Ashes' Guide To Ns
Ashes42
Join Date: 2003-01-14 Member: 12291Members
<div class="IPBDescription">By a man you don't know or care about</div> Hello everyone, I shall be your guide for this evening. Why I have gathered you all here is because I was playing and bored and **** off by a very large number of Newbs, and some people told me to write a guide. I hope it's helpful, I will point out when I do not know the finer points of a class or item.
<span style='color:blue'><b>Being a Marine</b></span>
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I have seen many many people make mistakes as a generic marine, ramboing being one of many. To understand how being a marine works you need to truly understand your weapons advantages and disadvantages.
LMG:
The advantage of this weapon lies in range, it has decent damage output, and how much it is free. Each shot does 10 damage, meaning one clip does a total of 500 (thats the health, not armor, of an onos.) Sadly, it is quite innacurate, meaning you will almost never hit with every bullet, though against large targets you may be sucessful. Against a skulk, your out of luck without a range advantage, or someone with a range advantage nearby.
Shotgun:
This is the skulk clearer. One shot will drop a skulk, lerk, and maybe a gorge if you get it off right and hes damaged and whatnot. It does decent damage against all opponents and structures, but is limited in it's range. This sacrifices the marines advantage, and knocks off the aliens one as well. It's also quite expensive for a gun, but at times is worth the cost.
HMG:
This thing is great against aliens, about as good as an LMG against structures, but against another player, lets just say they're scared, even if that big onos doesn't look it. You need an upgraded armory for this one, and it's high cost high matainence, you'll ask for ammo alot if you use it right. It is possible for one HMG HA (heavy armor) marine to use this weapon and if not devoured, at least cause an onos to redempt or even kill it. But I don't advise trying unless necessary. It's weak against structues, other than that, go for it.
Grenade launcher(GL):
This thing is my personal favorite weapon, using it effectivly can be difficult at times, it is the only weapon you can kill yourself with (aside from mines, but thats different.) It is best used against structures, since they are stationary and can't run, while you are safely around a corner. And if mastered can also be sucessfully used against aliens, but only with support, close in you'll just kill yourself. It has the advantage of surprise, in that they don't expect weapons from around corners. Similar to the HMG it requires armory upgrades and high res cost high matainence.
Mines:
Currently good in large numbers against onos, and a little bit against skulks at the beginning of the game as a cheap temporary substitute for turrets. They are proximity, so they almost have to step on them or touch it for it to go off. They are usually not worth the res, though do have high damage.
Welder:
Not a weapon, use it to open close welding points, and to heal armor, if you have a welder and your team doesn't you're the medic, use it.
Pistol:
A highly underused weapon, it does 20 damage per shot, and goes where you aim it. Though it has a very small clip size, it is useful. I personnally enjoy using it against Ocs, since if a skulk comes, you can switch to a full ammo rifle and blast it.
Now that we understand our weapons, how do we use them.
#1: This is rule number one for a reason, use your distance, if you have a chance, get a nice long clear hallway in front of you, and against any little aliens, your nearly immortal. Leap and blink can nullify this, as can spores, but other that that, your not going to die. If a skulk gets in close and you have an LMG, just try and avoid him, because your chances of killing him are slim to nil, hes faster, can take 10 bullets to your two bites, smaller target, and just plain scarier.
#2: This leads off from #1, have a teammate with you <b>whenever physically possible</b>.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> Whats this do, when that skulk is chewing on your leg, your friend peppers him with bullets, one dead skulk, two live marines (hopefully) in combination with a hallway, this is a very dangerous combination. Only increased by use of a shotgun by the one in closerange. And of course upgrades.
#3: When advancing your in aliens terrain, as soon as you clear that door, you need to check around for aliens hiding, those pesky skulks can be above you beside you, in a nitch in a corner, and at that point your range advantage is GONE, and you need that to win consistantly. If he gets your back though, you can't even fight. So look for him, at least that way you know when to pray.
#4: Go first if you have a shottie. Just plain works better, fixes the problem in #3.
