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    Combat Guide by MobiusUnoDos

    Updated: 01/03/05 | Search Guide | Bookmark Guide

    
    NATURAL SELECTION
    
    A guide to the popular Half-Life mod
    
    **NOTE**THIS GUIDE IS FOR COMBAT SCENARIOS ONLY. THIS DOES NOT COVER NS MAPS OR 
    SCENARIOS**
    
    --------------
    Version 1.00  ---- Was put on GameFAQS.com
    
    Copyright 2004 Mobius One
    E-mail - pyroguy6666@hotmail.com
    
    Feel free to e-mail me suggestions and/or corrections. My first FAQ, so I'll 
    gladly accept help.
    
    
    -----Legal Stuff
    
    -This guide is sole property of me, the creator. I have given this guide to
    gamefaqs.com, and is not to be used for anyone else's commercial gain nor may
    any other website use this guide. Use this guide only for personal reasons and 
    ask for permission before copying any part of my guide. Thank you.
    
    
    =TABLE OF CONTENTS=
    
    
    1.0 - Introduction
    2.0 - Races and Advantages/Disadvantages
    2.1 - Marines
    2.2 - The Kharaa
    3.0 - The Weapons
    3.1 - Marine weapons/technology
    3.2 - Kharaa weapons/attacks/upgrades
    3.3 - Kharaa species
    4.0 - Objectives of Combat Scenarios
    5.0 - Strategies
    5.1 - Marine strategies/Skill set builds
    5.2 - Kharaa strategies/Skill set builds
    6.0 - Etiquette
    7.0 - Thanks/credits
    8.0 - FAQ section
    
    *Let's start the show!*
    
    *Note: You can use quicksearch by pressing Control key + F key and typing in 
    1A, 2A, etc.
    
    
    
    
    ===============================================================================
    - 1.0 - INTRODUCTION
    ===============================================================================
    
    
    - Welcome to the Combat guide for Natural Selection! Natural Selection is a 
    First person Shooter mod for Half-Life. In this popular modification, there are 
    two teams: Aliens and Marines. The marines have encroached upon the habitats of 
    the Aliens, and the marines must take control of the ships and compounds that 
    the Aliens have infested.
    
    This is Natural Selection.
    
    
    
    ===============================================================================
    - 2.0 - RACES, ADVANTAGES, AND DISADVANTAGES
    ===============================================================================
    
    
    - As said before, there are two races to choose from. These are:
    
    - The Kharaa, the alien race
    - and the Marines, the humans
    
    Each team has unique advantages and disadvantages, but understanding and 
    adapting to each one will help you become a better player. This section will 
    delve into the advantages and disadvantages presented by each team.
    
    
    ============================
    - 2.1 - MARINES
    ============================
    
    - Humans have been one of the most adaptable races to ever inhabit the 
    universe. They have always strived to become the dominant species, and have 
    reached out across the cosmos in search of colonization and other life. 
    However, their search was stopped in its tracks when the Kharaa decided to rear 
    their ugly heads. Here are the skills the Marines have at their disposal in 
    order to rid the universe of the alien menace. 
    
    - Marines rely almost entirely on ammunition. They use ranged weapons 99 
    percent of the time, so they have the ability to shoot while the target is 
    still a ways ahead.
    
    - Marines receive their upgrades instantly, instead of waiting for them. This 
    can come in handy in the heat of battle.
    
    - Superior technology allows the Marines to discover hidden enemies and track 
    any enemy motion. 
    
    - Marines, as with any race, have safety in numbers. Travel alone, and you'll 
    get wasted faster than 10-course meal for one person.
    
    
    ======Here are the Marine DISADVANTAGES======
    
    - Marines move considerably slower unless upgraded with a catalyst or jetpack. 
    If the round just started and try to rush some point, chances are a skulk got 
    there first
    
    - As said before, Marines rely on ammunition. If you run out of ammo for your 
    main weapon, fall back onto your pistol. Use the pistol only as a back up or 
    finishing weapon. If you have to resort to your knife, there's a good chance 
    you'll die within 3 seconds, unless your enemy has maybe, what, 10 hp left?
    
    - Aiming with all Marine weapons takes practice and time. A Skulk can easily 
    outmaneuver a panicky Marine by circle strafing around and around, waiting for 
    the telltale click of an empty gun
    
    - Reloading is the worst disadvantage of all. Certain weapons take ages to 
    reload, namely the HMG and the shotgun, but also...well, every marine weapon 
    takes a while to reload except the pistol and Light machine gun. (all weapons 
    will be given more detail later) This reload can leave a Marine open to attack, 
    and makes easy prey for any Kharaa lucky enough to be around the poor guy.
    
    
    
    
    ============================
    - 2.2 - THE KHARAA
    ============================
    
    
    - The humans have invaded the homes of a certain alien race, called the Kharaa. 
    Exhibiting extreme intelligence and a bloodlust like no other, they fight 
    ferociously to expel the Marine menace from their hives.
    
    - The Kharaa can easily fit the playing style of anyone, as the different 
    species present their own playing styles in themselves.
    
    - The Kharaa can develop certain evolutions to aid in their battle against the 
    Humans. These organic abilities require no sacrifice in speed, and can be 
    tremendously valuable while setting up ambushes.
    
    - Kharaa aliens are really the only ones that can effectively set up an ambush. 
    While Marines rely more on their technology and brute force, some Kharaa can 
    easily climb up walls, cloak themselves, or even silence their footsteps to 
    approach an unsuspecting marine patrol. One or two skulks can easily throw a 
    whole squad into complete and utter chaos, given the skulks move fast and 
    erratically enough.
    
    - Each alien species has it's own role, maximizing the ability of a certain 
    players style. While most are attackers, they can also be used as supportive 
    and defensive positions. (more on this later)
    
    
    ======Here are the Kharaa DISADVANTAGES======
    
    
    - The lower species Kharaa have little starting health, and must be upgraded to 
    lessen damage taken or regain lost health.
    
