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    Combat Guide by Wood Elf

    Version: 1.01 | Updated: 02/16/04 | Printable Version | Search This Guide

    Half Life: Natural Selection Mod (3.00b)
    Natural Selection: Combat Guide
    Version 1.00
    
    Copyright 2003 Wood Elf
    E-Mail - BattleBotv_8_2@Hotmail.com
    
    First Site: www.GameFAQs.com
    
    E-mail me suggestions or corrections.
    
    ------------------------
    Legal Info
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    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 What is Combat?
    2.00 Upgrade Tech Tree (Marine)
    3.00 Upgrade Tech Tree (Kharaa)
    4.00 Stratagys (Marine)
    5.00 Stratagys (Kharaa)
    6.00 Stratagys (Marine Natural Selection forums)
    7.00 Stratagys (Kharaa Natural Selection forums)
    8.00 Stratagys (Marine E-mail Stratagys)
    9.00 Stratagys (Kharaa E-mail Stratagys)
    10.00 Experince Table
    11.00 Weapons (Marine)
    12.00 Attacks (Kharaa)
    13.00 Tips and Suggestions
    14.00 Versions
    15.00 Credits and Thanks
    16.00 FAQs
    ---------------------------
    
    Note: I would very much like people to submit stratagy builds. That's one of
    the reasons I made this walkthrough.
    
    ----------------------------
    1.00 What is Combat?
    ----------------------------
    
    Combat is ALOT differnt from the normal Natural Selection game. Its one where
    its just killing spree. The more you kill, you get more experince and then get
    levels. You can upgrade for abilitys, weapons and much more. Marines only have
    Command Console (Though you cant enter it) and Armory. Aliens only have a Hive.
    The goal is to kill the enemy Command Console or Hive, who ever kills the
    objective first, wins.
    
    If you chose to be a Lerk with your points, you will spawn as a lerk, it wont
    resest you back to Skulk also. Basicly, it will keep what ever you spent your
    points on before you died (if you do).
    
    ---------------------------------------
    2.00 Upgrade Tech Tree (Marine)
    ---------------------------------------
    
    Note: If you get something like Motion Tracking, only you can use it, its not
    for every one.
    Note 2: All Upgrades cost 1 point, execpt Jetpack and Heavy Armor, which costs
    2.
    
                                           Support
                                              |
                                              |
                    |-------------------------|----------------------------|
                    |                         |                            |
                    |                         |                            |
                  Intel                     Equip                       Commander
          |---------|---------|     |---------|---------|       
    |---------|---------|
          |                   |   Mines     Welder   Grenade     |                 
     |
          |                   |                                  |                 
     |
    MotionTracking      ScannerSweep                          Catalyst           
    Resupply
    
    ---
    
    Motion Tracking:
    Simple Enough, you get Motion Tracking. It shows moving Kharaa as blue circles,
    so you can see if they around the cornor. But dont rely on it so much, because
    they can stay still on a wall and will not show up.
    
    ---
    
    Scanner Sweep:
    If your having pesky problems with cloaking aliens, this is your answer. It
    does a scan where you are standing. Once a Onos was trying to sneak in our base
    and a ally scanned and bye bye onos.
    
    ---
    
    Mines:
    When ever you die and come back to life, you will have 1 mine. I personly like
    placing them at the Command Console, so it will kill Skulks or damage any other
    lifeform.
    
    ---
    
    Welder:
    A unfair advantadge for Marines, since you can weld the Command Chair, which
    gives you experince.
    
    ---
    
    Grenade:
    You have a Single Grenade. It is the same as a single Grenade Launcher shot,
    execpt it takes longer to throw (And looks like hes doing kung-fu fist).
    
    ---
    
    Catalyst:
    If you kill an enemy, the "commander" will give you a Catalyst pack which will
    add an extra +25% movment speed and +25% attack rate for a health cost
    *CoughStarCraftStimPackCough*.
    
    ---
    
    Resupply:
    Allows you to call in for Ammo and Medpacks.
    
    ---
    
                                           ArmorLvl 1
                                               |
                                               |
                                           ArmorLvl 2
                                  |------------|------------|
                                  |            |            |
                              HeavyArmor   ArmorLvl3     Jetpack
    
    ---
    
    Armor Level 1:
    Increases the Armor level by 1. This will make it so skulks cannot get a 1 hit
    kill against you.
    