#5: If your using advanced weapons, HMGs need to cover their grenadier friends, not wast ammo on building. The GL excells at taking out those OCs, you make sure that GL isn't eaten by an onos. When in the fight with aliens, GL should either take out their pistol, or fire into the aliens most likly escape route. Gl can also lay down advanced cover, to scare away aliens or force them into attacking, and maybe rack up some kills.
#6: Stop whining, read this guide
#7: Use voice if you can, but in all cases, always read the chat, if you mis it ~ up to it and check, you might be missing something important, if it's still not in the ~ pageup moves it up to check, don't do it in combat though, you'll be in for a nasty surprise.
#8: Move to your waypoint soldier, follow your commanders orders. If he explains himself, you can disagree, but still do it, he needs it done. If you really really disagree, vote to eject him. Don't yell at him, explain to him, or get someone better and eject him.
#9: Never build(or knife an enemy res) if your the last person to start, someone has to cover the back of your team. I have seen games go wrong too many times because everyone jumped on that res tower (stop humping the res tower ****.) One or two people covering won't lose that much time, and your team will thank you for it. When in said position, defending a building(or knifing) group, do not fire unless there is an enemy, when your building(or knifing) and you hear gunfire, stop building and help out. If the commander orders you all to build, then go for it, but on your own, don't do it unless necessary (as in your all alone and sneaking around)
#10: Listen, sound is your best friend, you can hear skulks pitter patter on the walls and floors, and gorges putting down structures, use it to kill them. But be warned, they can hear you as well.
How to kill an OC:
This, I sadly see, seems to be misunderstood entirely. Oc's currently have 1000 health, this means two full rifle clips, three pistol clips and a rifle clip, or a full hmg clip(remember they regenerate slowly though). Many marines believe to kill it you must subject yourself to the Oc's return fire, this is <b>false</b> a single marine, can kill an OC. The model for an OC is a stalk with a spiked orb with three small <b>tentacles</b> around it. Thos tentacles don't shoot you, and are part of the hitbox, you can shoot them and damage the structure. The OC shoots from the center orb though, so it can't necessarily shoot back. The most effective way to kill one then, is to edge around the corner untill you can see one tentacle, and shoot that. As said before I find the pistol most useful for this since every shot will hit that tentacle, 3 pistols clips and then move out and finish it with your rifle, and you will take minimal damage. The rifle will send a quarter of your shots wide or into the corner, and therefore should be used more for finishing up and against aliens themselves.
This and a healthy dose of aim makes a good marine.
<span style='color:purple'><b>Commanding</b></span>
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Commanding is probably the most important part of the marine team, a good commander knows tactics, placement, has team managment skills, and is fast.
It's <b>hard</b>. But once you get it down, it's actually easy, the marines are the ones who do the work.
Step one to commanding is building a good base. Your infantry portals should be in a secure location, as should your armory, and they should be near each other. A vent pointing at it, or anything of the sort, open to a hall or whatever, is BAD. Also placing the spawn portals and armor so that they hump each other and/or are against an annoying walls or confined, is a VERY bad idea. I personnaly hate spawing humping the armory, because it makes telefrags more common, I hate spawning trapped for the same reason, and what happens when that onos raides your base <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/armory.gif' border='0' alt='user posted image'> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.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--> = WAAAAAAAAAA! <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Your turret factory then need to be a covered position as well, but from a different reason. Your taking cover from pesky lerks, and trying to take cover from bilebombing gorges, anything else, we're not very worried about unless they find a nitch. Bilebombing gorges will find sucess eventually, but you can put a stop to lerks. When placing a tf, always think, why am I placing this here, is there a simple spot someone could sit and shoot at it all day without dealing with my turrets? the building circle goes through walls, so always remember putting turrets on the other side while the factory sits in a secure location. Make it so the enemy is greeted with turrets not the factory, cover the backside of the Tf as well. Electrify if necessary. Turrets are also useful as blockers against rushing onos, and can buy time for your HMGs to take it down, though are generally ineffective against onos in themselves. Seige is easy, place in range, ping, dead enemy buildings. Best used in numbers.
