Haze's Guide To Ns
Haze
O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">Short but Sweet</div> <span style='color:yellow'><b>Slowly writing aliens section as we speak, hang on to your seats...</b></span>
This is my long guide on the basics of NS. There are some shorter, more breif guides, such as <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=17&t=44557' target='_blank'>Sarisel's NS Guide</a>, but if your somone who wants to get the basics, and get rolling, then look no further. Now, its time to get started, so grab a coke and lets go! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<span style='color:yellow'><b><u>The Ready Room</b></u></span>
Commonly refered to as the "RR," the ready room is where you start out when you join a server, and it can range in size from very small, to medium size. These rooms are not complex at all, and you'll have an easy time getting through them.
To join a team, walk into the path marked with the words <span style='color:white'><i>Join Aliens</i></span> or <span style='color:white'><i>Join Marines.</i></span> There is also <span style='color:white'><i>Spectate</i></span> and <span style='color:white'><i>Random Team.</i></span>
Once you have joined a team, you can press F4 on your keyboard at any time to return to the ready room to join a new team. Be warned though, as you may not be able to join your team of choice because there are already too many players on it. Wait for somone else to join the opposing team to join your team, or join the opposing team yourself. You can hit and hold your <b>tab</b> key to see how many players are on each side, Aliens or Marines. Aliens are yellow, and Marines are blue.
<span style='color:green'><b><i><u>Common Knowledge</u></i></b></span>
This is common knowledge that you should know right off the bat before you read on, so take a look.
There is a money system within this game that allows the purchase of objects, upgrades, evolutions, etc... and the money system is resources, commonly refered to as <u>res,</u> Res comes out of res nozzles that are fixtures in the floor with white smoke/gas comming out of them, you will know them when you see them.
Only marines can pick up items/weapons. Aliens can not pick up marine guns, medpacks, or ammo.
If your a marine, dont confuse waypoints with motion tracking. Waypoints are stationary, blinking circles, with words above the circles. Motion tracking circles are moving, dont have text, and are never stationary.
Runing, jumping, crouching, or any movement does not effect your shots as a marine. You can jump and shoot, run and shoot, the whole shabang.
For a marine to pick up an item, he just has to walk over it. Aliens have no items to pick up.
Pressing and holding on the "C" key on your keyboard will bring a map of the game map up. Very useful. You and your squad mates are green, while the rest of your team is white.
You can use the pop-up menu by right clicking, then moving your mouse over the squares. These can be used to communicate quickly with your teammates without having to take your hands off the keyboard or mouse.
Hive sight for aliens. It lets aliens see other friendly aliens, hive locations, and friendly structures through walls, as well as enemy marines that are parasited (This [hive sight] is refered to in alien section).
Marines res system is different than the aliens res system. The marines res is stashed into one, big pile, that only the marine commander can pull cash from. Think of this as the US government, where it was run by bill Clinton, and all your cash that you made went to him. Then he decided you needed a fridge, and put one in your house. Aliens, on the other hand, is how it is now adays. You have to earn your keep, and you get your own stash of cash, your own little bank account. Furnish your own house, ya bum!
<span style='color:green'><u>----------------------------------------------------------------</u></span>
Alright, lets start with Marines, they are much easier to learn with and get a grip on the basics of the game than the Alien side.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <span style='color:yellow'><b><u>Playing as the Marines (Ah yes, guns, sweat, and men. What could possibly be better?)</b></u></span>
After you run into the <i>Join Marines</i> portal in the Ready Room (Also known as the "RR") you will spawn in inside the main map. This is much larger than the RR, and is the main gaming area. Aliens run rampet, so watch your back.
First, lets establish some main points in this game.
<span style='color:white'><b>1.)</b></span> Do <b>not</b> run off alone. Your going to get eaten alive.
<span style='color:white'><b>2.)</b></span> <b>Always</b> follow orders from your commander, even if it means certain death. I'll explain about the commander in a second, hold on.
<span style='color:white'><b>3.)</b></span> Dont get in the Command Chair in the beginning of the game if you are still new. Learn your way around being a Marine grunt, and an alien, then have a go at commanding. Its easy to grasp, but hard to master.
<span style='color:red'><i>The Commander</i></span> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
The commander is the person that commands you into battle. He sets down the buildings for you to build, he gives you orders, he does a great half of the work. Without a commander you would be dead very quickly. The commander has a top down view of the map, like any other RTS you may have played (Age of Empires, Starcraft, Warcraft to name a few). Always listen to your commander, <b>always.</b> The commander lays down structures for you, the marine grunts, to build, by pressing and holding your use key while next to them. The commander can not build structures, he can only lay them down, as you the marine grunt can not lay down structures, only build them. It costs res to lay down structures, and takes time to build them.
Your commander also drops medpacks, which is the only way to heal, and he can drop you ammo, for a cost. Both of these cost two res to drop, but the ammo at the armory is free.
Now its time to study the Marines buildings, weapons, and upgrades, sounds like fun doesnt it?
<span style='color:white'><b><u>Command Console/Chair:</span></b></u> Commonly known as "CC," "Comm Console," or "Comm Chair," the Command Console/Chair is the mother of all buildings. You need it to do just about everything, and this is where you go to command. Press your <b>use</b> key on the Command Chair/Console to get inside it, and become the commander.
<span style='color:yellow'>The Command Console/Chair looks like a large, armored chair, in the color of grey. You'll know it when you see it.</span> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/commchair.gif' border='0' alt='user posted image'>
<span style='color:orange'><u>Resources required to build:</u> 25</span>
<span style='color:white'><b><u>Infantry Portal:</span></b></u> Commonly known as an "IP," the infantry portal is one of the first buildings placed down during a game. This building spawns you and your allied soliders into combat when you die/enter the game.
<span style='color:yellow'>The IP is a small round disk that lays flat on the ground.</span>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:white'><b><u>Resource Tower:</span></b></u> Commonly known as a "Res Tower" or "RT," the Resource Tower can only be placed on resource nodes, which are holes in the maps floor with white smoke emiting from them. They supply your commander/team with res to use for buildings and equipment.
<span style='color:yellow'>A Marine Resource Tower looks like a spider, that pretty much sums it up.</span>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:red'>Contains Upgrades: Electrify</span>
<span style='color:white'><b><u>Armory:</span></b></u> This is the building where you get ammo from. Press and hold your <b>use</b> key to get ammo in quanities of half a clip per second.
<span style='color:yellow'>The armoury is a man sized cilinder, with four screens pertruding from its side.</span> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/armory.gif' border='0' alt='user posted image'>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:red'>Contains Upgrades: Advanced Armoury</span>
<span style='color:white'><b><u>Turret Factory:</span></b></u> Commonly known as the "TF," the turret factory is the primary defense structure <b>*pre-requisite .*</b> A pre-requisite is a building/upgrade/item that is needed to build another certain structure corisponding to it. The TF allows sentry turrets to be placed within the vicinity of itself. Its upgrades consist of <b>Electrify</b> and <b>Siege.</b> I'll explain about upgrades later in the marine section of this guide.
<span style='color:yellow'>A turret factory is a rectangular shaped object.</span> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/tf.gif' border='0' alt='user posted image'>
<span style='color:orange'><u>Resources required to build:</u> 15</span>
<span style='color:red'>Contains Upgrades: Siege, Electrify</span>
<span style='color:white'><b><u>Sentry Turret:</span></b></u> The Sentry Turret is the primary defense structure of the marine team. Sentry Turrets can only be placed within the TF's vicinity. Sentry turrets only do half damage to heavy units, like the onos (We'll learn about the onos later).
<span style='color:yellow'>A sentry turret, to put it simply, looks like this.</span> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
<span style='color:orange'><u>Resources required to build:</u> 10</span>
<span style='color:white'><b><u>Siege Turret:</span></b></u> Commonly known as a "siege," the siege turret can fire through walls. This turret though, can <b>only</b> hit <b><u>enemy buildings</b></u>, it can <b>not</b> target enemy units. The splash damage, however, can destroy enemy units near the the targeted enemy structure. Sieges, as commonly thought, are not only offensive weapons, but also defense weapons.
<span style='color:yellow'>A siege turret, to put it simply, looks like this.</span> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
<span style='color:orange'><u>Resources required to build:</u> 15</span>
<span style='color:white'><b><u>Arms Lab:</span></b></u> Commonly known as the "Arms," the arms lab is where your commander researches all of your weapon, and armor upgrades. If it dies, you lose those upgrades, so protect it!
<span style='color:yellow'>An arms lab is a white box with a screen attached, pretty much.</span>
<span style='color:orange'><u>Resources required to build:</u> 25</span>
<span style='color:red'>Contains upgrades: Armor 1, Armor 2, Armor 3, Weapons 1, Weapons 2, Weapons 3</span>
<span style='color:white'><b><u>Observatory:</span></b></u> Commonly known as the "Obs," the observatory is pretty much your main support button. It has a set amount of energy (100) that slowly refills, and it has some abilities. Scanner sweep, where a portion of the map is reviled to the commander for a duration of time, and distress beacon which respawns all marines instantly (Use this in emergencies).
