Ns "hints"

2

Comments

  • mebmeb Join Date: 2003-04-15 Member: 15536Banned
    - create effective and unique styles of play for yourself
    - never neglect knife
    - have fun, being serious sucks
  • superanimal67superanimal67 Join Date: 2003-07-07 Member: 18005Members
    if you have a embarresing score type retry in the console
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    <!--QuoteBegin-@nthony+Feb 20 2004, 01:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (@nthony @ Feb 20 2004, 01:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, and always use hud_fastswitch 1! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    whats it do?
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    <!--QuoteBegin-cHIs-+Feb 20 2004, 03:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cHIs- @ Feb 20 2004, 03:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-@nthony+Feb 20 2004, 01:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (@nthony @ Feb 20 2004, 01:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, and always use hud_fastswitch 1! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    whats it do? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    makes your weapons switch quickly witout that annoying weapon slection thing at the top,try it!
  • QuietstormQuietstorm Join Date: 2004-02-18 Member: 26670Members, Constellation
    I've never used this hud_fastswitch 1 thing...but I put it in when I was in a game...nothing happened what so ever, it flipped through my weapons like it normally does <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> any ideas?
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've never used this hud_fastswitch 1 thing...but I put it in when I was in a game...nothing happened what so ever, it flipped through my weapons like it normally does  any ideas?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    It makes your weapons switch without the confimation box (does not work for mousewheel, only 1,2,3,4)

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Use silence to pick off the last marine in a group, the rest will most likely not hear a thing unless the marine gets a few shots off first.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I would only do this if its 1,2 marines anymore and their just gonna turn around and shoot you as the marines make death sounds now, in 2.0 aswell. (Well the smart people at least)

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->: ) Only use headphones to play. Free motion tracking! Well good headphones that is<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That is of course if you dont have a 7:1 £200 sound system hooked upto your PC.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Pay Attention! Cloaked Aliens are NEVER 100% cloaked! You will still see there outline if you look realy close. This could be the difference between getting that phase up and just looking at the little circle while youre building. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    -Alien: Make use of the fact that all aliens are able to walk and strafe in any direction without the cost of speed. With the exception of Lerk and possibly Fade, you'll be spending much of the game grounded. Being able to quickly check your surroundings for incoming or watching your back as a Gorge can make quite a difference.

    -Marine: Even if you're not certain, tell your squad there are aliens in the vicinity, especially when entering possible alien terrain. It's much better to be wrong about your suspicions than to never notice the Skulk waiting overhead.

    -Marine: Since the release of 3.x, Hand Grenades have become quite a useful tool to Marines in early games. I find it's wise to research Hand Grenades at least 8 minutes into the game; by this time, you'll have plenty of enemy structures that need removal, and the research cost should not be a problem.

    -Alien: When building as a Gorge, keep your eyes on your surroundings. Even while cloaked, your covert construction can be compromised by unwanted building noises or a wayward Marine. Since structures can build on their own, plan when it is best to aid in construction or lay in wait. Also a note on building OCs: a newly constructed OC with enemies nearby is more than likely bound to give you away.
  • Pa1adinPa1adin Join Date: 2003-06-06 Member: 17048Members
    Marines are not cs.
    They are not fighting enemies with guns.
    When you see an alien at the end of a long hallway you don’t have to start jumping about like a rat on crack.
    In fact if you are moving as a group it is best to stop and if you are in front: crouch. It will let the people behind you have an open shot, also by not moving your aim will be better.
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    Get rid of the CS attitude before you play.
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    If you either see God or Buddha walking down a corridor, kill him.


    And be polite, if you can't be polite, just dont talk/type. You will be a head in the long run.
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    Have a key bound to "lastinv" handy at all times. Stop building when you hear an alien. Use volumetric explosions to your advantage; nothing smaller then a fade will survive an explosion in a vent or other narrow passage. Don't use a ridiculously high sensitivity.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin-KaMiKaZe!!!+Feb 20 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KaMiKaZe!!! @ Feb 20 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have a key bound to "lastinv" handy at all times.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Though that is certainly a good hint, I found it more effective in the long run to simply rebind the slotx commands to more accessible keys. Lastinv, though convenient, I find too limiting.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    edited February 2004
    Best hint i have: listen always very carefully and learn to recognize the sounds. With an appropriate knowledge of a map, you can guess where that alien/marine is.