The next step of commanding is taking res. As a commander res is your #1 concern. Getting res towers will give you victory, you should always have some marines denoted to this task, even if it's a secondary objective (go kill that hive, and take the res too) Also ake res nodes into account when setting up outposts, build the tf so it'll be usefull for more than one purpose. Electrifying res is very important if it gets seen, a skulk can kill a res node, a skulk gets electricuted.
From res your team needs upgrades, and hive positions. A phase is invaluable in taking and holding hives, while upgrades will help your marines stay alive in the fight. For the simple reason that weapons upgrades affect turrets as well, they should be a primary concern, for those upgrades cover your teams back. Motion tracking is great against sneaky silent aliens, and in almst every situation as well. Armor upgrades will hold those skulks ambushing your marines off for longer. From there its big guns and big armors. HA is generally better for a team with alot of res, and jp is useful for the small team or scouts. HA and GL and shotties refer to being a marine for usage.
Giving waypoints <b>and</b> verbal or text commands is most important though, instruct your marines on any problems you see, and help them out. Remember though, your fighting a res war, if your marine dies, the enemy team gains res, if your marine kills an alien, you get res. This is why I advise giving out medpacks more often than not.
Also, learn the keyboard commands for dropping items, especially medpacks, ammo, and weapons and armor. This can make or break your commanding at times, and effect the outcome of the game. Also, gather intelligence on the enemy. They have D chambers, spend res on weapons, if they have cloaking, and places sensories about, motion tracking and pinging are more important, go for dual observatories. If they have bigger lifeforms, bunch your marines up more. Always keep these in mind.
<span style='color:red'><b>Being an alien</b></span>
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Aliens are more individual. While marines rely on organization, aliens rely on teamwork and individual planning. Helping your teammates by coming at the marines with them from a different angle or whatnot is very important, remember the marines only have 50 shots in that lmg, if he wastes all that on the first skulk, the second one will kill him. But he can reload. Don't move too much later in the game, and just plain eat marines.
Skulking:
Sneak, never go headon if you can avoid it, unless your upgraded with multiple hives. Learn to bite, try and jump in combat gives you better hitting chances on that center mass. If your outmatched, parasite the marines, let your friends take care of it. (also gorge for res if your not using it)
Lerking:
I find lerks without adrenaline almost useless, and with, nearly unstoppable. Adrenaline makes it possible to fly and fight at the same time. A dangerous combo if perfected. Use spikes in this situation, or spores for a short time and run. Without adrenaline though, try and stay on the ground, or even better find a nice ledge to sit on and look down, marines don't look up alot. Stay in the umbra cloud, thats the only time they are effective. Do not spore heavy marines, you'll be fine.
Fade:
Very powerful alien type, kills marines fast if used effectivly, and gets a ranged attack when you get 3 hives. I find fades most effective with cloaking, a cloaked fade kills marines alot better than a skulk. 50 res, and about half the effectiveness of an onos, definatly a good buy.
Onos:
God of aliens, causer of marines to pee their tight spandex green pants. This thing just kills, the main thing you need in this case, is to remember you still aim at the middle of the screen, for devour and gore, so use it. I prefer celerity to run out of a fight before dieing. The cost is very high for a lost onos, so get redemption or regeneration. Don't fear turrets, they are weak against you.
<span style='color:orange'><b>Gorging</b></span>
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Gorging is easy, build 3 chambers of each type, res towers, and hives. Build the chambes the team decides on but remeber defence is most useful for the gorge, if your doing alot, take defence. The difficult part of gorging is placing effective defences, most gorges go for the wall off the enterance style, great if you actually want to stop the marines from moving into a position, but not great for much else, it dies easy, is grossly ineffective, as the marines run. What is most effective almost all the time, is putting offence chambers in an ambush position, be a magician. Make the enemy look at one pair of chambers while he's repeatedly pelted in the back by another. Use defence chambers behind the offence ones whenever possible. Sensory cloaking goes through walls, movement is great for attacking positions. Use everything to be effective, ya damn fatty! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Hope you don't all hate me now
Ashes Ashes they all fall down...
<span style='color:blue'><b>Being a Marine</b></span>
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I have seen many many people make mistakes as a generic marine, ramboing being one of many. To understand how being a marine works you need to truly understand your weapons advantages and disadvantages.