<span style='color:yellow'>The observatory is a stick with a sat. dish on the top, nothing more. Really skinny building.</span>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:red'>Contains Upgrades: Phase Tech, Motion Tracking</span>
<span style='color:white'><b><u>Prototype Lab:</span></b></u> Commonly known as the "Proto," the Prototype Lab gets you tech upgrades, like jetpacks, and heavy armor. It doesnt improve your armor, such as the arms lab, so dont get the two confused.
<span style='color:yellow'>A prototype lab is a beefy tall rectangle, with two screens comming out its left and right sides.</span>
<span style='color:orange'><u>Resources required to build:</u> 45</span>
<span style='color:white'><b><u>Phase Gate:</span></b></u> Commonly known as the "Phase," the Phase Gate lets you travel between two points in a map, by placing one in the marine start, and another at somewhere else. You can use any phase to get to where another phase is. You'll see once you get in game. Press use to go through the phase gate.
<span style='color:yellow'>A Phase is a large, <i>glowing</i> disk, that is <u>much</u> larger than the Infantry Portal's size.</span>
<span style='color:orange'><u>Resources required to build:</u> 15</span>
Thats about it for buildings, now I will explain about upgrades, and building abilities.
<span style='color:yellow'><u><b><i>Arms Lab Upgrades:</u></b></i></span>
<span style='color:red'><b><u>Armor</u></b></span>
Armor increases your armors effectiveness by each level. There are three levels of armor. You research armor at the Arms Lab.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Armor 1 = 20 res
--Armor 2 = 30 res
--Armor 3 = 40 res</span>
<span style='color:red'><b><u>Weapons</u></b></span>
Weapons increases your weapons damage by each level. There are three levels of weapons. You research weapons at the Arms Lab.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Weapons 1 = 20 res
--Weapons 2 = 30 res
--Weapons 3 = 40 res</span>
<span style='color:yellow'>-----------------------------</span>
<span style='color:yellow'><u><b><i>Prototype Lab Upgrades:</u></b></i></span>
<span style='color:red'><b><u>Jetpacks</b></u></span>
As your have probably already guessed, this allows the commander to drop jetpacks within the vicinity of the Prototype Lab. Commonly known as "JP's" or "Jetties," Jetpacks have a recharge power core, that when you land, recharges your jetpack. Your jetpack can not recharge mid flight.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Jetpacks (Research) = 30 res
--Jetpacks (Cost to Drop) = 15 res</span>
<span style='color:red'><b><u>Heavy Armor</b></u></span>
Commonly refered to as "HA," this is the tank of the marines, the heavy armor. A wopping, 100 HP, 290 armor (Even more when upgraded) tank. This is your prime concern to get when you have a prototype lab, jetpacks are second.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Heavy Armor (Research) = 50 res
--Heavy Armor (Cost to Drop) = 25 res</span>
<span style='color:yellow'>------------------------</span>
<span style='color:yellow'><u><b><i>Resource Tower Upgrades:</i></b></u></span>
<span style='color:red'><b><u>Electrify</b></u></span>
This upgrade protects your resource towers by shocking all enemy units near them with extream damage. Fades and Oni are not effected much by this shock, you will learn about these Aliens later.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Electrify = 30 res</span>
<span style='color:yellow'>-----------------------</span>
<span style='color:yellow'><u><b><i>Turret Factory Upgrades:</u></b></i></span>
<span style='color:red'><b><u>Electrify</b></u></span>
This upgrade protects your turret factories by shocking all enemy units near them with extream damage. Fades and Oni are not effected much by this shock, you will learn about these Aliens later.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Electrify = 30 res</span>
<span style='color:yellow'>-----------------------</span>
<span style='color:yellow'><u><b><i>Observatory Upgrades & Abilities:</u></b></i></span>
<span style='color:red'><b><u>Phase Tech</span></b></u>
Phase Tech allows you to build phase gates, simple as that.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Phase Tech = 15 res</span>
<span style='color:red'><b><u>Motion Tracking</span></b></u>
Motion Tracking, commonly refered to as "MT," or "Motion Hacking," this allows you to see <i>all</i> your enemies when they move. You can see little blue circles over their positions when they move, and only when they move, and even through the walls. Sensory chambers (Which we will learn about later) negate the effects of motion tracking in their general area.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Motion Tracking = 45 res</span>
<span style='color:purple'><b><u>Scanner Sweep (Ability)</span></b></u>
Scanner sweep uses 15 energy, out of the 100 that the Obs starts with. It reviels an area to the commander and decloaks enemy aliens if they are cloaked (We will learn about cloaking later). Scanner sweep is effective for targeting targets for the <b>Marine Siege Cannon.</b>
<span style='color:orange'><u><i>Enery to Use:</i></u>
--Scanner Sweep = 15 energy</span>
<span style='color:purple'><b><u>Distress Beacon (Ability)</span></b></u>
Distress Beacon, which is commonly known as either "Distress," or "Beacon," spawns in <i><u>all</i></u> of your friendly soliders and yourself into the marine start. It is useful in emergencies when fending off an alien attack, and uses 35 energy out of the 100 that the obs starts with.
<span style='color:orange'><u><i>Enery to Use:</i></u>
--Distress Beacon = 35 energy</span>
<span style='color:yellow'>-----------------------</span>
<span style='color:yellow'><b><u><i>Armory Upgrades:</b></u></i></span>
<span style='color:red'><u><b>Advanced Armory</u></b></span>
Advanced armory allows you to upgrade your armoury into an advanced armoury. This new form of the armoury allows the commander to drop better weapons to his marines, such as the HMG.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Advanced Armory = 35 res</span>
<span style='color:yellow'>-----------------------</span>
Thats it for upgrades, now its time to move onto the marines equipment. Learning all this will help you a great deal in the game, so keep reading.
<span style='color:red'><u><b>Marine's Default Loadout</u></b></span>
<span style='color:yellow'>LMG (Light Machine Gun):</span> This is the default weapon you start out when you spawn in. The LMG is a jack of all trades, and you need nothing less to get through the game successfully, although it would be easier to use some larger hardware.
<span style='color:orange'>Clip Size: 50
Rate of Fire: About 10 Bullets per second
Accuracy: High
Max Extra Bullets: 250
Weapon Slot: 1
Range: Far
Cost: No cost, can not be dropped by commander
Damage: 10 per bullet</span>
<span style='color:yellow'>Handgun/Pistol:</span> This gun has a small clip, but is extreamly accurate, and packs a powerful punch. You can fire the pistol as fast as your little finger can click the mouse.
<span style='color:orange'>Clip Size: 10
Rate of Fire: As fast as you can click, babe!
Accuracy: <i>Extreamly</i> High
Max Extra Bullets: 30
Weapon Slot: 2
Range: Distant
Cost: No cost, can not be dropped by commander
Damage: 20 per bullet</span>
<span style='color:yellow'>Knife:</span> This weapon is the last resort weapon if you run out of ammo or anything like that. Its also very good for destroying none attacking enemy buildings, so you dont waste your ammo.
<span style='color:orange'>Clip Size: No clip
Rate of Fire: About four slashes a second
Accuracy: Medium
Max Extra Bullets: No clip
Weapon Slot: 3
Range: Close
Cost: No cost, can not be dropped by commander
Damage: 30 per slash</span>
<span style='color:red'>Extra Marine Items/Weapons</span>
<span style='color:yellow'>Welder:</span> This "weapon" is not much of a weapon at all. The marine welder welds open special "weldable" doors and panels in the map itself. A "weldable" door or panel has a orange, flashing symbol, that looks like a circle with a spark in the middle of it. Get close to this point, point your welder at the flashing symbol, and hold on the fire key. A blue bar on the bottem of your screen will appear and show your progress at welding the object. Once the object has been welded, something will happen in the map, such as a door opening or vent being closed off, or the welded object will now be able to be "used." Do not use the welder for combat, always use the knife instead. Also, you can "weld" your friendly marines, which refills their armor gauge back to the top.
<span style='color:orange'>Clip Size: No clip
Rate of fire: <i>Extreamly</i> Fast
Accuracy: Medium
Max Extra Bullets: No clip
Weapon Slot: 2
Range: Close
Cost: 5 res
Damage: 4 per "spark"</span>
<span style='color:yellow'>HMG (Heavy Machine Gun):</span> The heavy machine gun is a great anti personel weapon, but not good at all for destroying enemy structures, as it does piercing damage. Peircing damage only does half damage to enemy structures.
