Ok, I am a commander and i need help on the basic function sof a commander such as Upgrading things Upgrading armoy Setting waypoints And any other advanced controls
Select the apgradable building (armory/turret factory) by left clicking on it, and click the upgrade button that appears on the menu box. Note: the button on the lower-right is the recycle button, so be carefull. Also, you can only recycle built structures, so if you dropped the wrong thing, have your troops build it so you can recycle it (you get half the RP value of the structure back.)
Select a single trooper by left clicking on him, or a group of them by left click, hold and drag over group. Then RIGHT click on a location for waypoint, unbuilt structure for build, or built structure for defend.
Researching:
To research, select the apropriate building and click on the upgrade you want. There are three buildings that allow you to research: Observatory, arms lab and prototype lab.
Observatory allows you to research motion tracking. The observatory is required for phase gate operation, gives you the ability to scan spots on the map from the equip menu, and allows you to use the distress beacon. If more than half of your marines are dead, you can select the observatory and click on the beacon icon. For 15 RP it will respawn all your dead marines regardless of wether you have spawn portals or not.
Arms Lab lets you upgrade regular marine armor, as well as amunition. It is also required to buld the prototype lab.
Prototype Lab allows you to research Heavy Armor and Jetpacks.
Tips:
Get voice com if you don't have it.
Tell your marines to use the "canned" health and amo calls. This way, you can use the space bar to instantly go to the last call.
Do not build turrets at every resource node you get. If it gets 23 resources before it is destroyed, it's a net gain for your team.
Know your maps!!
Upgrade your armory as soon as you can spare 35RP. HMG must be ready for issue by the time the first "FADE!" call sounds.
It's better to defend with marines than with turrets, so drop a phase gate at every hive you control, as well as your base.
Build a spare CC. You don't want to lose a game because of a good base rush.
Yeah, Bolter pretty much answered all of your questions. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> What a nice guy.
About his tips: know your maps is the most important one! I've written a guide to ns_caged, which you can find <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=12423&hl=ns_caged' target='_blank'>here</a>!
That was a good guide, I have been looking for 45 mins on how to upgrade armour and all that (since most people in the game think they are to good to tell you or are just to new) I mostly play Aliens, and I am very familar with that, but I get lost a little when playing Marines, especially when no one wants to be commander and I am stuck with doing it, and I don't have a clue on what needs to be built first. So, I have a question here, What does a new commander build first? I mean, in order to get HMG's and seiges quickly, What are the very fist essential strustures that need to be built? Any help would be greatly appreciated.
Brandyfire - there are a lot of different build orders that you can use when starting the game. On public servers, most bases start out with an infantry portal or two, an armory, and a turret factory with 2 or 3 turrets. When placing turrets in your base, make sure you cover the command chair as well as a lot of your base, if possible. Try to place the turrets in a triangular pattern around the factory so a skulk can't get on one side, destroy it, and take out all your turrets. Just don't go overboard on turrets anywhere.
Personally, my build order depends on the map that I'm playing. Typically, I like to get an observatory up and running as quickly as possible. This allows you to use scanner sweeps all over the map, build phase gates, use distress beacon, and research motion tracking for your troops.
You say that you want to get HMGs and sieges quickly, but you really don't need them until you've taken over your first hive. If you're interested in seeing the tech tree, there's a copy of it in the NS manual (C:\Half-life\ns\manual) or wherever you installed NS to.
Hope this helps a bit! There's a lot of information you may find useful in the Frontiersmen Strategy forum - that's where I usually hang out at.
Flatline, I had read your article in planetNS and I found it well though-out and insightfull. Good work. I would like to expand on a couple of things though. -Welding the vent in the vestibule will not prevent a resourcefull alien from harassing yor base. I have seen many a skulk rush through the base, up the wall, and parasite everyone that leaves base. If they have 2 hives, then you have a fade shoting your marines in the back as they leave the base. Grenade launchers can counter this, but the time and resources utilized detract from the overall marine startegy. A few mines placed on the wall will save you many a headache. -Opening the southern approach to Ventilation hive at point 7, near pumping02, is desirable. The sheer distance to ventilation through the northern aproach makes it difficult to reinforce untill you have a phase gate near/at the site. In fact, an enterprising gorge can block that hatch that opens down, and buy the aliens precious time.
