The Exosuit Handbook.
Armymonger
The spacebearing Country of America Join Date: 2014-04-04 Member: 195135Members
Greetings marine.
You have gotten into the Driver's Seat of the most powerful piece of equipment that the TSA can field in ground skirmishes against the Kharra.
A two man high, Self powered, Pressurized, Armored Battle skeleton that can be equipped with a pair of 20mm Miniguns or starship grade 40mm Magnetic Railguns, Guaranteed to handle All your Lovable Alien Scum.
In this handbook, You will learn all the basic guidelines on how to Use a "Exosuit" as a Pilot.
Under no circumstances should you be Inebriated or under toxic influences when inside a Exo, so if you are Found in one under such influences, you will be retasked to Field ops after corporate punishments.
- Basic Equipment Movement and Costs.
The Exosuit in its basic form is equipped with a Powerfist on its left hand, and a Minigun or a Rail gun in its Right. Both of which cost 40 extracted resources to field from a Deployed Prototype lab.
In order to obtain Dual Miniguns or Rail guns, Your commander must first have a Secondary Command station and Then research it. Afterwards its an Additional 20 res from the Protolab Unless using the Enforced Exo mod.
In essence, Miniguns are just as you expect. Loud, extremely rapid rates of fire, somewhat inaccurate, and Capable of dealing a massive amount of damage in an Instant should all of your shots Connect.
Railguns are the Overpowered Sniper rifle that all soldiers dream of. It takes a bit of time to Charge up in order to deal Massive damage but Once you do so and connect your shots, You will instantly Kill any small lifeform, such as Skulks, Gorges, and Lerks. However it is possible to Fire the Rail guns like a Pulse fire, But don't expect too much damage.
Its well known among veteran Exo pilots that they should not buy a basic Exo if a Dual exo variant is available. Due to how Useless the Powerfist is Up close when compared to the Aliens, Its best to have the Res for a Full compliment of Deadly firepower.
If its Impossible to Get a Dual variant, Then an Exo is an Exo just with half the firepower.
Movement in an Exo is Straightforward. Its the same move speed forward, Backward, and side to side so it is possible to back up when compared to your marine counterparts who suffer a Reduced speed when backing up.
Exos also have a Small thruster on their Legs. This will get you an extra burst of speed traversing the map and Enough thrust Upward to Get you over small obstacles like Sentry turrets, ARCS, and Railings. Its a limited amount of power, so don't expect to outrun Skulks nor try to Jump to avoid them. Its an incredibly weak and cheap thrusters.
Its also important to note that the thrusters only go forward, So keep that in mind.
- Combat guide.
The Exo, despite being well armored in Human terms, Is Actually NOT that well armored in alien terms. It is a Fragile piece of equipment that when mishandled by brave yet stupid pilots can instantly cause the entire suit to Fail by a single Skulk. In addition, since it is Armored, Gorge bile can slowly Deteriorate the Outer shell, Its not as severe as getting Chomped on by aliens, But it could mean life and Death as an Exo is not able to Repair itself so go by these Rules.
"Never go alone in an Exo"
You know that feeling of walking around a Deserted neighborhood carrying a suitcase with 2000 dollars by your side? I don't. But it certainly applies to this situation.
You are Using the most powerful yet most Expensive Marine weapon costing 60 resources. In comparison, a Marine with a jetpack and a Flame thrower only costs 40.
A single Alien skulk is Free. And a Skilled Alien skulk CAN and WILL Bring down a upgunned Exosuit if he is Caught out of Place and by surprise!
Therefore, Rely on your Team mates. You are incapable of repairing yourself, They can. Figure it out. They can also Deal with Skulks a little better when they are Chomping at your legs. And if anything else....They are Expendable, Seeing as how if they haven't bought any equipment, They don't lose anything if they die.
If we think about this in terms of 20th century warfare...Tanks never go into combat without Infantry backup against other Infantry with Anti tank. The same rules apply here.
