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Command Console.
This is the second essential building for the Frontiersmen. This small pad is where Marines will respawn after death. If no Infantry Portals are left, nobody can respawn. Defend these as well as the Command Console. Also, you may want to build more than one, as bottlenecks can develop if there are too few portals.
Requires: Command Console
Allows: Observatory, Turret Factory; Armory
Resource Tower - Cost: 22 resources. Health: 5000.
This is the third essential building for the Frontiersmen. This can only be placed on a resource nozzle, so be on the lookout for these. These will give some resource points every so often, so it is good to have a lot.
Resources are life in this game. Without them, the team will wither and die.
Requires: Command Console
Armory - Cost: 25 resources. Health: 2400. Upgrades to Advanced Armory.
This structure allows the Commander to spawn weaponry for his Marines.
It also allows any Marine to get free ammo for his chosen weapon by holding
Use. This structure can also be upgraded to an Advanced Armory for 35 resources. This allows the Commander to spawn heavier weapons for the Marines.
All weapons must be dropped near the Armory.
Requires: Infantry Portal
Allows: Adv. Armory, Shotguns, Trip Mines, Welders
(Adv. Armory): Heavy Machine Gun
(Adv. Armory and Arms Lab): Grenade Launcher
Observatory - Cost: 25 resources. Health: 1000.
The Observatory is a structure that should be built near any strongpoint.
It reveals all nearby enemies, even those who have cloaked. They appear as a blue circle on every Marine's screen. More importantly, they allow you to research Motion Tracking. Motion Tracking allows a Marine to see the location of every Kharaa, as long as it is moving. This has unlimited range, so is quite useful. The Observatory also allows the construction of Phase Gates, and the use of Distress Beacon. For 15 resources, you can summon EVERY Marine back from the dead. Very useful, and under-used.
Requires: Infantry Portal
Allows: Phase Gates
Research: Motion Tracking
Abilities: Distress Beacon
Turret Factory - Cost: 25 resources. Health: 3000. Upgrades to Advanced Turret
Factory
Turret Factories are the base structure for the Frontiersmen static defense system. These allow the construction of sentry turrets, and with 30 resources, upgrades to the Adv. Turret Factory. This allows you to build the best way to take a Kharaa strong point: the siege cannon.
Requires: Infantry Portal
Allows: Sentry Turrets, Siege Turrets (with Adv. Turret Factory)
Phase Gate - Cost: 20 resources. Health: 3500.
Probably the only structure not likely to be destroyed by the Kharaa when they take a forward base, the Phase Gate allows any player, Marine or Kharaa, to travel instantaneously across the map to another Phase Gate. This should be built as soon as possible, to allow instant reinforcement of a forward base, or of the main base. Beware, if the Kharaa take one intact, recycle it before a herd of Fades come to pay you a visit. Also, if three or more gates are built, you will teleport between the gates in order. If you step on Gate 1, and you want to go to Gate 3, you are teleported to Gate 2, then to Gate 3. Simple, yet effective.
Requires: Observatory
Arms Lab - Cost: 40 resources. Health: 2200.
Think that Light Machinegun doesn't have enough kick? Want better armor?
Then build the Arms Lab! Not only does this allow the construction of Grenade
Launchers, this allows the Commander to upgrade Marine's armor and weapon strength. This also allows you to build the Prototype Lab.
Requires: Armory
Allows: Prototype Lab, Weapon and Armor Upgrades.
Upgrades: Lv.1 Lv.2 Lv.3
Armor 70 90 110
Damage Absorbed 40% 50% 60%
Heavy Armor* 230 260 290
Weapons 10% 20% 30%
Cost 20 40 60
*Heavy Armor always absorbs 95% of damage, and upgrades with normal armor.
Prototype Lab - Cost: 45 resources Armor: 2000
The final base structure, the Prototype Lab allows the research and building of Heavy Armor and Jetpacks. That's about it.
Requires: Arms Lab
Allows: Heavy Armor, Jetpacks (Must be Researched first)
Sentry Turret - Cost: 19 resources. Armor: 1000. Damage: 27 per hit.
This automated turret keeps those pesky Skulks out of the base. It fires quickly, and does a good amount of damage per hit. It won't keep a Fade out, but it will slow him down long enough for a squad of Marines to show up. The turret has a 360 degree field of fire, but can only pitch up or down about 30 degrees. Don't expect to cover a ceiling vent with a turret placed under it.
Requires: Turret Factory
Siege Turret - Cost: 25 resources. Armor: 2000. Damage: 750 for structures,
350 for any Kharaa near the hit.
This is what you want to use when attacking a Kharaa strongpoint. It is pretty useless for base defense, as it will not target units. However, it will target structures, and will fire through walls. It has good range, and does a lot of damage. If you get three set up in range of your target, all you have to do is go in and mop things up.
Requires: Adv. Turret Factory
3.1.3 The Commander
The Commander is the key to the Frontiersmen gameplan. Without a good
Commander, the team will easily be overrun by the Kharaa. The Commander is the only person who can place a structure, upgrade weaponry and armor, give orders, or give out weaponry and equipment. He uses a set-up similar that should be familiar to anybody who has played a Real-Time Strategy game. The main difference is that your "units" are other Marines, controlled by real players, who may not like your orders. Most players; however, will follow your lead, and you should help them out when you can.
