The Quick Soldier Guide

th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
edited September 2003 in Frontiersmen Strategy
Firstly, this guide assume's that you've at least played 3/4 games of NS, and know what the marine/aliens buildings do, it also assumes that you're familiar with playing FPS games.

<b>Part 1: Movement.</b>

The way you handle yourself ingame is very important to your survival, if possible, use the minimaps to plan your routes to the commanders waypoint, keeping yourself down long corridors, and not into small cramped rooms where you will be easy meat for skulk jaws, your flashlight is a lifesaver at some points, use it to light up dark areas of the ceiling whilst crawling into a room can often save your life.

Try to be an asset to your team by being 'the first man in', use yourself as a decoy to draw enemy attention so the rest of your group can cover you and travel safely.

ALWAYS move in groups, if the commander issues a waypoint, and no one's moving, try flashing your flashlight at teammates and using the 'follow me' command, this usually works.

When moving around the map, try heading to known resource locations on your way and reporting their status back to the commander, 'i.e. Atmos has taken a heavy beating, it's on red' or 'Feedwater is alien with no defence', things like this are useful to the commander, and he will appreciate you for reporting the status of resource nodes, rather than just hacking away at an rt, getting eaten, and respawning only to forget about it.

<b>Part 2: Weapons and aiming.</b>

<b>LMG:</b> This weapon is what you'll usually use all game, try to keep it loaded but dont ignore the commanders orders, or avoid defending a base because you need more ammo.

The LMG, although weak at level 0, becomes a skulk/lerk/fade killstick at level 3, dealing 13 damage a bullet, it is more accurate than it's bigger brother, the HMG at a tradeoff for lessend damage and a smaller clip size.

When aiming this, use a low sensitivity (About 4 works for me) so can you track targets easier.

Using this against skulks, it's best to wait until up close (About 10 metres) and using your pistol instead to shave some health off, using the lmg as a finisher.

If you're standing and the skulk is floor level, aim right for the middle of the body (Centre of the face). This will result in most bullets hitting, and a quicker kill.

Too many people rely on the pistol as a sidearm for when the lmg is out of ammo. Although it may work sometimes, it's much easier to either use the knife, or the lmg when it comes to close up combat.

<b>Shotgun:</b> An extremely powerful close range weapon, this sprays out 10 pellets doing 17 damage each, enough to kill a skulk, lerk in a shot, or a fade in 2.

When you have a shotgun, you ARE NOT a killing machine, any more than 2 good skulks after you and you're dead, always stay with backup and let them know when you need to reload.

Extremely easy to aim, just point the circle and fire, make sure your target is close to ensure maximum damage.

<b>HMG:</b> An absolute beast of a gun, firing 125 bullets per clip at a flesh shredding rate. This behemoth deals out 26 damage per shot, although this is traded off to the rather poor accuracy of the gun. This is great for taking skulks down at long range due to the insane damage it deals, and is also good for working up close with higher lifeforms, as most will try to escape while being pounded to death by your fire.

Reload time is an issue with this gun, so make sure you're on friendly ground, or with back when you reload this gun.

<b>GL:</b> A Tactical grenade launcher, use to deal massive damage to alien structures, and to supress enemies.

Very useful for taking down large walls of OC's backed up by DC, this gun only has a clip size of 4, so make sure you're covered before you fire.

The GL as mentioned before is also a good gun for supression, keeping enemies away from a res node before backup arrives, or simply holding them off while you fortify base.

General: Try to aim for the center of all alien bodies, to make sure you're actually hitting it, with the onos, aim for eye level to the centre mass, or, from a sideways view, into the side between the legs and slightly up.

<b>Part 3: General Teamwork</b>

Always stick with your squad, if you're alone, you're dead meat. Even with advanced tech you do not stand much of a chance without backup units to sustain you.

Follow the commanders orders, if the commander waypoints you to go somewhere, do it without asking. If no one else seems to be going encourage them, get the good old team spirit going.