Brandyfire, as Flatline pointed out, build orders differ depending on how you want to play. The most conservative is:
2 inf portals Turret factory 2 turrets armory 1-2 more turrets to cover blind sides
This build order places the brunt of base defence on turrets. It also uses all of your resources rather quickly, and does not gain you any tactical advantage. A more flexible build order goes like this:
2 inf portals Armory Observatory research motion tracking
This build order places early base defence squarely on Marine's shoulders, so it's considered an advanced BO. Going this route will enable you to secure your first, empty, hive with one phase gate only, so you can go fight for the second hive. Motion tracking is a force-multiplier, it gives your Marines an extra edge. The observatory allows the commander to scan for hives, ambushes and use the beacon. Do not attempt this BO unless you're confident of your Marine's ability to shoot and follow orders.
It is important for commanders to realize that defending your base and securing an empty hive will lose you the game 4 out of 5 times. If you allow the aliens to get fades and umbra lerks, you're half-way to losing the match. You may think that your tech will save you, but tech depends on RP, and those will be taken away while you're being bled white at spawn. Relying on rambo tactics like welding hives with jetpacks or sieging a hive from a vent, are indeed spectacular, but very hard to pull-off. The fight for the match is at the second hive. Use your scan to find the weakest enemy hive, and set up a phase gate near it. If you have the resources siege it, if you don't, oh well, you got to attack anyway. This forces the enemy to react, and lose the initiative. Using your superior respawn rate, and instant mobility through gates, you have every advantage against lvl 1-3 aliens. Easily said, but difficult to acomplish. Cheers!
Bolter - Your point on an alien rushing through the base and getting into the vent was brought up by someone else a while back. They suggested the use of mines too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
And you're right about securing your base and hive, and then stopping to tech as being a major downfall. This allows the aliens to play the containment game - once that second hive is locked down, regroup via phase gates, scanner sweep the map, and start throwing down some resource towers and setting up a forward base at a critical location. If you wait to get an arms lab after this, you'll have plenty of resources to start teching without having to wait for those few extra resources to roll in.
Comments
Select the apgradable building (armory/turret factory) by left clicking on it, and click the upgrade button that appears on the menu box. Note: the button on the lower-right is the recycle button, so be carefull. Also, you can only recycle built structures, so if you dropped the wrong thing, have your troops build it so you can recycle it (you get half the RP value of the structure back.)
<!--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-->Setting waypoints<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Select a single trooper by left clicking on him, or a group of them by left click, hold and drag over group. Then RIGHT click on a location for waypoint, unbuilt structure for build, or built structure for defend.
Researching:
To research, select the apropriate building and click on the upgrade you want. There are three buildings that allow you to research: Observatory, arms lab and prototype lab.
Observatory allows you to research motion tracking. The observatory is required for phase gate operation, gives you the ability to scan spots on the map from the equip menu, and allows you to use the distress beacon. If more than half of your marines are dead, you can select the observatory and click on the beacon icon. For 15 RP it will respawn all your dead marines regardless of wether you have spawn portals or not.
Arms Lab lets you upgrade regular marine armor, as well as amunition. It is also required to buld the prototype lab.
Prototype Lab allows you to research Heavy Armor and Jetpacks.
Tips:
Get voice com if you don't have it.
Tell your marines to use the "canned" health and amo calls. This way, you can use the space bar to instantly go to the last call.
Do not build turrets at every resource node you get. If it gets 23 resources before it is destroyed, it's a net gain for your team.
Know your maps!!
Upgrade your armory as soon as you can spare 35RP. HMG must be ready for issue by the time the first "FADE!" call sounds.
It's better to defend with marines than with turrets, so drop a phase gate at every hive you control, as well as your base.
