time. The contaminated areas will turn green, so information technology's fairly easy to stay abroad from them.

Incendiary machine gun

  • The Reaper's main weapon is a Heavy Auto Gun with an extremely high rate of fire and incendiary rounds. It targets one player and and then shoots in their direction. If any of the shots hit, the player will start to burn and have some damage over time.

Anti-weapons shield

  • A crimson sparking shield envelops the Reaper nigh of the time. While this is active, information technology can not exist damaged. The four shield emitters can be destroyed, at which point the shield volition not announced anymore, although it volition still turn on during a thermobaric explosions.

Thermobaric explosion

  • This is the Reaper's signature and nigh unsafe weapon. It emits a singled-out siren betoken for several seconds, instantly arm its shield (even if all shield generators are destroyed), then expels a huge cloud of green gas around itself in an gauge 120m-radius circle. After the gas is finished dispensing, the Reaper will ignite the gas, creating a huge shockwave that will instantly kill any histrion (and any other machine) that is in-range or not backside cover. This attack is not survivable regardless of what skills or equipment the player has--there is absolutely no way to take damage from it and live.
    • Reapers can likewise use the Thermobaric Explosion to cocky-destruct once its health gets too low. This will be indicated by red gas leaving its body every bit information technology charges the attack up and a different, unique siren sound. The shield volition non appear during this specific assail.
    • Unlike gas everywhere else in the game, the greenish gas from the Thermobaric Explosion will non impairment the player.

FNIX Runner Deployment

  • Right after using the Thermobaric Explosion, the Reaper will deploy an ground forces of high class Runners.

Shockwave Stomp

  • It stomps its pes, damaging players in a small radius effectually the foot used. Information technology only uses this move if players move too shut.

Melee Rush

  • The Reaper runs towards a role player, damaging any players in its way with each step. It can perform this move anytime, but is commonly used when both weapons are shot off the Reaper. It will also utilize this to rush towards a Seeker that has spotted the player and alerted the Reaper about their presence.

Weak Spots

Being a modified Tank-class automobile, the Reaper has well-nigh of the same hardpoint components and spots as its prior iteration.

The Reaper has 4 shield emitters, one on each knee (outer side) and one on each shoulder. They are nearly easily visible when its shield is up, making them glow and spark red. These should be taken out first, equally destroying all four renders the Reaper unable to use his shield, cut the fourth dimension it takes to impale it by a considerable amount.

The HMG and mortar on its underside tin as well exist shot off, preventing information technology from using hard-to-predict attacks and forcing information technology to rely on melee and gas attacks. It could be advisable to but shoot off the HMG, as dodging the rocket avalanche is pretty easy and the Reaper will showtime relying on that instead of constantly running towards players, which would brand information technology a harder target.

The head protection (three thick plates which come off at once) can be shot off, but information technology volition take a lot of ammo. After that, the underlying components tin be shot for very high damage. The sensor on the peak right (player view), usually ruby-red when engaged, tin can be destroyed.

Dissentious the swivel at the very pinnacle of its head is an like shooting fish in a barrel target if attacked from above, its armor is comparably depression. A pocket-sized quadratic plate only below that superlative hinge on the back is besides a critical hit point.

In that location is a bolted foursquare above the "knee pads" armor on the front of the Reaper's legs. If the armor is shot off, there is a metal beam in the leg, between the foursquare and the articulatio genus joint that is a weak bespeak easily accessible from the front. Usually easier to hitting if yous are slightly elevated, similar in a second story house, church tower, or on a hill.

The Reaper, similar the Tank, has a fuel tank on its back as well as a bombardment pack to a higher place the fuel tank. Go behind it, most easily done while a friend is distracting information technology, and have them out while the shield is downwardly.