"Distance is KEY"
Much like how positioning as a marine is key. Your Distance away from the Enemy as an Exo is the foundation to keeping your Exo alive. which is Why Long hallways and your ability to deal massive damage at Long ranges is like your Hand in marriage.
Never be the First one into an Alien area. Let your Marines Go first. As I said before, They are Expendable and will usually be the First targets. They will have the Equipment to raise their survability upclose anyway, Jetpacks and shotguns for example.
If you maintain your distance, You can keep Onoses Away from valuable Marine targets, You probably won't kill them, But you can certainly make them Regret Charging you.
"Make your Presence known."
Exos with all their firepower are good for One thing. Suppression and Area denial. You will never run out of ammo in an Exo. So Let loose a bit and don't worry about that. Its not like you can Hide an Exo.
Train yourself to fire the Miniguns in Active bursts to avoid overheating the guns. Aliens will NEVER have the Guts to run into an Area in which an Exo or two are Actively firing into Unless its a Fade.
Your guns are LOUD. And that's a good thing. However this rule is Inverted through common sense if you are ALONE. If you haven't Done that rule, then don't make yourself known.
"Don't Chase."
You NEVER chase an Enemy in an Exosuit. You might be playing right into an Alien's Hand with a Skulk Or Onos Ambush.
You aren't fast enough to Chase or to Escape. An Exo's Job is both Denying an Area from the Aliens and Dealing enough damage into something that causes them to F*ck off.
Like an Onos. Exos are the SUREFIRE counter to an Onos because of their ability to Deal Massive damage to them in a few seconds. This WILL cause them to Run away.
Afterwards, Its a Jetpacker's Job to Finish off the escaping alien. As they have the Speed to Chase and to Escape if everything goes wrong.
"Your Greatest Enemy is the Skulk"
For argument's Sakes your Worst enemy is the Skulk, Not the Onos.
If you have done the Rule in which you keep your distance from an alien and make your presence known, Then Onoses are not a Problem as they will not charge an Exo blindly.
The Skulk is Actually the Worst enemy to face in an Exo. With a skilled Skulk, They can Ambush you and Deal massive damage to an Exo with little regard for their Own life, Because they themselves are a free Lifeform.
Their speed and Small size makes them a Little hard to see because of your HUD obstructing your lower half. If they get close and Start biting your Ankles...You Begin to panic and shoot the Ground, Causing a Flurry of Smoke and fire at your Feet, Further Adding to the Difficulty of seeing the Skulk.
Worst case scenario, They take out the Marines repairing you.
In comparison to other aliens...
Lerks unless skilled, will easily be taken out by a Flurry of Minigun rounds, as will gorges. The fade on the Other hand is meant to hit and Run marines. They don't deal enough damage fast enough when they get into range and will usually take a beating from an Exo.
Onoses like I said, easily scared off with distance.
"Strength in numbers"
Obviously the only thing better than an Exo is Two Exos.
Much like a Group of Onoses is a nightmare to a Single marine, A Group of Exos is a Nightmare to a Single Onos.
Its recommended that Exos do not Group up too close together as "Friendly fire" will occur. Where A friendly exo will block your shots or Obstruct your Mobility.
Try to Spread it out. A Exo behind a Friendly exo will usually spot a random Skulk biting him and hit that Skulk better than an Exo being bitten. It also helps avoid being Group splattered by a single Gorge bile bomb if you Spread the Exos out a bit.
A Damaged Exo that can be replaced with a Fully repaired exo is a Great way to keep up the Fire without Sacrificing an Expensive powersuit.
Thank you for reading this.
By following these rules, You can become an Exo pilot with Profound capabilities.
Remember.
Exos Are damage dealers. They aren't takers.
Stay in the back, and support your Marines with your guns. That is the point of an Exo pilot.
You have gotten into the Driver's Seat of the most powerful piece of equipment that the TSA can field in ground skirmishes against the Kharra.
A two man high, Self powered, Pressurized, Armored Battle skeleton that can be equipped with a pair of 20mm Miniguns or starship grade 40mm Magnetic Railguns, Guaranteed to handle All your Lovable Alien Scum.
