For Unfortunate Spacemen players, after the 1.3 update there is a dramatic shift for the usage of each ability, and I’ll explain all of them below, let’s check it out.
Spaceman
With the perks now split into 4 different categories each focusing on a specific aspect of changing gameplay.
Profession
Good
- Investigator
- Janitor
- Doctor
Depends
- Cultist
- Soldier
- Warden
Bad
- Recruit
– +15 Max Health
– Pros
- A little more health
– Con
- null
– Pros
- Health regen over time
- Health syringe to heal others +25 HP and to cure anyone with a parasite timebomb
- Med Kit to heal anyone 35 HP
– Cons
- Health regen ONLY goes to 75 HP
– Pros
- Start with fire extinguisher
- Puts out ‘dangerous flames’ for someone on fire from a flamethrower
- Fire extinguisher drains monster disguise energy
- Will not trigger airlock
- Instantly pickup debris
- walk 25% faster when carrying ‘task items’
– Cons
- Start with no weapon
- Strangles crew mates and yourself when firing
I’ve always found the fire extinguisher terrible for early and middle game. It’s great for speeding up the wait when you still have a monster in the shuttle.
While no airlock trigger, instant debris pickup, and 25% walking speed are good perks they can mostly be overcome with skill and better movement of the map.
(they finally debuffed spacemilk, darn you balance!)
– Pros
- A second chance at life
- If you are the last spaceman you will receive ‘space madness’ which increases your movement speed
– Neutral
- Teleport to a random location on the map which also could include primed airlocks leading to an untimely death
– Cons
- You can not use voice or text chat, only emotion react
- Health is set to whatever your current health was (since space milk is used out of fear you will almost always be damaged from the monster)
Pros
- Start with an assault rifle
- ‘Stim pack’ to temporarily increase fire rate
- ‘Your assault rifle’ is more accurate with half the bullet spread
- Don’t emit pain grunts
- Stun grenades blind for half as long
– Neutral
- See or steal keycards from others
– Cons
- No key card
- You can’t pickup any gear items
– Pros
- Stun baton can ‘eletrolock inviduals’
- Keycard is shielded when someone tries to steal it
- You can’t be eletroblock
- Deal 10% more damage to spacement marked as suspect
– Cons
- Start with a stun baton instead of a pistol (because neither will be effect against a solo match against the monster)
– Pros
- Pocket detective, extremely useful for experienced play
- You can track monster and suspicious spaceman foot prints
- Notified when half of spacemen are dead
- Ability to identify fake monster decoys
– Cons
- Inability to drop pocket detective
Utility
1. Springy step
2. Welder
3. Oxygen filter
Explanation: Learn the timing of the oxygen and how to move around the map and fast oxygen will not be needed. From a previous guide on the welder perk, “Doors can be both a hindrance and a blessing, so repairing them is subjective.Only real good use for it as a Spacemen, is to repair cameras should a Monster destroy one, but its rare they do. Also it’s rare if a beginner knows how to use a camera properly.” Springy step gives you faster movement which is best for getting task done, whether it be early or late round.
- Recover oxygen 2x faster
- Immune to being strangled by fire extinguisher
- Parasites deal only half damage
- Move 15% faster
- Jump higher
- Repair of doors and security camera
- Weld doors shut
- Can see all destroyed objects on the overhead map
Defense
1. Antibodies
2. Blast Shield
3. Magnetic boots
Explanation: Boots can be circumvented by experience. Explosions happen but are not a common occurrence. For me the ability to not be color blind and still know who’s who in a silent or semi-talkative lobby is more important.
- Immune to effects of colorblind virus
- If the monster eats your corpse it’s prevented from regenerating its health for a long duration of time
- take 25% less damage from acid and no damage from toxic clouds
- can’t be a zombified by a corpse lord
- can’t be infected by a parasite bomb
- Can’t be sucked out of airlocks or blasted of E.M.E’s but will take damage from E.M.E blast
- Footprints are invisible to the monsters thermal footprint vision
- reduced distance when shoved
- deal damage to the monster when you are grabbed in a burrow trap
- take 5% less damage
- Lethal explosions that would otherwise kill you leave you at low health
- Non-headshot damage from headshots when the blast shield is active
Security
1. Nimble
2. Brawny
3. Vip Keycard
Explanation: I personally never find a second keycard useful. For me, they are only good in certain scenarios. The only thing Brawny has going for it is the 25% reduction in melee damage. I personally have gotten more caught up in unseen bomb/eggs.