    ---
    
    Armor Level 2:
    Guess what, it increases it to level 2, what a surprise!
    
    ---
    
    Armor Level 3:
    I wonder... Maybe, level 3 armor?
    
    ---
    
    Heavy Armor:
    Gives you Heavy Armor, simple enough. Though, Heavy Armor is not as effective
    in Combat than origanel since the Kharaa can get all the upgrades (Skulk can
    take down 2 HA, I did it ^_^)
    
    ---
    
    Jetpack:
    Gives you a Jetpack. I belive its sort of cheap since you can fly around
    shooting Grenade Launcher while Skulks try to leap after you.
    
    ---
    Note: This is not a choose one like the last tech-tree. You need Damage 1 to
    get Shotgun. Need Shotgun to get Grenade Launcher ect.
    
                                                DamageLvl1
                                                    |
                                                    |
                                                    |
                                    |---------------|---------------|
                                    |                               |
                                DamageLvl2                       Shotgun
                                    |                               |
                                    |                               |
                                DamageLvl3               |----------|----------|
                                                  GrenadeLauncher     
    HeavyMachineGun
    
    ---
    
    Damage Level 1:
    Damage from weapons and mines increases by 10%
    
    ---
    
    Damage Level 2:
    Like before, it increases by another 10%.
    
    ---
    
    Damage Level 3:
    Lets see... Another 10% mayhap?
    
    ---
    
    Shotgun:
    Gives you a shotgun when you chose it.
    
    ---
    
    Grenade Launcher:
    Same as Shotgun but it gives a Grenade Launcher of course.
    
    ---
    
    Heavy Machine Gun:
    Yet again, same thing, execpt with Machine Gun.
    
    ---------------------------------------
    3.00 Upgrade Tech Tree (Kharaa)
    ---------------------------------------
    
    They have a differnt tech tree, if you want to call it that. They dont have any
    limitations like Armor Level 1, then going to Armor Level 2 execpt for getting
    to higher lifeforms. You go Lerk, Fade then Onos and getting ability 3 then 4.
    
    ---
    
    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:
    Injured enemies show up on the screen how the Motion Tracking does, only with a
    different icon. The higher the level I think the less damage they need to show
    up.
    
    Focus:
    It decreases the speed of attack but increases the damage (Slot 1 only).
    
    ---
    
    Movement:
    
    Adrenaline:
    It increases the regeneration of energy, 33% per level.
    
    Celerity:
    Increases movement speed. You move faster for each level.
    
    Silence:
    Decreases the sound made by moving. Normally a marine can tell if a Kharaa is
    near by listening to sounds made by them walking.
    
    ---
    
    Defense:
    
    Redemption:
    Once near death, you MAY (not always, but MAY) teleport to a hive.
    
    Regeneration:
    This heals your HP. Once that is fully healed, it starts healing armor. Each
    level increases the amount of healing per second.
    
    Carapace:
    Each level of this upgrade increases armor by 16%
    
    -------------------------------
    4.00 Stratagys (Marine)
    -------------------------------
    
    Note: This is just a guide, not a follow by the letter guide.
    
    Jet-Launcher:
    Weapon Damage 1
    Shotgun
    Grenade Launcher
    Armor Level 1
    Armor Level 2
    Jetpack
    Weapons Damage 2 / Armor Level 3 / Resupply
    
    This is a setup where you can fly around shooting grenades all over the place
    and dodge enemys. This is sort of cheap since you can keep dodging the enemys
    and hit their hive.
    
    ---
    
    Juggernaught:
    Damage Level 1
    Shotgun
    Armor Level 1
    Armor Level 2
    Heavy Armor
    Armor Level 3
    Grenade Launcher / Heavy Machine Gun
    Damage Level 2
    
    This is another stratagy I use. If a full team gets this, the aliens are dead.
    