<span style='color:orange'>Clip Size: 150
Rate of Fire: Very High
Accuracy: Medium
Max Extra Bullets: 250
Weapon Slot: 1
Range: Medium
Cost: 25 res
Damage: 20 per bullet</span>
<span style='color:yellow'>GL (Grenade Launcher):</span> The grenade launcher is an effective tool against enemy buildings. Each grenade explodes after a small duration of time.
<span style='color:orange'>Clip Size: 4
Rate of Fire: About three grenades a second.
Accuracy: Depends on how far the alien is from the grenade, kinda obvious eh?
Max Extra Grenades: 30
Weapon Slot: 1
Range: Medium-Long
Cost: 30 res
Damage: 125, double damage vs enemy structures.</span>
<span style='color:yellow'>Shotty (Shotgun):</span> The shotgun is a great anti-personal weapon. One to six blasts will kill any alien unit, if most of the pellets from the shot hit.
<span style='color:orange'>Clip Size: 8
Rate of Fire: Two shots a second
Accuracy: Low
Max Extra Shells: 40
Weapon Slot: 1
Range: Close-Medium
Cost: 10 res
Damage: (Can somone fill me in on this pretty please? Like how many pellets per shot, and damage per pellet? Thankyou!)</span>
<span style='color:blue'>Jetpack:</span> The jetpack is able to get you to places you normally wont be able to reach on your own two feet. Very good for purging vents of aliens.
<span style='color:white'>Cost: 15 res
Traits: Lets you fly, duh. Has a rechargeable engine, that only recharges once your on the ground. Remaining stationary does not help it fill up quicker, and the jetpack can not refill mid flight.</span>
<span style='color:blue'>Heavy Armor:</span> Heavy armor is the tank of the marines. Use it or loose it dude.
<span style='color:white'>Cost: 25 res
Traits: Makes you a wopping 290 armor point beast, and even more armor with upgrades, but it does slow your movement down a lot. Extreamly good to attack higher levels.</span>
<span style='color:blue'>MedPack (Med):</span> Medpacks replenish 50 Hitpoints of your health gauge. Only ask for one if your in a sticky situation that may prove useful to the commander, or have extra equipment (IE Welder, heavy armor, HMG etc...), other wise move on. You can heal for free by killing yourself.
<span style='color:white'>Cost: 2 res
Traits: Heals you for 50 hit points, can be dropped anywhere on the map.</span>
<span style='color:blue'>AmmoPack (Ammo <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ):</span> The commander can drop you an ammo pack anywhere on the field for a cost, and it gives one clip, for a cost. Its best just go to back and get ammo from the armoury.
<span style='color:white'>Cost: 2
Traits: Gives you one clip for any gun, can be droped anywhere on the map.</span>
Thats it with equipment, now I'll explain what to do on marines, now that you know what all your key structures are.
At the beginning of the game, somone will get into the command chair and become commander. You can see who your commander is, or how much res your team has at any time by looking at the top middle of your screen.
Your commander will then proceed to drop structures inside your marine start, probably being two or one infantry portal, and an armory. When the commander drops the armory, get some ammo, then proceed to building whatever else the commander drops.
After your done with that, tag along behind someone else. Learn the maps by following people and seeing what they say/do.
To win as a marine, you must destroy the Alien hive. Its this big, huge structure on an infested part of the map. To lose, you must lose all your infantry portals and fellow teammates.
Make sure you always follow your commanders orders. Some of these orders will be on voice communication, you will here him speak to you, some of them will be on text. But others will be in Waypoints.
Waypoints (WP's) show you the point the commander wants you to move to. The WP is a small, blinking blue circle on your screen, so try your best to get there. If the WP does not dissappear when you move to its position, someone else was ordered to that WP with you as well. Until you and whoever else was ordered to that WP is there, it will remain on the map in your sight. You can not see other marines waypoints, as they can not see yours.
Once you have reached the WP, notify your commander that you have reached your intended destination, either with voice communication (Voice Comm) or text. If he does not answer, or ignores you, just wait. The commander is a busy man. Remind him a couple of times that your at your WP until he answers, and tells you what to do. If he still ignores you, find another marine teammate, and move along, even if the WP still remains. Most of the time the commander wont ignore you, and give you another order.
Always try to protect your teammates and structures from alien attack. Always shoot the aliens, and keep lookout for sneaky aliens. Some are quite small, and some can cloak themselves, so you might bypass them. Listen for the sound of their footsteps.
If you hear a small *click click*, stand your ground. That is a skulk (And this is what he looks like <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ). A skulk is a small alien that you will see most often in games, but hes still a dangerous foe. Make sure he doesnt get close enough to bite you, or its game over. If he does happen to get close to you, <i>take out your knife</i> (Unless you have a shotgun). Many people make the mistake to keep trying to shoot him, but its much easier to knife him once hes on top of you. Other alien footsteps incluse squishy noises, and loud, stomping noises (Which usually means run if your not in a group of two or three).
To guard an area against alien attack, stand at the end of a long hallway. Most aliens have only melee attacks, so you have an advantage of range at the end of that long hallway. Try to take your time moving around corners as well, because there could be a hungry alien waiting for you.
If, by any chance, an alien backs off of your position, and you were using your knife for close combat, pull out your gun, and load a fresh clip in it. Find an area near your position where you can stand at the end of a long hallway, and shoot the alien from afar. <i>Never chase after an alien skulk.</i> If its one of the other types of aliens, then yes, chase after him. Even if you die, and you take him down, you've eliminated a large threat, from a larger lifeform (All aliens spawn (re-enter game) in as skulks)
If you have a welder with you, and you experienced combat before hand, & somone was damaged, take out your welder and weld him, by "shooting" him. His armor points will rise, and he will be very greatful. Those armor points could help him withstand another attack. You can see your allies health/armor by looking at him up close. The armor and health will appear on the left side of your screen in a small box with his name in it.
Thats really all there is to marines. Remember, never wander off alone, always stay with friendlys. This game is about teamwork, and thats how you win it.
<span style='color:white'>Now, onto the</span> <span style='color:yellow'><b>A</b></span><span style='color:green'><i>liens</i></span><span style='color:white'> section of the guide! (Ahh yes, cute little blood, gut ripping little munchies, arent they?)</span> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
<span style='color:red'>There <i>are</i> some main points for aliens to bide by, believe it or not, so lets point them out here.</span>
<span style='color:yellow'><b>1.)</span><span style='color:purple'> Hide, and ambush, two of the biggest points to remember. Aliens in <u>Natural-Selection</u> are extreamly good at ambushing, and you'll have a higher chance of killing the enemy and taking no damage yourself. Plus, its just dumb to stand in the middle of a corridor and wait for somone to come...</span></b>
Well, I guess thats the only points that I can <b>point</b> out! Get it? Heh heh...err ok. Onto the alien lifeforms (With pretty pixel art too!)
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <span style='color:yellow'>Meet the Skulk. This trickly little fellow can climb walls with his spiky little feet, and ambush marines from the ceiling, walls, doorframe, name it and hes usually there. Although low on hit points, he makes up for it on his supurb attack and agility.</span>
<span style='color:white'>--<i>Never</i> charge the enemy with the skulk head on. Always ambush them from behind or their sides, above or below. Climb the walls and find dark corners or nice little spots where you can sit and wait for the Marines, your prey.</span>
<span style='color:red'><u>Attacks include...</u>
<b><u>Bite</u></b>, recieved by default, requires no hives to aquire. Damage - 75
<b><u>Parasite</u></b>, recieved at hive 1. Shoots a parasite at an enemy marine or structure, enabling you, and your teammates, to see him through walls, via hivesight. Useful to keep tabs on enemy. Damage - 16
<b><u>Leap</u></b>, recieved at hive 3. You leap into the air, and "fly" a short distance. Extreamly useful in combat and manuvering around in general. Although never use it to try to kill somone, it has an extreamly weak attack, like parasite. Damage - No set amount, but almost never above 20.
<b><u>Xenocide</u></b>, think bang, boom, and bam. You blow up, throwing marines back and damaging them by 200. Damge - 200 at the center of the blast, and decreases further out.</span>
<span style='color:blue'><i><b>Cost -- 2 res</b></span></i>
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <span style='color:yellow'>Its a bird, its a plane, its superman!! No, thats a lerk. It flys like a bird (although not as graceful) by tapping/holding on your jump key while your in the air, tapping to flap your wings, and it glides by holding on jump. Hes one of the main support units on the aliens side, so dont try to engage in front line combat too much with him. Hes fragile!</span>
<span style='color:white'>--Hide in vents with this little fellow and harass the enemy with spores and spikes (Discribed further down under attacks). <i>Never</i> fly right into the marine base, your slow when on the ground, and flying is extreamly clumsy. You'll be shot dead in a matter of seconds (Minutes if the marines are really dumb).</span>
<span style='color:red'><u>Attacks include...</u>
<u><b>Spikes</u></b>, recieved by default, requires no hives to aquire. Ranged, instant-hit weapon. Damage - 10 <i>per spike.</i>
<u><b>Spores</u></b>, recieved at hive 1, shoots a spore cloud that damages marines that enter it. Damage - 15 per second (Somone correct/confirm me on this please).
