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    Marine-Kharaa Guide by Wood Elf

    Version: 1.02 | Updated: 02/16/04 | Search Guide | Bookmark Guide

    Half Life: Natural Selection Mod (3.00b)
    Marine/Kharaa Guide
    Version 1.02
    
    Copyright 2003 Wood Elf
    E-Mail - BattleBotv_8_2@Hotmail.com
    
    First Site: www.GameFAQs.com
    
    E-mail me suggestions or corrections.
    
    ------------------------
    Legal Info
    ------------------------
    This may not be reproduced under any circumstances except for personal, private
    use. It may not be placed on any web site or otherwise distributed publicly
    without advance written permission. Use of this guide on any other web site or
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    copyright.
    
    -----------------------
    Quicksearch Note:
    You can use the Find command (Ctrl+F) to quickly find the part you need.
    
    ---------------------------
    1.00 Commander (Marine)
    2.00 Grunt (Marine)
    3.00 Buildings (Marine)
    4.00 Weapons/Items (Marine)
    5.00 Alien Lifeforms (Kharaa)
    6.00 Lifeform Upgrades (Kharaa)
    7.00 Attacks (Kharaa)
    8.00 Buildings (Kharaa)
    9.00 Tips and Suggestions (Marine)
    10.00 Tips and Suggestions (Kharaa)
    11.00 What is Natural Selection?
    12.00 Console Cheats
    13.00 Versions
    14.00 Credits and Thanks
    15.00 FAQs
    ---------------------------
    
    -------------------------------
    1.00 Commander (Marine)
    -------------------------------
    
    The Commander, the keystone to the marine team. They control all the resources
    to place buildings, weapons, waypoints and drop medpacks/ammo.
    
    Marines NEED a commander or they will die in a few minutes. I would make an
    experienced non-yelling marine the commander.
    
    Learn the buildings (3.00 Buildings)
    
    ---
    
    Build Stratagy:
    There are alot, but my favorite is a Infantry Portal for every 3 marines, but
    only 1 at the start. Then an Armory and Turret Factory along with 4 turrets.
    The next thing is either to upgrade Armory or add an Arms Lab (Which I think is
    better). Then get Armor Level 1 ASAP. Thats the basic starting I use.
    
    ----------------------
    2.00 Grunt (Marine)
    ----------------------
    
    The commander may be the keystone, but grunts are just as important. They build
    the buildings (Hold E to build) and kill the enemies.
    
    If you are planning to be a grunt, be sure to know the commands in the menu
    selection (Right-Click). I will draw some guides for it.
    
                       _________
                      |__Admin__|
                           |
          _________        |        _________
         |_Orders__|-------|-------|_Weapons_|
                           |
                       ____|____
                      |__Comms__|
    
    
    Thatís the basic menu.
    
    Admin...
    
               _________         _________         _________
              |ReadyRoom|-------|__Admin__|-------|EjectComm|
                                     |
    
    Ready Room makes you go back to the Ready room to change teams if you want (can
    just hit F4 to go to Ready Room). If more than 50% people (I think) choose
    Eject Comm option, the commander will be ejected from the Commander Seat.
    
    ---
    
    Weapons...
                                           _________
                                          |___Drop__|
                                               |
                             _________         |        _________
                            |_Weapons_|--------|-------|NextWeap_|
                                               |
                                           ____|____
                                          |_Reload__|
    
    The main reason to go in this branch is to drop a weapon.  You can do the rest
    with default keys.
    
    ---
    
    Orders...
    
                       _________
                      |NeedOrder|
                           |
                           |        _________
                           |-------|__Orders_|
                           |
                     ______|_____
                    |Acknowledged|
    
    If you do Need Order, an icon will show up on the commanderís screen. Please,
    for all commandersí sake, donít spam Need Order.
    
    Acknowledged is just saying youíve got the order but itís basically a waste of
    time.
    
    ---
    
    There are 3 branches to comms, I will do the one which you will be using the
    most...
    
                                          __________
                                         |NeedHealth|
                                               |
                             _________         |        _________
                            |___Yell__|--------|-------|_NeedAmmo|
                                               |
                                          _____|_____
                                         |InPostition|
    
    If you call for Health, an icon will show up on the commanderís screen showing
    that you need some. Same thing with ammo, only with a different icon.
    
