Sarisel's Basic Guide To Playing Ns

SariselSarisel .::' ( O ) ';:-. .-.:;' ( O ) '::. Join Date: 2003-07-30 Member: 18557Members, Constellation
edited August 2003 in New Player Forum
<div class="IPBDescription">my contribution</div> So you've got Natural-Selection and you've watched the slideshow tutorial that came with it. You know the controls (somewhat) and you have a general idea of what the game is about. Now it is time to actually play the game... but how?

In this short guide, I will address the basics of NS play. It is about time one was made, and hopefully more will come after this one. This guide is dedicated to the new players of Natural-Selection. You are this game's future.


<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <u><b>Playing as a Marine</b></u>

Playing as a marine consists of two parts - playing as a soldier and playing as a commander. For the first few weeks, I suggest that you don't go commander. Rather, observe and take note of what good commanders do to win the game so that if you do want to step up to the challenge, you'll at least know roughly what needs to be done. This will make the learning process easier on you and on the marines that you will command.

As a soldier, you will be working together with your team-mates, following the orders of your commander. It is important to follow orders, since they often lead to objectives that, if completed, will help your team progress and possibly win the game. Orders may be given by the commander over the microphone, through text, through waypoints, or through all of the aforementioned. You'll sometimes need to communicate with the commander or with other members of the team. Use the microphone sparingly. Use text more than the microphone. Use voicecomm to ask for health/ammo/orders - access it from your popup menu. <b>But, whatever you do, do not spam!</b>

In the beginning of the game, your commander will either drop structures or tell you to move to a location - and then drop structures there (this is called a relocation). The structures must be activated by holding your use key when next to them, thus building them to completion. They will have a yellow circle around their health indicators when not constructed. When you complete building them, they will make an activation sound and their health indicators will lose the yellow circle.

So, you build the structures that you're told to build at the start - most commonly an infantry portal or two and an armory. You'll get orders to build other buildings as well. Protect the infantry portals if they are attacked, because if those are lost, you and your team-mates cannot respawn and the game will be lost. However, this doesn't mean that you can let other buildings die - protect them all. Get some ammo at the armory by holding your use key while next to it. Make sure to get ammo for both your primary weapon and for your pistol - but realize that you don't need to have <b>full</b> ammo. Most likely you won't live long enough to spend it all anyway.

If you don't have any orders at this point, request them or follow other marines. Don't run off alone unless ordered to do so because you will just get yourself killed. Getting yourself killed is a bad thing in the current version of Natural-Selection, as it <i>gives whoever killed you a random addition of resources, 1-3 at a time</i>. Why is this a bad thing? That alien will be able to use those resources in many ways, all of which will make it more difficult for your team to win. Now that you have an idea of what you are doing and where you are going, the rest becomes plain and fairly simple.

You follow orders and stick together with other marines. You shoot aliens that attack, but listen for orders not to attack before you try to take down alien buildings - your commander may be planning a stealth operation. Keep your eyes and ears open to greatly increase your chances of staying alive.

As the game progresses, you may or may not get upgrades to help you deal with aliens and any buildings that they contruct. Upgrades improve the quality of your armor and of your weapons. Keep in mind that the aliens will be getting upgrades as well, which will make <b>them</b> more difficult to kill as well. Your commander may or may not give out better weapons and equipment. Do not whine for these. If you deserve them, you will get them. Until then, make use of what you have and prove yourself worthy of getting something better. Keep following orders and sticking together with your fellow marines.


<u>Marine Team Relations:</u>

Do not pick up weapons/equipment that was not dropped for you - this will just annoy your team and your commander and will earn you a <b>bad reputation</b>. Listen to communications and only pick up things that were dropped for you.

Do not run into your teammates' fire. By blocking their bullets, you not only put your life at risk, but theirs as well.

Do not spam over the microphone. Use it only when absolutely necessary.

Do not pester the commander for orders/health/ammo. He has his hands full. Ask once and then wait.

Do not question your commander's ability to command until you yourself have enough experience in commanding.


<u>Weapons & Equipment:</u>

Here is what you may find yourself working with as a marine.