    ---
    
    Supporter:
    Mine
    Mine/Hand Grenade/Resupply
    Armor Level 1
    Armor Level 2
    Welder/Motion Tracking
    Wait or Damage Level 1
    Jetpack or Shotgun
    Resupply/Mine/Hand Grenade/Damage Level 1
    
    I recently tried this, and it was fun. I personly like to get Jetpack rather
    than Shotgun. And its your choice, basicly get Mine or Hand Grenade, these are
    under rated. About every minute or so, I got a mine kill. And Grenades, great
    with Motion Tracking or large groups of Skulks. Then the final is a wide range.
    Only get Motion Tracking if you have a microphone, so you can tell you allies
    where their coming.
    
    -------------------------------
    5.00 Stratagys (Kharaa)
    -------------------------------
    
    Note: This is just a guide, not a follow by the letter guide.
    
    Super Skulk:
    Focus
    Celerity
    Scent of Fear
    Leap
    
    This is my favorite Kharaa setup. The reason why there is only 5 upgrades, the
    rest are your choice. The most unused upgrades I use is Redemption and Carapace.
    
    ---
    
    Lerk:
    Focus
    Scent of Fear
    Celerity
    Adrenaline
    
    Basicly, the Lerk is currently very powerfull, so any thing is a good choice
    basicly. Celerity and Scent of Fear are very important though.
    
    ---
    
    Fade:
    2: Save
    3: Save
    4: Fade
    5: Regeneration
    6: Focus
    7: Carapace / Adrenaline / Celerity
    8: Carapace / Adrenaline / Celerity
    9: Carapace / Adrenaline / Celerity
    10: Anything (I like Scent of Fear).
    
    This is a set up I love. You can take out 4 shotgunners against you if your
    very good at the fade (I did it ^_^). It also, with the Adren, you can quickly
    blink in and slash then out before they can fire at you. Since Beta 2, I dont
    like Acid Rocket with its decreases splash and damage. Fades are Underated in
    NS:C (In my opinion).
    
    --------------------------------------------------------
    6.00 Stratagys (Marine Natural Selection forums)
    --------------------------------------------------------
    
    My usual Allround setup for Marines on most maps (and if i don't have any
    assigned task). Use MT to kill early-game Skulks easily and don't get killed
    from hiding spots too often. When you have the JP use MT to avoid direct
    confrontation and go for the hive to get EXP and distract the Aliens. Then get
    some upgrades to last longer near their hive and do more damage to it.
    
    Level 2: Motion Tracking
    Level 3: Armor 1
    Level 4: Armor 2
    Level 5: -
    Level 6: Jetpack
    Level 7: Resupply
    Level 8: Weapon 1
    Level 9: Shotgun
    Level 10: Weapon 2
    
    ---
    
    "Heavy Defense" setup for Marines.
    
    Level 2: Motion Tracking
    Level 3: Armor 1
    Level 4: Armor 2
    Level 5: Heavy Armor
    Level 6: Resupply
    Level 7: Weapon 1
    Level 8: Shotgun
    Level 9: HMG
    Level 10: Weapon 2
    
    From Hypergrip
    
    ---
    
    2.motion tracking
    3.resupply
    4.catpacks
    5.mines
    6.grenades
    7.scanning
    8.hand grenade
    9.welder
    10.armor 1
    
    From Lucid
    
    ---
    
    full frontal
    level 2: weapons 1
    level 3: weapons 2
    level 4: resupply
    level 5: weapons 3
    level 6: armor 1
    level 7: shotgun
    level 8: armor 2
    level 9: HA
    level 10: GL or HMG "depends"
    
    Works quite well if your a good shot
    
    All out Weapons (my brothers way)
    level 2: weapons 1
    level 3: weapons 2
    level 4: weapons 3
    level 5: shotgun
    level 6: HMG
    level 7: Armor 1
    level 8: Armor 2
    level 9: HA
    level 10: resupply
    
    (dont know how he lives with out resupply, im dependent on it.)
    
    From ArmedSoldier522
    
    ---
    
    My shotgun ****ness:
    
    1 - Resupply (optional)
    2 - Weapons 1
    3 - Shotgun
    4 - Weapons 2
    5 - Weapons 3
    6 - Armor 1
    7 - Armor 2
    8 - Jp or HA
    9 - If HA then Armor 3 or whatever you want.
    