    ---
    
    Always have some person along with you, or you will die against mutliple
    skulks. Most of the time, you will be just walking and firing with them, but if
    your in a clan, get a organized movment plan.
    
    ----------------------
    3.00 Buildings (Marine)
    ----------------------
    
    If you want to be a good commander, you need to know what buildings to place
    and what their purposes are.
    
    This is how they will be setup...
    
    Name	X (Abbreviation)
    Cost	X
    Building Requirements:	X
    Info	X
    Upgrades
    X
    Abilities
    X
    
    ^^^Note: I wonít place Upgrades unless itís possible to upgrade something (Same
    with Abilities)^^^
    
    ---
    
    Name:	Resource Tower (RT)
    Cost:	15
    Health:	6000
    Build Time:	15
    Building Requirments:	None
    Info:	These are the building you will most likely be placing the most. After
    the grunts finish, a RT (most commonly called) will give you 1 resource every
    second.
    Upgrades:
    Electrical Defense (30): This upgrade requires a Turret Factory. This is used
    to stop skulks from taking down RTs. They will not stop a Bile Bombing Gorge, a
    fade with regeneration. And fear the Onos even with this on.
    
    ---
    
    Name:	Infantry Portal (IP)
    Cost:	20
    Health:	2500
    Build Time:	10
    Building Requirments:	Placed inside the radius of a Command Console.
    Info:	These respawn dead marines, without it your team will die in a matter of
    minutes. Once a marine starts to spawn, itís about 4 seconds until the marine
    comes back. Be sure to get one IP for every 3 people.
    
    ---
    
    Name:	Armory
    Cost:	15
    Health:	2400
    Build Time:	15
    Building Requirments:	None
    Info:	Be ready to see marines fill out their ammo supplies here and die in a
    few seconds after they get out. Also you can drop weapons in the radius of the
    armory (Shotgun, Welder and Mine.)
    Upgrades:
    Advanced Armory (30): This makes it able to drop the most advance weapons in
    the radius of the Armory (Heavy Machine Gun, Grenade Launcher)
    
    ---
    
    Name:	Command Console (CC)
    Cost:	20
    Health:	10000
    Build Time:	15
    Building Requirments:	None
    Info:	These are what the commander sits in to do his job. The main reason to
    place another one is, in case the first one is about to die and you need to
    relocate your base
    
    ---
    
    Name:	Turret Factory (TF)
    Cost:	15
    Health:	3000
    Build Time:	13
    Building Requirments:	None
    Info:	You can drop turrets in the radius of the TF. The turrets inside the
    radius also need the TF to stay alive or they will be shut down and not able to
    defend the area, so be sure that the TF stays alive and well.
    Upgrades:
    Electrical Defense (30): This upgrade requires a Turret Factory. This is used
    to stop skulks from taking down RTs. They will not stop a Bile Bombing Gorge, a
    fade with regeneration. And fear the Onos even with this on.
    Advanced Turret Factory (15): This allows you to build Siege Turrets in the
    radius of the TF. There is also a bug that fully heals the TF once it finishes
    (I think itís a bug).
    
    ---
    
    Name:	Turret
    Cost:	10
    Health:	1300
    Build Time:	7
    Building Requirments:	Turret Factory, and inside TF radius
    Info:	This is the automatic defense of the Marines. Normally you should have
    about 5 turrets to take down any skulks. Turrets do light damage which means
    they deal full damage to Skulks and Gorges (and possibly Lerks). But little
    against Fades and Onos, so marines will need to help defend also. It only hurts
    about 10 damage per hit.
    
    ---
    
    Name:	Siege Turret
    Cost:	15
    Health:	2000
    Build Time:	10
    Building Requirments:	Inside radius of a Advance Turret Factory
    Info:	This turret only targets buildings but it can damage units. It does 165
    damage and double against buildings. They need to be on the same level and in
    sight to be able to shoot. Or, you need to do a Scan Sweep, and then they will
    be able to shoot through walls. Donít know why but it does.
    