LMG:
The advantage of this weapon lies in range, it has decent damage output, and how much it is free. Each shot does 10 damage, meaning one clip does a total of 500 (thats the health, not armor, of an onos.) Sadly, it is quite innacurate, meaning you will almost never hit with every bullet, though against large targets you may be sucessful. Against a skulk, your out of luck without a range advantage, or someone with a range advantage nearby.
Shotgun:
This is the skulk clearer. One shot will drop a skulk, lerk, and maybe a gorge if you get it off right and hes damaged and whatnot. It does decent damage against all opponents and structures, but is limited in it's range. This sacrifices the marines advantage, and knocks off the aliens one as well. It's also quite expensive for a gun, but at times is worth the cost.
HMG:
This thing is great against aliens, about as good as an LMG against structures, but against another player, lets just say they're scared, even if that big onos doesn't look it. You need an upgraded armory for this one, and it's high cost high matainence, you'll ask for ammo alot if you use it right. It is possible for one HMG HA (heavy armor) marine to use this weapon and if not devoured, at least cause an onos to redempt or even kill it. But I don't advise trying unless necessary. It's weak against structues, other than that, go for it.
Grenade launcher(GL):
This thing is my personal favorite weapon, using it effectivly can be difficult at times, it is the only weapon you can kill yourself with (aside from mines, but thats different.) It is best used against structures, since they are stationary and can't run, while you are safely around a corner. And if mastered can also be sucessfully used against aliens, but only with support, close in you'll just kill yourself. It has the advantage of surprise, in that they don't expect weapons from around corners. Similar to the HMG it requires armory upgrades and high res cost high matainence.
Mines:
Currently good in large numbers against onos, and a little bit against skulks at the beginning of the game as a cheap temporary substitute for turrets. They are proximity, so they almost have to step on them or touch it for it to go off. They are usually not worth the res, though do have high damage.
Welder:
Not a weapon, use it to open close welding points, and to heal armor, if you have a welder and your team doesn't you're the medic, use it.
Pistol:
A highly underused weapon, it does 20 damage per shot, and goes where you aim it. Though it has a very small clip size, it is useful. I personnally enjoy using it against Ocs, since if a skulk comes, you can switch to a full ammo rifle and blast it.
Now that we understand our weapons, how do we use them.
#1: This is rule number one for a reason, use your distance, if you have a chance, get a nice long clear hallway in front of you, and against any little aliens, your nearly immortal. Leap and blink can nullify this, as can spores, but other that that, your not going to die. If a skulk gets in close and you have an LMG, just try and avoid him, because your chances of killing him are slim to nil, hes faster, can take 10 bullets to your two bites, smaller target, and just plain scarier.
#2: This leads off from #1, have a teammate with you <b>whenever physically possible</b>.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> Whats this do, when that skulk is chewing on your leg, your friend peppers him with bullets, one dead skulk, two live marines (hopefully) in combination with a hallway, this is a very dangerous combination. Only increased by use of a shotgun by the one in closerange. And of course upgrades.
#3: When advancing your in aliens terrain, as soon as you clear that door, you need to check around for aliens hiding, those pesky skulks can be above you beside you, in a nitch in a corner, and at that point your range advantage is GONE, and you need that to win consistantly. If he gets your back though, you can't even fight. So look for him, at least that way you know when to pray.
#4: Go first if you have a shottie. Just plain works better, fixes the problem in #3.
#5: If your using advanced weapons, HMGs need to cover their grenadier friends, not wast ammo on building. The GL excells at taking out those OCs, you make sure that GL isn't eaten by an onos. When in the fight with aliens, GL should either take out their pistol, or fire into the aliens most likly escape route. Gl can also lay down advanced cover, to scare away aliens or force them into attacking, and maybe rack up some kills.
#6: Stop whining, read this guide
#7: Use voice if you can, but in all cases, always read the chat, if you mis it ~ up to it and check, you might be missing something important, if it's still not in the ~ pageup moves it up to check, don't do it in combat though, you'll be in for a nasty surprise.
