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Starship Troopers: Extermination News

If you can't get into Helldivers 2, this Steam FPS is perfect instead

If you and your friends are struggling to get into Helldivers 2 due to the ongoing server issues and sheer demand for the game, you only need to look to what inspired the colossal co-op game to get a similar experience, albeit in Steam Early Access. That's right, Starship Troopers Extermination is still getting updates, and it offers up some 16-player bug-blasting action.


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Unveiling the Vanguard: The Medic



[h2]Medic!![/h2]

No one gets left behind, Trooper! In this Class Revamp update we are introducing the Medic. Whenever and wherever there’s a trooper in peril, you can rely on a Medic to get them out of trouble. This support infantry brings enough healing gear to keep the whole squad topped off and ready for battle.

The Medic is the premier source of squad-centric support, and healing. At their core, they always have access to the powerful Medical UAV, a drone that can revive downed troopers. Medics specialize in Reviving and Healing Perks and carry a variety of Support Utilities to assist their efforts. Despite their lack of offensive punch, Medics still provide an indispensable role in their team.

[h2]Tactical Triage[/h2]

Troopers who already love the thankless role of the humble combat Medic will find more to love. This will mean there will be changes to the Medic’s core ability Medical UAV. To remove the lengthy cooldown periods, the Medical UAV will no longer instantly revive all nearby downed troopers on activation. We are instead bringing more active participation to the trooper at the helm, improving dispatching and tasking of their drone, and allowing the Medic’s own skill to dominate their efforts when they need to bring the whole team back from the brink.


In order to assist their efforts, the Medic is also gaining the Triage passive ability. Triage prolongs bleed-out timers, giving nearby Medics more time to revive downed troopers.

Together these changes will help the Medics remain useful more often with a reduced Medical UAV cooldown, and Triage helps in those situations where a large number of casualties suddenly overwhelm the team. We understand that these changes are a big departure from the old Operator’s gameplay style. The Medic will be seeing future revisions as needed. So worry not, and once you have a chance to field test the changes please share your feedback!

[h2]Arsenal: Bullets and Bandages[/h2]

Just because they are a Medic doesn’t mean they aren’t packing heat. The E-pulse A1 Pistol is a secondary weapon that provides the trooper with a full-auto personal defense weapon. This is a perfect sidearm for those panic situations with its extreme offensive punch, at the expense of long range performance and accuracy.


The First Aid Dart provides the Medic with a critical long-range utility for dispensing heals from relative safety. This is an effective tool for healing and reviving troopers from afar, especially when placed in the Medic’s capable hands.

If wading through the swarms of Bugs on the front-lines is more your style, the Bug Deterrent perk is an absolute necessity. This perk decreases the likelihood that a Bug would target the Medic, instead preferring to target another Trooper. You won’t need to outrun a Tiger, you’ll just need to outrun your squadmates.

The oft-used Medical Station is being reworked into the self-service First Aid Dispenser. This enables the Medic to place their dispensers and allow troopers to grab their own stims for use later. If your Medic won’t heal you, troopers can now simply self-administer their own medical emergencies, or involuntarily deliver healing assistance to the infirm and incapacitated among them.

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We hope you enjoyed this preview of the Medic class and that you look forward to supporting your fellow troopers on the field in our mission against the Bug Menace!

We only have one class left to show so if you haven’t yet seen the others you can catch up on them here!
If you’re looking for a space to chat with fellow troopers! Or give your feedback on the upcoming class changes you can find us in the ST:E Community Discord!

That's all for this broadcast troopers!

Unveiling the Vanguard: The Engineer



[h2]Backbone of the Vanguard[/h2]

Behind every great army, there’s an Engineer supporting them. Masters of logistics and base building, Engineers are an invaluable asset for the Deep Space Vanguard. Soldiers may win battles, but Engineers win wars.

The Engineer is a true support class, taking elements from other classes and concentrating them into a focused gameplay role. Engineers are uniquely suited to base maintenance duties, with access to Multi-tool perks and will find themselves able to use their Multi-tool when other troopers are unable. Offensively, the Engineer utilizes area denial weapons, such as Flamethrowers and Mines to defend the base from up close.

Engineers will have access to their own Personal MBU, which provides their Multi-tool with a charge resource. Charge may be spent to construct or repair structures for a limited duration, even when the primary base MBU is offline; such as during a Horde wave.

[h2]Going Mobile[/h2]

Engineers can utilize their Multi-tool outside the Federation-approved build zone, allowing them to construct limited Field Base Structures anywhere on the battlefield, and in situations where construction is typically disabled. Keep in mind Field Base Structures will still require ore and Multi-tool charge to construct!


While an Engineer is able to build nearly anywhere, they are tethered to the primary base. Once depleted, their Multi-tool will need to recharge within an active build zone. They can make short expeditions to a Refinery, or a Special Objective but will need to make frequent return trips to top up their Multi-tool charge. Engineers can work with other Engineers to construct Field Base Structures more efficiently by pooling their charge resources into the same project.