    ---
    
    Name:	Observatory
    Cost:	20
    Health:	1700
    Build Time:	15
    Building Requirments:	Armory
    Info:	It decloaks any units inside the radius of observatory. It shows all
    cloaked buildings inside the radius as blue circles.
    Upgrades:
    Motion Tracking (45): This is a must for marines. It shows all aliens that are
    moving as blue circles on the screen. Itís great to know if a Kharaa is going
    to go around the corner, vent or any other helpful spots. Note: The ability is
    disabled while building.
    Phase Tech (15):
    You need this to be able to build Phase Gates which are great to help out
    strategic points. Note: Be careful not to research it twice since there is a
    bug (as of 2.01) which you can research it infinite times.
    Abilities:
    Scan Sweep (25 Energy):
    It decloaks all units and buildings inside the area. GREAT to find sensory
    chambers in the area to stop invisible attacks and used to allow Siege Turrets
    to attack.
    Distress Beacon (15):
    This ability costs 15 res (resources), it takes about 2 seconds until it
    finishes. It instantly revives all marines at Marine Start once it finishes.
    
    ---
    
    Name:	Arm Lab
    Cost:	25
    Health:	2200
    Build Time:	19
    Building Requirments:	Armory
    Info:	This allows you upgrade your grunts ammo and weapon damage.
    Upgrades:
    Weapon Upgrade 1/2/3:
    Each weapon upgrade makes weapons deal an extra 10% damage (max of 30%).
    Armor Upgrade 1/2/3:
    Each armor upgrade increases grunts armor by 20 each time (10% damage to health
    reduction each level), or 30 extra armor for Heavy Armor.
    
    I like to get first armor so it takes 3 skulk bites to kill a marine. Then I
    get 2 weapon upgrades, armor upgrade, weapon upgrade and final armor.
    
    A,W,W,A,W,A
    
    ---
    
    Name:	Prototype Lab
    Cost:	40
    Health:	4000
    Build Time:	20
    Building Requirments:	Advance Armory and Arm Lab
    Info:	Once researched, you can place Heavy Armor and Jetpacks
    Upgrades:
    Heavy Armor (40) (HA):
    Heavy Armor makes you move slower, but you start with 200 armor (30 extra per
    armor level).
    Jetpacks (35) (JP):
    This allows the marine to fly into the air. Most people think they are a lot
    worse than Heavy Armor, but they require more skill. They are better since they
    donít need constant maintenance from welders (in my opinion).
    
    ---
    
    Name:	Phase Gate (PG)
    Cost:	15
    Health:	3000
    Build Time:	12
    Building Requirments:	Infantry Portal and Phase Tech
    Info:	This allows instant transportation across to other Phase Gates, these can
    help to keep a hive secured.
    
    -----------------------------
    4.00 Weapons/Items (Marine)
    -----------------------------
    
    The info is set up like this...
    
    Name:	X (O
    Ammo per clip:	X
    Max Clips:	X
    Damage:	X
    Fire Rate:	X
    Accuracy:	X
    Info:	X
    
    ^^^Note: Max clips doesnít count the clip that is in use.
    
    ---
    
    Name:	Light Machine Gun (LMG)
    Ammo per clip:	50
    Max Clips:	5
    Damage:	10 per bullet
    Fire Rate:	10.00 shots/sec
    Accuracy:	Good
    Cost:	N/A
    Info:	This weapon is the standard of grunts (you spawn with it). It's an ok
    weapon until middle game. Itís Light damage, so it deals less damage against
    fades and onos.
    
    ---
    
    Name:	Pistol
    Ammo per clip: 20
    Max Clips:	3
    Damage:	20 per bullet
    Fire Rate:	5.00 shots/sec
    Accuracy:	Excellent
    Cost:	N/A
    Info:	Basic side-arm for marines. I like to use the pistol against skulks for a
    long hallway and then switch to the Light Machine Gun
    
    ---
    
    Name:	Shotgun (SG)
    Ammo per clip:	8
    Max Clips:	4
    Damage:	10 per bullet (17 bullets per shot)
    Fire Rate:	0.77 shots/sec
    Accuracy:	Low
    Cost:	10
    Info:	In my opinion, the best weapon. It can deal a total of 170 damage, and
    thatís without weapon upgrades. And you donít need a advance armory for it.
    Unlike the more favored Heavy Machine Gun, which costs 5 more and 30 for a the
    advance armory.
    
