The Quick Soldier Guide
th0r0n
Born again n00b Join Date: 2003-06-12 Member: 17313Members
Firstly, this guide assume's that you've at least played 3/4 games of NS, and know what the marine/aliens buildings do, it also assumes that you're familiar with playing FPS games.
<b>Part 1: Movement.</b>
The way you handle yourself ingame is very important to your survival, if possible, use the minimaps to plan your routes to the commanders waypoint, keeping yourself down long corridors, and not into small cramped rooms where you will be easy meat for skulk jaws, your flashlight is a lifesaver at some points, use it to light up dark areas of the ceiling whilst crawling into a room can often save your life.
Try to be an asset to your team by being 'the first man in', use yourself as a decoy to draw enemy attention so the rest of your group can cover you and travel safely.
ALWAYS move in groups, if the commander issues a waypoint, and no one's moving, try flashing your flashlight at teammates and using the 'follow me' command, this usually works.
When moving around the map, try heading to known resource locations on your way and reporting their status back to the commander, 'i.e. Atmos has taken a heavy beating, it's on red' or 'Feedwater is alien with no defence', things like this are useful to the commander, and he will appreciate you for reporting the status of resource nodes, rather than just hacking away at an rt, getting eaten, and respawning only to forget about it.
<b>Part 2: Weapons and aiming.</b>
<b>LMG:</b> This weapon is what you'll usually use all game, try to keep it loaded but dont ignore the commanders orders, or avoid defending a base because you need more ammo.
The LMG, although weak at level 0, becomes a skulk/lerk/fade killstick at level 3, dealing 13 damage a bullet, it is more accurate than it's bigger brother, the HMG at a tradeoff for lessend damage and a smaller clip size.
When aiming this, use a low sensitivity (About 4 works for me) so can you track targets easier.
Using this against skulks, it's best to wait until up close (About 10 metres) and using your pistol instead to shave some health off, using the lmg as a finisher.
If you're standing and the skulk is floor level, aim right for the middle of the body (Centre of the face). This will result in most bullets hitting, and a quicker kill.
Too many people rely on the pistol as a sidearm for when the lmg is out of ammo. Although it may work sometimes, it's much easier to either use the knife, or the lmg when it comes to close up combat.
<b>Shotgun:</b> An extremely powerful close range weapon, this sprays out 10 pellets doing 17 damage each, enough to kill a skulk, lerk in a shot, or a fade in 2.
When you have a shotgun, you ARE NOT a killing machine, any more than 2 good skulks after you and you're dead, always stay with backup and let them know when you need to reload.
Extremely easy to aim, just point the circle and fire, make sure your target is close to ensure maximum damage.
<b>HMG:</b> An absolute beast of a gun, firing 125 bullets per clip at a flesh shredding rate. This behemoth deals out 26 damage per shot, although this is traded off to the rather poor accuracy of the gun. This is great for taking skulks down at long range due to the insane damage it deals, and is also good for working up close with higher lifeforms, as most will try to escape while being pounded to death by your fire.
Reload time is an issue with this gun, so make sure you're on friendly ground, or with back when you reload this gun.
<b>GL:</b> A Tactical grenade launcher, use to deal massive damage to alien structures, and to supress enemies.
Very useful for taking down large walls of OC's backed up by DC, this gun only has a clip size of 4, so make sure you're covered before you fire.
The GL as mentioned before is also a good gun for supression, keeping enemies away from a res node before backup arrives, or simply holding them off while you fortify base.
General: Try to aim for the center of all alien bodies, to make sure you're actually hitting it, with the onos, aim for eye level to the centre mass, or, from a sideways view, into the side between the legs and slightly up.
<b>Part 3: General Teamwork</b>
Always stick with your squad, if you're alone, you're dead meat. Even with advanced tech you do not stand much of a chance without backup units to sustain you.
Follow the commanders orders, if the commander waypoints you to go somewhere, do it without asking. If no one else seems to be going encourage them, get the good old team spirit going.
Report your findings back to the commander, he may well have seen the gorge building outside your base, but then again, he may not. Alerting the commander to things that need his attention is a very useful things to do, but remember, once you've told him, and he's responded, DO NOT tell him again repeatedly if he seems to have ignored what you said. That's his choice.
Wait until you have resources before asking for equipment, and dont even bother asking if you haven't helped the commander achieve his goals.
Report the status of your buildings back to the commander, like 'phase gate needs a weld'. and ask your commander for a welder so you can keep the base fresh.