#8: Move to your waypoint soldier, follow your commanders orders. If he explains himself, you can disagree, but still do it, he needs it done. If you really really disagree, vote to eject him. Don't yell at him, explain to him, or get someone better and eject him.
#9: Never build(or knife an enemy res) if your the last person to start, someone has to cover the back of your team. I have seen games go wrong too many times because everyone jumped on that res tower (stop humping the res tower ****.) One or two people covering won't lose that much time, and your team will thank you for it. When in said position, defending a building(or knifing) group, do not fire unless there is an enemy, when your building(or knifing) and you hear gunfire, stop building and help out. If the commander orders you all to build, then go for it, but on your own, don't do it unless necessary (as in your all alone and sneaking around)
#10: Listen, sound is your best friend, you can hear skulks pitter patter on the walls and floors, and gorges putting down structures, use it to kill them. But be warned, they can hear you as well.
How to kill an OC:
This, I sadly see, seems to be misunderstood entirely. Oc's currently have 1000 health, this means two full rifle clips, three pistol clips and a rifle clip, or a full hmg clip(remember they regenerate slowly though). Many marines believe to kill it you must subject yourself to the Oc's return fire, this is <b>false</b> a single marine, can kill an OC. The model for an OC is a stalk with a spiked orb with three small <b>tentacles</b> around it. Thos tentacles don't shoot you, and are part of the hitbox, you can shoot them and damage the structure. The OC shoots from the center orb though, so it can't necessarily shoot back. The most effective way to kill one then, is to edge around the corner untill you can see one tentacle, and shoot that. As said before I find the pistol most useful for this since every shot will hit that tentacle, 3 pistols clips and then move out and finish it with your rifle, and you will take minimal damage. The rifle will send a quarter of your shots wide or into the corner, and therefore should be used more for finishing up and against aliens themselves.
This and a healthy dose of aim makes a good marine.
<span style='color:purple'><b>Commanding</b></span>
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Commanding is probably the most important part of the marine team, a good commander knows tactics, placement, has team managment skills, and is fast.
It's <b>hard</b>. But once you get it down, it's actually easy, the marines are the ones who do the work.
Step one to commanding is building a good base. Your infantry portals should be in a secure location, as should your armory, and they should be near each other. A vent pointing at it, or anything of the sort, open to a hall or whatever, is BAD. Also placing the spawn portals and armor so that they hump each other and/or are against an annoying walls or confined, is a VERY bad idea. I personnaly hate spawing humping the armory, because it makes telefrags more common, I hate spawning trapped for the same reason, and what happens when that onos raides your base <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <img src='http://invis.free.anonymizer.com/http://www.geocities.com/kaiser_neo/NS/armory.gif' border='0' alt='user posted image'> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.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--> = WAAAAAAAAAA! <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Your turret factory then need to be a covered position as well, but from a different reason. Your taking cover from pesky lerks, and trying to take cover from bilebombing gorges, anything else, we're not very worried about unless they find a nitch. Bilebombing gorges will find sucess eventually, but you can put a stop to lerks. When placing a tf, always think, why am I placing this here, is there a simple spot someone could sit and shoot at it all day without dealing with my turrets? the building circle goes through walls, so always remember putting turrets on the other side while the factory sits in a secure location. Make it so the enemy is greeted with turrets not the factory, cover the backside of the Tf as well. Electrify if necessary. Turrets are also useful as blockers against rushing onos, and can buy time for your HMGs to take it down, though are generally ineffective against onos in themselves. Seige is easy, place in range, ping, dead enemy buildings. Best used in numbers.
The next step of commanding is taking res. As a commander res is your #1 concern. Getting res towers will give you victory, you should always have some marines denoted to this task, even if it's a secondary objective (go kill that hive, and take the res too) Also ake res nodes into account when setting up outposts, build the tf so it'll be usefull for more than one purpose. Electrifying res is very important if it gets seen, a skulk can kill a res node, a skulk gets electricuted.