    ---
    
    Name:	Heavy Machine Gun (HMG)
    Ammo per clip:	125
    Max Clips:	2
    Damage:	20 per bullet (half vs structures)
    Fire Rate:	9.09 shots/sec
    Accuracy:	Low
    Cost:	15
    Info:	This is the most favored weapon in the game but I donít think itís as
    good as Shotgun. It has about 4x the field of fire of a LMG
    
    ---
    
    Name:	Grenade Launcher (GL)
    Ammo per clip:	4
    Max Clips:	7.2
    Damage:	125 per grenade (double against structures)
    Fire Rate:	0.83 shots/sec
    Accuracy:	Very Poor/Great (it always shoots in the same place if you hold
    still, but it hard to aim on a moving target).
    Cost:	20
    Info:	Itís good to have one of these for about every 5 Shotgunners/Heavy
    Machine gunners. They are great for taking down buildings and the quickest way
    to take down hives.
    
    ---
    
    Name:	Welder
    Ammo per clip:	N/A
    Max Clips:	N/A
    Damage:	4 per spark
    Fire Rate: Slow
    Accuracy:	Good
    Cost:	5
    Info:	This "weapon" is used to repair buildings and is used on weldable panels.
    Itís funny to see a weld kill.
    
    ---
    
    Name:	Mine
    Ammo per clip:	N/A
    Max Clips:	N/A
    Damage:	About 120
    Fire Rate:	N/A
    Accuracy:	N/A
    Cost:	10
    Info:	You only get 4 mines for the 10 res, but it does deal about 120 damage per
    hit. So it can take out a 100 res onos.
    
    ---
    
    Name:	Hand Grenade
    Ammo per clip:	N/A
    Max Clips:	N/A
    Damage:	100 (Double vs structures)
    Fire Rate:	N/A
    Accuracy:	N/A
    Cost:	20
    Info:	Once these are reserched at an Armory, every marine spawned gains a
    single hand grenade. I like these a lot, they help alot with OCs since they
    deal 200 damage.
    
    ---
    
    Name: Catalyst
    Ammo per clip:	N/A
    Max Clips:	N/A
    Damage:	N/A
    Fire Rate:	N/A
    Accuracy:	N/A
    Cost:	20/4
    Info:	Once researched at the Arms Lab, the commander is able to drop a Catalyst
    which increases attack rate and movment speed by +25%, but it does hurt the
    marine 25 HP *CoughStarCraftStimPackCough*.
    
    Name:	Heavy Armor (HA)
    Cost:	15
    Info:	Heavy Armor makes you move slower, but you start with 200 armor (30 extra
    per armor level). If alot of marines get equiped with this, along with advance
    weapons and welders, its called a Heavy Train.
    
    ---
    
    Name:	Jetpack (JP)
    Cost:	15
    Info:	This allows the marine to fly into the air. Most people think they are a
    lot worse than Heavy Armor. They require more skill, but they are better since
    they donít need constant maintenance from welders (in my opinion).
    
    -------------------------------------
    5.00 Alien Lifeforms (Kharaa)
    -------------------------------------
    
    I wanted to say this first before I go onto the Kharaa. Unlike a giant pile of
    resources with marines, it works like this...
    
    First player gets a res
    Second Player gets a res
    Third player gets a res
    
    And if you have more RTs, the quicker you get your res.
    
    Also they get their higher level attacks by placing another hive. A hive spawns
    dead Kharaa so the more hives, the quicker you can spawn.
    
    ---
    
    Skulk: 70/10
    Cost:	10
    These are the basic alien life forms. They are good for a quick hit and run
    attacks for lone marines. Also they are good at ambushes since they are the
    only life form that can climb onto walls. Watch out for these guys if youíre
    alone.
    
    Suggested Upgrades:
    
    Kamakazi:
    Sensory:	Scent of Fear
    Defense:	Carapace
    Movement:	Celerity
    
    This can help out those skulks who like to Xenoside and if you know if there is
    a huge amount of marines ripe for the killing.
    
    Ambusher:
    Sensory:	Scent of Fear
    Defense:	Regeneration
    Movement:	Celerity\Adrenaline
    
    This is for those who like to jump down on their enemies heads and give them a
    teeth-full hug. Regeneration is good since if you get hit a few times, you
    donít need to run all the way back to the hive to heal. And I personally like
    Celerity but Adrenaline can help if you like to leap a lot to dodge bullets.
    