<i>Light-Machine-Gun (LMG)</i> - used against pretty much anything, not too powerful

<i>Shotgun (SG)</i> - used against everything at short range, very powerful

<i>Heavy-Machine-Gun (HMG)</i> - used primarily against enemy units, very powerful, can shoot through targets and hit what is behind them

<i>Grenade Launcher (GL)</i> - multipurpose, but mostly used to destroy enemy structures, long range weapon (aim higher to shoot further), will damage you if grenade explodes close-by

<i>Pistol </i>- usually used for accurate long-range shooting, but also in close-range desperation, powerful

<i>Welder</i> - used mostly to repair friendly structures and marine armor, also for welding open special weld points, and sometimes for attack. It can also destroy enemy webs (these will otherwise entangle any marine that touches them).

<i>Knife</i> - very powerful but requires contact with target, used against structures and also in desperation, it is the one weapon that you will always be able to use when you don't have anything else

<i>Mines</i> - a very powerful explosion when an enemy unit or structure is a small distance away from it, does damage to any marine or structure in range when it explodes

<i>Jetpack</i> - allows you to jump high by pressing the jump button and to fly by holding it down, until the fuel runs out

<i>Heavy Armor</i> - a suit with a lot of armor that should protect you better against attacks

Practice using these offline by enabling cheats, look <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=17&t=41997' target='_blank'>here</a> for detailed instructions on how to do this.

That's all you really need to know to start playing as a marine. The more you play, the more details you will learn. The Kharaa are more complex.


<u><b>Playing as a Kharaa alien</b></u>

Before you even start a game playing as a Kharaa alien, you should expect that it is completely different from playing as a marine. You will find that in order to be good as an alien, you will have to change appropriately your playing style that you've learned as a marine.

You spawn near your hive. Your ultimate goal is to cleanse the map of marine intruders. However, this is not something that will happen instantly (usually it doesn't). You must work together with fellow aliens to accomplish this. You will have a seperate resource pool to do with as you please. However, if you are greedy and spend it only to help yourself, you will gain a <b>bad reputation</b> and you may also lose the game for your team. If you don't lose the game, then you'll have a bad game.

The Kharaa start with one hive, and can get a total of three in specified locations on the map. Defend these at all costs, as without them you cannot survive. You can see such a location as a yellowish-green circle on your hive-sight. The more hives the Kharaa have, the more abilities each lifeform has. With each hive, the builder Kharaa can choose to build one of three types of upgrade chambers - <i>defense, sensory, and movement</i> - to make their job easier. Three chambers will give the maximum upgrade level for that chamber type. However, as you will find out later, chambers have other advantages as well.

Alien players can work together or seperately. In combinations, the Kharaa are much more effective than as individuals. So, whenever possible, work together with fellow Kharaa team mates.

You are born a <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->. As a skulk you do what nature intended for you to do - you run around and kill things. Your jaws are your primary weapon. Parasite buildings and marines that you can't kill at a given moment so that your friends can help you. The lone skulk is weak and must rely on ambushes and preemptive attacks. When confronted, the skulk must choose between running away or charging madly at the aggressor. If the latter choice is made, don't be predictable. If the Kharaa have two hives, the skulk can close or create distances between itself and its target very rapidly by using its leap ability. With three hives, the skulk can turn itself into an a powerful bomb - blowing up and taking anything nearby with it.

Once you have enough resources, you can choose to evolve into another lifeform. You can become a gorge, a lerk, a fade, or an onos. Here's a basic breakdown of what each lifeform is and what it does.

If you choose to go <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> (gorge), you become the builder alien. You can be both offensive and defensive as a gorge. You can build alien structures the same way as you built marine structures - holding the use key. How to build and where to build is a subject of great debate. Experiment for yourself, but ask fellow Kharaa before you drop the first upgrade chamber type for any hive. Check the upgrades section found later on in this post. As a gorge, you are also a medic - you can heal structures and fellow Kharaa with your healspray, as well as damage enemy marines with it. However, the primary weapon of the gorge is its spit. This projectile does more damage to marines than does healspray, and can also do some damage to marine buildings. However, the gorge's bilebomb - a 2nd hive ability - is much more effective at destroying buildings. It can also blow up mines. The fourth ability of the gorge is the web, and it can be used to entangle marines, making them unable to shoot and walk only slowly for a short period of time.