In this handbook, You will learn all the basic guidelines on how to Use a "Exosuit" as a Pilot.
Under no circumstances should you be Inebriated or under toxic influences when inside a Exo, so if you are Found in one under such influences, you will be retasked to Field ops after corporate punishments.
- Basic Equipment Movement and Costs.
The Exosuit in its basic form is equipped with a Powerfist on its left hand, and a Minigun or a Rail gun in its Right. Both of which cost 40 extracted resources to field from a Deployed Prototype lab.
In order to obtain Dual Miniguns or Rail guns, Your commander must first have a Secondary Command station and Then research it. Afterwards its an Additional 20 res from the Protolab Unless using the Enforced Exo mod.
In essence, Miniguns are just as you expect. Loud, extremely rapid rates of fire, somewhat inaccurate, and Capable of dealing a massive amount of damage in an Instant should all of your shots Connect.
Railguns are the Overpowered Sniper rifle that all soldiers dream of. It takes a bit of time to Charge up in order to deal Massive damage but Once you do so and connect your shots, You will instantly Kill any small lifeform, such as Skulks, Gorges, and Lerks. However it is possible to Fire the Rail guns like a Pulse fire, But don't expect too much damage.
Its well known among veteran Exo pilots that they should not buy a basic Exo if a Dual exo variant is available. Due to how Useless the Powerfist is Up close when compared to the Aliens, Its best to have the Res for a Full compliment of Deadly firepower.
If its Impossible to Get a Dual variant, Then an Exo is an Exo just with half the firepower.
Movement in an Exo is Straightforward. Its the same move speed forward, Backward, and side to side so it is possible to back up when compared to your marine counterparts who suffer a Reduced speed when backing up.
Exos also have a Small thruster on their Legs. This will get you an extra burst of speed traversing the map and Enough thrust Upward to Get you over small obstacles like Sentry turrets, ARCS, and Railings. Its a limited amount of power, so don't expect to outrun Skulks nor try to Jump to avoid them. Its an incredibly weak and cheap thrusters.
Its also important to note that the thrusters only go forward, So keep that in mind.
- Combat guide.
The Exo, despite being well armored in Human terms, Is Actually NOT that well armored in alien terms. It is a Fragile piece of equipment that when mishandled by brave yet stupid pilots can instantly cause the entire suit to Fail by a single Skulk. In addition, since it is Armored, Gorge bile can slowly Deteriorate the Outer shell, Its not as severe as getting Chomped on by aliens, But it could mean life and Death as an Exo is not able to Repair itself so go by these Rules.
"Never go alone in an Exo"
You know that feeling of walking around a Deserted neighborhood carrying a suitcase with 2000 dollars by your side? I don't. But it certainly applies to this situation.
You are Using the most powerful yet most Expensive Marine weapon costing 60 resources. In comparison, a Marine with a jetpack and a Flame thrower only costs 40.
A single Alien skulk is Free. And a Skilled Alien skulk CAN and WILL Bring down a upgunned Exosuit if he is Caught out of Place and by surprise!
Therefore, Rely on your Team mates. You are incapable of repairing yourself, They can. Figure it out. They can also Deal with Skulks a little better when they are Chomping at your legs. And if anything else....They are Expendable, Seeing as how if they haven't bought any equipment, They don't lose anything if they die.
If we think about this in terms of 20th century warfare...Tanks never go into combat without Infantry backup against other Infantry with Anti tank. The same rules apply here.
"Distance is KEY"
Much like how positioning as a marine is key. Your Distance away from the Enemy as an Exo is the foundation to keeping your Exo alive. which is Why Long hallways and your ability to deal massive damage at Long ranges is like your Hand in marriage.
Never be the First one into an Alien area. Let your Marines Go first. As I said before, They are Expendable and will usually be the First targets. They will have the Equipment to raise their survability upclose anyway, Jetpacks and shotguns for example.
If you maintain your distance, You can keep Onoses Away from valuable Marine targets, You probably won't kill them, But you can certainly make them Regret Charging you.
"Make your Presence known."