    As a side note, disable the music <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    <!--QuoteBegin-Draconis+Feb 20 2004, 04:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draconis @ Feb 20 2004, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As a side note, disable the music <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    NS is nothing without it's music <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    If you build something and you have Motion Tracking, use map or minimap to see incoming enemies. MT blips are disabled while you build (a bug).
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    <!--QuoteBegin-Licho+Feb 20 2004, 05:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Licho @ Feb 20 2004, 05:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you build something and you have Motion Tracking, use map or minimap to see incoming enemies. MT blips are disabled while you build (a bug). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    a feature
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you build something and you have Motion Tracking, use map or minimap to see incoming enemies. MT blips are disabled while you build (a bug). 


    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a feature <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Feature or not, it's still a useful hint.

    Try to form a type of dependency on your mini/pull-down map (defaulted to C or M). Use it to locate waypoints quickly, find teammates and friendly structures, learn what areas are under attack, and [with motion tracking researched] find an approximation of the enemie's location relative to strategic points on the map.

    Marines: While turrets make an excellent defensive structure early in the game, once the aliens get a 2nd hive and higher evolutions (i.e. Fades and Oni) the turret's usefulness is drastically severed. Try not to invest too much res into creating massive turret farms, and <b>never</b> place a dependency in them, since they can be eliminated rather easily by Gorge bilebomb, and do very little damage to Fades and Oni. The best a group of turrets could do in a situation like this is serve as a minor distraction, wherein your team should be responding to the threat.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    I beleive that every one who goes com is better off using his microphone in sted of writing...

    and for skulks, well, when u are going forward to bite a marine, strafe all the way there to avoid bullets.

    -any one knows, when you are a com, how to drop more then 1 item without reclicking on the item's icon again?Like drop 4 HMG at the same time or one after the other?cause i've seen some coms doing that but i don't know how...

    -can we rotate building?Like to make them fit somewhere...
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    edited February 2004
    When you have MT, use the minimap extensively to track alien movement precisely. Stop building the moment you hear an alien. Use headphones if you can, they make it much easier to pinpoint an alien's position with sound. Always have a key bound to "lastinv" handy, it will greatly increase your effectiveness on either team. Crouch-dodge against higher lifeforms, they often have a hard time hitting a smaller and lower target. Use long hallways to your advantage when playing as a marine, and use closed dark rooms to ambush marines. Take full advantage of volumetric explosions; nothing smaller then a fade will survive a nearby explosion in a closed space. Remember that vents aren't the only place that volumetric explosions can occur. Also remember that volumetric explosions love to go through walls. If you are not a good higher lifeform, do not evolve to one in normal NS; instead go gorge. Try playing combat with no more then one of each alien upgrade type (one movement, one defense, and one sensory upgrade), it makes for great practice. Don't rambo. Listen to your team, be aware of how the game is progressing.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    -any one knows, when you are a com, how to drop more then 1 item without reclicking on the item's icon again?Like drop 4 HMG at the same time or one after the other?cause i've seen some coms doing that but i don't know how...

    -can we rotate building?Like to make them fit somewhere... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    -You can use hotkeys to drop items quickly. QWERASDFZXCV are the default keys and correspond to the 4x3 grid of buttons at the lower right of the commander's display.
    -No matter how a building is oriented it takes the same amount of space, so it is unnecessary to be able to rotate it.
  • The_EpitomeThe_Epitome Join Date: 2003-11-26 Member: 23573Members, Constellation, NS2 Playtester
    Even better than binding lastinv: get a 5-button mouse. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    personally i prefare seiging every hive in sted of just walking in with heavy weapons... it's just more fun and more secure
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Hmmm....hmm...hints hints....ah I've got one

    Don't die <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    (Actually I mean learn the strengths and weaknesses of everything. In short though....)
  • IsackiIsacki Join Date: 2004-02-21 Member: 26751Members
    This is a question, not a hint <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Probably the oldest trick in the book I bet.
    How do you switch weapons quickly e.g. switch to it automatically instead of selecting it?
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    <!--QuoteBegin-Isacki+Feb 21 2004, 10:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isacki @ Feb 21 2004, 10:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How do you switch weapons quickly? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hud_fastswitch 1 and set Q to last weapon used, very easy.
  • nipnip Join Date: 2003-11-12 Member: 22670Members, Constellation
    edited February 2004
    If you are a marine noobie...you are going to die sooner than later. It is a fact...deal with it.