    Silent, but Deadly:
    Sensory:	Focus
    Defense:	Regeneration
    Movment:	Silence/Scent of Fear
    
    This is a setup I like. Its good for ambushing them from ceiling and do a quick
    bite on the head when you fall down for a quick kill then run off if there are
    others with him.
    
    ---
    
    Gorge: 150/40
    Cost:	10
    The builders of the Kharaa. They are the only one that has the ability to place
    the buildings so you MUST have at least 1 at all times. They may seem not too
    tough but they can dish out a lot of damage at times. They are mainly builders
    and minor support.
    
    Suggested Upgrades:
    
    None: They can almost use any setup they want. Generally I think
    Regeneration/Carapace/Celerity is the most used.
    
    ---
    
    Lerk: 120/30
    Cost:	30
    The support flying unit. Fear these marines if you donít have any Heavy Armor.
    You can fly if you hit spacebar multiple times, and hold spacebar to glide.
    
    Suggested Upgrades:
    
    Spore Master:
    Sensory:	Scent of Fear
    Defense:	Regeneration
    Movement:	Adrenaline
    
    This is the best setup to spam spore on the enemy before they can find you,
    FEAR THE SPORES.
    
    ---
    
    Fade: 300/150:
    Cost:	50
    This is my favorite unit (Lerk is second fav) as Kharaa. They can fly across
    the map in a few dozen seconds with their blink skill. Also they can heal
    themselves but I think Regeneration is better than Metabolize.
    
    Hit & Run:
    Sensory:	Scent of Fear/Cloaking
    Defense:	Regeneration/Carapace
    Movement:	Adrenaline
    
    Scent of Fear is better IMO but some people like to use cloaking. Regeneration
    is better also I think but people also like Carapace. Adrenaline is almost a
    must since blink drains energy so fast, but you can move so rapidly across the
    map with blink (who needs Phase Gate?).
    
    ---
    
    Onos: 700/500
    Cost:	75
    The Elephant sized killing machine. These guys are a mix of support unit and
    pure strength. Their Stomp can freeze the enemys from moving, so if you spam
    it, your allies can pick them off. Also, Devour is great, since the only way
    they can live after being eaten is for the onos to die, so this is great for
    HA. Their Gore attack is also great, since about 5 hits will take down a Turret.
    
    I rarly play Onos so I dont have any good upgrades. If you have any, please
    E-mail me them.
    
    
    ---------------------------------------
    6.00 Lifeform Upgrades (Kharaa)
    ---------------------------------------
    
    There are 3 levels of the upgrades. One for each type of upgrade chamber (if
    you get more than 3, nothing happens).
    
    Sensory:
    
    Cloaking:
    You start to cloak after a period of time. The higher the level of cloaking,
    the quicker you start to cloak. If you use walk skill, it does not disable your
    invisibility but if you run, it disables your cloaking.
    
    Scent of Fear:
    You will see enemys like Motion Tracking, the higher the level, the further you
    can see them.
    
    Focus:
    Each level increases cool down for your Slot 1 weapon by 33%, and damage
    increases by by half for each level.
    
    ---
    
    Movement:
    
    Adrenaline:
    It increases the regeneration of energy, 33% per level.
    
    Celerity:
    Increases movement speed. You move faster for each level.
    
    Silence:
    Decreases sound from any action. It decreases by 50% at first level, 15% at
    second and 0% at third level.
    
    ---
    
    Defense:
    
    Redemption:
    If you have less than 40% health, there will be a 30% chance of teleporting
    back to the hive every second.
    
    Regeneration:
    Every 2 seconds, you heal 3% of your total life for every level of regeneration.
    
    Carapace:
    Increases armor for every level.
    Skulk armor bonus: 20 hp/level
    Gorge armor bonus: 50 hp/level
    Lerk armor bonus: 30 hp/level
    Fade armor bonus: 100 hp/level
    Onos armor bonus: 150 hp/level
    
    -----------------------------
    7.00 Attacks (Kharaa)
    -----------------------------
    
    Skulk:
    
    Name:	Bite
    Damage:	80
    Energy Cost:	5%
    Fire Rate:	1.25 bites/sec
    Info:	The most deadly weapon at start of the game (besides SG, bwahahahaha).
    Two hits will kill a marine without level 1 armor upgrade.
    
