This Site 0wn3ds

TonyMontanaTonyMontana Join Date: 2003-08-09 Member: 19245Members
<div class="IPBDescription">Some Questions</div> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> I just joined this site I love the half-life games and I've been playing them ever since my uncle showed me the first half-life. Now I can't stop playing them. But anyway to get to my post....
Like I said, I just joined this site and can anyone inform me a little more about the the Mod or about this site. Thank you.
-Tony Montana

"From the gates they have joined to the hell the will suffer."
-Hell's Rise

Comments

  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Welcome to the NS forums. Depends on what you wish to know about. The rules of the board? The principles of the game? The do's and don'ts of NS 2.00? Specify please <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TonyMontanaTonyMontana Join Date: 2003-08-09 Member: 19245Members
    Yes, I would just like to kno:

    1. Rules of the board.
    2. A little more about the NS mod.
    3. And any clans that are on NS.
    -I am very good at half-lifes theres no doubt bout that, I'm not trying to be cocky just I would be interested in joining a clan through the form as well as get infromation. So this post was more of a way for me to try to:
    1. get informed of the the things listed above
    2. post a resume for clans.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=35' target='_blank'>http://www.unknownworlds.com/forums/in...act=ST&f=1&t=35</a>

    ^^ Thats the general forum FAQ, read that to become aquanted with the rules. Some forums have a special set of FAQ's covering that forum, for example, the Suggestions and Ideas (S&I) forum has an FAQ covering commonly suggested ideas (flame thrower, nuke, handgrenades for marines, etc).

    As for telling you about NS, it really depends on experience.

    If your first game happens to be on marines, then it's a bit like deathmatch vs very fast very deadly wallhacking possibly cloaked and wallclimbing aliens. A few shots from your default weapon will cut them up. As aliens advance however, you'll be hard pressed cutting them up when an onos digests you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    As an alien, your meant to be sneaky. Hide, use the map geometry to your advantage.

    The new player forum will probably have many answers to the questions you seek to have answered, try looking in there.

    As far as clans go, I only know of a few such as iL, L4r and [XP], which are pretty local clans in the NS scene.

    Anyway, if you have any major questions of gameplay, I do have an outdated users manual to NS that I wrote.

    Note the use of the word "outdated" this manual is only correct as of 1.04, but it still contains some relevant data that might be useful. I must warn you though, it is VERY long...

    <!--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-->

    This manual is by no means definitive. This manual is intended to give new players a basic understanding of both sides, marines and aliens, so that they may better understand how to get started playing NS.

    Prologue

    The time is the future. In a vast new frontier, known as the Ariadne arm, a threat for humanity looms. An insidious alien species has infested ships and bases all over the frontier. The trans governments wish to quarantine the entire Ariadne arm, but this, to the Frontiersmen, is unacceptable. The TSA (Trans System Authority) is the only organization that wishes to stand up to this threat, The Kharaa. The Frontiersmen are the only things that stand between humanity, and whatever would threaten it. Your actions on the front lines of this battle, will decide the fate of humanity.

    Chapter 1: The Ready Room

    You have installed NS; you?ve set up your keys and your raring to go. You join the game, and you?re in this weird little room. This room, or collection of rooms, is known as the ?Ready Room? it is made to enhance the atmosphere of NS and add a place where players can socialize without having to risk getting shot at. It is useful for ?AFK? (Away From Keyboard) players so that they are not in the way, and if you need to leave the computer for any reason, simply press the F4 key and you can walk away and come back without fearing abuse from your team because you?ve done nothing for a whole hour. It must be noted however that some servers are not appreciative of this; you may get warned to join a team or risk getting kicked. These servers generally do this because the server slots are filling up and wish to maintain active traffic, so don?t feel to bad about it.

    There are five things you can do in the ready room. Join the alien team, Join the marine team, Spectate, Join a Random Team, or idle. If you choose to idle, you can have a friendly chat with other more experienced player before you start playing. They can give you tips that this handbook will undoubtedly omit or misconstrue. If there are no players with which to talk to, I would recommend that you Spectate for at least one game to get a handle, both on the map, the tactics used and the various hiding spots and buildings which are vital to NS. Of course, you can jump straight into the action if you wish; it?s totally your personal choice.