Exos with all their firepower are good for One thing. Suppression and Area denial. You will never run out of ammo in an Exo. So Let loose a bit and don't worry about that. Its not like you can Hide an Exo.
Train yourself to fire the Miniguns in Active bursts to avoid overheating the guns. Aliens will NEVER have the Guts to run into an Area in which an Exo or two are Actively firing into Unless its a Fade.
Your guns are LOUD. And that's a good thing. However this rule is Inverted through common sense if you are ALONE. If you haven't Done that rule, then don't make yourself known.
"Don't Chase."
You NEVER chase an Enemy in an Exosuit. You might be playing right into an Alien's Hand with a Skulk Or Onos Ambush.
You aren't fast enough to Chase or to Escape. An Exo's Job is both Denying an Area from the Aliens and Dealing enough damage into something that causes them to F*ck off.
Like an Onos. Exos are the SUREFIRE counter to an Onos because of their ability to Deal Massive damage to them in a few seconds. This WILL cause them to Run away.
Afterwards, Its a Jetpacker's Job to Finish off the escaping alien. As they have the Speed to Chase and to Escape if everything goes wrong.
"Your Greatest Enemy is the Skulk"
For argument's Sakes your Worst enemy is the Skulk, Not the Onos.
If you have done the Rule in which you keep your distance from an alien and make your presence known, Then Onoses are not a Problem as they will not charge an Exo blindly.
The Skulk is Actually the Worst enemy to face in an Exo. With a skilled Skulk, They can Ambush you and Deal massive damage to an Exo with little regard for their Own life, Because they themselves are a free Lifeform.
Their speed and Small size makes them a Little hard to see because of your HUD obstructing your lower half. If they get close and Start biting your Ankles...You Begin to panic and shoot the Ground, Causing a Flurry of Smoke and fire at your Feet, Further Adding to the Difficulty of seeing the Skulk.
Worst case scenario, They take out the Marines repairing you.
In comparison to other aliens...
Lerks unless skilled, will easily be taken out by a Flurry of Minigun rounds, as will gorges. The fade on the Other hand is meant to hit and Run marines. They don't deal enough damage fast enough when they get into range and will usually take a beating from an Exo.
Onoses like I said, easily scared off with distance.
"Strength in numbers"
Obviously the only thing better than an Exo is Two Exos.
Much like a Group of Onoses is a nightmare to a Single marine, A Group of Exos is a Nightmare to a Single Onos.
Its recommended that Exos do not Group up too close together as "Friendly fire" will occur. Where A friendly exo will block your shots or Obstruct your Mobility.
Try to Spread it out. A Exo behind a Friendly exo will usually spot a random Skulk biting him and hit that Skulk better than an Exo being bitten. It also helps avoid being Group splattered by a single Gorge bile bomb if you Spread the Exos out a bit.
A Damaged Exo that can be replaced with a Fully repaired exo is a Great way to keep up the Fire without Sacrificing an Expensive powersuit.
Thank you for reading this.
By following these rules, You can become an Exo pilot with Profound capabilities.
Remember.
Exos Are damage dealers. They aren't takers.
Stay in the back, and support your Marines with your guns. That is the point of an Exo pilot.
Comments
Now everyone can hop in an exosuit and have the joy of doing nearly as much damage as a jetpacking marine, with 1/10th the maveuverability and inability to build or weld!
Bwuahahahah :P
Also FYI catpacks make single-gun exos punch faster. POW POW POW POW POW POW it's fun
I don't have much experience around Steam and the community.
If someone is capable they can post it on Steam.
I can copy the content and put it on steam as a guide. I will credit you and link the OP in the steam guide. Would you mind if I plug my NS2 manual in your guide? See link in my sig.
I wouldn't mind.
Thanks for the Credit as well.
The point is to spread the word
I have re-edited the content. Please see it as a steam guide under the title:
Marine EXO Suit Protocol Or can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=350944858
Let me know what you think
Cheers
I like it.
It has Attitude of a Military grunt.
With Stuck up patronizing rich men enforcing corporate laws.
Marvelous.