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Experience points (XP) are earned by completing missions and unlocking achievements. Each achievement is worth 50 XP, and experience from missions is based on several factors. See Leveling for a list of unlocks and their associated levels.

Players still earn experience if their character dies during the mission, but the amount of XP gained will generally be lower than that of your surviving squadmates unless you died near the end of the mission.

Experience calculation and modifiers[]

Objective Completion
Each player is awarded up to 1000 XP, split evenly between each objective.
Kills
Up to 100 XP can be earned, and each kill (regardless of enemy type) is worth 1 XP.
Time
The closer you are to the Speed Run time for that level, the more experience you earn in this category, up to a maximum of 100. In general you will not earn any experience for finishing near the par time for a level; this bonus is based on proximity to the achievement times.
Friendly Fire
Up to 100 XP can be earned upon mission completion. 1 XP is deducted for each point of self-damage and friendly fire (including damage from your sentries) inflicted.
Damage Taken
Up to 100 XP can be earned upon mission completion. 1 XP is deducted for each point of damage taken during the mission (not your health upon completing the mission).
Healing
A Medic earns 1 XP for every 10 points of health they restore to teammates, up to a maximum of 50 XP for 500 or more health points restored. Healing Kits do not contribute towards this category.
Fast Hacks
A Tech earns 25 XP for each successful fast hack, up to a maximum of 50 XP.

Achievements[]

Main article: Steam achievements

Certain achievements can be redone to provide additional earnings. It will not be announced during the mission, but it will be shown on the Stats/Summary screen during debrief. Each achievement, regardless of re-earnability, is worth an extra 50 XP before the difficulty modifier/multiplier.

Re-earnable achievements include, but are not limited to:

  • Quick and Dead – Kill a Swarm Boomer before it inflates.
    If the entire squad focuses fire on a Boomer, it should go down before it can inflate, making this easy to re-earn.
  • Gunslinger – Successfully perform 5 fast reloads in a row.
    Very easy to re-earn when you're familiar with the fast reload system. If you haven't re-earned it when you near the completion of a mission and your team isn't in a rough situation, then you can fast-reload a few times before exiting.
  • Sharpshooter – Complete a mission with better than 90% accuracy.
    This is easier to re-earn in solo runs, since ammo conservation is vital and enemy movement is more predictable. It's also easy to achieve when using a weapon with auto-aim.
  • Zero Mortality – Complete a mission on Normal difficulty or harder without any marines dying.
    This is much easier with a coordinated team that has at least one Medic.
  • Under the Gun – Roll under a Ranger projectile.
    One of the easiest achievements to re-earn on levels with Rangers (i.e. Deima, Rydberg, Residential, Timor).
  • Short Controlled Bursts – Complete a mission with four marines, without inflicting any friendly fire damage.
    Unless you use the Tesla Cannon all the time, play a Peace Medic, or reduce your offensive output, this one can be challenging.
  • Protect the Tech – Guard the squad's tech so that he takes no damage during the hack.
    With good sentry gun placement, this one is common.
  • Close Encounters – Kill 20 Swarm with melee attacks.
    It can be easily done using a Flamer-melee combo against Drones on Easy or Normal difficulty. The Power Fist helps on higher difficulties.

Difficulty Modifier[]

Main article: Difficulty

The most significant impact on your earnings is the difficulty modifier, which applies after all other factors are accounted for.

See also[]

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