    - Each action a Kharaa does, regardless of its species, requires a certain 
    amount of energy. Run out of energy during a heated fight, then you might as 
    well scurry around and draw the fire from your teammates.
    
    - Some Marine upgrades make some of your abilities harder to use effectively or 
    at all. One example is motion tracking. (more on upgrades later)
    
    - In order to effectively use your abilities, you should first find cover and 
    wait for them to work. This is especially true and annoying with the cloak
    
    
    
    
    ===============================================================================
    - 3.0 - WEAPONS
    ===============================================================================
    
    
    - This section will deal with the attacks and weapons of each team. As with the 
    teams who handle them, each one has advantages and disadvantages. Let's start 
    with Marine.
    
    
    ==============================================================================
    - 3.1 - MARINE WEAPONS AND TECHNOLOGY
    ==============================================================================
    
    
    
    =================
    Light Machine Gun
    =================
    
    - The starting rifle of every Marine, this weapon is reliable in its accuracy 
    over close to medium ranges. Be careful though- if the target is too close, 
    you'll waste bullets trying to follow the target's movement due to the targets 
    likely speed.
    
    Clip size: 50 rounds per clip
    
    Ammo carrying capacity: a loaded 50 round clip, plus 250 spare rounds
    
    Damage: 10 dmg per bullet. If you are a REALLY, REALLY, REALLY good shot, you 
    can easily kill a fade with this gun. I stress the "really" part.
    
    Firing rate: Good. I'd estimate around 8 - 9 rounds per second
    
    Accuracy - close range - okay
    
    Accuracy - medium range - excellent
    
    Accuracy - long range - poor
    
    
    =================
    Pistol
    =================
    
    - The trusty pistol, although, well, trusty, should only be used as a back up 
    or finishing weapon. The pistol has a sleek, sort of future desert eagle look, 
    but it certainly doesn't have the stopping power...or power, for that matter. 
    Here's the lowdown.
    
    Clip size: 10 rounds per clip
    
    Ammo carrying capacity: a loaded 10 round clip, plus 30 rounds in reserve
    
    Damage: 20 dmg per shot. I call this weapon the "Skulk-killer". Try it and 
    you'll see.
    
    Firing rate: poor - excellent. It's semi-auto, so it depends on your trigger 
    finger.
    
    Accuracy - close range - poor
    
    Accuracy - medium range - excellent
    
    Accuracy - long range - excellent
    
    *Quick tip: Never fire off one shot and re-aim. If your target is staying your 
    crosshairs, then squeeze out your whole clip. Almost every bullet will hit.
    
    
    =================
    Knife
    =================
    
    - In my opinion, never use the knife for a combat map. Like I said before, use 
    it if you know your foe is almost dead. Nothing special here. Well, there is 
    infinite ammo. It's a knife, man. Maybe make yourself a nice Onos steak...
    
    Clip size: N/A
    
    Ammo carrying capacity: N/A
    
    Damage: 30 per slice
    
    Firing rate: around 3 slices per second
    
    Accuracy - close range - excellent
    
    Accuracy - medium range - N/A
    
    Accuracy - long range - N/A
    
    
    =================
    Shotgun
    =================
    
    - My favorite weapon. This thing can make Swiss cheese out of any Fade or Onos. 
    This baby also works wonders on Skulks. This thing can interrupt a leap if you 
    know where the Skulk is coming from. Accuracy diminishes over range, but still 
    a great weapon. 
    
    Clip size: 8 shots per clip
    
    Ammo carrying capacity: one loaded 8 shot clip, plus 40 rounds in reserve
    
    Damage: 10 dmg per pellet. 17 pellets = 170 damage at point blank
    
    Firing rate: poor. 1 round per second, I'd say.
    
    Accuracy - close range - excellent
    
    Accuracy - medium range - okay
    
    Accuracy - long range - poor
    
    Skill point cost: 1
    
    *Quicktip: The shotgun is the only weapon that can actually fire in the middle 
    of the reloading process. Use this to your advantage.
    
    
    =================
    Heavy Machine Gun
    =================
    
    - This is an extremely overrated weapon. While the damage and firing rate from 
    it's lighter cousin have been improved, it is not the best weapon (the best is 
    the shotgun :P)  But anyway, it's still a good choice if you prefer long range 
    annihilation.
    
    Clip size: 125 rounds
    
    Ammo carrying capacity: one loaded 125 round clip, plus 250 rounds in reserve
    
    Damage: 18 dmg per bullet
    
    Firing rate: Excellent. Maybe 11-12 rounds a second
    
    Accuracy - close range - excellent
    
    Accuracy - medium range - excellent
    
    Accuracy - long range - poor
    
    Skill point cost: 1
    
    *Quicktip: never reload this weapon unless you are below 25 rounds, or unless 
    you have to.
    
    
    
    =================
    Grenade Launcher
    =================
    
    
    - This weapon is for the demolition freaks. Having a very small magazine, and a 
    low ammo reserve, you'd think it would be worth it, right? Wrong. Please, don't 
    waste your skill points on this. While it is a hive and Onos killer, that's it. 
    The grenades only explode on contact if they hit an alien as soon as they leave 
    the barrel. If they hit the floor, ground, etc, then they explode after maybe 
    1.5 seconds. These are good for taking out Skulks and Lerks, but that's about 
    it.
    
    
    Clip size: 4 rounds
    
    Ammo carrying capacity: one loaded 4 round clip, plus 12 rounds in reserve
    
    Damage: 115 damage per shot
    
    Firing rate: POOR. Maybe 1 shot per second.
    
    Accuracy - close range - okay/good
    
    Accuracy - medium range - excellent
    
    Accuracy - long range - okay
    
    Skill point cost: 1
    
    *Quicktip: You can use this weapon to bank around walls and into vents. This 
    also does more damage to buildings (The Hive). This is also a splash damage 
    weapon. There is no need to hit an enemy DIRECTLY in order to do him damage.
    