<u><b>Umbra</u></b>, recieved at hive 2, shoots a umbra cloud out that blocks bullets from hitting aliens that reside inside the umbra cloud, but only lasts a couple of seconds. Damage - None, blocks enemy bullets, extreamly useful.
<u><b>Primal Scream</u></b>, recieved at hive 3, lets out a primal roar that increases all nearby aliens attack speed <b>greatly.</b> Damage - None, but causes a lot of it in the long run.</span>
<span style='color:blue'><b><i>Cost -- 30 res</b></i></span>
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <span style='color:yellow'>The Fade. Big, black, and has a killing disorder. Sounds like that guy down the street huh? The fade is extreamly useful at "hit-and-run" attacks from his special abiltiy, called blink. The shock troop of the aliens, thats what he is.</span>
<span style='color:white'>--Keep on the lines of ambush with this fellow. Even though he has hitpoints around 300, he'll drop like a fly to marines with good aim. Dont try to go into head on combat, if you can avoid it.</span>
<span style='color:red'><u>Attacks include...</u>
<u><b>Swipe</b></u>, recieved by default, requires no hives to be aquired. Lashes out with the fades large, sweeping claws. Damge - 80
<u><b>Blink</b></u>, recieved at hive 1, makes the fade move <i>extreamly</i> fast. No one can shoot him when hes blinking, its that fast. I mean fast. I think I've made my point. Damage - None, makes up for it though in agility.
<u><b>Matabolize</b></u>, recieved at hive 2, regenerates the fades health when used. Useful when you blink in, attack, take some damage, blink out, then sit and regenerate. Rinse and repeat, baby! Damage - None, heals ya dude!
<u><b>Acid Rocket</b></u>, recieved at hive 3, shoots an organic rocket filled with acid. Damage - 120 (Somone please correct/confirm me on this, thankyou).</span>
<span style='color:blue'><b><i>Cost -- 50</b></i></span>
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <span style='color:yellow'>No its not a rhino, its an Onos. Just as big as a rhino though, but probably <i>slightly</i> meaner. This is the king juggernaught of the alien forces, he'll plow through marines front lines and kick em where it counts. He'll eat ya boy, litterily!</span>
<span style='color:white'>--Dont get head strong or "cocky" about your size and health. You'll fall like a fly if you take too much concentrated fire. At the max, you can probably take on three marines. Four and you should run. Oh, and you cant really ambush with this guy...its kinda hard.</span>
<span style='color:red'><u>Attacks include...</u>
<b><u>Gore</b></u>, recieved by default, no hives required to aquire. Onos butts his head up and down with his front horn. Damage - 120, double against structures.
<b><u>Devour</b></u>, recieved at hive 1, eats the enemy marine and gains ya health. NOTE:: Aim this attack at the CENTER of your screen, as if there was a crosshair to aim there. Damage - Eats a marine, I would have to say this is damaging. He doesnt eat structures though.
<b><u>Stomp</b></u>, recieved at hive 2, the onos stomps the ground and sends a shockwave out in front of him, stunning enemy marines, so that they cant shoot or move. Pretty nifty if I say so myself. Damage - None, just stuns enemy.
<b><u>Charge</b></u>, recieved at hive 3, the onos runs stright foward, smashin anything in its way. Ouchies. Damage - High, no exact number.</span>
<b><i><span style='color:blue'>Cost -- 100</span></b></i>
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <span style='color:yellow'>Aww, its so fat and cute!! Dont hurt him!! Meet the gorge, this little fellow builds your structures, IE RT's, Hives, and everything else that stands still for a long time.</span>
<span style='color:white'>--Stay out of one on one combat with this little guy, hes not a fighter. Use him to heal your fellow troops in a team attack, or to build structures and hives throughout the map.</span>
<span style='color:red'><u>Attacks include...
<b>Spit</b></u>, recieved by default, no hives required to aquire. Gorge spits a slime ball at his enemy...exciting. Damage -- 25, its whimpy.
<b><u>Heal Spray</b></u>, recieved at hive 1. Gorge spits out a spray of healing bacteria that heals his friendlys, but hurts his enemies. Extreamly versitile weapon. Damage -- 16, heals friendles for a lot more health though.
<b><u>Bile Bome</b></u>, recieved at hive 2. Gorge spits out a bomb of bile, its the prime siege weapon of the alien force! (Man, does every attack come out of this guys mouth!? Wait...yes) Damage -- Lots to buildings, but none to troops, use wisly and with backup.
<b><u>Web</b></u>, recieved at hive 3. Gorge (Once again) spits webbing out of his mouth. This web slows down and strips enemies of their guns for a couple of seconds, making them easy targets for teammates. Damage -- None.</span>
<b><i><span style='color:blue'>Cost -- 10</i></b></span>
<b><span style='font-size:14pt;line-height:100%'><span style='color:yellow'>N</span></span><span style='color:green'>ow that we have talked about the lifeforms, lets talk about what the alien's gorge can build exactally. Remember, hes the only one on the alien team that can build anything.</span></b>
<b><i><span style='color:green'><u>THE HIVE</b></u></i></span>
<span style='color:yellow'>This is the all mighty structure that you bow down to. Do as it says. If it dies, then your all going to die, you need at least one hive to live. Also, each hive can "house" one chamber. These chambers consist of the defense chamber, the movement chamber, and the sensory chamber. Only one of these types can be built per hive. So if you build a movement when you have one hive, you can only build movements. No defense, no sensory, unless you get a second hive. When you get the second hive, you can build a defense or sensory. Say you build a sensory, then you can only build movements and sensories. Get what I'm saying here, chubbo? The hive also heals you. Oh, and as one last note, all upgrades for aliens cost 2 res.</span>
<span style='font-size:12pt;line-height:100%'><b><i><span style='color:orange'><u>~Chambers~</span></b></i></u></span>
<span style='color:gray'>---<i><b><u>Offense Chamber</i></span></b></u>
<b><span style='color:yellow'>C</span><span style='color:blue'>an be built by the gorge for 10 res. Shoots at passing enemies, and there is a limit you can have in one area, as with all chambers.</b></span>
<span style='color:gray'>---<i><b><u>Defense Chamber</i></span></b></u>
<b><span style='color:yellow'>C</span><span style='color:blue'>an be built by the gorge for 10 res. Heals nearby players, and also has an area limit, just like all chambers. This chamber has some upgrades...</b></span>
<span style='color:purple'><b><u>--Carapace</b></u></span>
<span style='color:yellow'>Gives you increased armor and absorbtion to bullets. In short, it helps ya live longer.</span>
<span style='color:purple'><b><u>--Regeneration</b></u></span>
<span style='color:yellow'>You heal while your on the run, instead of having to find a gorge or hiv....oo, would you look at that, my french toast is done, be right back ladies.</span>
This is my long guide on the basics of NS. There are some shorter, more breif guides, such as <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=17&t=44557' target='_blank'>Sarisel's NS Guide</a>, but if your somone who wants to get the basics, and get rolling, then look no further. Now, its time to get started, so grab a coke and lets go! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<span style='color:yellow'><b><u>The Ready Room</b></u></span>
Commonly refered to as the "RR," the ready room is where you start out when you join a server, and it can range in size from very small, to medium size. These rooms are not complex at all, and you'll have an easy time getting through them.
To join a team, walk into the path marked with the words <span style='color:white'><i>Join Aliens</i></span> or <span style='color:white'><i>Join Marines.</i></span> There is also <span style='color:white'><i>Spectate</i></span> and <span style='color:white'><i>Random Team.</i></span>
Once you have joined a team, you can press F4 on your keyboard at any time to return to the ready room to join a new team. Be warned though, as you may not be able to join your team of choice because there are already too many players on it. Wait for somone else to join the opposing team to join your team, or join the opposing team yourself. You can hit and hold your <b>tab</b> key to see how many players are on each side, Aliens or Marines. Aliens are yellow, and Marines are blue.
<span style='color:green'><b><i><u>Common Knowledge</u></i></b></span>
This is common knowledge that you should know right off the bat before you read on, so take a look.
There is a money system within this game that allows the purchase of objects, upgrades, evolutions, etc... and the money system is resources, commonly refered to as <u>res,</u> Res comes out of res nozzles that are fixtures in the floor with white smoke/gas comming out of them, you will know them when you see them.
Only marines can pick up items/weapons. Aliens can not pick up marine guns, medpacks, or ammo.
If your a marine, dont confuse waypoints with motion tracking. Waypoints are stationary, blinking circles, with words above the circles. Motion tracking circles are moving, dont have text, and are never stationary.
