In Aliens: Fireteam Elite, players will have five different classes to pick from. Each class comes with its own range of abilities and particular perks, leaving it up to the players to select which one would suit them better on the field. They’re all very distinct in what they can equip and utilize, but we wonder – which one is the best class out of all of them? While we know that everyone will have a preference, we’re going to pick out the best one out of the five. Here’s our guide for selecting the best class in Aliens: Fireteam Elite.
Which Class is the Best in Aliens: Fireteam Elite?
Before we pick our best class, let’s do a quick rundown of all of them. As aforementioned, players have five classes to choose from. There’s the Gunner, Technician, Demolisher, Doc, and Recon. Each class will have two usable abilities, one passive ability, and whatever specified weapons that they were trained for.
The Gunner‘s abilities are Overlock and Frag Grenade. Overlock provides a boost in weapon reload speed and rate of fire. The Frag Grenade is pretty self-explanatory. For the passive ability, the Gunner has Stay On Target. This allows for more weapon damage output with 10 stacks. The Gunner is trained in Rifles and Close Quarters Weapons (CQW).
The Technician‘s abilities are the Sentry Turret and Charged Coils. A Sentry Turret is an automated firing turret that rotates 360 degrees and can never run of ammo. The Charged Coils act like electrical traps that both damages and slows enemies. The passive ability is the Cross-Platform Synergy, which grants any marines 10% damage resistance when near a Sentry Turret. The Turret can also repair itself while you stand by it. Technicians are trained in Handguns and CQW.
The Demolisher‘s abilities are Mirco Rockets and Blastwave. Micro Rockets fire off a rain of rockets toward enemies. The Blastwave is a powerful concussion ability that damages and knocks away any enemy around you. Its passive ability is Clear The Room, which stacks additional Gun Damage while using abilities and hitting aliens. The Demolisher is trained in Rifles and Heavy Weapons.
The Doc‘s abilities include the Trauma Station and Combat Stims. A Trauma Station heals both you and your squadmates, so long as you stay within the Station’s vicinity. Combat Stims buffs up the squad with 30% Stamina regeneration, 15% movement speed, and 50% weapon accuracy and stability. The passive ability is the Field Medic, in which the Combat Stim cooldown speed will be bumped up by 15% for each close squad member; picking up a medkit will restore some of your Trauma Station’s power. Docs are trained in Rifles and Handguns.
Finally, Recon‘s abilities are PUPS and a Support Drone. PUPS is a scanning drone that can locate any nearby enemies. The Support Drone provides extra ammo for your squad with an increase in weapon accuracy and stability by 20%. Any player who kills while within the Drone’s area will receive some health. The passive ability is Focus – landing two headshots within a ten-second window will give you a 10% bonus in weapon accuracy and stability. This can be stacked up to three times. The Recon is trained in Rifles and CQW.
The Best Class is…
After considering all five classes, we believe that the Technician class is the best one to select. This is mainly because the Sentry Turret can be deployed without ever running out of ammo; it’s almost like having a fourth member on the squad. The Turret can easily hold off a corner crawling with Xenomorphs should the action get a little tense. Plus, the Charged Coils are incredibly useful during tight spots in combat, especially when Runners and Warriors come rushing toward you. These Coils can slow them down, giving you and your squadmates a few seconds to breathe, heal, and reload – something vital to keep in mind when playing on higher difficulties.
In addition to these, the Cross-Platform Synergy ability can be quite advantageous in larger groups. A 10% resistance to damage can go a long way when you see your health quickly depleting because of swarms of Facehuggers and Spitters. With Aliens: Fireteam Elite permitting Universal Perk usage for all five classes, it’s easy to upgrade your Technician into being the best of the Colonial Marines. With the right Handgun and CQW, the Xenomorphs will have to think twice before they attack you, your Sentry Turret, and your brothers-in-arms-in-space.