    
    =================
    Hand Grenade
    =================
    
    - This is just a hand grenade. Nothing special. Just pull the pin and throw. Be 
    careful not to be near the explosion. They do have an interesting shape though.
    
    
    Clip size: N/A
    
    Ammo carrying capacity: One hand grenade every time you spawn.
    
    Damage: 100. Does double to a structure
    
    Firing rate: Takes about 2-3 seconds to cook it and throw it
    
    Accuracy - close range - excellent
    
    Accuracy - medium range - okay
    
    Accuracy - long range - Depends on skill of the player
    
    Skill point cost: 1
    
    *Quicktip: This grenade can also bank and also has splash damage
    
    
    =================
    Mine
    =================
    
    - This is my baby right here. I always grab these and set them near vents, the 
    CC, armory, or wherever I feel like it. These are great on Skulks, since they 
    kill with one hit on Skulks. However, they can jump over them. But you can 
    place them anywhere, even ON the CC.
    
    
    Clip size: N/A
    
    Ammo carrying capacity: 1 mine every time you spawn
    
    Damage: 120 
    
    Firing rate: Takes no time at all to place a mine. Just point and click.
    
    Accuracy - close range - excellent
    
    Accuracy - medium range - N/A
    
    Accuracy - long range - N/A
    
    Skill point cost: 1
    
    
    =================
    Welder
    =================
    
    - THIS IS NOT A COMBAT WEAPON. Well, it shouldn't be used as one. But, it is 
    extremely hilarious to see a weld kill, but also very humiliating for the 
    victim. If you know your target has maybe 1 health left, go for it :D
    
    
    Clip size: N/A
    
    Ammo carrying capacity: You spawn with a welder each time you spawn. It never 
    runs out.
    
    Damage: 4 dmg per blue spark on the enemy
    
    Firing rate: 3 sparks per second, I estimate
    
    Accuracy - close range - excellent
    
    Accuracy - medium range - N/A
    
    Accuracy - long range - N/A
    
    Skill point cost: 1
    
    *Quicktip: You can use a welder in order to shut the vents on some maps, and 
    you can also use it to unseal doors. You'll see a progress bar at the bottom. 
    You can also weld fellow marines that are in Heavy Armor, as it restores their 
    armor
    
    
    
    *****The following items/abilities/technologies are not weapons, they are 
    skills*****
    
    
    =================
    Motion Tracking
    =================
    
    - Does exactly what it says. Tracks motion. Be careful, still. A non-moving 
    target will not show up on your tracker. A moving target however, shows up with 
    a blue circle around them.
    
    Duration: once acquired, it lasts the entire round
    
    Skill point cost: 1 
    
    
    
    
    =================
    Scanner Sweep
    =================
    
    - Scanner Sweep makes all cloaked enemies visible, for everyone on your team. 
    However, it does have a certain range, represented by a sort of blue pulse. If 
    the enemy moves out of the pulse's range, it will be able to cloak again.
    
    
    Duration: Once acquired, it will last the entire round.
    
    Skill point cost: 1
    
    
    
    =================
    Catalyst
    =================
    
    - The catalyst is, like other FAQ contributors have noticed, exactly like the 
    Stimpack found in StarCraft. When you kill an enemy, some unknown commander 
    from above will drop you a catalyst. The catalyst will boost your attack by 25 
    percent and it will boost your speed by 25 percent. However, this comes at a 
    sacrifice of health. I wouldn't recommend this.
    
    Duration: once acquired, the catalyst skill will stay with you for the entire 
    round. The speed resets* each time you die, I think.
    
    Skill point cost: 1
    
    *(I'm not sure, so if someone could e-mail me, that'd be great!)
    
    
    =================
    Jetpack
    =================
    
    - Also known as a JP, and someone that uses it is a JPer. The JP is an upgrade 
    which allows you to zoom and fly about the maps, avoiding the hungry, biting 
    mouths of Skulks, Onos, Fades, and other land-restricted enemies. This is also 
    annoying to the aliens, as the aliens have a hard time getting to a JPer on top 
    of the hive fast enough before he/she does extensive damage.
    
    
    Duration: once acquired, lasts the entire round
    
    Skill point cost: 2
    
    =================
    Resupply
    =================
    
    - Resupply gives you ammo and health every now and then. This can be very 
    helpful during a fight.
    
    
    Duration: once acquired, lasts entire round
    
    Skill point cost: 1
    
    
    =================
    Heavy Armor
    =================
    
    - Heavy Armor (HA) is not usually far from a welder, since a Lone HA can be 
    easily killed. However, these are worthless if you are eaten by an Onos. That's 
    doesn't mean you should get it though. HA increases your armor level to 200, 
    but you go slow as hell, I mean SLOW. A HA with a shotgun is a killer combo.
    
    Duration: once acquired, lasts the entire round
    
    Skill point cost: 2
    
    
    
    =================
    Weapons 1, 2, and 3
    =================
    
    - Each level upgrades your weapon damage by 10 percent.
    
    
    Duration: Once acquired, lasts the entire round
    
    Skill point cost: 1 for each level
    
    =================
    Armor 1, 2, and 3
    =================
    
    - Each level will increase your armor level
    
    
    -Armor level 1: 45 points of armor
    -Armor level 2: 65 points of armor
    -Armor level 3: I don't know, but I'm guessing 85 points of armor
    
    Duration: once acquired, lasts the entire round
    
    Skill point cost: 1 for each level
    
    
    
    ==============================================================================
    - 3.2 - KHARAA ATTACKS/WEAPONS
    ==============================================================================
    
    - Instead of guns or other technology, the Kharaa rely upon their species 
    evolutions in order to combat the Human menace. This means no ammunition is 
    required, but each attack takes some energy.
    