Runing, jumping, crouching, or any movement does not effect your shots as a marine. You can jump and shoot, run and shoot, the whole shabang.
For a marine to pick up an item, he just has to walk over it. Aliens have no items to pick up.
Pressing and holding on the "C" key on your keyboard will bring a map of the game map up. Very useful. You and your squad mates are green, while the rest of your team is white.
You can use the pop-up menu by right clicking, then moving your mouse over the squares. These can be used to communicate quickly with your teammates without having to take your hands off the keyboard or mouse.
Hive sight for aliens. It lets aliens see other friendly aliens, hive locations, and friendly structures through walls, as well as enemy marines that are parasited (This [hive sight] is refered to in alien section).
Marines res system is different than the aliens res system. The marines res is stashed into one, big pile, that only the marine commander can pull cash from. Think of this as the US government, where it was run by bill Clinton, and all your cash that you made went to him. Then he decided you needed a fridge, and put one in your house. Aliens, on the other hand, is how it is now adays. You have to earn your keep, and you get your own stash of cash, your own little bank account. Furnish your own house, ya bum!
<span style='color:green'><u>----------------------------------------------------------------</u></span>
Alright, lets start with Marines, they are much easier to learn with and get a grip on the basics of the game than the Alien side.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <span style='color:yellow'><b><u>Playing as the Marines (Ah yes, guns, sweat, and men. What could possibly be better?)</b></u></span>
After you run into the <i>Join Marines</i> portal in the Ready Room (Also known as the "RR") you will spawn in inside the main map. This is much larger than the RR, and is the main gaming area. Aliens run rampet, so watch your back.
First, lets establish some main points in this game.
<span style='color:white'><b>1.)</b></span> Do <b>not</b> run off alone. Your going to get eaten alive.
<span style='color:white'><b>2.)</b></span> <b>Always</b> follow orders from your commander, even if it means certain death. I'll explain about the commander in a second, hold on.
<span style='color:white'><b>3.)</b></span> Dont get in the Command Chair in the beginning of the game if you are still new. Learn your way around being a Marine grunt, and an alien, then have a go at commanding. Its easy to grasp, but hard to master.
<span style='color:red'><i>The Commander</i></span> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
The commander is the person that commands you into battle. He sets down the buildings for you to build, he gives you orders, he does a great half of the work. Without a commander you would be dead very quickly. The commander has a top down view of the map, like any other RTS you may have played (Age of Empires, Starcraft, Warcraft to name a few). Always listen to your commander, <b>always.</b> The commander lays down structures for you, the marine grunts, to build, by pressing and holding your use key while next to them. The commander can not build structures, he can only lay them down, as you the marine grunt can not lay down structures, only build them. It costs res to lay down structures, and takes time to build them.
Your commander also drops medpacks, which is the only way to heal, and he can drop you ammo, for a cost. Both of these cost two res to drop, but the ammo at the armory is free.
Now its time to study the Marines buildings, weapons, and upgrades, sounds like fun doesnt it?
<span style='color:white'><b><u>Command Console/Chair:</span></b></u> Commonly known as "CC," "Comm Console," or "Comm Chair," the Command Console/Chair is the mother of all buildings. You need it to do just about everything, and this is where you go to command. Press your <b>use</b> key on the Command Chair/Console to get inside it, and become the commander.
<span style='color:yellow'>The Command Console/Chair looks like a large, armored chair, in the color of grey. You'll know it when you see it.</span> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/commchair.gif' border='0' alt='user posted image'>
<span style='color:orange'><u>Resources required to build:</u> 25</span>
<span style='color:white'><b><u>Infantry Portal:</span></b></u> Commonly known as an "IP," the infantry portal is one of the first buildings placed down during a game. This building spawns you and your allied soliders into combat when you die/enter the game.
<span style='color:yellow'>The IP is a small round disk that lays flat on the ground.</span>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:white'><b><u>Resource Tower:</span></b></u> Commonly known as a "Res Tower" or "RT," the Resource Tower can only be placed on resource nodes, which are holes in the maps floor with white smoke emiting from them. They supply your commander/team with res to use for buildings and equipment.
<span style='color:yellow'>A Marine Resource Tower looks like a spider, that pretty much sums it up.</span>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:red'>Contains Upgrades: Electrify</span>
<span style='color:white'><b><u>Armory:</span></b></u> This is the building where you get ammo from. Press and hold your <b>use</b> key to get ammo in quanities of half a clip per second.
<span style='color:yellow'>The armoury is a man sized cilinder, with four screens pertruding from its side.</span> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/armory.gif' border='0' alt='user posted image'>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:red'>Contains Upgrades: Advanced Armoury</span>
<span style='color:white'><b><u>Turret Factory:</span></b></u> Commonly known as the "TF," the turret factory is the primary defense structure <b>*pre-requisite .*</b> A pre-requisite is a building/upgrade/item that is needed to build another certain structure corisponding to it. The TF allows sentry turrets to be placed within the vicinity of itself. Its upgrades consist of <b>Electrify</b> and <b>Siege.</b> I'll explain about upgrades later in the marine section of this guide.
<span style='color:yellow'>A turret factory is a rectangular shaped object.</span> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/tf.gif' border='0' alt='user posted image'>
<span style='color:orange'><u>Resources required to build:</u> 15</span>
<span style='color:red'>Contains Upgrades: Siege, Electrify</span>
<span style='color:white'><b><u>Sentry Turret:</span></b></u> The Sentry Turret is the primary defense structure of the marine team. Sentry Turrets can only be placed within the TF's vicinity. Sentry turrets only do half damage to heavy units, like the onos (We'll learn about the onos later).
<span style='color:yellow'>A sentry turret, to put it simply, looks like this.</span> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
<span style='color:orange'><u>Resources required to build:</u> 10</span>
<span style='color:white'><b><u>Siege Turret:</span></b></u> Commonly known as a "siege," the siege turret can fire through walls. This turret though, can <b>only</b> hit <b><u>enemy buildings</b></u>, it can <b>not</b> target enemy units. The splash damage, however, can destroy enemy units near the the targeted enemy structure. Sieges, as commonly thought, are not only offensive weapons, but also defense weapons.
<span style='color:yellow'>A siege turret, to put it simply, looks like this.</span> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
<span style='color:orange'><u>Resources required to build:</u> 15</span>
<span style='color:white'><b><u>Arms Lab:</span></b></u> Commonly known as the "Arms," the arms lab is where your commander researches all of your weapon, and armor upgrades. If it dies, you lose those upgrades, so protect it!
<span style='color:yellow'>An arms lab is a white box with a screen attached, pretty much.</span>
<span style='color:orange'><u>Resources required to build:</u> 25</span>
<span style='color:red'>Contains upgrades: Armor 1, Armor 2, Armor 3, Weapons 1, Weapons 2, Weapons 3</span>
<span style='color:white'><b><u>Observatory:</span></b></u> Commonly known as the "Obs," the observatory is pretty much your main support button. It has a set amount of energy (100) that slowly refills, and it has some abilities. Scanner sweep, where a portion of the map is reviled to the commander for a duration of time, and distress beacon which respawns all marines instantly (Use this in emergencies).
<span style='color:yellow'>The observatory is a stick with a sat. dish on the top, nothing more. Really skinny building.</span>
<span style='color:orange'><u>Resources required to build:</u> 20</span>
<span style='color:red'>Contains Upgrades: Phase Tech, Motion Tracking</span>
<span style='color:white'><b><u>Prototype Lab:</span></b></u> Commonly known as the "Proto," the Prototype Lab gets you tech upgrades, like jetpacks, and heavy armor. It doesnt improve your armor, such as the arms lab, so dont get the two confused.
<span style='color:yellow'>A prototype lab is a beefy tall rectangle, with two screens comming out its left and right sides.</span>
<span style='color:orange'><u>Resources required to build:</u> 45</span>
<span style='color:white'><b><u>Phase Gate:</span></b></u> Commonly known as the "Phase," the Phase Gate lets you travel between two points in a map, by placing one in the marine start, and another at somewhere else. You can use any phase to get to where another phase is. You'll see once you get in game. Press use to go through the phase gate.
<span style='color:yellow'>A Phase is a large, <i>glowing</i> disk, that is <u>much</u> larger than the Infantry Portal's size.</span>
<span style='color:orange'><u>Resources required to build:</u> 15</span>
Thats about it for buildings, now I will explain about upgrades, and building abilities.