    From Extreme
    
    ---
    
    Marine ~~
    ĮĮĮĮĮ
    Weapon lvl 1
    Shotgun
    Armor lvl 1
    Armor lvl 2
    --
    Jetpack
    Resupply
    Weapon lvl 2
    Weapon lvl 3
    
    From Quadie
    
    ---
    
    When I'm rines I go
    
    weapon 1
    shotgun
    armor1
    armor2
    heavy
    HMG
    catylst
    resupply
    weapon2
    
    From thenooby
    
    ---
    
    My favorite, and very effective, if you are an attacker:
    
    Marine:
    Level 2: Level-1 Weapons
    Level 3: Shotgun
    Level 4: Level-2 Weapons
    Level 5: Level-1 Armor
    Level 6: Level-2 Armor
    Level 7: Level-3 Weapons
    Level 8: n/a
    Level 9: Jetpack
    Level 10: Heavy Machine Gun / Grenade Launcher - Depends on mood and the
    players.
    
    From Shadowcat
    
    ---
    
    rines : supa marine
    lvl 2: armor 1
    lvl 3: armor 2
    lvl 4: heavy
    lvl 5: weap 1
    lvl 6: shottie
    lvl 7: weap 2
    lvl 8: weap 3
    lvl 9: motion
    lvl 10: resupply
    
    From J3K
    
    ---
    
    JP/sg (lvls)
    
    2)wep lvl1
    3)sg
    4)resupply (if the game is smallish)
    5)armor 1
    6)armor 2
    7)save
    8)jp
    9)wep 2
    
    Sgs provide enough firepower while you build up your armor, getting resupply is
    optional but quite handy as you dont have to hump the armory and can sustain
    away from spawn shooting the hive and gaining xp. This build is usefull in
    smallish games where there arent many lerks.
    
    From spidermonkey
    
    ---
    
    MARINE
    [Big Hitter]
    this is my standard marine setup unless we have troubles with cloakers or
    larger enemies to deal with
    
    Level 2: Weapons 1
    Level 3: Weapons 2
    Level 4: Weapons 3
    Level 5: Armor 1
    Level 6: Armor 2
    ---------
    Level 8: Jetpack
    Level 9: Shotgun
    Level 10: Ressuply
    
    [By the time I get ressuply, I have everything I need to take out the hive in a
    matter of a few Minutes]
    
    From Zyco
    
    ---
    
    and in marine :
    
    -engineer : mines > grenade > welder > w1 > shotgun > GL > MT , gives much more
    exp than you would think.
    
    -5 minute HA train member : w1 > shotgun > a1 > a2 > HA > welder > w2 , helps
    if other people do the same , not fantastic otherwise.
    
    -skulk trap : mine > MT > w1 > shotgun > w2 , helps you shoot in the back of
    clueless skulks and lerks. If you're silent enough , you can rack up kills
    while approaching the hive.
    
    Oh , and mines own. They're not meant to be placed in obvious minefields as
    deterants (won't help much when you have onos rushing your CC) , you should
    place them to kill aliens like antipersonel mines. Even if they're seemingly
    obvious , an alien is more likely to trip on them in the middle of the fight if
    they're not in his way at first. A cara skulk survives a mine blast , a wounded
    fade doesn't !
    You know you're being good as a mine layer if alien players start saying things
    like "why am I walking on mines right before me ?" "nasty" "wth ?" "I hate you
    !" ect
    
    From Stakhanov
    
    ---
    
    -Mines
    -Armor 1
    -Weapon 1
    -Shotgun
    -Armor 2
    -HA
    Now From here i can go several ways
    
    -MT
    -Resupply
    or
    -HMG
    -Resupply
    or
    -GL
    -Resupply
    
    From Nuclear Core Meltdown
    
    ---
    
    If I'm Marines I always get mines first, they're wonderful. (And I second that)
    
    So here it goes:
    
    -Mines
    -Armor 1
    -Weapon 1
    -Shotgun
    -Armor 2
    -HA
    Now From here i can go several ways
    
    -MT
    -Resupply
    or
    -HMG
    -Resupply
    or
    -GL
    -Resupply
    
    From Nuclear Core Meltdown
    
    ---
    
    As marines, my favorite is
    
    wpn 1
    shotgun
    hmg
    catpack
    wpn 2
    wpn 3
    resupply
    motion
    armor 1
    