    
    
    =================
    Skulk Bite
    =================
    
    - Just a simple bite from the Skulk. 3 bites will kill a level 1 armor marine, 
    but 2 bites with focus will kill the same marine
    
    Damage: 80
    
    Range: Close range attack
    
    Energy amount required: 5 percent of your maximum energy
    
    Firing rate: About 1 bite for every 1.75 seconds
    
    Skill point cost: N/A
    
    
    
    =================
    Skulk Leap
    =================
    
    - This is an interesting attack, in that if it doesn't have a set damage limit. 
    If you touch a marine during a leap, 4 damage is applied. But if you keep 
    touching that marine in your leap, the damage keeps adding up. This is also 
    used as a way of quicker movement.
    
    Damage: 4 damage is applied for as long as you stay on the marine (so you hit a 
    unarmored marine head on. Chances are you'll kill him. But if you hit a marine 
    from the side, you'll probably take a good chunk of his health away)
    
    Range: Medium Range attack
    
    Energy amount required: 25 percent of your maximum energy
    
    Firing rate: 1 leap for every 2.5 seconds
    
    Skill point cost: 1
    
    
    =================
    Skulk Parasite
    =================
    
    - The parasite is an infinitely useful attack that does a little bit of damage 
    AND makes the afflicted marine show up on the hive sight. A bugged marine will 
    show up to all of your teammates as a yellow circle. The closer you are, the 
    bigger the circle, and the farther you are, the smaller. Use this when you're 
    acting as a scouter for your team. It can be used on buildings, but it does 
    them no damage.
    
    Damage (To marines personnel): 10 dmg for each parasite
    
    Range: Any range attack
    
    Energy amount required: 30 percent of your maximum energy
    
    Firing rate: 2 parasite every 1.6 seconds
    
    Skill point cost: N/A
    
    
    =================
    Skulk Xenocide
    =================
    
    - Ah, the Kamikaze. Use this on a group of marines to cause widespread panic 
    and pain/death. Xenocide does a whopping 200 damage! It's works like a grenade, 
    so there is splash damage. As soon as you activate this, you'll have about 3 
    seconds to get into position. You'll screech, and as the screech gets louder, 
    you're closer to your kamikaze. This attack does double to buildings.
    
    
    Damage: 200 (double to buildings)
    
    Range: Close - semi-medium range attack
    
    Energy cost: 70 percent of your maximum energy.
    
    Firing rate: N/A
    
    Skill point cost: 2
    
    *Quicktip: Pay no heed to your energy consumption during this attack. Since 
    your about to die, it really doesn't matter THAT much.
    
    
    
    =================
    Lerk Bite
    =================
    
    - This is the same as the Skulk bite, but damage has been toned down. This 
    means no more one hit focus kills on some marines. However, you can use this in 
    conjunction with the Lerk flying ability. It rocks.
    
    Damage: 60 dmg
    
    Range: Close range attack
    
    Energy cost required: 5 percent of your maximum energy 
    
    Firing rate: Same as Skulks
    
    Skill point cost: N/A
    
    =================
    Lerk Flying
    =================
     - This is not really an attack, per se, but it can be used in conjunction with 
    other attacks for maximum effectiveness.
    
    
    Damage: N/A
    
    Range: N/A
    
    Energy cost required: about 2-5 percent of your maximum energy (every time you 
    press space, that takes away 5 percent. You can glide however, without energy 
    loss.
    
    
    =================
    Lerk Spikes
    =================
    
    - This is sort of like a sniper weapon for the aliens. It is a rapid fire 
    attack, and it is one hundred percent accurate, but doesn't do much damage.
    
    Damage: 18 dmg per spike
    
    Range: Close range to long range attack
    
    Energy cost: about 3 percent of your current energy for each spike
    
    Firing rate: 3 - 4 spikes for every second
    
    Skill point cost: N/A
    
    =================
    Lerk Spores
    =================
    
    - This attack fires a cloud of green gas that damages all Marine personnel in 
    the cloud. This does NOT do damage to Heavy Armor marines, since their gas mask 
    allows it to filter out the harmful stuff.
    
    Damage: 7 dmg for every second a marine is caught in the cloud
    
    Range: Close range - medium range attack
    
    Energy cost required: 35 percent of your maximum energy for each cloud fired
    
    Firing rate: 1 cloud every 2.4 seconds
    
    Skill point cost: N/A
    
    *Quicktip: This can be used on the armory in order to damage any marines hoping 
    to hump it. (Hump is a term used for people using the armory) This will prevent 
    them from using it for a little bit.
    
    
    =================
    Lerk Umbra
    =================
    
    - This attack is for the role of support. When you fire a cloud, the cloud will 
    block bullets for you. Not every single one, but I estimate about every 2 or so 
    bullets out of 3 or 4 is blocked. This is great when a heavy machine Gunner is 
    present. DOES NOT WORK ON GRENADE LAUNCHERS. ONLY BULLETS.
    
    Damage: N/A
    
    Range: Close range - medium range attack
    
    Energy cost required: 35 percent of your maximum energy
    
    Firing rate: 1 cloud for every 3 seconds
    
    Skill point cost: 1
    
    
    =================
    Lerk Primal Scream
    =================
    
    - This boosts the stats of all your teammates nearby and you. Attack strength, 
    attack speed are increased by 30 percent. Maximum energy is increased by a 
    hefty 60 percent. All this lasts for only 3 seconds though. A cool thing is 
    that when used, any teammate nearby will give a scream back in reply. This 
    sounds very haunting when used around 8+ players.
    
    Damage: N/A
    
    Range: Close range- medium range attack
    
    Energy cost required: 30 percent of your maximum energy per scream
    
    Firing rate: 1 scream per second
    
    Skill point cost: 2
    
    =================
    Gorge Spit
    =================
     - A horrible weapon for engagement, this attack spits out gobs of green goo 
    that will strike a marine for 25 damage. However, chances are you'll miss, 
    given the agonizingly slow speed of the projectile.
    