    Name:	Parasite
    Damage:	10
    Energy Cost:	30%
    Fire Rate:	2.00 shots/sec	
    Info:	This is good to use on a marine BEFORE you start to attack. If you die,
    the marine will still show up on hive sight (it's like Motion Tracking, only
    they can move and still see them). It can also be used on buildings but it does
    not damage them. It can be used to flip switches.
    
    Name:	Leap
    Damage:	80
    Energy Cost:	25%
    Fire Rate:	N/A
    Info:	Good to do a leap and then start biting the marine to surprise the enemy.
    Some people like to use the Leap attack to dodge bullets.
    
    Name:	Xenocide
    Damage:	200
    Energy Cost:	70%
    Fire Rate:	N/A
    Info:	After about 2 seconds once you start (it takes a full energy bar) you
    will do a kamikaze attack that deals 200 damage (It's like a grenade, deals
    less damage the further away you are).
    
    ---
    
    Gorge:
    
    Name:	Spit
    Damage:	25
    Energy Cost:	12%
    Fire Rate:	1.25 shots/sec
    Info:	The basic attack for Gorges. This can kill a marine fairly fast if he is
    going solo and if the gorge is good.
    
    Name:	Healing Spray
    Damage:	25
    Energy Cost:	15%
    Fire Rate:	0.63
    Info:	This is used to either to hurt the enemy or to heal your allies. If you
    see a friendly standing next to you, check his HP/Armor and see if he needs
    healing.
    
    Name:	Bilebomb
    Damage:	200
    Energy Cost:	22%
    Fire Rate:	0.67 shots/sec
    Info:	This deals a lot of damage to buildings only. There currently is a bug
    where you need to be on the same level of the building so you canít bilebomb
    stuff from the vent (as of 2.01)
    
    Name:	Web
    Damage:	N/A
    Energy Cost:	18%
    Fire Rate:	2.00 shots/sec
    Info:	If a marine gets hit with the webs that stick on the wall, they will slow
    down and will not be able to attack. So place them carefully so they will hit
    all marines that walk through. I got this off of Natural-Selection.org web
    boards.
    
     ________________________
    |........................|
    |........................|
    |........................|
    |........................| Looking down a corridor, wall on each side.
    |........................|
    |........................|
    |........................|
    
     ________________________
    |........................|
    |........................|
    |........................|
    |o.......................| Say you shot web at "o"...
    |........................|
    |........................|
    |........................|
    
     ________________________
    |........................|
    |........................|
    |........................|
    |........................| And then shot here....
    |.......................o|
    |........................|
    |........................|
    
    _________________________
    |........................|
    |........................|
    |........................|
    |___________.............| The web will connect like so.
    |..........._____________|
    |........................|
    |........................|
    
    ---
    
    Lerk
    
    Name:	Bite
    Damage:	60
    Energy Cost:	5%
    Fire Rate:	1.56 bites/sec
    Info:	Since its 65 damage, if you get Focus it will not be an instant kill, but
    the new lerk flight (From 3.00), will make up for that.
    
    Name:	Spores
    Damage:	7 hp/second
    Energy Cost:	35%
    Fire Rate:	0.50 shots/sec
    Info:	This creates a cloud of spores that hurts all enemies in its radius.
    Great to spore armory or infantry portal. Heavy Armor filters out the spores so
    it canít hurt them.
    
    Name:	Umbrella
    Damage:	N/A
    Energy Cost:	30%
    Fire Rate:	1.00 shots/sec
    Info:	This blocks every 2 out of 3 bullets. Great to stop HMG shots against
    Onos.
    
    Name:	Primal Scream
    Damage:	N/A
    Energy Cost:	30%
    Fire Rate:	1.00 shots/sec
    Info:	Any alien near the Lerk when he lets out this powerfull scream, their
    attack rate will be increased +30%, attack speed increases +30% and max energy
    is increased +60% for 3 seconds.
    
    ---
    
    Fade
    
    Name:	Slash
    Damage:	90
    Energy Cost:	7%/swipe
    Fire Rate:	1.11 swipes/sec
    Info:	Deals about the same amount of bite but it is a little slower than it.
    
    Name:	Blink
    Damage:	N/A
    Energy Cost:	5%/blink
    Fire Rate:	20.00 blinks/sec
    Info:	This makes you move very fast. The best way to get across the map for any
    life form. It does take a lot of energy though, so get Adrenaline or Celerity.
    
