Joining, Now With Questions.
NETSTATA
Join Date: 2004-04-08 Member: 27801Members
<div class="IPBDescription">Replies appreciated</div> Found NS roughly three days ago, and after constant play, and scannings of these forums, I can honestly say that it is <i>the</i> best, unofficial HL mod out there (and in mho, only has DoD as competition). Though I still have questions, ones that (without a good community) I'd have to learn myself, which would take time, and be less convieniant than simply asking right now. So, here it is.
Motion Tracker: How to avoid it.
Commander: Popular (Most used, prefurably) strats, and counter strats.
Game-related Slang: Any, and all slang that you know, that I have not already used here. *Any*
The severity of difference between levels of weaponry. Ex: How much difference is there between a level 1 LMG, and a level 2? etc, etc
Popular map names
Popular(/best) building orders (What to build when, and where to build it)
Anything else that I can think of will be added in later posts.
Motion Tracker: How to avoid it.
Commander: Popular (Most used, prefurably) strats, and counter strats.
Game-related Slang: Any, and all slang that you know, that I have not already used here. *Any*
The severity of difference between levels of weaponry. Ex: How much difference is there between a level 1 LMG, and a level 2? etc, etc
Popular map names
Popular(/best) building orders (What to build when, and where to build it)
Anything else that I can think of will be added in later posts.
Comments
To avoid showing up on motion tracking, you must either stand still or be cloaked by either the cloaking upgrade or by the sensory chamber.
<!--QuoteBegin-NETSTATA+Apr 8 2004, 11:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NETSTATA @ Apr 8 2004, 11:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Game-related Slang: Any, and all slang that you know, that I have not already used here. *Any*<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=23782' target='_blank'>A list of acronyms and abbreviations</a>, if that helps.
<!--QuoteBegin-NETSTATA+Apr 8 2004, 11:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NETSTATA @ Apr 8 2004, 11:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The severity of difference between levels of weaponry. Ex: How much difference is there between a level 1 LMG, and a level 2? etc, etc<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Each weapon upgrade increases damage by 10 percent of the base damage. Thus, an LMG deals 10 damage per bullet at level 0, 11 at level 1, 12 at level 2, and 13 at level 3.
Here are the base damages of the marine weapons:
LMG - 10
Shotgun - 17 per pellet, 10 pellets per shot
HMG - 20 (halved versus structures)
Grenade Launcher - 125 (doubled versus structures)
Pistol - 20
Knife - 30 (unaffected by upgrades)
Hand Grenade - 100 (doubled versus structures)
Mines - 125 (possibly doubled versus structures, possibly unaffected by upgrades)
Numbers such as these can be found in Balance.txt in your nsp folder.
Well, there is no real way to avoid Motion Tracking, unless you stand still, or are cloaked.
WEAPON UPGRADES
Weapon damage upgrades just decrease the # of bullets it takes to kill a skulk. I'm not sure about the exact Number. For armor, however, i know it takes about 2-3 hits to kill a marine without armor. For LVL 1 armor, it takes about 4-5 hits. It goes up every armor level. A skulk with focus doubles it's bite damage, so it takes about half the # of bites it takes to kill a rine with a normal skulk.
BUILDING ORDER
I usually go with...
1.2 IP's
2.Armory
3.Observatory
4.Arms Lab(build a second one after you get 4 res towers)
5.Turret factory
6.Protolab
It is good to drop a res tower between each of these steps. Also, secure hives and drop tf's Phase gates, and turrets as necessary.
POPULAR MAPS
CO_Faceoff
CO_Angst
CO_Core
NS_Eclipse
NS_Caged
NS_Hera
NS_Mineshaft
NS_Origin
Hope I helped <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
For more of this type of information, use the <a href='http://www.nonoobs.com/damage.php' target='_blank'>Damage Simulator</a>.
Cloaking does not guarantee that you will not show up on MT. In fact, I did not think it made a difference (<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->). It is the speed that you walk that affects MT. If you walk (as in, not run, <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) in burts, you should not show up on MT. However, it takes ages to get anywhere.
While playing combat, if you must get the cloaking upgrade, walking is essential. I personally bind it to "q" so I can hold it down whilst moving forward.
JatinR30, at the start of the game I think having an elec tf and one less IP would be more benificial. Currently you're too vulnerable to skulk rushes IMO. Still, at least you get arms lab early.
NETSTATA, You may want to to take a look in the <a href='http://www.unknownworlds.com/forums/index.php?showforum=20' target='_blank'>Frontiersmen Strategy</a> forums too.
HTH
As for the most popular build order...well, let's say there's
- 1 IP
- 1 armory
- 1 TF + electrification
- Spread marines into small squads to secure about 2-3 RTs
Generally, once marines do this, aliens are 75% guaranteed screwed (unless the managed to get the same amount of RTs up)
HMG should be doing <b>18</b> base not 20 in 3.0.
@Netstata:
Commanding is more about dealing with people - use co_, some offline commchair experimenting and some plain old ns_ grunt experience to figure out the upgrades and their effects, prices and prerequesites before starting to learn. But after you have that, you're pretty much on your own to figure things out - just don't be afraid to get bitched and moaned at alot, and learn from your failures. Theres only 2 generic rules that always grip, and they are :
1. <b>Talk to your marines. Pretend you know what you're doing, and tell them what to do and possibly what the plan is (as far as they need to know). Don't be afraid to be frank with them either when they get on your balls with their whining.</b> "ONG SKULK KILLED ME.. I BLAME LEVEL 0 LMG!")
2. <b>Armor 1 is your friend.</b>
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You sure? I think you are only invisble to MT when you are cloaked because you are likely to be walking while using cloak. (To prevent decloaking)
I've seen a big blue MT symbol coming down the corridor at me before. :S Mind you, this was in about ns2.
Anyone know for sure <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
On the other hand, sitting still uncloaked doesn't always work - the code for that is somewhat buggy, and will often still show you. I've had this too often as a marine, where the MT circle simply did not disappear and let me turn a corner and open fire right at the hiding Skulk.
HMG should be doing <b>18</b> base not 20 in 3.0. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
According to Balance.txt, the 3.0 Manual, the damage simulator, and mp_drawdamage, it does 20 damage per shot.
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But not the UPGRADE?
Also, MT isn't perfect - it lags behind the lifeforms actual position a good bit, so you don't have to run straight at them just because they have MT anyway.
HMG should be doing <b>18</b> base not 20 in 3.0. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
According to Balance.txt, the 3.0 Manual, the damage simulator, and mp_drawdamage, it does 20 damage per shot. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Just checked, and thats true. Weird, thought I read it somewhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
This is what <b>I</b><i> believe</i> happens.
A sensory chamber blocks MT (motion tracking) ANY movement inside that sensory chamber's area of effect will not only be cloaked, it will not show up on the marine's screen. Attacking will cause you to be uncloaked, but moving while attacking still will not show up on MT.
ANY directional movement outside of a sensory chamber's area of effect WILL show up on MT. Walking while cloaked will also show up. Standing still should eventually get rid of the circle on the marine screen, but the code is "interesting" and the circle can stay there for quite some time.
An observatory negates all effects of any sensory chamber within its (the obs) area of effect. MT works, aliens and structures are not cloaked.