    Damage: 25 dmg per spit
    
    Range: Close range to long range attack
    
    Energy cost required: 12 percent of your maximum energy
    
    Firing rate: 2 spits for every 2.7 seconds
    
    Skill point cost: N/A
    
    
    
    =================
    Gorge Healing Spray
    =================
    
    - Another bad choice for battle, this attack is a healing spray, like stated. 
    It will heal your allies health and armor, but damage you enemies
    
    
    Damage: 16 dmg per spray
    
    Range: Close range attack
    
    Energy cost required: 15 percent of your maximum energy
    
    Firing rate: About 1 spray per 1.5 seconds
    
    Skil point cost: N/A
    
    *Quicktip: use the healing spray to heal your hive also. This is the only way 
    to heal your hive, even though the hive heals by itself, but very slowly. Use 
    this to speed it up a little
    
    
    =================
    Gorge Bilebomb
    =================
    
    - A pretty gross attack, you'll hear a strange vomit sound sometimes when you 
    use this one. This one damages buildings only, so don't even try it on Marines, 
    or you'll get laughed at.
    
    Damage: 200 (buildings only)
    
    Range: Close range - medium range attack
    
    Energy cost: 22 percent of your current energy
    
    Firing rate: About 1 bomb for every 1.7 seconds
    
    Skill point cost: 1
    
    
    =================
    Gorge Web
    =================
    - While not a weapon, this is still a very effective ability to protect certain 
    chokepoints with. Use it around your hive too. After choosing a spot, spit once 
    on one side of the floor, wall, etc, then spit any other place, and the webs 
    will connect automatically, but only if there is no obstruction, like a box.
    
    
    Damage: N/A
    
    Range: Close range - medium range attack
    
    Energy cost required: 15 percent of your maximum energy every time you spit out 
    one spot
    
    Firing rate: 2 shots per second
    
    Skill point cost: 2
    
    *Quicktip: Use this to care of pesky JPers. Any Marine caught in a web is 
    stopped for a little bit and his weapon is useless for a few moments. However, 
    grenades and welders can destroy webs, and there is a certain limit of webs you 
    can produce
    
    
    =================
    Fade Slash
    =================
    
    - A brutally powerful attack, this becomes even better with focus. Using it's 
    two scythe-like claws, it brings them down upon whatever unlucky human happens 
    to be chosen.
    
    
    Damage: 90 damage per slash
    
    Range: Close range attack
    
    Energy cost required: 7 percent of your maximum energy for every slash
    
    Firing rate: 1 slash for every .9 seconds
    
    Skill point cost: N/A
    
    
    =================
    Fade Blink
    =================
    
    - This is not an attack, but an ability. When Blink is used, it will make you 
    go insanely fast to wherever you pointer is currently, well, pointed. Use this 
    to get to high places, and it can outrun (out fly?) a JPer. 
    
    
    Damage: N/A
    
    Range: N/A
    
    Energy cost required: 5 percent of your maximum energy for as long as you hold 
    the fire button. (e.g. 10 blinks, or half a second, costs you half your maximum 
    energy)
    
    Firing rate: N/A
    
    Skill point cost: N/A
    
    
    =================
    Fade Metabolize
    =================
    
    - This looks like the Fade is doing some voodoo spell when you use. Weird. 
    Anyway, this just heals you 20 health every time you use it. Like regenerate.
    
    Damage: N/A (heals 20 health on yourself for every metabolize) 
    
    Range: N/A
    
    Energy cost required: 35 percent of your maximum energy
    
    Firing range: N/A
    
    Skill point cost: 1
    
    
    =================
    Fade Acid Rocket
    =================
    
    - This is a ranged attack. It's like a heavier hitting spike with splash dmg, 
    but with a slower fire rate. 
    
    
    Damage: 50 dmg for a dead center shot (splash dmg decreases the amount)
    
    Range: Close range - long range attack 
    
    Energy cost required: 20 percent of your maximum energy per rocket
    
    Firing rate: 1 rocket per second
    
    Skill point cost: 2
    
    
    =================
    Onos Gore
    =================
    
    - Utilizing the massive horn on the beasts' nose, the attack will rip apart any 
    marine that gets in your way. It does about the same damage as a Fade Slash, 
    but it has a barely faster firing rate, and it does double to structures.
    
    
    Damage: 85 (double to structures)
    
    Range: Close range attack
    
    Energy cost required: 6 percent of your maximum energy
    
    Firing rate: 2 hits per second
    
    Skill point cost: N/A
    
    
    =================
    Onos Devour
    =================
    
    - Hehe, my favorite attack when I go Onos. This awesome little attack can 
    devour and marine you choose. However, there are no crosshairs, and you have to 
    be pretty aligned with you target before you eat him/her. A good rule of thumb 
    is to have your horn level with the marine's waistline. Once eaten, the target 
    will see an inside view of an Onos Belly. I applaud the developers of this game 
    for such a small, but wonderfully detailed, er, detail. Use this on JPers and 
    Heavy Armor marines. This is ESPECIALLY useful against heavy armor marines. Be 
    aware, though, if you die or redeem yourself, you lose your food.
    
    Damage: 3 dmg per second
    
    Range: Close range attack
    
    Energy cost required: 20 percent of your maximum energy per devour/attempt
    
    Firing rate: 1 devour attempt every 2 seconds
    
    Skill point cost: N/A
    
    
    =================
    Onos Stomp
    =================
    
    - This attack freezes any marine caught in the line of the charge, making an 
    easy target for devour or your teammates. Charge also makes their weapon 
    useless. It's like a mobile web, but the webs don't stay. Think of it like 
    that.
    
