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Starship Troopers: Extermination News

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


Unveiling the Vanguard: The Demolisher



[h2]Bring on the Boom![/h2]

Storming onto the battlefield with explosive weaponry in hand, the Demolisher unleashes a formidable arsenal. With expert knowledge in all things explosive, the Federation’s premier Demolisher troopers will easily be able to blast their way through the endless swarms of the Arachnid menace.

As part of the Class Revamp coming to Starship Troopers: Extermination, our second class showcase features the Demolisher. The Demolisher is the first all-new Class coming to the game and with that featuring a new set of tools as these troopers will be capable of utilizing a devastating Barrage to cover the battlefield with explosive ordnance.

The Demolisher will function as a powerful utility class, with a focus on grenades and Area-of-Effect weaponry. You will quickly prove that no Bug can withstand the Federation’s arsenal, as you’re equipped with the most destructive Grenade Launchers and Explosives Research and Development have created.

[h2]Danger Close[/h2]

Demolishers will be able to lob a cluster of their chosen Grenades at a great distance using the brand-new Barrage ability. It is important for any Demolisher to keep in mind they’re most effective to their fellow troopers when they use their armaments and abilities to funnel and group the Arachnid swarm. Always be vigilant and make use of your surroundings, utilities, and fellow trooper tools to quickly and decisively eliminate closely grouped packs of Bugs with one well-placed, ichor-riddled explosion.



While Demolishers are able to rain down shrapnel from a distance, your effectiveness is more variable, so be cautious not to deplete the Vanguard and your fellow troopers’ resources. Demolishers are specifically designed to excel in close-quarters and short-range engagements, but these troopers will need to be mindful that their weapons pose a risk to themselves as much as they do to the Arachnid horde. You will quickly find that despite the high-stopping power, the ballistic nature of the Demolisher's arsenal comes with its own set of disadvantages, as troopers will experience longer ability cooldowns and lengthier reload times.

Remember that no trooper should stand alone! Engage with the support of your fellow troopers whenever possible or you may be quickly overwhelmed with no escape.

[h2]Arsenal: Built for Destruction[/h2]

The Chi-Hong Grenade Launcher will be moving and finding its place within the Demolisher’s armory. This multi-barreled grenade launcher is able to rain down a flurry of explosive wrath, making this weapon a trusty companion for those desiring a less-than-surgical solution to the Arachnid menace!

Additionally, Demolishers will have access to the Lure Grenade a tool for drawing bugs away from troopers and vulnerable structures. The small explosive charge automatically detonates after a duration, able to dispatch smaller Bugs and seriously maim the larger specimens. Demolishers can use these grenades with their Barrage ability to protect a wider area.

Some may ask what could be better than one grenade launcher? That's right TWO GRENADE LAUNCHERS!

Unlock your explosive potential in the Class Revamp as you double your flexibility and double your firepower. Demolishers will be able to replace their secondary weapon by utilizing the new Extra Primary perk. Make good use of the Federation’s surplus stock in the fight against the Bug menace.

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We hope you enjoyed this preview of the first all-new Demolisher class that will be coming in the Class Revamp update. We have more to share as this is the second of six class showcases to be released.

If you haven’t yet seen last week's showcase, we revealed the Sniper as well as a preview of a new weapon archetype coming to Starship Troopers: Extermination. Make sure to catch up and read it HERE. If you’re wondering what the next four Classes are, we revealed the names HERE!

We can’t wait to see what destruction you will bring as the Demolisher to those pesky Bugs when the time comes. But before then, if you have any feedback or want to share your excitement, we welcome you to share it with the dev team over at the ST:E Community Discord!

Tune in next week to see the next class, Troopers!

Starship Troopers: Extermination Updated Roadmap

[h2]Troopers! [/h2]

Each of you has played a crucial role in supporting the Federation's relentless fight against the Bug menace. We've taken the battle directly to their homes within the caves of Valaka, and even on the scorching Agni Prime, we have faced losses of our loyal citizens. Yet, your unwavering resolve stands as a beacon, guiding and fueling our collective efforts.

Mission Command has thoroughly examined your objectives and is thoroughly impressed across all facets. However, suspicions linger that the Arachnid threat may reveal more than meets the eye, and this is merely the beginning. You’re all aware the Federation is actively channeling efforts into Research and Development for the trooper armory, but rest assured we are diverting resources to other aspects ensuring that troopers on the ground are ready and equipped to withstand whatever challenges come their way.