From res your team needs upgrades, and hive positions. A phase is invaluable in taking and holding hives, while upgrades will help your marines stay alive in the fight. For the simple reason that weapons upgrades affect turrets as well, they should be a primary concern, for those upgrades cover your teams back. Motion tracking is great against sneaky silent aliens, and in almst every situation as well. Armor upgrades will hold those skulks ambushing your marines off for longer. From there its big guns and big armors. HA is generally better for a team with alot of res, and jp is useful for the small team or scouts. HA and GL and shotties refer to being a marine for usage.
Giving waypoints <b>and</b> verbal or text commands is most important though, instruct your marines on any problems you see, and help them out. Remember though, your fighting a res war, if your marine dies, the enemy team gains res, if your marine kills an alien, you get res. This is why I advise giving out medpacks more often than not.
Also, learn the keyboard commands for dropping items, especially medpacks, ammo, and weapons and armor. This can make or break your commanding at times, and effect the outcome of the game. Also, gather intelligence on the enemy. They have D chambers, spend res on weapons, if they have cloaking, and places sensories about, motion tracking and pinging are more important, go for dual observatories. If they have bigger lifeforms, bunch your marines up more. Always keep these in mind.
<span style='color:red'><b>Being an alien</b></span>
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
Aliens are more individual. While marines rely on organization, aliens rely on teamwork and individual planning. Helping your teammates by coming at the marines with them from a different angle or whatnot is very important, remember the marines only have 50 shots in that lmg, if he wastes all that on the first skulk, the second one will kill him. But he can reload. Don't move too much later in the game, and just plain eat marines.
Skulking:
Sneak, never go headon if you can avoid it, unless your upgraded with multiple hives. Learn to bite, try and jump in combat gives you better hitting chances on that center mass. If your outmatched, parasite the marines, let your friends take care of it. (also gorge for res if your not using it)
Lerking:
I find lerks without adrenaline almost useless, and with, nearly unstoppable. Adrenaline makes it possible to fly and fight at the same time. A dangerous combo if perfected. Use spikes in this situation, or spores for a short time and run. Without adrenaline though, try and stay on the ground, or even better find a nice ledge to sit on and look down, marines don't look up alot. Stay in the umbra cloud, thats the only time they are effective. Do not spore heavy marines, you'll be fine.
Fade:
Very powerful alien type, kills marines fast if used effectivly, and gets a ranged attack when you get 3 hives. I find fades most effective with cloaking, a cloaked fade kills marines alot better than a skulk. 50 res, and about half the effectiveness of an onos, definatly a good buy.
Onos:
God of aliens, causer of marines to pee their tight spandex green pants. This thing just kills, the main thing you need in this case, is to remember you still aim at the middle of the screen, for devour and gore, so use it. I prefer celerity to run out of a fight before dieing. The cost is very high for a lost onos, so get redemption or regeneration. Don't fear turrets, they are weak against you.
<span style='color:orange'><b>Gorging</b></span>
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Gorging is easy, build 3 chambers of each type, res towers, and hives. Build the chambes the team decides on but remeber defence is most useful for the gorge, if your doing alot, take defence. The difficult part of gorging is placing effective defences, most gorges go for the wall off the enterance style, great if you actually want to stop the marines from moving into a position, but not great for much else, it dies easy, is grossly ineffective, as the marines run. What is most effective almost all the time, is putting offence chambers in an ambush position, be a magician. Make the enemy look at one pair of chambers while he's repeatedly pelted in the back by another. Use defence chambers behind the offence ones whenever possible. Sensory cloaking goes through walls, movement is great for attacking positions. Use everything to be effective, ya damn fatty! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Hope you don't all hate me now
Ashes Ashes they all fall down...
Comments
There are two teams, marines and aliens. The goal for aliens is to kill all marines and their buildings -particularly the spawn points (infantry portal or IP) and their command station (command console or CC). The goal for marines is to kill all aliens and their buildings - particularly their spawn points, the hives. Each map has three hives, aliens start with one and can build the others during the game. Marines start with one CC and have to build IPs to spawn.
On the map, there is a number of resource nozzles (res), which, if harvested, can provide either team with resources. Marines can build a resource tower (rt or res) and aliens can build a resource node (also known as rt or res) to collect the resources. Both teams start with one rt.
