Survival Mode

Survival mode is the 14th update of 2017, and the largest update of 2017.

Introduction:
In short, survival mode is where you fight endless waves of aliens lifeforms that want to hurt you more than The Company does, at several Company owned facilities/locations and defend Company property, don't worry The Company will send a shuttle to pick you up... probably. (NOTICE: The Company does not wish to harm you, this is humour in bad taste and anyone who believes in this will be treated to a mandatory educational course to make sure you don't believe in anything else that is not work appropriate).

Survival Rounds:
As the rounds go, on the amount of shapeshifters that spawn per round increases all the way up to round 30, with the danger of these shapeshifter increasing. As more rounds go on, the shapeshifters also gain mutations, starting from acid and toxic ink mutations to claws upon claws and void mutations. Between these rounds, there is a 20 second cooldown in which players can recuperate and regroup. As the shapeshifters gain mutations, shapeshifter DMG and HP increases.

Perks:
In Survival, there are perks that can be gained per round by surviving the round that makes the player(s) stronger and also help them to fight the hostile alien lifeforms and survive. As of 1.3, there are eight perks (3 of the perks have 4 phases) that can be earned by surviving a round. If a player dies, all their perk statuses will be reset (excluding the profession category), meaning that the player will have to start over again to get all the perks back. All the perks will be listed below:

(Note: All perks equipped by the player that are not in the "Professions" section will be set to empty (no perks) by default)

Hustle:
Hustle gives the player +30 move speed per perk rank up, adding up to a total of +120 move speed. Hustle allows the player to run away from enemies. Hustle can be gained from:

Rank 1 - Gained from surviving Wave 1

Rank 2 - Gained from surviving Wave 5

Rank 3 - Gained from surviving Wave 9

Rank 4 - Gained from surviving Wave 13

Kevlar:
Kevlar gives the player +10 HP per rank up, adding up to a total of +50 HP. Kevlar can be gained from:

Rank 1 - Gained from surviving Wave 2

Rank 2 - Gained from surviving Wave 6

Rank 3 - Gained from surviving Wave 11

Rank 4 - Gained from surviving Wave 14

Heat Sink:
Heat Sink increases the time it takes for a weapon to overheat and applies to all weapons that the player has. No values are given as to the heat sink rate, but there are four levels to Heat Sink which can be gained from:

Rank 1 - Gained from surviving Wave 4

Rank 2 - Gained from surviving Wave 8

Rank 3 - Gained from surviving Wave 12

Rank 4 - Gained from surviving Wave 16

Moon Boots:
Moon Boots are a perk that allows the player to jump higher/ Moon Boots allow players to jump above obstacles and to evade enemies. Moon Boots are gained from surviving Wave 7.

Pushoff:
Pushoff is a perk that reduces the player cooldown for shoving. Shoving allows the player to temporarily stun Crumerian Drones and push away Shapeshifter. Pushoff is gained from surviving Wave 3.

Brawler:
Brawler is a perk that allows players to deal damage when shoving. This can be used in a combination to stun and damage Crumerian Drones. Brawler is gained from surviving Wave 11.

Trigger Happy:
Trigger Happy is a perk that increases the player's weapon fire rate (for automatic weapons), meaning that the player can put more shots down range before the weapon overheats. Trigger Happy is gained from surviving Wave 15.

Deadeye:
Deadeye is a perk that reduces the player's bullet spread. Despite USM not having an official bullet grouping pattern, it does make the bullets fired from all weapons (excluding the rocket launcher) more accurate. Deadeye is gained from surviving Wave 19.

Items and gear:
There are weapons and gear that can be found scattered from around the map(s), or can be gained from opened power weapon canisters.

Items and gear that can be found around the map:
Note: These items and gear do not spawn in any specific location/s or any order and will not all items/gear will always spawn.

Items:

 * Revolvers
 * Sub Machine Guns
 * Assault Rifles
 * Light Machine Gun
 * Frag Grenades (Co-op version)

Gear:

 * Tripmines (Co-op version)
 * Vision Enhancer

Items and gear that can be found from power weapon canisters:
The weapon canisters open every 2-4 round intervals, the Power Weapon Canister first opens at Wave 3.

Note: the items in power weapon canisters do not spawn in any specific sequence.

Items:

 * Pump Shotgun
 * Auto Shotgun
 * Railgun
 * Flamethrower

Gear:

 * Sentry Turrets

Maps:
As of 1.3, there are 6 Survival Maps:

Grand Hall:
The default map selected for Survival, is set in the Shapeshifter Architects map and is a small map, but not the smallest map.

U.F.O.:
The map takes place on the UFO that can be seen and accessed on the Shapeshifter map abduction and is overall the smallest map.

The Wall:
This map takes place on the Bone World 1 map from the campaign and is set at evening, compared to the daytime setting of the original map. The Wall is the biggest map.

Cheese-laden Hypercube:
This map takes place in a hypercube that is attached to the opposite side of the main monitoring facility that the Experiment (shapeshifter map) is attached to and is the second smallest survival map.

Threshold:
This map takes place on Bone World 1 (despite it saying Bone World IV) and is the Luna Homestead section of the Bone World 1 co-op campaign and is set post-campaign. Threshold is the second largest map.

Claustrophobia:
This map takes place on Outpost 13, post-shapeshifter events, with the base's state rapidly deteriorating. Despite the cramped interior, there is an accessible exterior, however a lack of oxygen. Claustrophobia is a medium sized survival map.

Healing:
There are two ways of healing in Survival, those methods being the Doctor profession and Health Stations that spawn around the map. There will always be 2-3 health stations on the map, that will spawn in the same locations. These Health Stations replenishing at the end of every survived round.

Revival:
If a player dies, they can be revived at the end of a round if there are any points in the Life Pool. Each player that respawns takes away 1 point from the life pool. Once the life pool reaches 0, no players will spawn. Players will be revived based on who died first, then in order. Life Pool points can be earned by surviving a round without anyone dying, which adds +1 point per round.

Please Note: This page is under construction by the Company's Crew and is estimated to be completed by XX10
(Credit to Miss Huntress, Crowxar, Mushroom, Eldfire, Cunnerr, Solo, CroProBro)