[h2]Arsenal: Technical Superiority[/h2]

The SP.L.I.T Shotgun will be left in the capable hands of the Engineer. At close range, this powerful pump-action shotgun is able to blast Bugs into a beautiful green mist. The perfect firearm for the hard-working support trooper.


If buckshot isn’t your flavor of choice, perhaps napalm can satiate your hunger for destruction. The FU-17 Flamethrower is a mobile Bug barbeque, able to spit deadly flames at any unfortunate Arachnid swarms that dare to tread too close. Who doesn’t love the smell of burnt Bugs in the morning, afternoon, and evening?!

With the restructuring of roles, the Engineer is gaining access to a multitude of handy basekeeping Perks. Powered-Up Build Tool allows the Engineer to build and repair faster, and Reinforced Repairs allow them to upgrade base structures with additional health.

As the paragon of logistics, Engineers will soon become the only trooper with access to the always helpful Ammo Fabricator. Strategic rationing and placement of these critical supplies will be paramount to mounting a successful operation outside the confines of the base.

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We welcome the Engineer to the Vanguard and to our roster of classes, and we hope you’re excited to get your hands on it when this update arrives!

If you haven’t caught up on the other Classes we’ve showcased previously, check them out below!

We have two more Classes to show you all and we hope you look forward to them! If you have any feedback for our dev team or want to chat with fellow citizens, be sure to join the ST:E Community Discord!

Til next time troopers!

Unveiling the Vanguard: The Guardian



[h2]Hold the Line[/h2]

Stand firm and thwart the Arachnid advance. In this Class Revamp update, we introduce the Guardian. The Guardian stands as the Federation's foremost defensive juggernaut, equipped with hardened armor plates and formidable machine guns. This heavy infantry shock trooper will be able to withstand the Bug onslaught and keep the torrent of lead firing.

The Guardian heralds the return of the Bastion class troopers the community already knows with steps taken to amplify their arsenal to better reinforce their role as a static defender. As the Vanguard’s best defensive class, the Guardian is designed with a strong focus on defensive perks and their always firing machine guns.

[h2]Fire at Will![/h2]

Troopers will find playing the Guardian familiar yet refreshing as we dive into the abilities and perks you will have against the Bug menace. Guardians will be able to hunker down in a static position with the Siege Mode ability. Siege Mode deploys a ring of defensive barricades that provide additional cover as well as improved weapon performance. Guardians will enjoy greatly increased defense and reduced weapon recoil when they‘re within their barricades, coming at the cost of mobility, as the trooper will be unable to relocate while Siege Mode is active.


While Guardians are incredibly resilient to damage, they can lag behind when trying to support a highly mobile squad. The difference between a good and a great Guardian lies in how these troopers defend important structures and place themselves up in advantageous positions that maximize their enhanced defense and weapon-handling abilities. Funneling bugs into compact and defensible firing lanes is optimal when bunkered down behind your barricades.

Guardians have the firepower to deal with the elite Arachnids, as the high capacity of their machine guns enables reliable damage against the horde. That said, they are best focused on suppression. By regularly retargeting to prioritize slowing the largest threats among advancing Bugs, troopers will find the most success as a Guardian of the Federation.

[h2]Arsenal: Unyielding Fortress[/h2]

The reliable Morita Mk.3 SAW will still be a Guardian mainstay. This light machine gun strikes a reasonable balance between high ammo capacity and sustained damage output, at the cost of significant recoil. Ensure a properly supported firing position by utilizing Siege Mode whenever possible, or brace yourself by stopping your movement and crouching to help rein in the SAW’s kick.

Troopers looking for something new will find a gift from Federation Research and Development. Introducing the new E-pulse 88 CSW to be supplied to the armory. The CSW is the second E-pulse weapon R&D has provided to the Vanguard and you’ll be able to get your hands on it soon with the Class Revamp. This heavy electromagnetic machine gun provides the Guardian with an alternative to the time-honored SAW. Trading in a decreased fire rate for increased damage more suitable for closer-range engagements, the E-pulse 88 CSW offers troopers a deadly, Bug-piercing tool of destruction.

Find yourself in need of more guns?

We have your back as you bring the Sentry Turret on your next excursion, and it remains a keystone of the Guardian’s progression. As an automated Bug-slaying companion, it is perfectly suited to keeping the lesser Arachnid riff-raff off your squad and can also be used to secure low-threat entry points. The turret will stay deployed on the field helping, you cull the Bug masses until destroyed or depleted of ammunition.


With the class revamp, Guardians will soon become the sole proprietor of the Synthetic Under-armor and Hardened Ceramic Plates perks. Great defensive options by themselves, in combination, these perks greatly improve the trooper’s resistance to nearly all forms of harm. But, why not put all that extra defense to good use with the Bug Pheromones perk, which makes you the center of attention as all nearby Bugs will target the Guardian instead of their more squishy and less-armored counterparts.

If you find yourself standing alone, the Regenerative Matrix can mean the difference between life and Bug food, as it allows Guardians to recover a portion of their health when they remain undamaged for a short duration. This regenerative technology provided to you by the Federation can provide troopers with limitless recovery if you can afford a brief reprieve from the onslaught of deadly Bug attacks. So find fireteam support or take a quick breather and get back in the fight trooper!