<span style='color:yellow'><u><b><i>Arms Lab Upgrades:</u></b></i></span>
<span style='color:red'><b><u>Armor</u></b></span>
Armor increases your armors effectiveness by each level. There are three levels of armor. You research armor at the Arms Lab.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Armor 1 = 20 res
--Armor 2 = 30 res
--Armor 3 = 40 res</span>
<span style='color:red'><b><u>Weapons</u></b></span>
Weapons increases your weapons damage by each level. There are three levels of weapons. You research weapons at the Arms Lab.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Weapons 1 = 20 res
--Weapons 2 = 30 res
--Weapons 3 = 40 res</span>
<span style='color:yellow'>-----------------------------</span>
<span style='color:yellow'><u><b><i>Prototype Lab Upgrades:</u></b></i></span>
<span style='color:red'><b><u>Jetpacks</b></u></span>
As your have probably already guessed, this allows the commander to drop jetpacks within the vicinity of the Prototype Lab. Commonly known as "JP's" or "Jetties," Jetpacks have a recharge power core, that when you land, recharges your jetpack. Your jetpack can not recharge mid flight.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Jetpacks (Research) = 30 res
--Jetpacks (Cost to Drop) = 15 res</span>
<span style='color:red'><b><u>Heavy Armor</b></u></span>
Commonly refered to as "HA," this is the tank of the marines, the heavy armor. A wopping, 100 HP, 290 armor (Even more when upgraded) tank. This is your prime concern to get when you have a prototype lab, jetpacks are second.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Heavy Armor (Research) = 50 res
--Heavy Armor (Cost to Drop) = 25 res</span>
<span style='color:yellow'>------------------------</span>
<span style='color:yellow'><u><b><i>Resource Tower Upgrades:</i></b></u></span>
<span style='color:red'><b><u>Electrify</b></u></span>
This upgrade protects your resource towers by shocking all enemy units near them with extream damage. Fades and Oni are not effected much by this shock, you will learn about these Aliens later.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Electrify = 30 res</span>
<span style='color:yellow'>-----------------------</span>
<span style='color:yellow'><u><b><i>Turret Factory Upgrades:</u></b></i></span>
<span style='color:red'><b><u>Electrify</b></u></span>
This upgrade protects your turret factories by shocking all enemy units near them with extream damage. Fades and Oni are not effected much by this shock, you will learn about these Aliens later.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Electrify = 30 res</span>
<span style='color:yellow'>-----------------------</span>
<span style='color:yellow'><u><b><i>Observatory Upgrades & Abilities:</u></b></i></span>
<span style='color:red'><b><u>Phase Tech</span></b></u>
Phase Tech allows you to build phase gates, simple as that.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Phase Tech = 15 res</span>
<span style='color:red'><b><u>Motion Tracking</span></b></u>
Motion Tracking, commonly refered to as "MT," or "Motion Hacking," this allows you to see <i>all</i> your enemies when they move. You can see little blue circles over their positions when they move, and only when they move, and even through the walls. Sensory chambers (Which we will learn about later) negate the effects of motion tracking in their general area.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Motion Tracking = 45 res</span>
<span style='color:purple'><b><u>Scanner Sweep (Ability)</span></b></u>
Scanner sweep uses 15 energy, out of the 100 that the Obs starts with. It reviels an area to the commander and decloaks enemy aliens if they are cloaked (We will learn about cloaking later). Scanner sweep is effective for targeting targets for the <b>Marine Siege Cannon.</b>
<span style='color:orange'><u><i>Enery to Use:</i></u>
--Scanner Sweep = 15 energy</span>
<span style='color:purple'><b><u>Distress Beacon (Ability)</span></b></u>
Distress Beacon, which is commonly known as either "Distress," or "Beacon," spawns in <i><u>all</i></u> of your friendly soliders and yourself into the marine start. It is useful in emergencies when fending off an alien attack, and uses 35 energy out of the 100 that the obs starts with.
<span style='color:orange'><u><i>Enery to Use:</i></u>
--Distress Beacon = 35 energy</span>
<span style='color:yellow'>-----------------------</span>
<span style='color:yellow'><b><u><i>Armory Upgrades:</b></u></i></span>
<span style='color:red'><u><b>Advanced Armory</u></b></span>
Advanced armory allows you to upgrade your armoury into an advanced armoury. This new form of the armoury allows the commander to drop better weapons to his marines, such as the HMG.
<span style='color:blue'><u><i>Costs to Research:</i></u>
--Advanced Armory = 35 res</span>
<span style='color:yellow'>-----------------------</span>
Thats it for upgrades, now its time to move onto the marines equipment. Learning all this will help you a great deal in the game, so keep reading.
<span style='color:red'><u><b>Marine's Default Loadout</u></b></span>
<span style='color:yellow'>LMG (Light Machine Gun):</span> This is the default weapon you start out when you spawn in. The LMG is a jack of all trades, and you need nothing less to get through the game successfully, although it would be easier to use some larger hardware.
<span style='color:orange'>Clip Size: 50
Rate of Fire: About 10 Bullets per second
Accuracy: High
Max Extra Bullets: 250
Weapon Slot: 1
Range: Far
Cost: No cost, can not be dropped by commander
Damage: 10 per bullet</span>
<span style='color:yellow'>Handgun/Pistol:</span> This gun has a small clip, but is extreamly accurate, and packs a powerful punch. You can fire the pistol as fast as your little finger can click the mouse.
<span style='color:orange'>Clip Size: 10
Rate of Fire: As fast as you can click, babe!
Accuracy: <i>Extreamly</i> High
Max Extra Bullets: 30
Weapon Slot: 2
Range: Distant
Cost: No cost, can not be dropped by commander
Damage: 20 per bullet</span>
<span style='color:yellow'>Knife:</span> This weapon is the last resort weapon if you run out of ammo or anything like that. Its also very good for destroying none attacking enemy buildings, so you dont waste your ammo.
<span style='color:orange'>Clip Size: No clip
Rate of Fire: About four slashes a second
Accuracy: Medium
Max Extra Bullets: No clip
Weapon Slot: 3
Range: Close
Cost: No cost, can not be dropped by commander
Damage: 30 per slash</span>
<span style='color:red'>Extra Marine Items/Weapons</span>
<span style='color:yellow'>Welder:</span> This "weapon" is not much of a weapon at all. The marine welder welds open special "weldable" doors and panels in the map itself. A "weldable" door or panel has a orange, flashing symbol, that looks like a circle with a spark in the middle of it. Get close to this point, point your welder at the flashing symbol, and hold on the fire key. A blue bar on the bottem of your screen will appear and show your progress at welding the object. Once the object has been welded, something will happen in the map, such as a door opening or vent being closed off, or the welded object will now be able to be "used." Do not use the welder for combat, always use the knife instead. Also, you can "weld" your friendly marines, which refills their armor gauge back to the top.
<span style='color:orange'>Clip Size: No clip
Rate of fire: <i>Extreamly</i> Fast
Accuracy: Medium
Max Extra Bullets: No clip
Weapon Slot: 2
Range: Close
Cost: 5 res
Damage: 4 per "spark"</span>
<span style='color:yellow'>HMG (Heavy Machine Gun):</span> The heavy machine gun is a great anti personel weapon, but not good at all for destroying enemy structures, as it does piercing damage. Peircing damage only does half damage to enemy structures.
<span style='color:orange'>Clip Size: 150
Rate of Fire: Very High
Accuracy: Medium
Max Extra Bullets: 250
Weapon Slot: 1
Range: Medium
Cost: 25 res
Damage: 20 per bullet</span>
<span style='color:yellow'>GL (Grenade Launcher):</span> The grenade launcher is an effective tool against enemy buildings. Each grenade explodes after a small duration of time.
<span style='color:orange'>Clip Size: 4
Rate of Fire: About three grenades a second.
Accuracy: Depends on how far the alien is from the grenade, kinda obvious eh?
Max Extra Grenades: 30
Weapon Slot: 1
Range: Medium-Long
Cost: 30 res
Damage: 125, double damage vs enemy structures.</span>
<span style='color:yellow'>Shotty (Shotgun):</span> The shotgun is a great anti-personal weapon. One to six blasts will kill any alien unit, if most of the pellets from the shot hit.
<span style='color:orange'>Clip Size: 8
Rate of Fire: Two shots a second
Accuracy: Low
Max Extra Shells: 40
Weapon Slot: 1
Range: Close-Medium
Cost: 10 res
Damage: (Can somone fill me in on this pretty please? Like how many pellets per shot, and damage per pellet? Thankyou!)</span>
<span style='color:blue'>Jetpack:</span> The jetpack is able to get you to places you normally wont be able to reach on your own two feet. Very good for purging vents of aliens.
<span style='color:white'>Cost: 15 res
Traits: Lets you fly, duh. Has a rechargeable engine, that only recharges once your on the ground. Remaining stationary does not help it fill up quicker, and the jetpack can not refill mid flight.</span>
<span style='color:blue'>Heavy Armor:</span> Heavy armor is the tank of the marines. Use it or loose it dude.