    Name:	Metabolize
    Damage:	N/A
    Energy Cost:	35%/use
    Fire Rate:	1.00 uses/sec
    Info:	Each time you use this weapon, it heals you 20 HP. It works in the same
    way as regeneration.
    
    Name:	Acid Rocket
    Damage:	50 (Splash Damage)
    Energy Cost:	20%/shot
    Fire Rate:	1.00 shots/sec
    Info:	This is my favorite fade weapon. Itís the best way to take down marines
    with jetpacks and to take down turrets without being shot at.
    
    ---
    
    Onos
    
    Name:	Gore
    Damage:	80 hp/hit (Double vs structures)
    Energy Cost:	6%/hit
    Fire Rate:	1.05 hits/sec
    Info:	The basic attack, great for taking out turrets, so all the other life
    forms can come in without fear of turrets.
    
    Name:	Devour
    Damage:	3 hp/sec
    Energy Cost:	20%/attempt
    Fire Rate:	0.50 attempts/sec
    Info:	You eat the person, the marine slowly gets hurt over time and dies after
    so many seconds. If the Onos dies or if they use redemption, the marine comes
    out and lives.
    
    Name:	Stomp
    Damage:	N/A
    Energy Cost:	30%/stomp
    Fire Rate:	Slow
    Info:	If a marine gets hit by this "weapon", they get stunned for 2-3 seconds.
    Great to start with and then follow up with devour.
    
    Name:	Charge
    Damage:	320 hp/hit
    Energy Cost:	7%/hit
    Fire Rate:	N/A
    Info:	It makes the onos move faster but drains so much energy. It does not do
    much damage for the energy cost.
    
    -------------------------------
    8.00 Buildings (Kharaa)
    -------------------------------
    
    Offense Tower
    Cost:	10
    Health:	10
    Build Time:	11
    Regen Rate:	5
    Damage:	20
    Info:	For 10 (which I think it should be lowered to 5-7), you get the Kharaaís
    version of a turret. It deals 20 damage to marines.
    
    ---
    
    Resource Tower
    Cost:	15
    Health:	2500
    Build Time:	20
    Regen Rate:	5
    Info:	Same as human RT only they canít get electricity upgrade.
    
    ---
    
    Hive
    Cost:	40
    Health:	7000
    Build Time:	180
    Regen Rate:	2
    Info:	If you move near one of the 3 hive locations, you can put another hive
    up. Hives can spawn an alien, so the more hives you have, the quicker you get
    spawned. Also they allow you to get the next weapon.
    
    ---
    
    Sensory Chamber
    Cost:	10
    Health:	800
    Build Time:	14
    Regen Rate:	5
    Info:	They cloak all nearby buildings and units. Great to hid a lot of OCs and
    surprise the marines. It also bloaks the Motion Tracking for nearby Kharaa.
    
    ---
    
    Defense Chamber
    Cost:	10
    Health:	120
    Build Time:	20
    Regen Rate:	5
    Info:	Heals nearby allies or buildings. They can heal up to 3 things at a time,
    giving them 10 HP every 2 seconds.
    
    ---
    
    Movement Chamber
    Cost:	10
    Health:	1000
    Build Time:	12
    Regen Rate:	5
    Info:	Every second it gives you a refreshment burst of energy. And, if you hit
    E on a Movement chamber, you teleport to a random hive.
    
    ------------------------------------------
    9.00 Tips and Suggestions (Marine)
    ------------------------------------------
    
    FOLLOW ORDERS
    
    One VERY important thing is to sercure the hives. Otherwise all your hard work
    will be gone. Create about 6-8 turrets to sercure it. Also place a Phase Gate
    next to the Turret Factory so your marines can phase threw in case a Onos is
    attacking.
    
    Always stay with a partner, even if you think your the best, it cannot hurt you
    if a partner to cover your back from a skulk.
    
    Don't always relaod Heavy Machine Gun, if you only used about 50 or less
    bullets, leave it alone. If it goes below 50 and you think it's safe (Or a
    partner), reload.
    
    Make sure turret will be able to cover infantry portal and all sides of the
    turrets factory. I have won a few games as fade by blinking by the turrets and
    kill the infantry portals, then the onos allies come in and take the rest of
    the base down.
    