Report your findings back to the commander, he may well have seen the gorge building outside your base, but then again, he may not. Alerting the commander to things that need his attention is a very useful things to do, but remember, once you've told him, and he's responded, DO NOT tell him again repeatedly if he seems to have ignored what you said. That's his choice.

Wait until you have resources before asking for equipment, and dont even bother asking if you haven't helped the commander achieve his goals.

Report the status of your buildings back to the commander, like 'phase gate needs a weld'. and ask your commander for a welder so you can keep the base fresh.

<b>Part 4: Special Tech.</b>

<b>Jetpacks:</b> Jetpacks are very underrated in 2.0, when combined with the shotgun this can lead to masses of people landing on top of the hive and reaming it with shells, the jetpack is also useful for getting into vents, or staying out of harms way. You are still as vulnerable as you are with light armour, so make sure you stick with your team.

The heavier your gun, the less you'll be able to move about.

Try using it like a jump pack, land on the ground, charge up, fly, land, charge, fly and repeat.

As mentioned before, a good way of attacking hives is to land on them and fire downwards, this will shield you from offense chamber fire, and will ensure the higher lifeforms can't get to you.

<b>Heavy Armour:</b> With this, you are much stronger and able to resist a large assault, alone with it, you are dead meat. Heavy armour is repaired with the welding torch, so stick together in groups and keep the rest of your teammates topped up with armour by staying behind them and welding them.

<b>I think that's it, if I've missed anything important out let me know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> </b>

Comments

  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Cover your team.

    If you're in base, and people are at the armory - cover them. Don't all rush it at once.
    If you're anywhere, and people are building - cover them. Don't all build at once.

    Always cover the team. If you find yourself at the rear of the pack, turn around and cover the rear. Sometimes you can find a skulk or fade thats following you.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I don't think you mentioned clearly enough that most of your numbers are with level 3 weapons.

    There is no always. It's easy to find exceptions.
  • Salty_JusticeSalty_Justice Join Date: 2003-08-23 Member: 20101Members
    According to the semi-updated manual (and my counting) the shotgun spits about 16 pieces each doing 10 damage
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    17 pieces.

    Rule #1: SPREAD OUT. Clumping a group of marines is a surefire way to get them killed. The sheer confusion of having one skulk running between everyone's legs will make it impossible to shoot them.

    Rule #2: Don't have everyone build, for the same reason you should spread out. Force the skulks to cross some distance before getting in bite range. Not to mention, with everyone building it will be quite easy for a single skulk to crawl up undetected and kill everyone. Trust me, it happens, a lot.

    Rule #3: FFS don't attack an RT unless you have to! The sheer number of games I've lost because some tard got knife ectasy with an RT astounds me.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    If you're the closest to an incoming enemy, crouch. It won't help you live longer, but your buddies behind you will now be able to shoot over you rather than wasting their ammo on your rear-end. You do have buddies behind you, right?

    Lights build. Heavies guard. Almost always. Heavy armor is a bigger, nastier target.. aliens tend to go for it. Heavy armors usually have bigger, nastier guns. They should have them out and ready. Lights can move quicker. They can pull out their guns and hop into the action from behind the building faster than the heavies can. Lights build. Heavies guard.

    Keep half-an-eye on the minimap. If you see red on it, that's your cue that someone's going to die. Try to make sure it's them.
  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    thanks, will edit later.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    edited September 2003
    <!--QuoteBegin--n4s7y+Sep 1 2003, 10:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Sep 1 2003, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Rule #3: FFS don't attack an RT unless you have to! The sheer number of games I've lost because some tard got knife ectasy with an RT astounds me. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, this is bad. It helps if the comm informs the team that they should be in stealth mode before they move out.. It may seem obvious that you're better off having the kharaa team doing something else while you siege their hive, but better safe than sorry in pub play.