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With that, we are halfway through the six classes coming with the Class Revamp. We hope you enjoyed this preview of the Guardian and that you tune in next week!

If you haven’t seen the other two Classes we’ve showcased previously, read them here!

We’re eager to continue showing these Classes to you all and we hope you’re just as excited. If you have any feedback for our dev team or want to chat with like-minded troopers, be sure to join the ST:E Community Discord!

At ease, troopers!

Update 0.6.2 Patch Notes

Patch 0.6.2 is ready to download for troopers today February 8th, 2024 at 10:00 AM PT! (GMT-7)

This patch is a collection of performance improvements and numerous bug fixes.

[h2]New Features / Content / Quality-of-Life[/h2]

[h3]DLSS (Deep Learning Super Sampling)[/h3]
  • DLSS is a form of machine learning that uses an AI model to analyze in-game frames and construct new ones either at higher resolution or in addition to the existing frames. It uses a technique called “Supersampling” to sample a frame at a lower resolution and then uses that sample to construct a higher-resolution frame.

[h3]FSR3 (FidelityFX Super Resolution)[/h3]
  • AMD FSR 3 technology extends upon FSR 2's upscaling by adding Frame Generation – the ability to generate entirely new game frames and present those to the user to improve FPS. FSR 3 adds two new technologies – Frame Interpolation and Optical Flow enhanced from AMD Fluid Motion Frames. FSR3 comes with frame generation, which doubles the frame rate, so if the game ran at 30 fps for you previously on your applied settings when enabling FSR3, the player should see the FPS double to 60 fps.
Please Note: If you experience any visual issues or crashes when DLSS or FSR3 are enabled please disable them and report the issue to our Support team.

We will also be adding a quick select menu option for Performance, Quality and Balanced defaults in an upcoming update. Right now, the setting is choosing the recommended render scale option for your setup when selecting either DLSS, FSR3 or Intel XeSS.

[h3]Global Illumination [/h3]
  • We have added two new settings in Global Illumination
    • Lumen HWRT is hardware ray tracing, it uses the physical GPU hardware.
    • Lumen SWRT is a compute shader (software only) and does the ray tracing internally
Please make sure your hardware supports these settings, as performance may be impacted.

[h3]Grenade Rebalance [/h3]
Reduced All Grenade Cooldowns:
  • Shock Grenade: 90 seconds → 30 seconds
  • MX-90: 90 seconds → 45 seconds
  • Scan Grenade: 90 seconds → 45 seconds
  • Cluster Grenade: 90 seconds → 60 seconds
  • Hi-EX Grenade: 90 seconds → 75 seconds
  • Chem Grenade: 90 seconds → 75 seconds
  • Napalm Grenade: 90 seconds → 75 seconds
Increased Damage for the following Grenades:
  • MX-90: Min Damage 80 → 250, Max Damage 500 → 1000
  • Shock Grenade: Min and Max Damage 5 → 100
  • Napalm Grenade Damage-over-Time (DoT): 30 per second → 40 per second
Design Note: The purpose of this first pass at grenade rebalancing is to make more grenades viable picks for troopers to bring into the field and reducing cooldowns across the board was a solid way to handle that. Additionally, the previous 90-second cooldown sat in a weird place of something where you'd use it once per deploy and then when you'd want to use it again it would be on cooldown so you'd forget about it. The goal of this pass is to make them more part of the core combat and a proper tool for troopers to deal with the Bug menace.

[h3]Dropship Adjustment[/h3]
Dropship Ammo Locker
  • Reduced the amount of ammo on the Dropships to 16 per locker down from a bazillion. We did this to encourage more player utility use when the extraction phase is on
[h3]Enemies[/h3]
Inferno Bugs
  • Inferno Bugs have decided to make an appearance in AAS and ARC game modes on Valaka. Good luck troopers, KIll em all!

[h2]Notable Bug Fixes[/h2]
  • Fix bugs walking through eggs
  • Fix bugs walking through destroyed structure models
  • Grenadiers have improved aim around the Security Outpost on Angi-Prime
  • Bugs are now respecting dropship and bunker walls
  • Fixed second set of light beacons so there are now usable
  • Fixed Inferno fire prohibiting player respawns in some cases

[h2]Performance Changes[/h2]

Numerous reported crashes and bugs were fixed and addressed in patch 0.6.2 regarding performance and optimizations, Below are some of the highlights.

[h3]Server Performance Improvements[/h3]
  • Fix case where the server was sending spawn events for bugs that could not spawn
[h3]Client Performance Improvements[/h3]
  • Better video playback performance.
  • Fix a case causing extra bug spawn dust clouds to spawn when no bugs would be spawning
[h3]Map Performance Improvements[/h3]
  • Phase 1 of the navmesh optimizations was completed on Valaka with Phase 2 coming in a future update
[h3]Other Improvements[/h3]
  • Improvements made to the Gamepad virtual cursor to make it more responsive