    Now, to join either marines or aliens, simply walk into the door with the sign ?Join Marines? or ?Join Aliens? to join that team. If you chose to Join Aliens, skip ahead to Chapter three. If you wish to choose marines, read ahead to the next Chapter.


    Chapter 2: Marines

    If you are new to NS, but are familiar to half life and first person shooters in general, the marines will be the most familiar side to play with. If you have joined the game at the start, you should start inside, or very close to the marine start. This room will serve as your base. At first, there are usually only two buildings in the marine start. A funny, squat, four-legged thing, and a white rectangular structure. The four-legged thing is called a ?Resource Tower?. It gives your team the currency to buy more buildings with; the more of these you have, the better. Resource Towers are built only on Resource Nodes; resource nodes appear as grey nozzles that have a fine white vapor steaming out of them. The white rectangular building is the command console. The command console allows one marine to initiate ?Commander Mode?. This special mode takes the player into an overhead view, much like star craft. From here, your commander can place new buildings, such as spawn portals, armories and phase gates. This will aid you, as a marine, to eliminate the enemy threat. It is recommended that if this is your first time playing NS, you should not command. Try waiting a few weeks to get a grip on the game, NS has a very high learning curve and it takes quite a while to get used to it. Even if you have many years of experience with Half Life mods, NS will be rather difficult to master.

    One of the largest difficulties of the unique gaming prospects that NS has to offer is that new players to marines have is actually building structures. It?s quite simple, but many people seem to miss it. Once your commander has placed a new structure, move up to the structure, point your gun at it, and press your ?Use? key. The structure will slowly build until it is completed, more players building the same structure will speed up the rate at which it is built. Be wary however, if everyone in the room is building, then no one is defending, which essentially makes the entire group a sitting snack for the nearest skulk. Always keep at least one man building, with one man defending. It?s up to you to decide weather you will build or defend, whatever your better at doing do it, but under no circumstances should you leave builders, or un-built structures undefended.

    Remember that if you?re in a location, your commander may not be looking at you. So, if you simply say ?Comm, res node here? your commander will not know where you are. Look in the lower left corner roughly above your health indicator, usually it will tell you where you are such as ?Marine Start? or ?Hive Location ? Great Viaduct? Etc. If you request something of your Comm, such as a medpack, ammo or buildings, tell him your location so he can find you.

    Another useful tool that is in NS is the popup menu. You can set the key to bring it up like any other. Through this menu, you can request orders from your commander, or ammo, or health, or even taunt aliens without having to type. You can even reload and drop your weapons through this menu. The alien menu is structured differently, and is described in the alien section.

    Additionally, getting more ammunition for your weapons poses some confusion. In NS, there are two ways to get ammunition. Either the commander drops ammunition in green packets on the floor, or, the commander builds an armory. An armory is a cylindrical structure with four panels sticking out. Simply move up to the armory, and press your use key to receive half a clip of ammunition for the currently selected weapon.

    Below is a short description of the weapons that marines can have.

    LMG ? Default spawning weapon. If used correctly, it is devastating. Without damage upgrades, this weapon deals 10 damage per bullet. This weapon fires in a cone shape, so, accuracy decreases proportionally with range. Put simply, the longer the hallway you?re shooting down, the less shots will hit the target.

    Shotgun ? If you have played FPS games before, the shotgun is the ultimate close ranged weapon. The shotgun holds 10 shots, with 50 shots reserve, one single shot should kill a skulk no matter what depending if all the shotgun pellets hit. The shotguns accuracy does decrease with range, so just make sure that you?re close to your target before you engage, or retreat. There is no shame in retreating to an ambush point

    HMG ? This is a little more powerful then the LMG. This weapon can only be dropped by the commander after he has upgraded the armory and only when he has the resources to do so. A HMG costs quite a few resources, so don?t lose it. This weapon is very powerful. Without upgrades, each bullet deals 18 damage, and each clip holds 150 rounds. This is more then enough ammunition to kill any alien you encounter. However, this weapon will slow you down to half your speed (It is a ?Heavy Machine Gun? after all) and its accuracy is disastrous at long range.