<b>Part 4: Special Tech.</b>
<b>Jetpacks:</b> Jetpacks are very underrated in 2.0, when combined with the shotgun this can lead to masses of people landing on top of the hive and reaming it with shells, the jetpack is also useful for getting into vents, or staying out of harms way. You are still as vulnerable as you are with light armour, so make sure you stick with your team.
The heavier your gun, the less you'll be able to move about.
Try using it like a jump pack, land on the ground, charge up, fly, land, charge, fly and repeat.
As mentioned before, a good way of attacking hives is to land on them and fire downwards, this will shield you from offense chamber fire, and will ensure the higher lifeforms can't get to you.
<b>Heavy Armour:</b> With this, you are much stronger and able to resist a large assault, alone with it, you are dead meat. Heavy armour is repaired with the welding torch, so stick together in groups and keep the rest of your teammates topped up with armour by staying behind them and welding them.
<b>I think that's it, if I've missed anything important out let me know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> </b>
<b>Part 1: Movement.</b>
The way you handle yourself ingame is very important to your survival, if possible, use the minimaps to plan your routes to the commanders waypoint, keeping yourself down long corridors, and not into small cramped rooms where you will be easy meat for skulk jaws, your flashlight is a lifesaver at some points, use it to light up dark areas of the ceiling whilst crawling into a room can often save your life.
Try to be an asset to your team by being 'the first man in', use yourself as a decoy to draw enemy attention so the rest of your group can cover you and travel safely.
ALWAYS move in groups, if the commander issues a waypoint, and no one's moving, try flashing your flashlight at teammates and using the 'follow me' command, this usually works.
When moving around the map, try heading to known resource locations on your way and reporting their status back to the commander, 'i.e. Atmos has taken a heavy beating, it's on red' or 'Feedwater is alien with no defence', things like this are useful to the commander, and he will appreciate you for reporting the status of resource nodes, rather than just hacking away at an rt, getting eaten, and respawning only to forget about it.
<b>Part 2: Weapons and aiming.</b>
<b>LMG:</b> This weapon is what you'll usually use all game, try to keep it loaded but dont ignore the commanders orders, or avoid defending a base because you need more ammo.
The LMG, although weak at level 0, becomes a skulk/lerk/fade killstick at level 3, dealing 13 damage a bullet, it is more accurate than it's bigger brother, the HMG at a tradeoff for lessend damage and a smaller clip size.
When aiming this, use a low sensitivity (About 4 works for me) so can you track targets easier.
Using this against skulks, it's best to wait until up close (About 10 metres) and using your pistol instead to shave some health off, using the lmg as a finisher.
If you're standing and the skulk is floor level, aim right for the middle of the body (Centre of the face). This will result in most bullets hitting, and a quicker kill.
Too many people rely on the pistol as a sidearm for when the lmg is out of ammo. Although it may work sometimes, it's much easier to either use the knife, or the lmg when it comes to close up combat.
<b>Shotgun:</b> An extremely powerful close range weapon, this sprays out 10 pellets doing 17 damage each, enough to kill a skulk, lerk in a shot, or a fade in 2.
When you have a shotgun, you ARE NOT a killing machine, any more than 2 good skulks after you and you're dead, always stay with backup and let them know when you need to reload.
Extremely easy to aim, just point the circle and fire, make sure your target is close to ensure maximum damage.
<b>HMG:</b> An absolute beast of a gun, firing 125 bullets per clip at a flesh shredding rate. This behemoth deals out 26 damage per shot, although this is traded off to the rather poor accuracy of the gun. This is great for taking skulks down at long range due to the insane damage it deals, and is also good for working up close with higher lifeforms, as most will try to escape while being pounded to death by your fire.
Reload time is an issue with this gun, so make sure you're on friendly ground, or with back when you reload this gun.
<b>GL:</b> A Tactical grenade launcher, use to deal massive damage to alien structures, and to supress enemies.
Very useful for taking down large walls of OC's backed up by DC, this gun only has a clip size of 4, so make sure you're covered before you fire.
The GL as mentioned before is also a good gun for supression, keeping enemies away from a res node before backup arrives, or simply holding them off while you fortify base.
General: Try to aim for the center of all alien bodies, to make sure you're actually hitting it, with the onos, aim for eye level to the centre mass, or, from a sideways view, into the side between the legs and slightly up.
<b>Part 3: General Teamwork</b>
Always stick with your squad, if you're alone, you're dead meat. Even with advanced tech you do not stand much of a chance without backup units to sustain you.