If you choose to go <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> (lerk), you become the aerial alien. This lifeform's flight takes some time to master, and will be explained in a more detailed guide. As a lerk, you are primarily a support unit - weakening marines and providing cover for other aliens. The lerk's primary weapon is its spikes, which have no range - allowing for 'sniper'-like warfare. The second ability is the lerk's spores - which damage any marine without heavy-armor that is in the cloud. The third ability is umbra, which blocks 2 out of 3 bullets aimed at any lifeform or structure in the cloud for as long as it lasts (3-4 seconds). Finally, the fourth ability is primal scream - which spurs the lerk and any Kharaa nearby into a frenzy, making them faster in movement, attack, and defense.

If you choose to go <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> (fade), you become the alien melee soldier. With claws like curved blades of two swords, you slash enemies and enemy structures to death. The Fade possesses the deadly ability of blink, which makes its movement rapid for as long as its energy allows it. This allows the fade to blink in, attack, and quickly blink out before taking mortal damage. The fade is not invincible, and must not be fooled into thinking that it is. The third ability of the fade is metabolize. If used, this regenerates the fade slowly to full health and armor. Finally, the fourth ability is the acid rocket - the fade's ranged attack - that can damage both marines and structures. Upon impact, acid sprays on everything in range.

If you choose to go <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> (onos), you become the alien tank. You are not invincible, but you are very strong. The onos' primary ability is gore - where the onos impales whatever it attacks with its horn. The onos can devour one marine at a time with its second ability, taking the marine out of action for 30 seconds. Don't get too obsessed with using this ability or you may get embarassed. The third ability is stomp, which immobilizes all marines for 2-3 seconds that were directly in the shockwave's path. Finally, the last ability is charge, which does massive damage to anything in contact with the onos when it is triggered.

As you play more with each lifeform, you'll get better at it. But remember, if your team needs something built and you have resources, be nice and build it or get a <b>bad reputation</b>.


<u>Team Relations:</u>

Always ask before you choose to drop a certain upgrade structure, or get a <b>bad reputation</b>.

Ask your teammates where they need help, if you don't already know. Then help them as best as you can.

If you have a lot of resources, see if any hives need defenses before you go onos. Go onos when it is safe to do so and when it is necessary. Otherwise, there are much more important things to do with those resources. Ask your teammates. Contribute to the team.

If you see a red dot on your hivesight, that means that a structure or fellow Kharaa alien is under attack. Try to help out whenever you can.


<u>Upgrades</u>

Kharaa upgrades improve the efficiency of any alien that gets them. Each upgrade costs 2 resources to get for each alien. From each type of chamber, an alien can choose one upgrade. There are three levels to each upgrade, so three chambers of the same type will achieve lvl3 upgrades from that chamber type.

<i>Sensory: </i>
(chamber ability: cloaks everything Kharaa within a certain radius)

1. <b>Cloaking</b>: this will allow an alien to cloak when standing still - in future versions the alien will retain some cloaking ability while moving.

2. <b>Pheromones</b>: adds pretty puffs of yellow smoke behind each marine - for decoration purposes only, useless

3. <b>Scent of Fear</b>: allows you to see any marine within a certain distance of you, but not in your field of vision, as a red oval on your hivesight.

<i>Defense:</i>
(chamber ability: heals everything Kharaa within a certain radius at a steady rate)

1. <b>Carapace</b>: increases the armor of an alien

2. <b>Redemption</b>: warps an alien back to a hive when health is low

3. <b>Regeneration</b>: acts like a defense chamber is installed into you, constantly healing you when you're damaged

<i>Movement:</i>
(chamber ability: recharges energy of Kharaa aliens and increases rate of fire of offense chambers within a certain radius, can be 'used' to teleport to a completed hive - especially one under attack)

1. <b>Adrenaline</b>: increases energy capacity of an alien

2. <b>Celerity</b>: increases speed of an alien

3. <b>Silence</b>: decreases noise made by alien (completely silent at lvl3)


And this is all you really need to know as a newbie for playing as Kharaa aliens.