    Welder ? The welder is not truly an offensive weapon as such. It has many purposes. Welders can be used to repair other marine?s armor, it can repair damaged structures, and on certain maps they can be used to close off vents and alter the map geometry. I?ll leave it up to you to find the weld points on different maps.

    Knife ? Also part of the default marines repertoire, I don?t think I need to explain it?s use.

    GL ? Grenade Launcher, this is difficult to use, but very very useful. The grenade launcher allows the marines to fire around corners by bouncing the grenades off of walls. If a grenade hits an alien directly, it will explode on contact. If it does not touch an alien, it will sit on the ground and explode six seconds after you fired it. The GL is great for taking out enemy defenses and deterring aliens from going down a path, but watch your ammo, you only get 32 grenades and four grenades per clip, and at the rate you?d love to fire them at you will run dry on ammunition fast, so conserve your ammo and don?t leave base without backup. The GL will slow you down about as much as a HMG would. The GL is primarily a support weapon, and as with the HMG, it costs resources. Do not lose your GL, if you do lose your GL; inform your team where it is so others can pick It up. It should be noted that each grenade launched from the GL deals out 200 damage.

    Pistol ? Another weapon that default marines get, this weapon is simple and effective. You have 10 bullets per clip, and can have a maximum of 3 clips spare. Each single bullet deals 20 damage, without upgrades, not only that, this weapon is the only hit scan weapon in NS that has absolute perfect accuracy. Wherever your crosshair is pointing is exactly where the bullet will land, additionally, the pistol will fire as fast as you can click your mouse. If used correctly, the pistol is a dangerous weapon.

    If you read all the above, you may have heard me mention damage upgrades a few times. Put simply, if your commander builds an Arms Lab, he can upgrade the amount of damage your weapon can deal out, as well as how much armor you have. This costs resources; so don?t expect upgrades straight away.

    In addition to the weapons you can receive, you can also get some equipment. Heavy armor slows you down a lot, but you?re a walking tank. With this HA on, you have 230 points of armor that absorbs 90% of all incoming damage. When you have heavy armor on, the aliens will fear you. However, you are by no means invincible, stick with your squad and get a welder buddy to keep your armor maxed out.

    Also, you can get Jetpacks. Be aware, you can have either Heavy Armor and be a tank, or, A Jetpack and fly around the map. YOU CANNOT HAVE BOTH. It is either one, or the other. To fly with a jetpack, simply press your jump key and move around as normal, you may need a bit of practice to get used to it, but the increase in your maneuverability will be invaluable.

    Finally, Trip mines. Trip mines replace your pistol slot, but if placed correctly they make an excellent early game defense. If a mine is placed on a wall, a red laser will come out. When an alien breaks this red laser, the mine will explode, so don?t place them at one end of a long hallway, always try to use the shortest path to where the laser will end up, such that any alien that triggers it will take damage. Also, trip mines placed on the floor will not use a red laser beam, but rather act more like a land mine. Once again, no marine will be able to set off the mines, only aliens can. It should be noted that other marines do not set off trip mines under any circumstances. Place them on vital structures such as Infantry portals, phase gates and resource towers. The best way to place mines is to look at where you want the mine to go and press your primary fire button, crouching helps with placement. Also, place them in strategic locations such as vents, doorways and narrow hallways. Mines do become redundant later on when more powerful alien classes come into play, but if your commander is worth his salt, you should never even see those higher alien classes.

    To find out what structures do what, look in your Natural Selection directory for the NS manual. Although slightly outdated, it gives detailed descriptions and pictures of structures and what they do (look for the ?Structures.html? file in the NS mod directory under the ?Manual? directory).

    To sum up the marines, teamwork is god. If you do not work as a team on marines, you will die. Obey your commander, stick with your squad, and you will live. Go Rambo off, leave your team mates, and give away your position to the aliens and you could lose the entire game for your team. Always listen to more experienced players and try your best to help your team achieve victory over the alien menace.

    Chapter 3: Aliens

    If you are new to NS, the alien team will be very complex and difficult to master. Each alien species practically deserves a chapter all to itself.