Strategy

Taking on a Reaper by oneself is discouraged, a team of players should be used instead. The Reaper's weapons can easily take out a grouping of players too close to each other, then players should divide up & surround the Reaper such as to attack from unlike directions, as information technology cannot focus on more one target at once. They should bring field radios to facilitate travel amongst each of these different positions. By doing this, the Reaper will e'er have itself wide open to at to the lowest degree one player whilst being distracted by the others. The Reaper can exist further distracted with flares, fireworks, and radioactive ammo.

Reapers are allowed to remote hacking and EMPs, it therefore cannot be turned friendly nor experience a shutdown. Players should avert bringing EMP items & ammo besides as skillsets built around remote hacking.

Always assault the Reaper from range. Its weapons will be less accurate, it will non exist able to use any of its numerous shut-quarters attacks, its components will be easier to hit, and the thermobaric explosion will be easier to outrun. Tar ammo will also considerably slow down the Reaper, which tin be helpful in avoiding its rush attack and fifty-fifty delaying thermobaric explosions and lengthening staggers.

Information technology is very advisable that the shield emitters exist taken out first. Absolutely no damage to the Reaper tin can occur whilst the shield is upwardly, so they are best dealt with by waiting for the shield to go down and then shooting them with AP ammunition. The best weapon of choice for this is the Experimental PVG. Annotation that fifty-fifty after all the shield emitters are destroyed, the Reaper'due south shield will even so activate as it performs thermobaric explosions, but it volition otherwise no longer exist accessible to the auto.

Afterward the shield is downwards, the HMG can exist targeted next because it is capable of taking out players in a single burst and has a very high rate of burn down. Since the rocket barrages from the mortar are fairly easy to avoid, it's possible to merely shoot off the HMG and so stay on the movement, as the Reaper will then rely on the easily avoidable barrage and the easily blocked thermobaric explosion. Notwithstanding, the fight tin however go well without destroying the HMG, and it takes a lot of hits to destroy anyway.

Because of the thermobaric explosion, it is most efficient to face the Reaper near cover. The thermobaric explosion checks that the player'southward shoulders are exposed. If they are, the explosion will deal impairment. If they aren't, the explosion will do nothing. This ways that standing sideways confronting a tree will encompass your shoulders and brand you lot take no damage from the explosion. When the Reaper starts blaring its warning, in that location is even so fourth dimension to become some damage in. Only when it starts releasing gas should the player run to cover. 3-4 Seconds after it is washed emitting gas, the explosion will kill everything that is within range (the range of the explosion is college than that of the visible gas beforehand). After the explosion, the Reaper will call in several Runners as backup. They tin can either be dealt with before continuing the fight or by shooting at the Reaper with an experimental KVM59, which will destroy the Runners with its chain lightning. Either way, they should be destroyed soon, for their micro-missiles tin can exist an aggravating nuisance during the fight. If whatsoever large machines enter the area, leave them alone. They will exist instantly destroyed by the next thermobaric explosion if they are within range. Relieve that ammo for lesser machines like the aforementioned Runners.

If the Reaper is low on wellness (effectually xv%), it will outset one last Thermobaric Explosion attack that volition crusade it to self-destruct. This terminal explosion is telegraphed by a unlike alarm sound and crimson fume emerging from the Reaper as it prepares to dispense the gas. When this happens, players should close in on the Reaper, use every attack they maybe tin can against it, and not worry about getting killed by the explosion, every bit killing the Reaper before it finishes this assail volition improve the loot information technology drops.

Trivia

  • Reapers are the simply machines without any form variants.
  • Reapers are the only machines impossible to hack.
  • The rival level of Reapers is always displayed equally ii question marks ("??").
  • The design of the Reaper is the but one based off a preexisting car.
  • An inactive Reaper tin can be found inside Bergfinken Research Facility in Himfjäll. (The Hellmouth)
  • During the escape from Bergfinken Research Facility, the inactive Reaper will no longer be nowadays.

Gallery

Source: https://generation-zero.fandom.com/wiki/Reaper

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