    Damage: N/A
    
    Range: Close range - medium range attack
    
    Energy cost required: 30 percent of your maximum energy per stomp
    
    Firing rate: 1 stomp every 3 seconds
    
    Skill point cost: 1
    
    
    =================
    Onos Charge
    =================
    
    - I have only gotten this once, and I found it pretty useless. It takes an 
    insane amount of energy, but you move super fast (as fast as insane for an onos 
    is, anyway), and if you connect with a marine, you're almost guaranteed a kill. 
    However, you are usually moving around too fast to even take note of any 
    marines. I usually leave this alone.
    
    Damage: ? (someone e-mail me the dmg values. Thanks)
    
    Range: Close range attack
    
    Energy cost required: (?)
    
    Firing rate: 1 charge every 10 seconds (?)
    
    Skill point cost: 2
    
    
    
    
    ====Note: the following are upgrades, not attacks. Upgrades are available to 
    any species====
    
    
    =================
    Focus
    =================
    
    - This doubles your attack power. Allows for one hit kills on un-armored 
    marines
    
    Skill point cost: 2
    
    Duration: once acquired, lasts the entire round
    
    
    *Quicktip: This attack has knockback, meaning it will knock your target back 
    (duh). Most other alien attacks that involve physical contact have knockback 
    too.
    
    
    =================
    Scent of Fear
    =================
    
    - This makes all wounded marines show up on the hivesight, but only for you, 
    not your whole team. Use this to help out your teammates if you've got a mic, 
    and for annoying campers.
    
    Skill pint cost: 1
    
    Duration: once acquired, lasts the entire round
    
    
    =================
    Cloaking
    =================
    
    - Does exactly what it says. Makes you almost completely invisible to the eyes 
    of a marine. You stay still for about a second, your cloak will take effect, 
    and you can tell because your alien body parts will be almost a translucent 
    white. If you run, jump, or fall from a height, then the effect wears off. 
    Stand still to regain the effect. If you walk, your cloak does not wear off. 
    However, when you're a skulk with cloak, don't walk forward and strafe at the 
    same time. This makes you go too fast.
    
    
    Skill point cost: 1
    
    Duration: once acquired, lasts the entire round
    
    
    =================
    Carapace
    =================
    
    - This reduces damage from all marine weapons, including mines, grenades, 
    welders, etc.
    
    Skill point cost: 1
    
    Duration: once acquired, lasts the entire round
    
    
    =================
    Regeneration
    =================
    
    - Again, does exactly what it says. If you are injured, get away, and hide. 
    After a few moments without taking damage, your health and armor start to 
    regenerate. After your health is full, then your armor. Get in, kill, get out, 
    hide, heal. Rinse and repeat.
    
    Skill point cost: 1
    
    Duration: once acquired, lasts the entire round
    
    
    =================
    Redemption
    =================
    
    - I hardly ever get this. Unless you're a stat whore, don't get this. All it 
    does is, when close to dying, there is a CHANCE that you will be teleported 
    back to the hive. However if you're Onos, you will lose any marine in your 
    belly (GET IN MAH BELLAH...sorry.)
    
    Skill point cost: 1
    
    Duration: once acquired lasts the entire round
    
    
    =================
    Celerity
    =================
    
    - This increases you speed for the whole round. It will stay with you through 
    species evolutions. This skill is invaluable when going Onos.
    
    Skill point cost: 1
    
    Duration: once acquired, lasts the entire round
    
    
    =================
    Adrenaline
    =================
    
    - This increases the rate at which you regain energy. When going Gorge, 
    remember to get this so you can heal the hive for a long time without running 
    out of energy.
    
    Skill point cost: 1
    
    Duration: once acquired, lasts the entire round
    
    
    =================
    Silence
    =================
    
    - This makes your footsteps inaudible to everyone. Use this for ambushes.
    
    Skill point cost: 1
    
    Duration: once acquired, lasts the entire round
    
    
    =================
    Unlock Next Ability (1)
    =================
    
    - This unlocks your next ability (NO WAY, REALLY?). Nothing else.
    
    Skill point cost: 1
    
    Duration: once acquired, lasts the entire round, even through evolutions
    
    
    =================
    Unlock Next Ability (2)
    =================
    
    - Duuhhhhhh...(see above)
    
    Skill point cost: 2
    
    Duration: (SEE ABOVE)
    
    
     
    
    
    ==============================================================================
    - 3.3 - THE KHARAA SPECIES
    ==============================================================================
    
    - This section will describe all of the species available to an alien player.
    
    
    
    
    =================
    Skulk
    =================
    
    - Your starting species. This is the fastest thing at the very start of a game, 
    and is not such a bad starting point. The attack is strong for a starting 
    class, and it can even climb up walls. A great choice, even for large games ( I 
    say that because I excel at using stealth skulk, more on strategies later)
    
    
    Attack available: Skulk Bite, Parasite, Leap (must unlock), Xenocide (must 
    unlock)
    
    Ability: can climb up walls and ceilings and just about anywhere you can think 
    of, can go long falls without taking damage
    
    
    =================
    Gorge
    =================
    
    
    - The next species in line. While not exactly a combat-ready unit, this is the 
    only species able to heal other teammates and the hive. It has no "special" 
    abilities, like the Skulk does (wall climbing)
    
    
    Attacks available: Spit, Healing Spray, Bilebomb (must unlock), Web (must 
    unlock)
    
    Ability: N/A (unless you count healing)
    
    Skill Point Cost: 1
    
    
    =================
    Lerk
    =================
    
    
    - This is pretty much a flying Skulk with a less powerful bite. Don't be fooled 
    however. This species has 3 starting attacks instead of 2, and it can be a 
    lethal ambusher when cloaked
    
    Attacks available: Spikes, Lerk bite, Spores, Umbra (must unlock), Primal 
    Scream (must unlock)
    
    Ability: Flying, Can go long falls without taking damage
    
    Skill point cost: 1
    
    
    =================
    Fade
    =================
    
    - This is a Medium-heavy attack unit. This thing is more like the foot soldier 
    of the alien race. Use it as such.
    