    If you?ve joined the beginning of the game, you will spawn in a room with a big brown/yellow/green object inside. This is called the hive. This is the single most important structure for the aliens to have. It is even more important then the command console; the aliens are nothing without their hive. The hive allows you to spawn, it allows you to use higher-level weapons, and it heals you if you are hurt. The hive also gives you important tactical information. If you look around, you may see white, yellow, and red circles. This is called ?Hive-sight?. White circles are your teammates; yellow circles are marines that your teammates can see or marines that have been parasited (more on that later). Red circles are structures or players that are under attack.

    Aliens have a different popup menu from the marines. Through here, they can select their upgrades, so to evolve the Carapace evolution, one would bring the menu up, move to the left to upgrades, move down to ?Defense Chamber? and then select the carapace upgrade. Although it may be confusing at first, it will become second nature after a few games and you will hardly notice using it at all.

    Chapter 3A I ? Upgrades

    Upgrades for aliens work differently from marines. When a gorge (alien builder class) builds and upgrade structure (Defense Chamber [DC] Movement Chamber [MC] or Sensory Chamber [SC]) you can pick different upgrades.

    The Defense Chamber allows three upgrades. Regeneration, Redemption, or Carapace. Carapace increases your armor; redemption will transport you to a hive when your health falls below a particular level, although not 100% reliable, it can save your life many times over before it fails. Regeneration will allow you to heal damage over time without the hive or a DC. DC?s will heal you if you are hurt and within their range.

    The Movement chamber also allows for three upgrades. Silence, Celerity, and Adrenaline. Adrenaline allows your alien to continue to use its weapons for longer; it speeds up the rate at which the yellow bar to the right goes back to full. Celerity will deliver a speed boost to your alien, making you move even faster. Silence allows you to make no noise as you move through the level, allowing you to sneak up behind marines without arousing their suspicion.

    The Sensory Chamber allows for three upgrades as well. Advanced Hive sight, Scent Of Fear, and Cloaking. Cloaking allows you to become almost completely invisible to the marines, which is wonderful for ambushes. Scent of Fear will allow you to see hurt marines within a certain range of yourself (orange Hivesight circles), while Advanced hive sight will allow you to see through enemy buildings and to see marines better in dark places.

    Chapter 3A II ? Hives

    A little foreword on hives before a more detailed description further below. Hives allow for one chamber type of upgrade. To have all three upgrade chambers, the aliens must have all three hives. On any map, there are only 3 Hive locations indicated by hive sight. Aliens will start in one random hive, and will expand from there. Hives heal hurt aliens and structures, grant more powerful weaponry, allow higher evolutions and increase the alien spawning rate. If you lose all your hives, you will slowly lose health and die, as will all other aliens on your team. This is your teams punishment for being incompetent enough (or at the very least, for being unable to counter the marine strategy) to lose a hive.

    Chapter 3B ? Alien Classes

    For each alien class, I will give a set of recommended upgrades. However, you are allowed to choose any upgrade you want, these are only recommendations but your play style may demand different upgrades. Feel free to pick and choose your upgrades as freely as you wish.

    It should also be noted that the third and fourth weapon slots only become active when the 2nd and 3rd hives are up. More on hives later.


    Chapter 3B I ? The Skulk

    Now, you have just spawned. You are the default, level one alien. This alien is called a ?Skulk?. Skulks have many unique abilities.

    One of these abilities is the ?Wall Climb? (Wall climbing will be very familiar to AvP players). To wall climb, simply go to the nearest wall and walk up it. You will stick to the wall, and can even walk across the roof. Wall climbing does have some limitations, but you will be able to learn what those are better through experience rather then through here. Wall climbing gives you an advantage in maneuverability. You have four times the surfaces to walk upon, use it to your advantage! Sit above doorways to ambush marines as they walk through, dodge and weave side to side to avoid their bullets rather then running in a straight line. Skulks are 2 ? 3 times faster then a marine, this speed will also play into your favor as a skulk.

    Always remember, as a skulk, you are not a tank. You will have only 70 health and 10 armor to begin with, meaning 9 LMG bullets can kill you and even heavier weapons will kill you in even less time. Ambush the marines, take them by surprise and try to avoid running straight down long hallways.

