The Machinist class in Aliens: Fireteam Elite 2 is perfect for players looking to support their squads with sentry turrets and drones that not only provide extra firepower, but also keep Xenomorphs and hostile synthetics entertained. It replaces the Technician from the first game, giving them a more offensive selection of weapons.
To make them stand out, the gameplay showcase revealed Machinists have access to energy weapons like the SMB-94 Zephyr plasma emitter and the EDS-93 plasma discharger Mk.2. In practice, these weapons dish out extreme damage and require no rounds, but can heat up after sustained fire.
Of course, the Machinist class is ultimately defined by the ability to set up sentry turrets that can be upgraded with gas and rumble attacks. Then there's the Bodyguard drone, which floats around, also drawing some attention away from the Colonial Marines and dealing out more damage; it also has Artillery and Shredder upgrades available. Meanwhile, their perks reinforce tactics like holding single positions and sticking close, with the gadgets benefitting from the Machinist's presence while also boosting the squad's performance.
| Weapon | Type | Accuracy | Stability |
|---|---|---|---|
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Signature Weapon | 65 | 88 |
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Signature Weapon | 44 | 66 |
| Perk | Effect |
|---|---|
| Cross-Platform Synergy | Allies standing near your TURRET gain 10% DAMAGE RESISTANCE. When you stand near your TURRET, it regenerates 5 health every second. |
| Scalable Machine Learning | When your machines and item based turrets kill an enemy, gain 10% RELOAD SPEED and STABILITY. This effect can stack up to 5 times. |
| Ability | ||
|---|---|---|
| Sentry Turret | Gas Turret | Rumble Turret |
| Bodyguard | Artillery Bodyguard | Shredder Bodyguard |



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