    From Amelek
    
    ---
    
    I typically go with:
    
    lvl 2: Damage 1
    lvl 3: Damage 2
    lvl 4: Damage 3
    lvl 5: Shotgun
    lvl 6: Armor 1
    lvl 7: Armor 2
    lvl 8: Armor 3
    lvl 9: Save
    lvl 10: JP, Heavy, or HMG
    
    As you can see I'm an offensively minded marine, and I don't mind using the lmg
    for a while if it's upgraded.  A lvl 3 LMG does about as much damage as an
    un-upgraded HMG, it's quite underrated. I do lots of damage early on in the
    game while the enemy is still weak, and rely on that fact to not die due to my
    weak armor. By level 5 which I usually get to pretty quickly, I have a deadly
    lvl3 shotgun to start mowing down the slightly upgraded aliens. Then I start
    building up my armor, as by now the aliens are getting tougher and more
    aggressive. If the game lasts long enough for me to get to lvl 9 and 10, watch
    out.
    
    As you can see I've never thought highly of the other marine upgrades... I view
    offensive capability as much more of a priority.
    
    Of course this build isnt set in stone... I adapt and change it should the need
    arise.
    
    DarkHand69
    
    --------------------------------------------------------
    7.00 Stratagys (Kharaa Natural Selection forums)
    --------------------------------------------------------
    
    Skulk ~~
    ĮĮĮĮĮ
    Leap
    Focus
    Silence
    Celerity
    Scent of Fear
    Regeneration
    Adrenalin
    Carapace
    Cloak
    
    From Quadie
    
    ---
    
    Alien:
    Level 2: Carapase
    Level 3: Regeneration
    Level 4: Cloaking
    Level 5: Adrenaline
    Level 6: Next Ability
    Level 7: Next Ability
    Level 8: n/a
    Level 9: Lerk
    Level 10: Fade
    
    From Shadow Cat
    
    ---
    
    aliens : supa skulk
    lvl 2: focus
    lvl 3: leap
    lvl 4: cara
    lvl 5: scent of fear
    lvl 6: silence
    lvl 7: regen
    lvl 9: celerity
    lvl 10: xeno / or adren
    
    From J3k
    
    ---
    
    Ninja Skulk
    
    Lvl 2: Focus
    Lvl 3: Silence
    Lvl 4: Regeneration
    Lvl 5: Celerity
    Lvl 6: Cloaking
    Lvl 7: Leap
    Lvl 8: Adrenaline
    Lvl 9: Carapace
    Lvl 10: Xeno
    
    
    very good for sneak attack and excellent for early game (focus owns early game)
    
    From briguy992
    
    ---
    
    Xeno rush
    
    2)leap
    3)xeno
    4)celerity
    5)scent of fear
    6)carapace*
    
    *if the game is not won, you can convert to lerk or fade (getting regen adren
    or focus instead of carapace)
    
    The idea (basically in larger games) is to leap/xeno into a bunch of ppl, sof
    helps greatly and you might get it before celerity. Xeno is not strong enough
    after they reach ha/lvl 3 armor but if they go jp, xeno away.
    
    From spidermonkey
    
    ---
    
    Xenoleap Skulk, good for freaking up Rines and make them play NSC
    
    1.Leap
    2.Xeno
    3.Cara for surviving longer
    4.SoF, for seeing Groups of enemys
    5.Adren, for gaining Adren faster, after leaping
    6.Reg, for Regeneration, if you got wounded on your Way to Base
    7.Silence, not needed but good for stealthy Leaping, Xeno can not be silenced
    8.Lerk Point, if you get no Kills and the Team needs support
    9.Lerk Point
    
    Ok, you see a Group of RInes with SoF, you activate Xeno, and then you leap
    into them and bite the Rines,
    One-Hit kills at the Start, but harder Kills with HAs and lvl1+ Armors, at
    lvl10 it just sucks, because you have to wait 40-60 seconds or so, but then the
    Rines got better Armor and you go Lerk to support your team anyways
    
    From microwaved.
    
    ---
    
    ninja lerk in combat
    
    Silence
    SOF
    Adrenaline
    Cara
    Regen
    Celerity
    Umbra
    
    From ooga_shaga
    
    ---
    
    I use a variety of builds to try and keep the otherwise rather repetetive
    combat mode(in my opinion) fresh but one I've found effective towards combating
    grenade spamming nubs is an onos rush build.
    