    The first weapon in your inventory is called ?Bite?. Biting a marine will deal 75 damage to him. Biting him twice will kill a standard marine. The bite is a melee weapon, so you will have to get very close to the marine to kill him.

    The next weapon is called ?Parasite?. Parasite is not an offensive weapon, but it is ranged. Parasite will do only a little damage to marines, so it will take many many parasites to kill a marine using it, but parasites usefulness comes in under hive sight. Parasite allows your team to see the parasited marine (yellow circles) so if you see a squad of marines rolling by, parasite them before attacking so your team knows where they are.

    The third weapon in your inventory is called ?Leap?. At one hive, leap is disabled, however, when your team has built a second hive, leap is usable. When you use leap, you shoot forward at tremendous speed. If you touch a marine as you leap, you will damage him slightly. A common tactic is to leap and close the distance to a marine and then quickly switch to bite and kill him. Leap also works in mid air and can be useful for taking out jet packing marines.

    The fourth and final weapon in your inventory is called ?Xenocide?. It is a third hive ability, meaning that your team must have three hives up before you can use it. Xenocide will turn you into a time bomb. Simply press the fire button, and run in towards your target until you explode. You will deal massive damage with Xenocide, it?s not unusual to kill multiple marines, and in addition, you will heavily damage all structures in the blast radius (Note, Double damage is delivered to structures when using Xenocide)

    The recommended upgrades for the Skulk are Carapace, Celerity/Silence, and Cloaking. Though, as I said above, change these according to your playing style.

    Chapter 3 B II ? The Gorge

    The next alien is the Gorge. It is very important to know the following. The Gorge is near useless for direct combat. Also, being one drains resources away from other gorges and players. The gorge is the alien builder class; it builds hives, Offense Chambers, all the upgrade chambers and resource towers. I recommend that you practice with building structures in a LAN game before gorging in game. It is also recommended that you observe how other gorges play and the tactics they employ when building. Gorges have 100 Health, with 50 armor, 75 with level 3 Carapace.

    Although the gorge is not an offensive class of alien, it does have some weak weapons at its disposal.

    The first weapon is spit. Put simply, the gorge spits out a green glob that does 22 damage. It moves slowly and can be dodged easily by marines. Alien offense chambers use the same weapon, but they have the advantage of not being as vital to the alien team, and of numbers.

    The second weapon for the gorge is called Healspray. Healspray does exactly what it says. It is a spray that heals aliens and their structures, while damaging marines. HEALSPRAY DOES NOT AFFECT MARINE STRUCTURES, but it will travel through them. Healsprays animation is also a bit misleading, it has far more range then the animation would suggest as well as a wide firing arc.

    The third weapon for the gorge is called web. Web is very very special. A gorge can web a hallway by shooting one glob of web at one wall, and another glob at another wall. Bingo, you got web. When a marine walks by and into the web, he gets slown down horrendously, his weapon holsters and he is skulk food. Webbing can slow down the marine team considerably, as well as stop jetpackers in their tracks. Web carefully however, there is a limit on how many you can lay down in an area, so be very strategic in its use if you are a gorge.

    The final weapon for the gorge is Babblers. When used correctly, babblers are pure evil. Babblers are much like half-life?s snarks, though, a little less intelligent. They run around, bite things, and then explode. The devilish thing is, they look exactly like skulks, providing excellent camouflage for the real skulks while damaging enemy positions. Be aware however, babblers aren?t very bright and can get lost in the middle of a room, but this should not discourage use of them in any way.

    Remember, the Gorge is not an offensive class. The gorge is the most important alien species to the alien team, so if you?re new you shouldn?t be one until you have a good grip on the game.

    The best upgrades to have as a gorge is Redemption, Adrenaline/Celerity, and Cloaking.

    Chapter 3 B III ? The Lerk

    The Lerk is the most unique alien to the Kharaa. It is the only alien species that has the ability to fly. Unless you are skilled in the usage of a Lerk, it is recommended that you don?t evolve to it until the second hive is up. To fly as a Lerk, you use your jump key. It is important to remember that the first flap of your wings will push you up; the second flap will propel you forward. Holding down your jump key will let you glide. It is rather difficult to use the Lerk, and will require some time to master. It should be noted that the Lerk is more of a support unit rather then direct assault, but the support of the Lerk will be invaluable if used correctly. Lerks cost 33 resources, have 60 health and 50 armor, 75 with level 3 carapace.