Build a spare CC. You don't want to lose a game because of a good base rush.
About his tips: know your maps is the most important one! I've written a guide to ns_caged, which you can find <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=12423&hl=ns_caged' target='_blank'>here</a>!
Also go to www.planetns.com and read their strats.
I mostly play Aliens, and I am very familar with that, but I get lost a little when playing Marines, especially when no one wants to be commander and I am stuck with doing it, and I don't have a clue on what needs to be built first. So, I have a question here, What does a new commander build first? I mean, in order to get HMG's and seiges quickly, What are the very fist essential strustures that need to be built?
Any help would be greatly appreciated.
<img src='http://www.brandyfire.com/siteimagetest1a.jpg' border='0' alt='user posted image'>
Personally, my build order depends on the map that I'm playing. Typically, I like to get an observatory up and running as quickly as possible. This allows you to use scanner sweeps all over the map, build phase gates, use distress beacon, and research motion tracking for your troops.
You say that you want to get HMGs and sieges quickly, but you really don't need them until you've taken over your first hive. If you're interested in seeing the tech tree, there's a copy of it in the NS manual (C:\Half-life\ns\manual) or wherever you installed NS to.
Hope this helps a bit! There's a lot of information you may find useful in the Frontiersmen Strategy forum - that's where I usually hang out at.
-Welding the vent in the vestibule will not prevent a resourcefull alien from harassing yor base. I have seen many a skulk rush through the base, up the wall, and parasite everyone that leaves base. If they have 2 hives, then you have a fade shoting your marines in the back as they leave the base. Grenade launchers can counter this, but the time and resources utilized detract from the overall marine startegy. A few mines placed on the wall will save you many a headache.
-Opening the southern approach to Ventilation hive at point 7, near pumping02, is desirable. The sheer distance to ventilation through the northern aproach makes it difficult to reinforce untill you have a phase gate near/at the site. In fact, an enterprising gorge can block that hatch that opens down, and buy the aliens precious time.
Brandyfire, as Flatline pointed out, build orders differ depending on how you want to play. The most conservative is:
2 inf portals
Turret factory
2 turrets
armory
1-2 more turrets to cover blind sides
This build order places the brunt of base defence on turrets. It also uses all of your resources rather quickly, and does not gain you any tactical advantage.
A more flexible build order goes like this:
2 inf portals
Armory
Observatory
research motion tracking
This build order places early base defence squarely on Marine's shoulders, so it's considered an advanced BO. Going this route will enable you to secure your first, empty, hive with one phase gate only, so you can go fight for the second hive. Motion tracking is a force-multiplier, it gives your Marines an extra edge. The observatory allows the commander to scan for hives, ambushes and use the beacon. Do not attempt this BO unless you're confident of your Marine's ability to shoot and follow orders.
It is important for commanders to realize that defending your base and securing an empty hive will lose you the game 4 out of 5 times. If you allow the aliens to get fades and umbra lerks, you're half-way to losing the match. You may think that your tech will save you, but tech depends on RP, and those will be taken away while you're being bled white at spawn. Relying on rambo tactics like welding hives with jetpacks or sieging a hive from a vent, are indeed spectacular, but very hard to pull-off.
The fight for the match is at the second hive. Use your scan to find the weakest enemy hive, and set up a phase gate near it. If you have the resources siege it, if you don't, oh well, you got to attack anyway. This forces the enemy to react, and lose the initiative. Using your superior respawn rate, and instant mobility through gates, you have every advantage against lvl 1-3 aliens. Easily said, but difficult to acomplish. Cheers!
And you're right about securing your base and hive, and then stopping to tech as being a major downfall. This allows the aliens to play the containment game - once that second hive is locked down, regroup via phase gates, scanner sweep the map, and start throwing down some resource towers and setting up a forward base at a critical location. If you wait to get an arms lab after this, you'll have plenty of resources to start teching without having to wait for those few extra resources to roll in.
Here's a guide I've been working on, it's nearly complete but I can imagine I'll always have more to add.