    Lerk
    Fade
    Onos
    Regen
    Celerity
    2nd ability or carapace
    Adren
    
    I also use this fade acid rocketer build for when I have to go against a lot of
    JP
    
    Carapace
    Lerk
    Fade
    Adren
    2nd ability
    3rd ability
    Regen
    Depending on map/circumstance, one of these three: focus/celerity/scent of h4x
    
    
    I don't really get to play marine too often since everyone stacks the marine
    team because kills are so easy to make as marine while alien is an exercise in
    frustration
    
    From Rage against the Pepsi machine
    
    ---
    
    ALIEN
    [Swifty - Smaller Games]
    I use this setup to deal with Light marines and in smaller games (6v6 and less)
    
    Level 2: Cloaking
    Level 3: Silence
    Level 4: Celerity
    Level 5: Scent of Fear
    Level 6: Leap
    Level 7: Carapace
    Level 8: Regeneration
    Level 9: Adrenaline
    Level 10: Xenocide
    
    
    [Big Hitter - Bigger Games]
    I use this setup to deal with Heavier marines and in larger games (7v7 and
    higher)
    
    Level 2: Celerity
    ---------
    Level 4: Lerk
    Level 5: Carapace
    Level 6: Fade
    Level 7: Regeneration
    Level 8: Next Ability
    ----------
    Level 10: Onos
    
    [Or some variation of this]
    
    
    From Zyco
    
    ---
    
    Uhm... what's interesting is NS combat is to always have a different upgrade
    choice.
    
    Though I do have a few favorites , in alien :
    
    -onos rushing (saving for fade then onos) , with cara regen it's a CC buster.
    
    -xeno/lerk , leap > xeno > SoF > adren > cara > celerity > lerk , helps in
    larger games to kill lot and lots of marines very fast.
    
    -stealth skulk , cloaking > SoF > focus > silence > cara > leap , useless in
    14+ games but incredibly effective at annoying vent-loving jetpackers.
    
    From Stakhanov
    
    ---
    
    Multi-purpose skulk:
    Level 2-4 (in no particular order) - Celerity, Leap, Carapace.
    
    Then upgrade whatever you want. My lerk is:
    5. save
    6. Lerk
    7. Adren
    8. Regen
    9. Primal Scream
    10. SoF usually, but whatever I'm feelin.
    
    My fade is:
    5-6. save
    7. Fade
    8. Adren
    9. Acid Rockey
    10. Regen
    
    My onos is:
    5-8. Save
    9. Onos
    10. Regen or adren depending on whether I need to tank or stompnos,
    respectively.
    
    From (e)kent
    
    ---
    
    For Lerk I go
    
    -Save 3
    -Lerk
    -Adrenaline
    -Celerity
    -Focus
    -Carapace
    -Regen
    -Silence
    
    For Fade i'll get
    -save 3
    -Adrenaline
    -Regen
    -Redeption
    -Focus
    -Carapace
    -Celerity
    
    For Onos I get
    
    -3rd Ability
    -Save For onos
    -Regen
    -Adrenaline
    -Redemption/Carapace
    
    From Nuclear Core Meltdown
    
    ---
    
    I just got my favorite! Super Skulk!
    
    Level 2: Carapase
    Level 3: Regeneration
    Level 4: Cloak
    Level 5: Focus
    Level 6: Silence
    Level 7: Next Ability
    Level 8: Next Ability
    Level 9: Adrenaline
    Level 10: Cerelity
    
    From Shadowcat
    
    ---
    
    For Lerk I go
    
    -Save 3
    -Lerk
    -Adrenaline
    -Celerity
    -Focus
    -Carapace
    -Regen
    -Silence
    
    For Fade i'll get
    -save 3
    -Adrenaline
    -Regen
    -Redeption
    -Focus
    -Carapace
    -Celerity
    
    For Onos I get
    
    -3rd Ability
    -Save For onos
    -Regen
    -Adrenaline
    -Redemption/Carapace
    
    From Nuclear Core Meltdown
    
    ---
    
    Cheap **** Onos
    Onos=5
    Celerity
    Regen
    Cara
    Cloak
    STOMP IS FOR THE WEAK why four star A S S onyl has 3 letters
    
    From Parasetic_Life_Form
    
    ---
    
    Mine is the I KILL j00 Plan for the Kharaa.
    