On the marine team, the commander uses the resources provided to make buildings (eg. resource towers or infantry portals), upgrades (eg. better armor or motion tracking) and to buy equipment for the marines. <i>It is only the commander who is able to buy weapons and use resources</i>. The commander is the marine sitting in the CC, and that can change during a game. If noone is sitting in the CC, there is no commander on the team. When a marine kills an alien, a small portion of resources are added to the pool for the commander to use.
On the alien team each alien can use resources individually. The resources collected from the resource chambers are distributed evenly to all aliens but all aliens get to keep the resources they get for killing a marine. Aliens can use resources to evolve into other lifeforms as described by Ashes. You choose which lifeforms to evolve into through the menu (accessed by default with the right mouse button). You can also buy personal upgrades. Which upgrades are available is decided by the type of chambers that have been built. You also evolve upgrades through the menu.
It is only the builder class of aliens, gorges, that can make buildings for the alien team. They can build hives to get more spawn points and abilities, offense chambers (oc), which shoots spikes to defend key positions, resource chambers or upgrade chambers. There are three different kinds of upgrade chambers: Defense chamber (dc), sensory chamber (sc), and movement chamber (mc). Defense chambers give the possibilty of defense oriented upgrades and heals all nearby alien players and buildings. Sensory chambers give upgrades related to detection and stealth, and they make all nearby alien players and buildings invisble until they attack. Movement chambers give perormance related upgrades and they boost the energy of nearby alien players.<i> Only one type of chamber can be built per hive you have built</i>. That means that at first, you can only build one type of chambers, until a gorge builds the second hive. Then you can choose an additional upgrade chamber to build. Gorges build from the menu as well.
When moving around on the map, marines can see the position of nearby friends on the minimap in the top right corner of their HUD. They can also see in which direction the other marines are in, this is shown as an arrow. Aliens can see the position of other aliens, hives and buildings under attack as glowing points on their screen. This is called hivesight. It is worth to note, that the spot representing a fellow alien, turns red when it is under attack.
I know this is pretty basic stuff, but it is usually what I have to explain to people trying NS for the first time. I hope it helps. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
LMG:
The advantage of this weapon lies in range, ...Sadly, it is quite innacurate, <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Er... that's somewhat oxymoronic IMHO.
The NS weapons have unlimited range, (well, I'm pretty sure,) they just fly until they hit something. The LMG can shoot at a skulk down a corridor, but it will do squat damage till the skulk (if it's daft enough to approach you in a corridor,) charges you.
I'll carry on reading... pretty good so far... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
...which discourages armoury humpers.
There are two sides to the arguement. ppl who stand on IPs whilst getting ammo deserve to be TFd. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Excellent section on how to kill an OC.
However, OCs work best when placed at the end of a corridor, like so:
| marine's |
| most likely |
| approach |------------------------
| OC DC
| X OC DC
|--------------------------------------
So it wouldn't work then. With a setup like that it is very unlikely a single marine could take even one of the OCs. The def chambers would render is shots useless. Still, you can try. If you dodge (strafe) left and right while firing, (about 1.5 seconds between dodges,) you will get hit far less. For those of us who were bred on Shoot'em'up consoles (Time crisis II you are my hero...) we can usually dodge the spray from the OC as we see it. This is harder in ns2 as the spray has changed in design. It now resembles spike shooter not Gorge spit. Still, it is possible.
Note that the farther you are away from the OC the better. Stand at point 'X'. That way, you can dodge back to reload, and have a good deal of time to dodge projectiles. Your (in)accuracy using the LMG will not matter, as hardly any bullets will spray past the hitboxes of your target.
Finally, only target one OC at a time. However, shooting one with about 10 shots before switching to the other will DISTRACT THE DEF CHAMBERS! They will heal the one which is damaged first, allowing you to concentrate on the OC you want to take out.
More comments as I read...
Also, learn the keyboard commands for dropping items, especially medpacks, ammo, and weapons and armor.
if they have cloaking, and places sensories about, motion tracking and pinging are more important, go for dual observatories.
