General Marine Faq And Guides 2.01
Destroyer
Join Date: 2003-12-21 Member: 24611Members
<div class="IPBDescription">Marines FAQ and guides</div> I will update regulary with guides and other forum user submited entries.
<span style='font-size:14pt;line-height:100%'>General marine FAQ Version 2.01</span>
[SIZE=1]
Q:What is my ultimate goal as a marine
A:Your ultimate goal is to destroy all hives and eliminate the alien threat
Q: How do i get different weapons and become a stronger marine
A: Your commander, can hand out weapons and upgrade features such as armor and weapon strength
Q:Commander? What are you talking about?
A:A commander is a marine who is plugged into the CC(Command Chair/Console). he has a overhead view of the entire map and is able to build structures, assign waypoints, upgrade marines, and hand out weapons/heavy armors/jetpacks.
Q:I want a Jetpack/Heavy Armor/Shotgun/other cool stuff, how can i get the commander to give me these?
A: Generally by doing as the commander asks he will grow a liking to you and reward you for your obedience, you cannot get high tech weaponry without research and this costs res.
Q:Res?
A: res is short for resrouces, these are obtainable through resource nodes (see buildings section) without resources your commander is limited in what he can do. generally throughout the game your commander will ask you to secure resource nodes, by doing so you are speeding up how fast you can get your high tech weapons.
Q:I dont like this commander he is extremely bad, and is slowing the whole team down, what can i do?
A: Generally you can be patient, commanding is seriously hard work, especially if your not used to it. if the commander is tremendesly bad and there is somebody willing to do better then you can eject him. to do this right click to access a menu, from there goto admin, then eject commander. after you do this a vote ill begin to eject him.
Q:What else can i do from this Menu?
A: From this menu you can access communications and ask for things such as medpacks if you are hurt or ammopacks if you are out of ammo. you can also request orders or accept them. and you may drop and cycle weapons through it (though there are quicker ways)
More to come...
<span style='font-size:14pt;line-height:100%'>General marine FAQ Version 2.01</span>
[SIZE=1]
Q:What is my ultimate goal as a marine
A:Your ultimate goal is to destroy all hives and eliminate the alien threat
Q: How do i get different weapons and become a stronger marine
A: Your commander, can hand out weapons and upgrade features such as armor and weapon strength
Q:Commander? What are you talking about?
A:A commander is a marine who is plugged into the CC(Command Chair/Console). he has a overhead view of the entire map and is able to build structures, assign waypoints, upgrade marines, and hand out weapons/heavy armors/jetpacks.
Q:I want a Jetpack/Heavy Armor/Shotgun/other cool stuff, how can i get the commander to give me these?
A: Generally by doing as the commander asks he will grow a liking to you and reward you for your obedience, you cannot get high tech weaponry without research and this costs res.
Q:Res?
A: res is short for resrouces, these are obtainable through resource nodes (see buildings section) without resources your commander is limited in what he can do. generally throughout the game your commander will ask you to secure resource nodes, by doing so you are speeding up how fast you can get your high tech weapons.
Q:I dont like this commander he is extremely bad, and is slowing the whole team down, what can i do?
A: Generally you can be patient, commanding is seriously hard work, especially if your not used to it. if the commander is tremendesly bad and there is somebody willing to do better then you can eject him. to do this right click to access a menu, from there goto admin, then eject commander. after you do this a vote ill begin to eject him.
Q:What else can i do from this Menu?
A: From this menu you can access communications and ask for things such as medpacks if you are hurt or ammopacks if you are out of ammo. you can also request orders or accept them. and you may drop and cycle weapons through it (though there are quicker ways)
More to come...
Comments
The marines rely on structures and research upgrades to defeat the Kaharaa here i will run through each structure and their use (note to somebody nice, i need good pics of em, pm me plz)
Command Chair
Abreviations: CC
Use: This is where a commander 'Plugs in' and commands the marines, without a command chair the marines will has a near impossible time winning
Buildings Needed: N/A
Upgrades Needed:N/A
Infatry Portal
Abbreviations: IP
Use: This is where the marines spawn, without this waves of reinforcments cannot be obtained and no more marines can spawn in unless a beacon is activated or an IP built.
Buildings Needed: N/A
Upgrades Needed:N/A
Armory
Abbreviations:
Use:This is where marines can get ammo for any weapons they have in possesion (except the knife and welder, cuz they neva run out) this also allows the commander to drop weapons such as shotguns.
Buildings Needed: N/A
Upgrades Needed:N/A
Turret Factory
Abbreviations: TF
Use: this allows sentry guns and seige cannosn to be placed within its vicinity, building one also allows you to electrify resource towers across the map.
Buildings Needed: N/A
Upgrades Needed:N/A
Resource Node
Abbreviations: RT, Res Node, RN
Use: This collects resources in ticks (dont have a clue how long each one is), for every tick each resource tower you have collects a single resource.
Buildings Needed: N/A
Upgrades Needed:N/A
Arms Lab
Abbreviations: AL
Use: This allows you to research armor and weapon upgrades for your marines. as long as there is a arms lab standing this result is permenant and is not effected by death.
Buildings Needed: Armory
Upgrades Needed:N/A
Observatory
Abbreviations: Obs
Use: This uncloaks aliens within a certain vicinity and can sweep areas for any alien activity. it also allows research of phase tech and motion tracking. the distress beacon is also deployable from here.
Buildings Needed: Armory
Upgrades Needed:N/A
Sentry Turret
Abbreviations:Sentry, Turret, T
Use: This fires at any alien lifeform except structures. if there is no turret factory within its range it will deactivate.