    Weapon one for the Lerk is bite. It does 75 damage per bite; so 3 bites will kill a marine. You may notice that the Lerk bite does not occlude your vision as much as the skulk bite does; this is because of the lower damage that a Lerk bite delivers. Other then that, Lerk biting should work precisely the same as skulk biting, simply close in on your target and chomp away.

    Weapon two for the Lerk is called Spikes. Spikes are just that, spikes. Spike is a ranged weapon that does 18 damage per hit. Try aiming where the crosshair is. The animation is very misleading and should be addressed in NS 1.1.

    The third weapon for the Lerk is one of the most useful weapons for the alien team. It?s not precisely a weapon in the strictest sense. This weapon is called ?Umbra? and is devastating if used correctly. Umbra is a yellowish, slightly opaque gas that the Lerk spews out. It absorbs 5/6ths of every bullet incoming. This will allow you to weather extreme bombardment, only a grenade will be unaffected by umbra. Stick near a fade (will be described in the next chapter) and lay some umbra at his location. With a gorge, a Lerk and a fade, you have a near invincible combination that only a smart and decisive marine team will be able to break.

    The Fourth and final weapon for the Lerk is called ?Spore Cloud?. You will love this weapon. Marines will hate you for using this weapon. It works like a grenade launcher, fire it into a room, it will it a wall and green gas will fill a given space. This green gas is toxic to marines, but leaves structures unaffected. This weapon, when used correctly, and as any other third hive ability, is pure pure evil =)

    The best upgrades to get as a Lerk is Carapace with Adrenaline and good old Cloaking or Scent of Fear.

    Chapter 3B IV ? The Fade

    The fade is one of the most versatile species available to the alien team. It?s tough, maneuverable and devastating if used right. They are the Alien equivalent to HA/HMG combination marines, and are unstoppable in competent hands. They cost 54 Resources, have 200 health with 125 armor, 150 with level 3 carapace. For TFC (Team Fortress Classic, another HL mod) players, the fade will be very similar to the ?Soldier? class.

    The first weapon in the fades arsenal is swipe. It does 80 damage per hit, but has a short range. It?s good for taking out buildings close up and taking care of marines that are out of ammo. Swipe is a melee weapon, so close range is needed as always.

    The second weapon will be the one you use the most, and the one that TFC players will find most familiar. This is called ?Acid Rocket? and is exactly what it says it is. For those familiar with first person shooters, Acid rocket will work precisely like any rocket launcher. Simply aim at marine?s feet, or where they are going to be to hit them and inflict maximum damage. Acid rocket is a ranged weapon that deals about 60 damage per direct hit with splash damage. Acid rocket can also be used to take out structures at a safe distance, although a careful aim is needed, always aim for vital structures like the Turret Factory or the Phase gate.

    The third weapon for the fade is possibly the most unusual weapon the kharaa have in their possession, and is perhaps one of the most difficult to master. This weapon is called blink, and is a supplement to fade mobility. Blink is essentially a short-range self-teleporter. Simply point where you wish to go, and you should go there, provided there is nothing obstructing your path. What makes blink difficult to master are various little issues. Blink will sometimes not work in certain hallways, or you will get stuck in certain parts of map geometry. The best way to blink safely is to avoid blinking through textures that can be seen through (Ladders, grates, etc). The most effective way to get blink working reliably is to crouch, jump, and use blink in that order. On a personal note, blink works fine for me without having to do that, but whatever floats your boat =\

    The fourth and most devastating weapon for the Fade is known as the bilebomb. Have I mentioned before how all third hive abilities are pure evil? Well, so is bilebomb. It works precisely like acid rocket does, except that bilebomb delivers more damage, arcs (so that it can be fired over buildings and such), and delivers double damage to structures.

    The best upgrade strategy I have found to use as a fade is an Adrenaline/Redemption/Cloak combination. However, other players use Celerity/Redemption, Celerity/Carapace, Adrenaline/Carapace etc, so it really is up to you to determine what the best upgrades are for you as a fade to suit your play style.