    SO.... DON'T waste valuable time filling your pockets with ammo at the armory...you only need 100 rounds max...get it and move out soldier.

    Skulks love noobie marines standing around the armory Munch munch munch.
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    Marine: When a teammate is going around the corner, or is standing still there, scanning for potential targets, aim just in front of him instead of joining him around the corner.

    M-------*---------->
    ++++/
    +++/
    ++M

    Marine: You are comm and you got plenty of res for weapons, try to bring variation to your marines: Don't give 'em all HMG's, but try to throw in a GL or a Shottie for a change.

    Marine: Never ever underestimate the power of the GL, it is:
    -The hide-around-the-corner-or-in-the-vent-skulks worst nightmare
    -It turns building into filet americain
    -Does much more damage to a group of aliens or buildings thanks to the moghty splash damage

    Alien: As said before, don't go automatic bitegun against marines, try it in a semi-automatic mode for better accuracy.

    Alien: You can disable marines temporarly by jamming elevators by press the lever when it is going down. They will be stuck on the platform because they can't press the lever from their position.

    Marine: LISTEN TO YOUR COMMANDER!!!!!!!

    Alien: When building OC's, make sure that you build them in a position that will give them multiple angles to shoot from. Okay, that sentence sucks, so E.G.:

    +++++++++ / M /
    +++++++++/++/
    ---------------+++-------------
    +++Oc+++++++++OC
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Aliens can climb walls and ceilings for a reason. This makes a very good ambush, particularily good on veil where there is many open doorways which a skulk can hide above, as soon as a marine walks out, bank bite his backside. Cloak is even better with this, as it allows you to poke out of areas, and still do the same effect.
    Cloaking and walking on ceilings for an amubsh is also a very nice, easy and satisfying kill.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    if your a skulk i recommend upgrading clocking and silence if u can...

    onos, regen and celerity

    fade, regen and celerity or adrenaline

    lerk regen adrenaline

    gorg regen celerity
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <span style='font-size:8pt;line-height:100%'>Know your chaimbers as an alien.

    Defense chaimbers give you the Defense upgrades, and when you get near a Defense chaimber, it will heal you at a rate of 10 HP every second or two. Multiple DCs will heal you in multiples of 10, and the heal radius can reach through walls, so you can build these in large vents the marines cannot get to, and they will still be useful to nearby aliens under attack. They also heal alien structures, so building them near other things like hives, offense towers, and resource towers is good insurance that they will last a little longer under attack.

    Movement chaimbers give you the Movement upgrades. When you get near one, it gives you boosts to your energy guage over and over, which allows you to repeatedly attack or use high energy attacks like stomp or acid rocket when nearby a few MCs. The effect goes through walls. <b>Also, when you walk up to one of them and hit your use button, you will teleport to the furthest hive from the MC's location. You cannot use the MC to teleport to an unbuilt hive, but you CAN use it to get to an unbuilt hive if it comes under attack and starts flashing red on your HUD.</b> This makes MC handy as a first hive if you expect to have to defend your hive before it is built, or if you just want to get around a very large map a lot quicker.

    Sensory chaimbers give you the Sensory upgrades. They also have a cloaking radius which makes any nearby aliens or alien buildings nearly invisible to the marines. Even when moving near an SC, you will remain cloaked, although attacking, or any offense towers firing at something will uncloak you or the tower for a moment. This effect goes through walls. SCs do not do anything special other than cloak the nearby area, but the effective range is a bit larger than the other two chaimbers radius.</span>
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