    
    Attacks available: Slash, Blink, Metabolize (must unlock), Acid Rocket (must 
    unlock)
    
    Ability: Can go long falls without taking damage
    
    Skill point cost: 2
    
    
    =================
    Onos
    =================
    
    - This is the Heavy Tank of the alien race. A whopping HP and armor amount 
    makes sure this thing will take a beating and keep on eating.
    
    
    Attacks available: Gore, Devour, Stomp (must unlock), Charge (must unlock)
    
    Ability: N/A
    
    Skill point cost: 2
    
    
    ==============================================================================
    - 4.0 - OBJECTIVE OF COMBAT SCENARIOS
    ==============================================================================
    
    - The objective of EVERY combat scenario is to destroy the opposing teams' base 
    while protecting your own. If you are a marine, you must destroy the alien hive 
    and protect your command center. If you are alien, then you must destroy the 
    command center and defend your hive. Although most servers will make it so no 
    one wins until a base is destroyed, the default setting is that aliens defend 
    while marines attack. While destroy opposing base works here, too, if the 
    marines don't kill the Hive in a timed round, then the aliens win by default.
    
    
    
    
    
    ==============================================================================
    - 5.0 - Strategies
    ==============================================================================
    
    - This section shall deal with the numerous strategies and skill sets of each 
    team. I will accept reader contributions if they feel like e-mailing them to 
    me.
    
    
    
    ===================
    - 5.1 - MARINE STRATEGIES
    ===================
    
    
    - This is the most important of all. DO NOT TRAVEL ALONE. If I have to beat 
    this into your skull, I will. If you travel alone, your skull will not be on 
    your head, but probably in the stomach of an alien. DO NOT TRAVEL ALONE. If I 
    meet you somewhere, and you decide to go off on your own little way, I will, 
    repeat, WILL laugh at your moronic ways. DO NOT TRAVEL ALONE.
    
    
    - It is always important to stick with people that have different weapons. This 
    maximizes the effect that each person can do. If a GL marine, an HMG marine, 
    and a Shotgun marine are together, they are most likely going to kick butt.
    
    
    - Despite what people say, the Shotgun IS THE BEST WEAPON. However, I guess it 
    does depend upon your preference. But, bullet for bullet, this baby does the 
    most damage up close. When fully upgraded, this thing can do 200 damage if all 
    bullets hit. This is brutal on an Onos.
    
    
    - Always get resupply. Firstly, most aliens try and harass marines by depriving 
    them of an armory. Most, anyway. Also, when out in the field, there is going to 
    be NO ARMORY. Resupply is like an IV in the hospital. If you run out of juice, 
    you get more. However, there are set intervals. Be careful of that.
    
    
    - It is always good to have at least one welder for every two Heavy Armors. 
    This gives each welder more time to help his teammates.
    
    
    - Anyone with mines, USE THEM. Too many times have I seen someone set some 
    mines, die, then forget to set down his new ones. You can use these as defense 
    or anti-personal (anti-alien...?) use. They work great in vents or on ladders. 
    These kill un-carapaced skulks in one hit. They also kill wounded fades.
    
    
    - If you decide to go for a toe-to-toe approach, go with the Heavy Armor. If 
    you have a Heavy Armor on, and go head to head with a fade, you win. (full 
    health is needed, though :D)
    
    
    
    - If you decide to try and hit the hive, go with a Jetpack. This makes you SO 
    hard to hit to all ground based aliens, and it's still pretty hard for Lerks to 
    hit you also. However, Onos can eat you out of the sky. Careful, hehe.
    
    
    -----MARINE SKILL POINT BUILDS-----
    
    
    - Support Marine - 
    
    Level One: Resupply
    Level Two: Welder
    Level Three: Mines
    Level Four: Weapons 1
    Level Five: Shotgun
    Level Six: Armor 1
    Level Seven: Weapons 2
    Level Eight: Armor 2
    Level Nine: save
    Level Ten: Jetpack or Heavy Armor
    
    OR
    
    Level Nine: Grenade Launcher
    Level Ten: Weapons 3
    
    
    - Heavy Hitter - 
    
    Level One: Weapons 1
    Level Two: Armor 1
    Level Three: Armor 2
    Level Four: Shotgun
    Level Five: Weapons 2
    Level Six: Save
    Level Seven: Heavy Armor
    Level Eight: Weapons 3
    Level Nine: Armor 3
    Level Ten: Resupply
    
    
    - Annoying, But (somewhat) Effective Jetpacker -
    
    Level One: Armor 1
    Level Two: Armor 2
    Level Three: Weapons 1
    Level Four: Shotgun
    Level Five: Save
    Level Six: Jetpack
    Level Seven: Weapons 2
    Level Eight: Weapons 3
    Level Nine: HMG
    Level Ten: Resupply
    
    
    - Foot Soldier - 
    
    Level One: Weapons 1
    Level Two: Shotgun
    Level Three: HMG
    Level Four: Armor 1
    Level Five: Armor 2
    Level Six: Mines
    Level Seven: Save
    Level Eight: Heavy Armor OR Jetpack
    Level Nine: Weapons 2
    Level Ten: Resupply
    
    
    - MY most used set-up -
    
    Level One: Mines
    Level Two: Weapons 1
    Level Three: Shotgun
    Level Four: Armor 1
    Level Five: Weapons 2
    Level Six: Weapons 3
    Level Seven: Resupply
    Level Eight: Armor 2
    Level Nine: Save
    Level Ten: Heavy Armor
    
    
    - Heavy Support - 
    
    Level One: Welder
    Level Two: Armor 1
    Level Three: Armor 2
    Level Four: Save
    Level Five: Heavy Armor
    Level Six: Weapons 1
    Level Seven: Scanner Sweep
    Level Eight: Shotgun
    Level Nine: GL
    Level Ten: Weapons 2
    
