Aliens Dark Descent: List of best weapons Aliens Dark Descent guide, walkthrough
The arsenal of weapons in Aliens Dark Descent includes more than a dozen models. On this page of the guide we have compiled the best weapons, with which, in our opinion, it is worth equipping the marines of the squad. You will also learn about the requirements for unlocking weapons.
Last update: 26 June 2023
In Aliens Dark Descent, your marines have a whole arsenal of different weapons to use which are unlocked as the time and campaign progresses. On this page of our guide, you can find a list of recommended weapons that can make fighting xenomorphs and other enemies much easier. Moreover, we explain how to get the best weapons and list their material and level requirements.
Pulse Rifle
Requirements: none - this is your starting weapon.
Category: Main weapon.
Notes: This weapon is used as your main in the initial missions of the campaign, at least until you unlock further weapons. This is a basic weapon, suitable against both xenomorphs and humanoids. Pulse Rifle has an extended magazine (100 rounds per Ammo Clip) and additionally is equipped with U1 Grenade Launcher, perfect for attacking groups of enemies.
Smart Gun
Requirements: Gunner class, level 3, 100 materials.
Category: Main weapon.
Notes: a classic weapon known from the Alien series - only Gunners can use it, unfortunately. Great for fighting groups of enemies, more so that it has a 150-round magazine. You get access to at least one Smart Gun in the initial phase of the campaign.
Plasma Rifle
Requirements: Level 10, 300 materials.
Category: Main weapon.
Notes: the strongest main weapon among those available in the game. In addition to great damage output, it unlocks Overloaded Plasma Beam skill that can help in critical moments of a battle.
Submachine Gun
Requirements: Level 6, 200 materials.
Category: Secondary weapon.
Notes: This and the other 2 secondary weapons should only be used after running out of ammunition for the main weapon or to save it when dealing with remnants of the enemy. Submachine Gun has a 48-round magazine and is the only weapon from Secondary group that allows burst fire.
Shotgun
Requirements: none - this is your starting weapon.
Category: Special weapon.
Notes: The Shotgun is the perfect weapon for attacking enemies who have managed to get close to the marines after getting through the barrage from the main weapon. Especially useful when the fight is brought to melee range, either to stop a strong attack from a monster or a kidnapping attempt.
Mine
Requirements: Level 2, 100 materials.
Category: Special weapon.
Notes: Take advantage of the fact that you can unlock mines at an early stage of the game and use them already in Mission 1. They have 2 main uses - preparing a defense when expecting an attack and protecting your rear from sudden xenomorph attacks.
RPG Launcher
Requirements: Level 6, 200 materials.
Category: Special weapon.
Notes: The most important use for this weapon is attacking the most powerful xenomorphs - bosses and elite monsters. Launcher can take a good chunk of the enemy's health bar. Should get a mandatory slot in the inventory if you're expecting larger xenomorphs to appear.
Sniper Rifle
Requirements: Recon class, Level 3, 100 materials.
Category: Special weapon.
Notes: If possible, make sure to have at least one Recon class marine in your squad at all times and unlock this weapon as soon as the opportunity arises. The Sniper Rifle allows long-distance quiet elimination of targets. Also there is a chance that an attack with Sniper Rifle won't alarm the whole neighborhood. Use this weapon to stay undetected longer, especially if you've raised Alien Aggressiveness to medium or hard levels.