HOWEVER, all three of these are fine perks and are mostly down to personal play style.
- Start with 2 keycards
- With soldier perk you start with a keycard but no spare
- You Can overide locked doors when you have a keycard available
- Punch deals 1 additional damage
- Punch a bit faster
- Deal 2 damage to anyone you shove
- Take 25% less damage from all forms of melee including ‘monster claws’
- You can punch burrowed monsters to reduce their burrow energy
- Footsteps are much quieter
- Don’t trip acid bombs, void bombs, or parasite eggs
- Trip-mines can not detect you at all
- No thermal footprint
- Investigator can not track footprints when you’re suspicious
Monster
Even more confusing with split up perks. going to be fun writing this!
Mutation
Still a toss up until I get more experience from them. I am currently leading toward void beast for their silent footsteps.Fresh Meat
- Health regenerates a tiny bit faster
- Parasite egg will have a chance to deposit a parasite timebomb inside Spacemen
Acid Monster
- Parasite egg replaced with acid bomb
- Splash nearby enemies with acid blood when damaged
- Take 90% less toxic and acid damage
- Your alternate fire throws a ball of acid that explodes into an acid puddle
Void Beast
- Parasite egg is replaced with void bomb
- Ability to teleport a short distance
- Footsteps are silent in monster form
- Every time you enter monster form nearby spacemen are electrolocked
Crumerian Host
- Parasite egg is replaced by hatchery
- As the hatchery levels up, more Drones can spawn from it
- Drones might attack you
Corpse Lord
- Parasite egg is replaced by zombification egg
- Parasites will convert spacemen into zombies
- Parasite can still deposit a parasite timebom
- Corpse-eat cool down is shorter
- Remains of body are completely hidden when you eat a body
Aggression
1. Lockdown
2. Claws Upon Claws
3. Noctunal
- Increased movement speed and claw damage when a power outage is active
- Generators take longer to come off cooldown after a power outage
- Able to shut the power off more frequently
- Increased jump height in monster form
- Claws deal +2 damage
- Increased damage to doors and sentry turrets
- Ability to dodge while airborne
- Locks all unlocked, unwelded, unbroken doors in the enitre map
- Gained damage resistance when activated
Survival
1. Chitin
2. Toxic Ink
3. Fluid Sac
- Upon taking lethal damage all human health will go into monster health
- Can no longer disguise as a spaceman
- Deal 3+ additional claw damage
- Armored shell regenerated when eating corpses
- When armor is active monster takes 20% less damage
- Corpse with antibodies perk will only give half armor
- Armor can break and will not heal back
- Every time you transform a toxic cloud will be emited
- Toxic cloud obscures name recognition as well as vision
- Toxic cloud will damage spacemen inside of it
Stealth
1. Patience
2. Membrane
3. DecoyExplanation: being able to replenish monster energy without changing takes the cake for me. Decoyd are useless. Stun grenades and other traps are useful in certain scenarios.
- Disguise energy drains much slower
- Using health stations completely refills your disguise energy
- Your remote arm is almost invisible (for turning off power)
- Vent appears unoccupied when you enter it
- Make less noise when breaking colorblind virus
- Your burrow energy decays 50% slower
- Health stations do not treat you differently
- Immune to stun grenades
- Do not appear on thermals or map scanners
- Not detected by tripmines while disguised
- See the health of nearby Spacemen
- Decoy travels forward making fake sounds and attacks
- Decoy will trigger doors, teleporters, security cameras, and tripmines
- Decoy will expire if it takes too much damage
Spaceman Monster
Because I just want to get this done I will add my rankings for now. Explanations might come later.
Good
- Cultist
- Pock
- Janitor
Depends
- Warden
Bad
- Soldier
- Recruit
Utility
2. Springy Step
3. Oxygen Filter
1. Antibodies
2. Blast Shield
3. Magnetic Boots
1. Brawny
2. Nimble
3. Key card
Related Posts:
- Unfortunate Spacemen All Perk Tier List (Worst to Best)
- Unfortunate Spacemen The Advance Guide For Beginners (Spacemen Perks, Monster Archetypes)
- Unfortunate Spacemen All Hidden Achievements Guide