    edit: oh, that reminds me. Somewhere in the guide should say the knife is for killing rts and anything that doesn't fight back, because running out of bullets vs. the toothed players/structures is a quick way to die. Don't expect the comm to take pity on you and give you more ammo if you prove to him that you'll waste it.
  • KnudsenKnudsen Join Date: 2003-01-28 Member: 12882Members
    <!--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-->Try to be an asset to your team by being 'the first man in', use yourself as a decoy to draw enemy attention so the rest of your group can cover you and travel safely.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You don't like NSPlayer do you? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Ok, i might just be an evil person, but the good old evil grin really emerged on my face as i read this......

    <!--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-->use yourself as a decoy to draw enemy attention<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not among the best survival tips I've seen....... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    The rest is quite good though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    Whats better, sacrificing one marine, or losing 5 because you all run into an ambush? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    The mini map is your friend as someone said, unfortunately my 2.0 exposure has been small and i've had only 5 minutes as a marine but in that time the mini map saved my hide quite a few times, keep an eye on it as it'll save your hide to.

    The only other point i could make would be regarding being parasited which is really common sense: don't for the love of god follow the group going to the hive if your parasited because as we all know it's a magnet. Your probably better off camping down in a corner or running around blasting things. Anything to keep alien focus on the yellow blob and away from their approaching doom.
  • KnudsenKnudsen Join Date: 2003-01-28 Member: 12882Members
    I don't say NSPlayers should be guarded or kept safe, actually, I think sending NSPlayer into a room first is a splendid idea, my twisted little mind just finds the thought quite amusing, sending a new player in mortal danger, that me might not be aware of, but as long as it benefits the team, I'm all in.

    (Even if it didn't, I would love to send "Mr. How do i get bigger guns? This sux, CS rules! How do i get bigger guns?" straight into the middle of a hive without backup <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )

    Overall it's way better than he is the one ending up dead, in stead of a somewhat better marine, that has other things to do.
    But still, Getting the gettin the attention of every alien on the map might not be the perfect way to survive on long terms <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • LuKe-EnFoLuKe-EnFo Join Date: 2003-07-15 Member: 18165Members
    let them die and steal their frags wahah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • eikoeiko Join Date: 2003-05-24 Member: 16669Members
    walk-jump look behind you-walk jump look behind you-walk-jump look behind you-etc.
  • idonthaveanameidonthaveaname Join Date: 2003-08-17 Member: 19854Members
    The Decoy idea is good, the only problem is that i'm usuall that decoy

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
  • Juchel_ZeroJuchel_Zero Join Date: 2003-07-14 Member: 18155Members
    Staying on top of a hive to fire at it is assured death by skulks/lerks/fades. Don't do that unless there is no one around or your not staying long.
  • OvaltineOvaltine Join Date: 2003-08-09 Member: 19190Members
    If you can manage to get on the hive without being seen or noticed, than you are gosu spotter. @_@
  • PaaDiiPaaDii Join Date: 2003-08-20 Member: 20027Members
    <!--QuoteBegin--eiko+Sep 3 2003, 06:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eiko @ Sep 3 2003, 06:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> walk-jump look behind you-walk jump look behind you-walk-jump look behind you-etc. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That jump sound is really loud so aliens can hear u loooong way.
  • Insanity_GizmoInsanity_Gizmo Join Date: 2003-05-05 Member: 16072Members
    That 'communicate the Status of stuff' is a good idea in theroy, but multiply that by 8 marines, and try to stuff it into a voicecomm channel, and the numbers add up to a cluttered channel.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    As such, alternate between voice comm and typing. Remember: Voicecomm doesn't last at all, the words are not logged. In addition, crucial words could be misunderstood.

    With text chat, the text stays onscreen for several seconds, and the words being typed are easy to understand(no bad voices, no accents, no bad mics). And don't give me crap about terrible writing skillz being hard to understand, stuff like: k, plz, thx, u etc. is just shorthand. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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