General Marine Faq And Guides 2.01

DestroyerDestroyer 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>
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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

  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    edited January 2004
    <span style='font-size:14pt;line-height:100%'>Marine Structures and Research Upgrades</span>
    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...
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    edited January 2004
    <span style='font-size:14pt;line-height:100%'>Research Upgrades and Building Abilities</span>
    (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....
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    edited January 2004
    <span style='font-size:14pt;line-height:100%'>Marine Weaponry</span>

    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
  • BarbraStreisandBarbraStreisand Join Date: 2004-01-14 Member: 25308Members
    1st of all, nice overview for n00bs. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    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?
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    <!--QuoteBegin--BarbraStreisand+Jan 24 2004, 12:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BarbraStreisand @ Jan 24 2004, 12:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1st of all, nice overview for n00bs.  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    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
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    edited January 2004
    im nowhere near finished yet, im gonna include things like map strategies etc., how to use the CC, the baseline Skulk vs you. etc. etc., so it will also be useful for more seasoned players

    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-->
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    <span style='font-size:14pt;line-height:100%'>Squads</span>

    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.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Turrets DO fire at alien structures. I just tested it about 2 minutes ago on a game I started up, and with no alien players, turrets were shooting at the alien hive (this can be done with sv_cheats). Also, next time you do something like this, edit the first post. People don't want to have to look through many posts that have other random posts mixed in to find the important stuff.
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
    beta 3.0 is out so i will make a guide shortly pm me if you wish to host this guide
    thx
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