We want to ensure you're well-informed about the challenges ahead. To that end, we've dedicated time to re-evaluate an old dossier, updating it with our latest intel. This dossier provides you, troopers, with insights into what lies ahead, potential trooper movements, and anticipated timelines for annihilating those pesky Arachnids. Stay informed, stay prepared – victory awaits.

Please note, this roadmap is subject to change based on player feedback and development shifts.

Unveiling the Vanguard: The Sniper



[h2]Zeroed In[/h2]

Our first Class focused Dev Diary is here as we begin with a deep dive into the new Sniper class! Using its mobility to gain vantage points and perch high above, the Sniper acts as the eyes and ears of the team, offering unparalleled reconnaissance and firepower capabilities.

The Sniper's role can be pivotal in turning the tide of battle, as it dominates all within its sightlines. The Federation spared no expense in outfitting these troopers with some of the Vanguard’s deadliest answers to the Arachnid hordes as they bring unmatched accuracy and rain down lead from afar.

[h2]Death from Above[/h2]


With the first new addition to the Trooper Vanguard lineup, the Sniper preserves the core essence of its predecessor, the Hunter, harnessing the power of Jump Jets to access areas beyond the reach of conventional troopers and Bugs.

Jump Jets empower the Sniper with a versatile vertical mobility option, enabling them to effortlessly reposition, access superior vantage points, and skillfully evade approaching bugs. From these elevated positions, their iconic Sniper Rifles come into play, taking full advantage of long, unobstructed views across the battlefield.

This enhanced mobility not only ensures the Sniper's adaptability in dynamic combat scenarios but also reinforces its role as a master of long-range engagements. Prepare to redefine your engagement strategies as you deploy the Sniper class in the ongoing battle against the Bug menace.

[h2]Big Game Hunter[/h2]

This Class will come armed with large-caliber Sniper Rifles, and you will also be able to choose from a diverse array of additional long-range weaponry, including a robust selection of damage-amplifying equipment. The Snipers lead the way as a part of the Federation’s long-range offensive lineup. Their strategic prowess is most prominent when directed against larger Arachnid threats, exploiting their distance advantage and leveraging their kit to effortlessly eliminate bugs before they can even pose a threat to the base.


No soldier stands alone, however, and Snipers rely on their fellow troopers to support them. Being logistically expensive, Sniper Rifles require constant ammo resupply and even the best sharpshooter requires backup if they find themselves overrun. Snipers also have a notable lack of close-quarters weapons and backup options for handling swarms of Bugs. It is important for any Sniper to take advantage and be mindful of their positioning while seeking assistance from their allies to stay in one piece if needed.

[h2]Arsenal: Lethal Precision[/h2]

With a triumphant return, we want to welcome back the Morita XXX anti-materiel rifle as it makes its way into the hands of capable Sniper troopers. This heavy sniper rifle is capable of punching holes through nearly any carapace and makes quick work of any Federation traitors, too. The Morita ‘Triple X’ always proves itself as an invaluable tool in the fight against the Arachnids.

As a new addition to the armory, you will find the E-pulse 44-A2 Rifle. Research and Development has refreshed this time-honored design and will soon be equipping our troopers with the latest E-pulse weapons. The E-pulse 44-A2 Rifle is a powerful electromagnetic weapon that provides Snipers with a deadly mid-ranged alternative to typical sniper rifles and the trusty standard issue Morita.


Snipers will also be able to integrate the new High Ground perk in their loadout which gives the Sniper additional incentives for thoughtful positioning. With this perk, holding the high ground will give the Sniper trooper a significant advantage by amplifying your damage based on how much higher you are than your intended target.

If you prefer to keep your distance, the Scan Dart is the tool for you. Allowing Snipers to scan from afar. This dart provides the Sniper with a long-range alternative to other scan utilities. With it being a projectile it also allows for more flexibility in its usage as hitting a target with a Scan Dart will stick to them, scanning the target and nearby Bugs for a duration.

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That is all we have for this Class dev diary and we thank you for reading! There will be more to come, but we hope you enjoyed this sneak peek into the Sniper Class. We can’t wait for you to get your hands on the new classes, and in the meantime if you have feedback or questions, we welcome you to share them with our dev team in the ST:E Community Discord!

Keep up the good fight, troopers!