<span style='color:white'>Cost: 25 res
Traits: Makes you a wopping 290 armor point beast, and even more armor with upgrades, but it does slow your movement down a lot. Extreamly good to attack higher levels.</span>
<span style='color:blue'>MedPack (Med):</span> Medpacks replenish 50 Hitpoints of your health gauge. Only ask for one if your in a sticky situation that may prove useful to the commander, or have extra equipment (IE Welder, heavy armor, HMG etc...), other wise move on. You can heal for free by killing yourself.
<span style='color:white'>Cost: 2 res
Traits: Heals you for 50 hit points, can be dropped anywhere on the map.</span>
<span style='color:blue'>AmmoPack (Ammo <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ):</span> The commander can drop you an ammo pack anywhere on the field for a cost, and it gives one clip, for a cost. Its best just go to back and get ammo from the armoury.
<span style='color:white'>Cost: 2
Traits: Gives you one clip for any gun, can be droped anywhere on the map.</span>
Thats it with equipment, now I'll explain what to do on marines, now that you know what all your key structures are.
At the beginning of the game, somone will get into the command chair and become commander. You can see who your commander is, or how much res your team has at any time by looking at the top middle of your screen.
Your commander will then proceed to drop structures inside your marine start, probably being two or one infantry portal, and an armory. When the commander drops the armory, get some ammo, then proceed to building whatever else the commander drops.
After your done with that, tag along behind someone else. Learn the maps by following people and seeing what they say/do.
To win as a marine, you must destroy the Alien hive. Its this big, huge structure on an infested part of the map. To lose, you must lose all your infantry portals and fellow teammates.
Make sure you always follow your commanders orders. Some of these orders will be on voice communication, you will here him speak to you, some of them will be on text. But others will be in Waypoints.
Waypoints (WP's) show you the point the commander wants you to move to. The WP is a small, blinking blue circle on your screen, so try your best to get there. If the WP does not dissappear when you move to its position, someone else was ordered to that WP with you as well. Until you and whoever else was ordered to that WP is there, it will remain on the map in your sight. You can not see other marines waypoints, as they can not see yours.
Once you have reached the WP, notify your commander that you have reached your intended destination, either with voice communication (Voice Comm) or text. If he does not answer, or ignores you, just wait. The commander is a busy man. Remind him a couple of times that your at your WP until he answers, and tells you what to do. If he still ignores you, find another marine teammate, and move along, even if the WP still remains. Most of the time the commander wont ignore you, and give you another order.
Always try to protect your teammates and structures from alien attack. Always shoot the aliens, and keep lookout for sneaky aliens. Some are quite small, and some can cloak themselves, so you might bypass them. Listen for the sound of their footsteps.
If you hear a small *click click*, stand your ground. That is a skulk (And this is what he looks like <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ). A skulk is a small alien that you will see most often in games, but hes still a dangerous foe. Make sure he doesnt get close enough to bite you, or its game over. If he does happen to get close to you, <i>take out your knife</i> (Unless you have a shotgun). Many people make the mistake to keep trying to shoot him, but its much easier to knife him once hes on top of you. Other alien footsteps incluse squishy noises, and loud, stomping noises (Which usually means run if your not in a group of two or three).
To guard an area against alien attack, stand at the end of a long hallway. Most aliens have only melee attacks, so you have an advantage of range at the end of that long hallway. Try to take your time moving around corners as well, because there could be a hungry alien waiting for you.
If, by any chance, an alien backs off of your position, and you were using your knife for close combat, pull out your gun, and load a fresh clip in it. Find an area near your position where you can stand at the end of a long hallway, and shoot the alien from afar. <i>Never chase after an alien skulk.</i> If its one of the other types of aliens, then yes, chase after him. Even if you die, and you take him down, you've eliminated a large threat, from a larger lifeform (All aliens spawn (re-enter game) in as skulks)
If you have a welder with you, and you experienced combat before hand, & somone was damaged, take out your welder and weld him, by "shooting" him. His armor points will rise, and he will be very greatful. Those armor points could help him withstand another attack. You can see your allies health/armor by looking at him up close. The armor and health will appear on the left side of your screen in a small box with his name in it.
Thats really all there is to marines. Remember, never wander off alone, always stay with friendlys. This game is about teamwork, and thats how you win it.
<span style='color:white'>Now, onto the</span> <span style='color:yellow'><b>A</b></span><span style='color:green'><i>liens</i></span><span style='color:white'> section of the guide! (Ahh yes, cute little blood, gut ripping little munchies, arent they?)</span> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
<span style='color:red'>There <i>are</i> some main points for aliens to bide by, believe it or not, so lets point them out here.</span>
<span style='color:yellow'><b>1.)</span><span style='color:purple'> Hide, and ambush, two of the biggest points to remember. Aliens in <u>Natural-Selection</u> are extreamly good at ambushing, and you'll have a higher chance of killing the enemy and taking no damage yourself. Plus, its just dumb to stand in the middle of a corridor and wait for somone to come...</span></b>
Well, I guess thats the only points that I can <b>point</b> out! Get it? Heh heh...err ok. Onto the alien lifeforms (With pretty pixel art too!)
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <span style='color:yellow'>Meet the Skulk. This trickly little fellow can climb walls with his spiky little feet, and ambush marines from the ceiling, walls, doorframe, name it and hes usually there. Although low on hit points, he makes up for it on his supurb attack and agility.</span>
<span style='color:white'>--<i>Never</i> charge the enemy with the skulk head on. Always ambush them from behind or their sides, above or below. Climb the walls and find dark corners or nice little spots where you can sit and wait for the Marines, your prey.</span>
<span style='color:red'><u>Attacks include...</u>
<b><u>Bite</u></b>, recieved by default, requires no hives to aquire. Damage - 75
<b><u>Parasite</u></b>, recieved at hive 1. Shoots a parasite at an enemy marine or structure, enabling you, and your teammates, to see him through walls, via hivesight. Useful to keep tabs on enemy. Damage - 16
<b><u>Leap</u></b>, recieved at hive 3. You leap into the air, and "fly" a short distance. Extreamly useful in combat and manuvering around in general. Although never use it to try to kill somone, it has an extreamly weak attack, like parasite. Damage - No set amount, but almost never above 20.
<b><u>Xenocide</u></b>, think bang, boom, and bam. You blow up, throwing marines back and damaging them by 200. Damge - 200 at the center of the blast, and decreases further out.</span>
<span style='color:blue'><i><b>Cost -- 2 res</b></span></i>
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <span style='color:yellow'>Its a bird, its a plane, its superman!! No, thats a lerk. It flys like a bird (although not as graceful) by tapping/holding on your jump key while your in the air, tapping to flap your wings, and it glides by holding on jump. Hes one of the main support units on the aliens side, so dont try to engage in front line combat too much with him. Hes fragile!</span>
<span style='color:white'>--Hide in vents with this little fellow and harass the enemy with spores and spikes (Discribed further down under attacks). <i>Never</i> fly right into the marine base, your slow when on the ground, and flying is extreamly clumsy. You'll be shot dead in a matter of seconds (Minutes if the marines are really dumb).</span>
<span style='color:red'><u>Attacks include...</u>
<u><b>Spikes</u></b>, recieved by default, requires no hives to aquire. Ranged, instant-hit weapon. Damage - 10 <i>per spike.</i>
<u><b>Spores</u></b>, recieved at hive 1, shoots a spore cloud that damages marines that enter it. Damage - 15 per second (Somone correct/confirm me on this please).
<u><b>Umbra</u></b>, recieved at hive 2, shoots a umbra cloud out that blocks bullets from hitting aliens that reside inside the umbra cloud, but only lasts a couple of seconds. Damage - None, blocks enemy bullets, extreamly useful.
<u><b>Primal Scream</u></b>, recieved at hive 3, lets out a primal roar that increases all nearby aliens attack speed <b>greatly.</b> Damage - None, but causes a lot of it in the long run.</span>
<span style='color:blue'><b><i>Cost -- 30 res</b></i></span>
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <span style='color:yellow'>The Fade. Big, black, and has a killing disorder. Sounds like that guy down the street huh? The fade is extreamly useful at "hit-and-run" attacks from his special abiltiy, called blink. The shock troop of the aliens, thats what he is.</span>
<span style='color:white'>--Keep on the lines of ambush with this fellow. Even though he has hitpoints around 300, he'll drop like a fly to marines with good aim. Dont try to go into head on combat, if you can avoid it.</span>
<span style='color:red'><u>Attacks include...</u>
<u><b>Swipe</b></u>, recieved by default, requires no hives to be aquired. Lashes out with the fades large, sweeping claws. Damge - 80
<u><b>Blink</b></u>, recieved at hive 1, makes the fade move <i>extreamly</i> fast. No one can shoot him when hes blinking, its that fast. I mean fast. I think I've made my point. Damage - None, makes up for it though in agility.
