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 ------------------------ 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 as a part of any public display is strictly prohibited, and a violation of 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 ~~ ооооо 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 ~~ ооооо 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. It's 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 that's without weapon upgrades. And you don't 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 don't think it's 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: It's 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. It's 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 don't 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 can't 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 can't 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. It's 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.