    Talk to your allies, tell them if you see a fade or onos at your location. Or
    tell them if a large amount of OCs are near your location.
    
    ------------------------------------------
    10.00 Tips and Suggestions (Kharaa)
    ------------------------------------------
    
    If your a skulk, stay in groups.
    
    ----------------------------------------
    11.00 What is Natural Selection?
    ----------------------------------------
    
    Natural Selection is a self-made mod for Half-Life (About 5-10 dollars right
    now), its a Marine vs Kharaa (Aliens). It is a First Person Shooter Real Time
    Stratagy game. That means a human plays as a normal Real Time Stratagy (RTS)
    view, placing buildings. The twist is that the fighters are human players.
    
    Then there are Kharaa, they do not have a commander, but they can morph into 5
    differnt life forms, one of them is a builder. You create more hives to spawn
    quicker and gain more powerfull abilitys. They can also can get abilitys, which
    increases the Kharaas power even more.
    
    ----------------------------
    12.00 Console Cheats
    ----------------------------
    
    Do you need some extra fun in a lan game, why not try cheats?
    
    bigdig - All structure build instantly
    slowresearch - Turns off fast researching normally present with cheats
    lowcost - All structures and upgrades cost 2.
    highdamage - All damage is multiplied by 50.
    hightech - All research finishes instantly.
    detectall - All entities are automatically detected
    numinfos - Prints message counting info_location entities
    numspawns - Prints message counting number of spawn entities
    entityinfo - Prints detailed information about entities in world
    numents - Prints message counting number of entities in world
    invul - Toggles invulnerability for player
    listps - Lists particle systems to be used by editps below
    editps - Usage: editps <particle system name>, then type toggleeditps to tweak
    this particle system
    redeem - Redeems player as if they had Redemption upgrade
    buildminimap - Generates minimap sprite
    giveupgrade - Usage: giveupgrade <upgrade number> to give you an upgrade
    removeupgrade - Opposite of giveupgrade
    spectate - Become spectator
    givepoints - Gives you or your team 20 resources (NS only)
    givexp - Usage: givexp or givexp <level>. Gives experience as if you killed
    player of this level (Combat only, default is 1)
    killcs - Kills random Command Center on team, if any
    killhive - Kills random active hive on team, if any
    spawnhive - Spawns new hive for team
    alert - Triggers random alert ("hive under attack, soldiers under attack", etc.)
    killall - Does massive damage to all players, from the player executing command
    switch - Switch teams while remaining in place
    sendmessage - Usage: sendmessage message mode
    Mode of 0: Calls UTIL_ShowMessage(message, currentPlayer)
    Mode of 1: Calls UTIL_Error(message, currentPlayer)
    Mode of 2: currentPlayer->SendMessage(message, isTooltip)
    Mode of anything else: currentPlayer->SendMessage(message, notTooltip)
    hurt - Current player takes 20 generic damage
    setgamma - Usage: setgamma (0.0-1.0). Sets gamma for all clients, useful when
    making a map.
    setculldistance - Usage: setculldistance x. Useful for tweaking culling when
    making a map.
    
    ------------------------------------
    13.00 Map Stratagys (Marine)
    ------------------------------------
    
    
    
    ------------------------------------
    14.00 Map Stratagys (Kharaa)
    ------------------------------------
    
    
    
    ---------------------
    13.00 Versions
    ---------------------
    
    Changes from patch posted
    
    ---
    
    1.02 Minor changes
    
    ---
    
    1.01 Updated a few things since the 3.00b patch came out.
    
    ---
    
    1.00 Just put on GameFAQs
    
    --------------------------------
    14.00 Credits and Thanks
    --------------------------------
    
    Any one and every one who help made Half-life and Natural Selection
    CJayC for making GameFAQs
    Me for making this
    
    ------------------
    15.00 FAQs
    ------------------
    
    Q: Marines are to overpowered! Once they get a Heavy Train they can't die!
    A: Its no easy task to get all of the equiment needed. It takes about 100-250
    or so resources to make a heavy train. 15 for HMG, 20 if they want GL, 15 for
    HA and 5 for Welder...
    
    	+15
    	+15
    	+5
          -------
             35 per Marine
    
    The best way to defeat them, is to prevent them from getting it in the first
    place.
    
    
    

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