<u><b>Matabolize</b></u>, recieved at hive 2, regenerates the fades health when used. Useful when you blink in, attack, take some damage, blink out, then sit and regenerate. Rinse and repeat, baby! Damage - None, heals ya dude!
<u><b>Acid Rocket</b></u>, recieved at hive 3, shoots an organic rocket filled with acid. Damage - 120 (Somone please correct/confirm me on this, thankyou).</span>
<span style='color:blue'><b><i>Cost -- 50</b></i></span>
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <span style='color:yellow'>No its not a rhino, its an Onos. Just as big as a rhino though, but probably <i>slightly</i> meaner. This is the king juggernaught of the alien forces, he'll plow through marines front lines and kick em where it counts. He'll eat ya boy, litterily!</span>
<span style='color:white'>--Dont get head strong or "cocky" about your size and health. You'll fall like a fly if you take too much concentrated fire. At the max, you can probably take on three marines. Four and you should run. Oh, and you cant really ambush with this guy...its kinda hard.</span>
<span style='color:red'><u>Attacks include...</u>
<b><u>Gore</b></u>, recieved by default, no hives required to aquire. Onos butts his head up and down with his front horn. Damage - 120, double against structures.
<b><u>Devour</b></u>, recieved at hive 1, eats the enemy marine and gains ya health. NOTE:: Aim this attack at the CENTER of your screen, as if there was a crosshair to aim there. Damage - Eats a marine, I would have to say this is damaging. He doesnt eat structures though.
<b><u>Stomp</b></u>, recieved at hive 2, the onos stomps the ground and sends a shockwave out in front of him, stunning enemy marines, so that they cant shoot or move. Pretty nifty if I say so myself. Damage - None, just stuns enemy.
<b><u>Charge</b></u>, recieved at hive 3, the onos runs stright foward, smashin anything in its way. Ouchies. Damage - High, no exact number.</span>
<b><i><span style='color:blue'>Cost -- 100</span></b></i>
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <span style='color:yellow'>Aww, its so fat and cute!! Dont hurt him!! Meet the gorge, this little fellow builds your structures, IE RT's, Hives, and everything else that stands still for a long time.</span>
<span style='color:white'>--Stay out of one on one combat with this little guy, hes not a fighter. Use him to heal your fellow troops in a team attack, or to build structures and hives throughout the map.</span>
<span style='color:red'><u>Attacks include...
<b>Spit</b></u>, recieved by default, no hives required to aquire. Gorge spits a slime ball at his enemy...exciting. Damage -- 25, its whimpy.
<b><u>Heal Spray</b></u>, recieved at hive 1. Gorge spits out a spray of healing bacteria that heals his friendlys, but hurts his enemies. Extreamly versitile weapon. Damage -- 16, heals friendles for a lot more health though.
<b><u>Bile Bome</b></u>, recieved at hive 2. Gorge spits out a bomb of bile, its the prime siege weapon of the alien force! (Man, does every attack come out of this guys mouth!? Wait...yes) Damage -- Lots to buildings, but none to troops, use wisly and with backup.
<b><u>Web</b></u>, recieved at hive 3. Gorge (Once again) spits webbing out of his mouth. This web slows down and strips enemies of their guns for a couple of seconds, making them easy targets for teammates. Damage -- None.</span>
<b><i><span style='color:blue'>Cost -- 10</i></b></span>
<b><span style='font-size:14pt;line-height:100%'><span style='color:yellow'>N</span></span><span style='color:green'>ow that we have talked about the lifeforms, lets talk about what the alien's gorge can build exactally. Remember, hes the only one on the alien team that can build anything.</span></b>
<b><i><span style='color:green'><u>THE HIVE</b></u></i></span>
<span style='color:yellow'>This is the all mighty structure that you bow down to. Do as it says. If it dies, then your all going to die, you need at least one hive to live. Also, each hive can "house" one chamber. These chambers consist of the defense chamber, the movement chamber, and the sensory chamber. Only one of these types can be built per hive. So if you build a movement when you have one hive, you can only build movements. No defense, no sensory, unless you get a second hive. When you get the second hive, you can build a defense or sensory. Say you build a sensory, then you can only build movements and sensories. Get what I'm saying here, chubbo? The hive also heals you. Oh, and as one last note, all upgrades for aliens cost 2 res.</span>
<span style='font-size:12pt;line-height:100%'><b><i><span style='color:orange'><u>~Chambers~</span></b></i></u></span>
<span style='color:gray'>---<i><b><u>Offense Chamber</i></span></b></u>
<b><span style='color:yellow'>C</span><span style='color:blue'>an be built by the gorge for 10 res. Shoots at passing enemies, and there is a limit you can have in one area, as with all chambers.</b></span>
<span style='color:gray'>---<i><b><u>Defense Chamber</i></span></b></u>
<b><span style='color:yellow'>C</span><span style='color:blue'>an be built by the gorge for 10 res. Heals nearby players, and also has an area limit, just like all chambers. This chamber has some upgrades...</b></span>
<span style='color:purple'><b><u>--Carapace</b></u></span>
<span style='color:yellow'>Gives you increased armor and absorbtion to bullets. In short, it helps ya live longer.</span>
<span style='color:purple'><b><u>--Regeneration</b></u></span>
<span style='color:yellow'>You heal while your on the run, instead of having to find a gorge or hiv....oo, would you look at that, my french toast is done, be right back ladies.</span>
Comments
You spelled Observatory wrong. Also, you didn't do the 'white' part for Spectate, forgot the beginning bracket.
The phase gate is a large, yet small glowing disk? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Don't you mean that is much larger than the infantry portal?
<img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/armory.gif' border='0' alt='user posted image'><img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/commchair.gif' border='0' alt='user posted image'><img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/tf.gif' border='0' alt='user posted image'>
OMG still need to tweak teh commchair....forgot to fix those black lines,soon to be fixed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT : Fixed....I think....
EDIT2 : Teh TF done <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<span style='color:white'><b><u>Arms Lab:</span></b></u> This is the building where you get all your weapon and armor. If it dies, you <b>lose</b> those upgrades, so keep it alive.
<span style='color:yellow'>An arms lab is a white box, pretty much.</span>
<span style='color:orange'><u>Resources required to build:</u> 30</span>
[ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You might want to reword this. It sounds like the Marine Uses the Arms Lab to recieve his upgrades. And I thought that if the Arms Lab dies, you keep the upgrades. I could be wrong.
Resource Tower: 20 resources
<b>Infantry Portal: 20 resources</b>
Armory: 20 resources
<b>Command Chair: 25 resources (rumour has it that it will be 15 in 2.1)</b>
Turret Factory: 15 resources
Turret: 10 resources
Siege Cannon: 15 resources
<b>Observatory: 20 resources</b>
<b>Arms Lab: 25 resources</b>
<b>Prototype Lab: 45 resources</b>
Phasegate: 15 resources
Asides from this, this is looking like a very long and detailed guide. Good luck on it.
Hope you like my guide, and like I said I *hope* it gets stickd.
<img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/proto.gif' border='0' alt='user posted image'>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Accuracy: <i>Extreamly</i> High
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<b>Extremely</b>
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Damage: 125, double damage vs enemy structures.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That damage is at the epicenter of the blast, and decreases further out.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Traits: Makes you a wopping 290 armor point beast, and even more armor with upgrades, but it does slow your movement down a lot. Extreamly good to attack higher levels.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The base AP for HA is 200, and increases by 30 for each level of upgrades. It always absorbs 95% damage to AP.
Also, I believe the HMG's ROF is 13/sec. IIRC the Shotty has 10 pellets pet shot, each doing 17 damage.
Anyway, nice guide.
Damage: 125, double damage vs enemy structures.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I believe it's 115 (125 is the new value in the upcomming version)
And this guide might take two or three more days, I've had a lot on my mind. Grand parents just moved here, and I gotta get my schedule from school, and supplies. It will be finished before summer is over though, I'm hoping.
You'd think the NS team would find more ways to be more Newbie friendly, like this. I even downloaded a real cool guide by Mecenary, but now the link has been deleted. Where'd it go?
you have it down as third
very good reading for the new players
Uh oh I better go, I see geminosity browsing here and I don't want to reword my posts with "Thou" and "ye"!
**Edit** Just thinking ahead Gem <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ...
checking for my name in the users list these days huh? ^~
:D
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Which ones have a clip and which ones have a magazine. Or is there no such thing as clip period?
Play some DoD; know that gun that 'pings' out the empty metal clip that held the bullets together? They use clips =3
Any good guide with bright colors and good explanations is sticky material. Especially if it is modified to the point that errors are at a minimum.
Any good guide with bright colors and good explanations is sticky material. Especially if it is modified to the point that errors are at a minimum. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yay! I'll probably finish this tommarow, downloaded a new game here. It will get finished in time for 2.1 I do believe.
If that is the case, you might want to play some NS:C and give us an introduction to that as well. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->