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Home » PC » Half-Life - Natural Selection » Half-Life - Natural Selection FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Version 1.0

UNDER CONSTRUCTION
If you wish to contribute, by all means, please!  Just mail me your ideas at paradox_92@hotmail.com so I can add it to the FAQ.  Give me your name so I can give you credit, and specify whether or not you want your address listed.

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Table of Contents

1. Intro

1.1  What is Natural Selection?
1.2  Where can I get it?

2. Getting Started

2.1  Finding a Server
2.2  How to Remove the Title of 'n00b'

3. The Teams

3.1  Frontiersman (AKA Marines)
3.1.1  Equipment
3.1.2  Buildings
3.1.3  The Commander
3.2  The Kharaa
3.2.1  Classes
3.2.2  Buildings

4. Detailed Strategies

4.1  Frontiersmen
4.1.1  Commanders
4.1.2  Marines
4.2  Kharaa
4.2.1  Gorges
4.2.2  Skulks
4.2.3  Lerks
4.2.4  Fades
4.2.5  Onos

5. Update History

6. Acknowledgments and Legal Junk

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1. Intro


1.1  What is Natural Selection?

Natural Selection is a Mod, short for MODification, for VALVe Software's game Half-Life.  It is Multiplayer Only, so you need a good connection to play.
Natural Selection takes a First-Person Shooter, crosses it with a Real-Time
Strategy game, and adds a Sci-Fi atmosphere.  In this game, each team must capture resources, build up and guard their home bases, establish new bases, and ultimately destroy the opposition's base.  It is what one would expect to see if they could play StarCraft first person.

1.2  Where Can I Get Natural Selection

One can get Natural Selection from the NS homepage at www.natural-selection.org and download ONLY version 1.0.  The updates to the game so far have been server-side, meaning you only need those updates if you plan on running a server.  The advantage to server-side patches is that unlike
a TFC or Counter-Strike update, a player doesn't have to endure the search for a decent connection to a patch site.  Yay for us!

===============================================================================

2. Getting Started

2.1  Finding a Server  (AKA The Endless Quest....)

Finding a Natural Selection server is easy, yet can be difficult at times.
To set yourself up, first figure out what your connection speed is.  Now that you know this, enter the game, and click on the following choices:
Multiplayer,Play Online, and Filters.  You should see several checkboxes and pulldown menus to choose from.  I suggest you check the following boxes and make these choices:

Are Responding
Dedicated Servers
Are Running Game: NS
Currently have players

Now this is where you show your connection speed.  If you have a Broadband internet connection, choose this:

Responded More Quickly Than:  175 ms

If you are one of the poor unfortunates cursed with 56K, than choose:

Responded More Quickly Than:  300 ms

OK, now you are good to go!  Exit this screen, and click on Preferences.
Pick a name and a spraypaint, then go back to Internet Game.  Click on Update, pick a server, double-click on it, and go kill something (in the game, please.)
Now, you may get an error message about installing NS.  DO NOT PANIC!!!!
Simply load up Half-Life, pick your options, and connect that way.

2.2  How to remove the title of "n00b." (AKA How to be a good player)
Very simple.  Don't do anything stupid.  Listen to advice from others, and play.  Don't whine, and you will prove yourself to be a good player!

===============================================================================

3. The Teams

This is where Natural Selection sets itself apart from other mods.  Each of the teams have wildly different methods of play.  You CANNOT use the same tactics as a Frontiersman that you did as the Kharaa.  Does. Not. Work.  You must adapt, and work as a team.  Loners cannot win in this game.  Now, onto the teams.

3.1  The Frontiersmen (AKA Marines)

This team is made up of humans, and do not have classes per se.  They do not have a builder unit; instead, they must rely on a single player acting as
Commander, who has an overhead view of the entire battlefield, to supply weapons, buildings, and upgrades.

3.1.1  Frontiersmen Equipment

The Knife - 30 damage per swipe, unlimited ammo.

Now, you may think that this weapon is useless, and you would be correct.
In most cases.  However, this weapon is ideal for killing Kharaa all Kharaa structures, except for Offense Chambers or Hives.  Heck, if you are good enough, you can kill Skulks with no problem.  I bow to your skill if you can perform this feat.

Pistol - 20 damage per shot, 10 rounds per clip, 30 extra rounds max.