    
    - Scouter -
    
    Level One: Scanner Sweep
    Level Two: Motion Tracking
    Level Three: Weapons 1
    Level Four: Shotgun
    Level Five: Armor 1
    Level Six: Armor 2
    Level Seven: Weapons 2
    Level Eight: Save
    Level Nine: Jetpack
    Level Ten: Resupply
    
    
    *** I AM taking reader suggestions, remember. I'll put'em here, so send them 
    in.***
    
    
    
    ===================
    - 5.2 - KHARAA STRATEGIES
    ===================
    
    
    -When Kharaa, don't be afraid to travel alone. A skulk can catch and kill a 
    marine that is unawares. One or two skulks can throw a whole group of marines 
    into chaos. Using skulks also allows you to easily access ambush points and 
    vantage points, for parasiting.
    
    - If you are gorge, DON'T GET IN THE WAY OF RETREATING ONOS OR FADES. Too many 
    times have I died because of some moron Gorge sticking to my backside for some 
    experience. Don't do that. Please.
    
    - A cloaked Fade that blinks into a vent is so funny, and so effective. When 
    fade, make sure to try this. Since a fade can kill any marine besdies a Heavy 
    Marine in a few hits, try. Chances are, you'll kill him before he kills you.
    
    - Don't be afraid to stay skulk for an entire round. Skulks are very effective 
    at setting up ambushes, and you're bound to get better and better, so try 
    staying skulk, see how it feels.
    
    
    -----KHARAA SKILL POINT BUILDS-----
    
    - Stealth Skulk -
    
    Level One: Cloak
    Level Two: Silence
    Level Three: Celerity
    Level Four: Carapace
    Level Five: Save
    Level Six: Focus
    Level Seven: Unlock Next Ability
    Level Eight: Save
    Level Nine: Unlock Next Ability
    Level Ten: Scent Of Fear
    
    
    - Support -
    
    Level One: Gorge
    Level Two: Adrenaline
    Level Three: Carapace
    Level Four: Unlock Next Ability
    Level Five: Save
    Level Six: Unlock Next Ability
    Level Seven: Regeneration
    Level Eight: Celerity
    Level Nine: Whatever you want
    Level Ten: Whatever you want
    
    
    - Frontline Fade - 
    
    Level One: Save
    Level Two: Save
    Level Three: Gorge ---> Fade
    Level Four: Adrenaline
    Level Five: Carapace
    Level Six: Celerity
    Level Seven: Regeneration
    Level Eight: Unlock Next ability
    Level Nine: Save
    Level Ten: Unlock Next ability
    
    
    
    - Hungry, Angry Onos -
    
    Level One: Save
    Level Two: Save
    Level Three: Save
    Level Four: Save
    Level Five: Gorge ---> Fade ---> Onos
    Level Six: Carapace
    Level Seven: unlock Next Ability
    Level Eight: Cloaking
    Level Nine: Celerity
    Level Ten:  Regeneration
    
    
    - Battle Lerk - 
    
    Level One: Save
    Level Two: Gorge ---> Lerk
    Level Three: Save
    Level Four: Focus
    Level Five: Carapace
    Level Six: Adrenaline
    Level Seven: Unlock Next Ability
    Level Eight: Save
    Level Nine: Unlock Next ability
    Level Ten: Regeneration
    
    
    *I am taking reader suggestions, remember.
    
    
    
    
    
    ==============================================================================
    - 6.0 - ETIQUETTE
    ==============================================================================
    
    - Here we are. How to play an online game without pissing soemone off. This, 
    however, is not foolproof. It may not work all of the time.
    
    
    
    - DO NOT CALL ANYONE A HACKER. This seriously just annoys everyone on the 
    server, especially the admins and the accused player. Only, ONLY accuse them if 
    they have excessive screen shaking, they know where every alien/marine is going 
    to come from, or if the shoot through walls. I have YET to see a single person 
    hack on Natural Selection.
    
    
    - Be friendly and polite. For example, if someone tries talking to you, talk 
    back. See if you can make some more buddy-buds. Don't instigate anything by 
    saying crap like, "OmGZ, ur such nuby. Go wayz!!11one!1" Hear me? Don't say 
    that.
    
    
    - Tell other players what they are doing right. If somone does something that 
    REALLY helped the team, say good job or something. Do the same thing to 
    opposing team members. A lot of times, when I'm a marine, a cloaked alien will 
    scare me out of my wits. I'm walking along and BAM, "SCRRREEAAACKKKCH!!!!!" And 
    I wet myself. Tell the person that He/she scared you senseless, and this 
    usually opens up more conversation for laughs and friendship. Trust me, it is 
    pretty funny :D.
    
    
    - If anyone is bothering you, just let it go. They worst thing you can do is 
    strike back with words of your own. If anything, don't say anything at all. 
    Just totally ignore your antagonizer's message.
    
    
    - DO follow in groups. This helps you teammates and gives you a sense of 
    belonging. Plus, you don't get scared so badly :D
    
    
    - DO NOT use other players as bait. Too many times has some supposedly 
    awesomely skilled player stayed back and let me go ahead. Only to get chopped 
    in half by a lovely Fade. DON'T DO THAT.
    
    
    
    -more later...maybe.-
    
    
    
    
    
    
    ==============================================================================
    - 7.0 - THANKS, CREDITS
    ==============================================================================
    
    Me, for making this guide
    GAMEfaqs.com, for hosting it
    The developers of NS, for making such a wonderfully innovative game
    And the developers of half life, for without it, NS wouldn't be here.
    
    
    
    
    ==============================================================================
    - 8.0 - FAQ SECTION
    ==============================================================================
    
    *None yet. E-mail any questions to me.*
    
      
    
    
    
    

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