    2: Focus
    3: Celerity
    4: save
    5: save
    6: Fade
    7: Regeneration
    8: Carapace
    
    At this point, if your team needs an Onos, save to 10 and do it. However, I
    find this more fun:
    
    9: Scent of Fear
    10: New Ability (that regen thingie, the name escapes me)
    
    I swear, doing a Focused Swipe during a Blink and getting a kill is the single
    most exhilirating experience EVER
    
    From Ledneh
    
    ------------------------------------------------
    8.00 Stratagys (Marine E-mail Stratagys)
    ------------------------------------------------
    
    None yet...
    
    ------------------------------------------------
    9.00 Stratagys (Kharaa E-mail Stratagys)
    ------------------------------------------------
    
    None yet...
    
    ----------------------------
    10.00 Experince Table
    ----------------------------
    
    Lvl - Xp Requirment - Marine    -    Alien
    1     --              Private        Hatchling
    2     100             Private        First Class Xenoform
    3     250             Corporal       Minion
    4     450             Sergeant       Ambusher
    5     700             Lieutenant     Attacker
    6     1000            Captain        Rampager
    7     1350            Commander      Slaughterer
    8     1750            Major          Eliminator
    9     2200            Field Marshal  Nightmare
    10    2700            General        Behemoth
    
    Enemy Lvl - Xp Gained
    Level 1     60
    Level 2     70
    Level 3     80
    Level 4     90
    Level 5     100
    Level 6     110
    Level 7     120
    Level 8     130
    Level 9     140
    Level 0     150
    
    Note: You will split all experince to nearby marines, no matter who killed the
    skulk or what ever the enemy is.
    
    ---
    
    aliens (no focus):
    
    lvl2: clerity
    lvl3: silence
    lvl4: regen
    lvl5: save
    lvl6: lerk
    lvl7: aren
    lvl8: cara
    lvl9: umbra
    lvl10: primal
    
    From frostymoose
    
    ------------------------------
    11.00 Weapons (Marine)
    ------------------------------
    
    Name:	Light Machine Gun (LMG)
    Ammo per clip:	50
    Max Clips:	5
    Damage:	10 per bullet
    Fire Rate:	10.00 shots/sec
    Accuracy:	Good
    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
    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
    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 (Even though there are no advance armorys in combat)
    
    ---
    
    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
    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).
    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
    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
    Info:	Gain a trip mine., 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
    Info:	A hangrenade, I think its a better idea to get a mine, they are generaly
    more usefull unless they add more than 1 hand grenade you spawn with.
    
    ---
    
    Name: Catalyst
    Ammo per clip:	N/A
    Max Clips:	N/A
    Damage:	N/A
    Fire Rate:	N/A
    Accuracy:	N/A
    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)
    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)
    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).
    
    ------------------------------
    12.00 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.
    
    ----------------------------------
    13.00 Tips and Suggestions
    ----------------------------------
    
    Please, DONT CALL ANY ONE HACKERS. This gets VERY annoying. Tough love time,
    you are a bad player if you call some one else hacker 99% of the time.
    
    ALWAYS stay in groups.
    
    Get Motion Tracking if you have a mic, and help your allies out. (Marine Only)
    
    Expect to be ambushed from vents and ceilings. (Marine Only).
    
    Use ledges, walls, ceilings and boxes to your advantadge. Kill or be killed.
    (Kharaa only)
    
    Take the weakest link down.
    
    Dont rush, defend your base, and let the experince roll in.
    
    ---------------------
    14.00 Versions
    ---------------------
    
    1.01 More builds, and Tips and Suggestions section added.
    
    ---
    
    1.00 Put on GameFAQs
    
    -------------------------------
    15.00 Credits and Thanks
    -------------------------------
    
    Me for making this
    CJayC for making this great site
    Every one who helped make Natural Selection
    All who submited stratagys, to many to name. But I do add their name at the end
    of the build (I hate people who don't give credit).
    
    -----------------
    16.00 FAQs
    -----------------
    
    None yet.