    Chapter 3B V ? The Onos

    The Onos is the ultimate species in the alien arsenal. If the marines have allowed your team to achieve a three hive status, but are well fortified within their spawn, the Onos is the perfect tool with which to decimate them. The Onos is the most powerful species the kharaa posses, and are there to tell the marines ?Game Over man, Game over!?

    The Onos Costs 70 Resources to evolve to. Has 500 Health points, with 150 points of armor, 200 with Carapace. The Onos is a literal tank on legs, and should be treated as such. When you are an Onos, you are powerful, use that power to your teams advantage.

    The first weapon for the Onos is the gore. This works precisely like bite and swipe, with the exception that it deals out 120 damage per hit. Use it to attack structures and nearby marines.

    The second weapon in the Onos? inventory is Paralyze. In all essentiality, it does exactly what it says it does. When you activate paralyze, 3 ?Tentacles? stick out in front. Don?t worry; they launch the paralyzing agent at the marine. When you fire paralyze at a marine, he will be immobilized for a little bit, but he will still be able to fire his weapon, so take him out if you can, or if your low on health, run for some healing and deal with him later. Paralyze is very effective against jet packing marines, as they will fall out of the sky and take falling damage. Paralyze can save the hive at times when a Jet packing marine is attacking, so do remember to use it if you are defending the hive.

    The Onos? third weapon is ?Charge?. This works very much like leap, except that the Onos simply runs faster and in a straight line on the ground. Damage is dealt by touching the marine, the more touches, the more damage dealt to the marine. Charge does damage buildings, but only for as long as you touch that building, and due to your forward momentum, you wont be touching that building for long enough to destroy it.

    The final ability for the Onos, although a support weapon, is extremely powerful and useful. It is called ?Primal Scream?. When an Onos Primal Screams, all surrounding aliens, as well as the Onos that screamed, will move and attack twice as fast. This might not sound like much, but it is unbelievably potent when used in the presence of teammates when destroying the marine base or outposts.

    The best upgrades to have as an Onos are probably Carapace/Regeneration with Celerity/Adrenaline and Cloaking/Scent of Fear. As I have stated earlier, adjust what upgrades you choose to your personal taste and play style.

    Chapter 3C ? The Hive

    As many of you will have noticed, there are few if any descriptions of structures in this handbook. Remember, the aim of this handbook is to give a basic understanding of NS. Most of the structures will be simple to learn, and will become very obvious in function. But, of all structures, the Hive for the aliens is as important for the aliens as the Command Console is for the marines. Hives allow more potent weapons, more upgrades, and even more potent aliens to evolve. Without a hive, aliens will literally begin to die (a pinging sound will be heard, and aliens will lose health) unless a new one is placed post haste. The hive allows for spawning, Hive sight, the building of structures, evolution. The loss of a hive is devastating to the alien team. If your hive is under attack, it is advisable to run to it to defend, unless you have a chance to cripple the marine team irreparably (by destroying their only CC, or their entire Spawn, even so, if it?s your only hive though, you must defend it at all costs). The hive also heals you if you?re hurt. Although it does not have the active functionality of the marine CC, it is even more important to the alien team.

    Chapter 3D ? The Final Word

    For aliens, the Hive is your god. It tells you about important events, such as what is under attack and indicates where it is through hive sight. Aliens are more individualistic then marines are, so you can afford to go on lone ambush or reconnaissance missions, rush the marine spawn or even harass undefended marine resource nodes. Or, you can team up with friends and try to take down a marine base in one of your hive locations, or support your gorges by keeping marines well away from them or even sacrificing your life to save the gorge. Aliens work wonders when working as a team, but also work well when working as individuals. It is always advisable to work as a team when on aliens, while keeping a few people on solo missions attacking stragglers or undefended resource towers.

    If you can deny the marines strategic locations, such as hives, resource points and even a forward base, you will eventually tech up to more advanced hive evolutions and send the marines screaming to they?re commander.

    Thanks To the following, without which this manual would not be as accurate as it is as of 1.04. Thanks guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Zunni
    N00by doo!
    Huntsman
    AIRinc.F|aReZ
    Mindmeld Me
    BattleTech

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    Thanks for reading
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