If they have bigger lifeforms, bunch your marines up more. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
A few things: (on order of topics in quote)
1) The medpack cost is equivalent to the RFK reward, so not really the important. Medpacks are best used for marines with heavy equip, or if they are taking a key position that may be lost in the time it takes the marine to respawn.
2) COULDN'T AGREE MORE! COMMS! KEYBOARD SHORTCUTS! Get those qweasdzxc buttons going!
3) I don't understand this bit. Dual observatories? Why? Please explain. <i>More</i> obs will decloak aliens when they are close to the obs, but 'dual'? More obs does not mean more powerful MT. (But maybe it should, or at least an upgrade. MT SHOULD BE UPGRADEABLE! But see the suggestions forum for that)
4) This should always be done! TEAMWORK EXPLOIT! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
weapon upgrades don't affect turrets;
the main reason for building multiple observatories is for scanner sweeps. a full obs can have around 5 sweeps, so if you have 2 sieges outside a hive, one obs usually isn't enough. on clan servers, i've seen marine starts that have up to 6 observatories; that commander used sieges a lot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
upgrades in 2.0 do. not. affect. turrets.
proof:
unupgraded turret: <a href='http://home.beld.net/~kamil/images/NS/ns_eclipse0001.jpg' target='_blank'>ns_eclipse0001.jpg</a>
upgraded turret: <a href='http://home.beld.net/~kamil/images/NS/ns_eclipse0002.jpg' target='_blank'>ns_eclipse0002.jpg</a>
(note the UPGRADED GUN ICON in the lower left corner)
<!--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-->Er... that's somewhat oxymoronic IMHO<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No, the weapon has dramatically more range than a skulk, but it peppers are the center of your crossheir, with it's high rate of fire, you'll hit alot, and kill the skulk in less than a clip, but it does more damage against larger targets.
<!--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-->...which discourages armoury humpers. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
On humping the armory. When I'm on a good team of marines, I have almost routinly ran out of ammo while on patrol. If I hadn't humped that armory before I left I would have had to beg for ammo even earlier, and wasted my comms res. So what putting the ips right next to the armory is make me move into a more confining position. Also, while humping the armory make sure you can see an enterance to your base, if an alien comes in, it's time to stop. Often comms place the ips behind the armory, thinking that will make them safe? or something? What this does is your marines getting their ammo cannot see an incoming threat. If your base is under attack though, by multiple onos, and your going to die, ignore the armory unless you need it. Every pit of damage helps on those tanks.
<!--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-->Finally, only target one OC at a time. However, shooting one with about 10 shots before switching to the other will DISTRACT THE DEF CHAMBERS!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I didn't know that, thanks, I'll use that! So should everyone else. Sometimes you can shoot an OC from beyond its maximum range. But I have found dodging spikes to be almost impossible. They use the same weapon as the lerk I believe, and a lerks weapon hits instantly. I've ducked behind cover, only to still get hit by a firing OC, and believe them to be impossible to get out of the way of. Maybe I'm wrong, but I find moving reduces the damage done to you, but it'll still hit. Also with my method, it can be done effectively by 2 people at once, 1 person crouching and one standing behind him.
Crouching: does not effect your aim, but it does make you a smaller target, and makes your friends realize your planning to stay there. You also don't block line of fire for standing marines behind you.
<!--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-->The medpack cost is equivalent to the RFK reward, so not really the important. Medpacks are best used for marines with heavy equip, or if they are taking a key position that may be lost in the time it takes the marine to respawn.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If your marine wins the fight because of said medpack, the aliens don't get res, while you recieve res for the kill to make up for anything lost, and keep your marines in the fight, which is invaluable when far from base. Skulks move alot faster. Aliens also can expand faster (self building structures, multiple gorges,) so denying them res is very important.
<!--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-->weapon upgrades don't affect turrets<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I usually play 2.01d not 2.0 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> but I'm not sure on this issue, maybe I'll check it myself. But multiple observatories is for the pings, and you can have 1 upgrade while the other pings.
As you probably could see, I didn't put too much effort into my aliens section, I kinda got brainwashed out, perhaps I'll expand it more in the future.
Ashes Ashes they all fall down...
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.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--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.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--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.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--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->