Ahh, the Pistol.  One may also assume that this weapon is useless, and you are partly right.  However, this weapon is DEAD accurate, and with 20 damage per shot, one clip will kill a Skulk.  However, don't even think about killing
a Fade or an Onos with this.  They have way too much armor for that.

Light Machinegun - 10 damage per shot, 50 rounds per clip, 250 extra rounds max

Your default primary weapon is a good one.  Like the manual says, best used in groups.  This weapon is good against all classes except Onos, if in groups.  It fires quickly, reloads quickly, is accurate, and looks cool.  What more is there to say?  However, the Heavy Machinegun is superior.

Shotgun - 16 damage per pellet, 10 pellets per shot, 10 round magazine, 50 extra shells.  Costs 20 resources.

This weapons is obtainable only after the Armory is constructed, and when the commander spawns one for you.  This weapon is death for any light class, and can eliminate Fades if used correctly.  As a shotgun, the closer you are, the more damage you do.  This weapon can do 160 damage per shot, and that will put a Fade down with two or three hits. Beware, this is a pump action weapon.

Heavy Machinegun - 20 damage per shot, 150 rounds per clip, 225 extra rounds.
Costs 25 resources.

Time to break out the big stuff!  This requires an Advanced Armory, but is worth the wait.  This gun dishes out tons of damage at a fast rate.  This is my weapon of choice against any Kharaa, except an Onos.  And even the dreaded
Onos will die if you attack in groups.  The downside of this weapon is the slow reload, and the shortage of extra ammo.  225 rounds seems like a lot, but you will burn through it quickly.  Also, this weapon will slow you down some, so beware.

Grenade Launcher - 200 splash damage.  4 rounds per clip, 30 extra rounds.
Will damage you if too close!  Costs 32 resources.

Indirect Artillery is good.  That is what the Grenade Launcher provides, when an Advanced Armory is around.  Each grenade is capable of killing a Skulk, so it is safe to say that nothing is invulnerable to the power of this gun.
However, buildings can't take damage from this gun.  Also, you will take damage if one of your grenades lands at your feet.  Despite these flaws, this weapon is fully capable of clearing out a room, or ridding yourself of that one Lerk in the rafters.

Welder - Unknown damage to hostiles, heals friendly units and structures.
Costs 7 resources.

This becomes available when the Armory goes up, and should be issued liberally.  This is vital to your success, as buildings don't heal themselves, and armor is not affected by medikits.  The welder can kill enemies, though I suggest you use it on structures, not on a Fade.  This will replace your pistol, so be careful not to pull this out by accident in a firefight.

Trip Mines - 100 splash damage,  5 mines max.  In weapons slot 4.

These can be a blessing and a curse.  They can be put on walls for a laser trip mine, or on the floor for a contact mine.  They can put an assault on hold, but a pesky Fade can set these off with Acid Rockets or Bile Bombs.  Use with caution.

Heavy Armor - 200 Armor points standard, absorbs 95% of damage.  Costs 25 resources.

This becomes available with the construction of a prototype lab, and must be researched.  A Frontiersman equipped with this can take massive amounts of damage and emerge unscathed.  Combined with HMGs, Grenade Launchers, and most importantly, Welders, a squad of Marines can plow through most defenses.  This armor does restrict movement, so you move SLOW.  Don't expect a hasty retreat if you are overwhelmed.  However, this will not be a problem too often.

Jet Pack - Gives a rocket pack to the wearer, cost 9 resources.

This will give you a kick in the pants, when used correctly.  The Jet Pack does what it advertizes.  'Nuff said.  Oh, don't be too far off the ground when you run out of gas.  The gas does recharge, though.

3.1.2  Frontiersmen Buildings

Buildings must be built by your teammates after the commander plops one down, so remember to hold the use key to assemble the building.  It is USELESS otherwise.

Command Console - Cost: 30 resources.  Health: 10000.

This is the key to Frontiersman victory.  Think of it as the construction yard in Command & Conquer.  If this goes down, and you do not have a spare, you just lost.  Protect this at all costs!  This is where the Commander sits.  To become Commander, go up to this and hit the Use key.  Only one person may be
Commander, so only one Command Console may be in use at any time.  Construction of a spare in a secure location is recommended.  The Commander can immediately spawn health and ammo packs, as well as all basic structures.  This is also a favorite target of an early skulk rush, so beware.
Allows: Infantry Portal, Resource Tower

Infantry Portal - Cost: 15 resources.  Health: 2000.  Must be placed near
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