Base damage: 10 per hit (instant hit)
Buildings Needed: Turret Factory
Upgrades Needed:N/A
Seige Turret
Abbreviations: Seige
Use:Fires at enemy structures with extreme force. it does not fire at alien lifeforms. if there is no turret factory within its range it will deactivate. can fire through walls.
Base Damage: 400 (also causes splash damage)
Buildings Needed: Turret Factory
Upgrades Needed:N/A
Prototype Lab
Abbreviations: PL, Proto
Use: Allows research of Heavy armor and Jetpacks, which can be handed out once research is complete.
Buildings Needed: N/A
Upgrades Needed:Advanced Armory
Phase Gate
Abbreviations: PG, Phase, Portal
Use: Allows instant transportation between phase gates for marines, only one marine may enter at a time. delay between marines entering is 1 second.
Buildings Needed: N/A
Upgrades Needed:Phase Tech
More to come...
(please notify me if any values are wrong)
Electrify
Buildings Available: Turret Factory, resource Node
Effect: Damages nearby aliens by a certain amount per shock.
Cost: 30
Upgrade Armory
Buildings: Armory
Effect: Upgrades armory giving way to new weapons and allow contruction of the prototype lab
Cost: 30
Distress Beacon
Buildings: observatory
Effect: When activated all dead marines in the spawn queue phase in at marine start
Cost: 15
Phase Tech
Buildings: Observatory
Effect: Allows construction of Phase gates
Cost: 15
Motion Tracking
Buildings: Observatory
Effect: when aliens move you can see blue circles where their position is.
Cost: 40
Scanner Sweep
Buildings: Observatory
Effect: Reveals a certain area designated by the comamnder, it will reveal all enemy structures and lifeforms, even if cloaked
Cost: ?
Advanced Turret Factory
Buildings: Turret Factory
Effect: Allows seiges to be built within the turret factorys range.
Cost: ?
Armor Upgrades
Buildings: Arms Lab
Effect: Increase marine armor depending on level
Cost: 20 (lvl1), 20 (lvl2), 40 (lvl3)
Armor Increase: 20 Each Level
Weapon Upgrades
Buildings: Arms Lab
Effect: Increases Marine Firepower
Cost: 20 (lvl1), 20 (lvl2), 40 (lvl3)
Firepower Increase: <i>See weapons Section</i>
Heavy Armor
Buildings: Prototype Lab
Effect: Allows Heavy Armor to be Given out
Cost: 40
Jetpacks
Buildings: Prototype Lab
Effect: Allows Jetpacks to be given out
Cost: 35
more on the way....
LMG
Description: Light machine gun, fully automatic with a fast RoF.
Damage per Bullet: 10
Clip Number: 50
Cost: N/A
Research Required: N/A
Pistol
Description: Pistol, Semi Automatic, Can Unload clip extremely fast
Damage per Bullet: 20
Clip Number: 10
Cost: N/A
Research Required: N/A
Knife
Description: Combat Knife, Resonable RoF, melee weapon, high damage
Damage per Bullet: 30
Clip Number: N/A
Cost: N/A
Research Required: N/A
Shotgun
Description: Shotgun which fires a fair amount of bullets in one burst, semi-auto medium RoF
Damage per Bullet: ?
Clip Number: 8
Cost: 10
Research Required: Requires Armory
HMG
Description: Heavy Machine gun, high RoF, Large clip,fairly inaccurate
Damage per Bullet: ?
Clip Number: 125
Cost: 20
Research Required: Requires Advanced Armory
Grenade Launcher
Description: Fires Greandes Which Explode on impact with enemy
Damage per Bullet: ?
Clip Number: 4
Cost: 35
Research Required: Advanced Armory
Welder
Description: Repairs Friendly structures, can also harm enemies
Damage per Bullet: ?
Clip Number: N/A
Cost: 5
Research Required: N/A
Heavy Armor
Description: Heacy Armor, increases armor amount and absorption, slows down speed, invunerable to spore
Extra Armor: 180
Cost: 40
Research Required: Prototype Lab, Heavy armor Research
Jetpack
Description: allows temporary flight.
Extra Armor: none
Cost: 35
Research Required: Prototype Lab, Jetpack Research
2 Questions remaining:
1) turrets do not fire at enemy structures?
2) If an arms lab is eaten and rebuilt, are the upgrades still there?
2 Questions remaining:
1) turrets do not fire at enemy structures?
2) If an arms lab is eaten and rebuilt, are the upgrades still there?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
1) turrets fire at enemy structures
2) you still have them, its also helpful to know that if you lose all your rts, you lose all your upgrades that includes motion tracking
oh and btw turrets dont fire at enemy structures, they only fire at lifeforms, but if a lifeform is behind a structure it will hurt the structure instead
edit2: if anyone wants to give me some webspace, id be happy to do a web version of it, after all i have a bad feeling this will jsut melt away <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
From time to time, a commander may assign you a squad, this is a group of people you should stick with to fight the kharaa menace. there are 5 squads, with 5 said to be the best with all the 'l337 pwnz0rz' in them and 1 to be full of people who cant really shoot. but dont be angry if you get put in squad one, not everybody follows this sytem, i dont presonally. I dont beleive in the whole rating thing,after all we are 1 team (even though its always a good ego boost to be squad 5!).
When you are put into a squad you will hear a message saying 'You are Squad x'
Everybody else who is in the same squad as you will turn green.
The idea of being in a squad is to stay together and function as a unit
An advantage of squads is that your commander can manage mulitple areas of the map with ease, only having to press a number to select you.
thx