There are many more extensive guides that explain in detail about various aspects on Natural-Selection. Look in this forum and especially in the Strategy forums for Kharaa and Marines.

Comments

  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    Just thought I'd make note of a couple things. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    <!--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-->Do not spam over the microphone. Use it only when absolutely necessary.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->In case a new player doesn't understand the term "spam" being applied to voice communication, it means don't use your voice comm too much, as it will prevent other messages from being heard. Voice comm isn't a replacement for text, it's just convenient when you've got alot on your plate and don't want to waste time typing. As a marine, the commander's is the only voice that people want to hear alot, if there is somebody other than the commander who really knows what he's doing on the team, he'll speak up alot too with useful info.

    The "no spam" rule goes double for the aliens, they don't have waypoints or even a chosen leader, so voice and text communication is that much more important.

    Don't use it just because it is there. I use it, like, <b>once</b> every game.

    <!--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-->Do not pester the commander for orders/health/ammo. He has his hands full. Ask once and then wait.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Just repeating for emphasis. It's a very bad thing to do.

    <!--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-->3. Scent of Fear: allows you to see any marine within a certain distance of you, but not in your field of vision, as a red oval on your hivesight.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I'm pretty sure the description of this upgrade says that it shows only <i>weakened</i> enemies on your hivesight, but I'm not certain.
  • HarleyQuinnHarleyQuinn Join Date: 2003-04-06 Member: 15255Members
    Also, Welders do not weld everything. in the manual, or somewhere i read 'weld the door shut'

    first time i played NS i tried directly welding a door.

    trust me, doesn't work.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Playing as an alien bold tags are messed up, check that out. Make sure it reads <b><u>Life as a Kharaa</b></u> or whatever it says in between. I'll work on my guide later and we'll see which one is the best.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    One more thing, put the pictures of the aliens <i>before</i> the text that explains what they are, as all us noobs dont know what an <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> is right away. Use the word, and have a grapic presentation at the beginning of the paragraph.
  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    <!--QuoteBegin--HarleyQuinn+Aug 24 2003, 06:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HarleyQuinn @ Aug 24 2003, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, Welders do not weld everything. in the manual, or somewhere i read 'weld the door shut'

    first time i played NS i tried directly welding a door.

    trust me, doesn't work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, you can only use the welder on damaged buildings and that little fireball icon you see in some places on certain maps, usually it either closes a path for the aliens, or opens a path for the marines (and the aliens).

    The manual is a bit heavy on the story, which is kinda cool, but I guess if you're looking for specifics, it can be misleading.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Flash(Frog)+Aug 25 2003, 06:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flash(Frog) @ Aug 25 2003, 06:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->3. Scent of Fear: allows you to see any marine within a certain distance of you, but not in your field of vision, as a red oval on your hivesight.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I'm pretty sure the description of this upgrade says that it shows only <i>weakened</i> enemies on your hivesight, but I'm not certain. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The description is no longer accurate. That's how it used to work, in 1.04. Scent of fear now shows ALL marines within range, no matter whether they're hurt or not.
  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    edited August 2003
    <!--QuoteBegin--SoulSkorpion+Aug 24 2003, 08:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Aug 24 2003, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The description is no longer accurate. That's how it used to work, in 1.04. Scent of fear now shows ALL marines within range, no matter whether they're hurt or not. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    o_O Really? Geez...
  • KrytosKrytos Join Date: 2003-08-19 Member: 19988Members
    You might want to add that when you "Use" a movement chamber as an alien, it will teleport you to a hive. I think it teleports you to the hive that's furthest away, but I'm not sure.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
  • RSMemphisRSMemphis Join Date: 2003-08-19 Member: 19953Members
    Is it true that the MC accelerates the alien RTs?
    I have heard that once, not sure it is true.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Nope not true

    All it does now is regenerate energy (NOT HP) and teleports between hives
  • KrytosKrytos Join Date: 2003-08-19 Member: 19988Members
    This is a good guide. (Bump)
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