Follow the commanders orders, if the commander waypoints you to go somewhere, do it without asking. If no one else seems to be going encourage them, get the good old team spirit going.
Report your findings back to the commander, he may well have seen the gorge building outside your base, but then again, he may not. Alerting the commander to things that need his attention is a very useful things to do, but remember, once you've told him, and he's responded, DO NOT tell him again repeatedly if he seems to have ignored what you said. That's his choice.
Wait until you have resources before asking for equipment, and dont even bother asking if you haven't helped the commander achieve his goals.
Report the status of your buildings back to the commander, like 'phase gate needs a weld'. and ask your commander for a welder so you can keep the base fresh.
<b>Part 4: Special Tech.</b>
<b>Jetpacks:</b> Jetpacks are very underrated in 2.0, when combined with the shotgun this can lead to masses of people landing on top of the hive and reaming it with shells, the jetpack is also useful for getting into vents, or staying out of harms way. You are still as vulnerable as you are with light armour, so make sure you stick with your team.
The heavier your gun, the less you'll be able to move about.
Try using it like a jump pack, land on the ground, charge up, fly, land, charge, fly and repeat.
As mentioned before, a good way of attacking hives is to land on them and fire downwards, this will shield you from offense chamber fire, and will ensure the higher lifeforms can't get to you.
<b>Heavy Armour:</b> With this, you are much stronger and able to resist a large assault, alone with it, you are dead meat. Heavy armour is repaired with the welding torch, so stick together in groups and keep the rest of your teammates topped up with armour by staying behind them and welding them.
<b>I think that's it, if I've missed anything important out let me know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> </b>
Comments
If you're in base, and people are at the armory - cover them. Don't all rush it at once.
If you're anywhere, and people are building - cover them. Don't all build at once.
Always cover the team. If you find yourself at the rear of the pack, turn around and cover the rear. Sometimes you can find a skulk or fade thats following you.
There is no always. It's easy to find exceptions.
Rule #1: SPREAD OUT. Clumping a group of marines is a surefire way to get them killed. The sheer confusion of having one skulk running between everyone's legs will make it impossible to shoot them.
Rule #2: Don't have everyone build, for the same reason you should spread out. Force the skulks to cross some distance before getting in bite range. Not to mention, with everyone building it will be quite easy for a single skulk to crawl up undetected and kill everyone. Trust me, it happens, a lot.
Rule #3: FFS don't attack an RT unless you have to! The sheer number of games I've lost because some tard got knife ectasy with an RT astounds me.
Lights build. Heavies guard. Almost always. Heavy armor is a bigger, nastier target.. aliens tend to go for it. Heavy armors usually have bigger, nastier guns. They should have them out and ready. Lights can move quicker. They can pull out their guns and hop into the action from behind the building faster than the heavies can. Lights build. Heavies guard.
Keep half-an-eye on the minimap. If you see red on it, that's your cue that someone's going to die. Try to make sure it's them.
Yeah, this is bad. It helps if the comm informs the team that they should be in stealth mode before they move out.. It may seem obvious that you're better off having the kharaa team doing something else while you siege their hive, but better safe than sorry in pub play.
edit: oh, that reminds me. Somewhere in the guide should say the knife is for killing rts and anything that doesn't fight back, because running out of bullets vs. the toothed players/structures is a quick way to die. Don't expect the comm to take pity on you and give you more ammo if you prove to him that you'll waste it.
You don't like NSPlayer do you? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Ok, i might just be an evil person, but the good old evil grin really emerged on my face as i read this......
<!--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-->use yourself as a decoy to draw enemy attention<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not among the best survival tips I've seen....... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The rest is quite good though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The only other point i could make would be regarding being parasited which is really common sense: don't for the love of god follow the group going to the hive if your parasited because as we all know it's a magnet. Your probably better off camping down in a corner or running around blasting things. Anything to keep alien focus on the yellow blob and away from their approaching doom.
(Even if it didn't, I would love to send "Mr. How do i get bigger guns? This sux, CS rules! How do i get bigger guns?" straight into the middle of a hive without backup <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
Overall it's way better than he is the one ending up dead, in stead of a somewhat better marine, that has other things to do.
But still, Getting the gettin the attention of every alien on the map might not be the perfect way to survive on long terms <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.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--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.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-->
That jump sound is really loud so aliens can hear u loooong way.
With text chat, the text stays onscreen for several seconds, and the words being typed are easy to understand(no bad voices, no accents, no bad mics). And don't give me crap about terrible writing skillz being hard to understand, stuff like: k, plz, thx, u etc. is just shorthand. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->