Placing a Building - This is your first job as a Commander, and it is relatively easy. Just left-click on the Building List, and drop a building when you have a green highlight around it. Remember, at least one Marine must build it for you, so don't spam a herd of sentry turrets and expect an area to be secured. Also, certain buildings must be put in certain places. Infantry
Portals must be placed in range of the Command Console. Likewise, turrets must be placed near a Turret Factory. This range is shown by a green circle.
Also, be careful not to put something on an unreachable ledge, or a catwalk, when you wanted it on the ground. If you do this, or you are running short on resources, you can recycle the building to get some resources back, and to remove the offending building.
Supplying Your Fellow Marines - An equally important job, YOU are the sole supplier of equipment to your fellow teammates. To get superior equipment, you must build the prerequisite buildings, then select the item you wished drop, and drop it. Also, you can drop ammo clips and health packs to fellow Marines.
A health pack is the only way for a Marine to restore lost health, and a Welder is the only way to restore ammo. Very simple, but equipment is a constant drain on resources, as people will get killed, and will lose all those shiny
HMGs and Jetpacks they were begging for. However, an equipment upgrade is a one-time expenditure. Just click on the building that has the upgrade, and research it. Heavier armor, more powerful weapons, and Motion Tracking are
ALL very useful. And even if the Arms Lab or Observatory goes down, the upgrades stay the whole game.
Issuing Orders - Now this is where the Commander gets to command. To select a teammate, either click on someone, or click and drag a box around a group.
Then, right click on a place, a new structure, or an enemy. The former will issue an order to proceed to the waypoint. The second will issue an order to build the building at the waypoint. You can also select your teammates, then drop the building. The order will be given automatically. The third will issue an order to attack the target. When an order is given, a blue symbol will appear to guide people to the waypoint.
3.2 The Kharaa
The Kharaa use a Class based structure, and have a builder unit to build their bases. They have less buildings, yet are no less complex than the
Frontiersmen. Each player must pick his own class upgrade and Chamber upgrades using his own resources. The Kharaa pool their resources, so a Resource
Collector gives the resources to everyone. The more players on your team, or the fewer Collectors, the slower the resources come. Also, you can see every player on your team via Hive Sight. Think of it as a built in wallhack. If an enemy is parasited, or is seen by one of your fellows, you can see him as well.
3.2.1 Classes
Skulk - Cost: FREE! Health: 70 Armor: 10 (30% Damage Absorbed)
The basic class, you start out as one. Very quick and agile, and can walk on walls.
Bite - 70 Damage
Parasite - Permanently tags an enemy to the Hive Sight.
Leap - Damage varies, jump forward a long distance
Xenocide - 400 splash damage, 2x vs Structures, kamikaze attack
Gorge - Cost: 15 resources Health: 100 Armor: 50 (30% Damage Absorbed)
This is the builder class, and recieves more resources than the other classes. This is the only class that can build buildings.
Spit - 22 Damage
Healing Spray - Heal friendly players and structures
Web - Create a web that can trap enemies
Spawn Babblers - Make weaker versions of Skulks.
Lerk - Cost: 33 resources Health: 60 Armor: 50 (30% Damage Absorbed)
This is a support/sniper class, and should not be used to attack the enemy outright. Use the Umbra and Spore Cloud to support an assault, and snipe at an enemy with the Spikes
Bite - 50 Damage
Spikes - 16 Damage
Umbra - Protective cloud around nearby friendlies.
Spore Cloud - 36 damage, large radius.
Fade - Cost: 44 resources Health: 200 Armor: 90 (30% Damage Absorbed)
This is the main assault class of the Kharaa, and is good at melee combat, ranged combat, and indirect bombardment. Using the Blink ability, you can go around defenses and attack from behind.
Swipe - 80 damage
Acid Rocket - 40 damage, 2x vs players
Blink - Teleportation
Bilebomb - 80 damage, 2x vs structures, arcing fire.
Onos - Cost: 70 resources Health: 500 Armor: 150 (30% Damage Absorbed)
The best way to describe this class is to call it a tank. The Onos can take withering amounts of firepower, shake it off, then kill all of its attackers with ease.
Gore - 120 damage
Paralyze - Paralyzes foes for 6 seconds
Charge - Variable damage, faster movement.
Primal Scream - Energy boost for all nearby Kharaa
3.2.2. Buildings
The Gorge is the only class capable of building any structures. Several of the various Chambers provide three upgrades as well as providing their services. The upgrades are mutually exclusive, and will be documented by their respective chamber.
Hive - Cost: 80 resources
The Hive is the most vital structure on the Kharaa side. Without any active Hives, you will start to die slowly. Each Hive provides health, armor, respawn points, Hive Sight, and one type of Chamber. You can have a maximum of three hives, and each boosts your total resource amount by 1/3, all the way to a max of 100 resources. The only exception to that is a Gorge, who always has
100 resources.
Abilities - Hive Sight - Acts as a wallhack, lets you see teammates and parasited enemies.
Healing - Just stand by the Hive, and it will heal you.
Resource Chamber
This gathers resources, and distributes them to all of your teammates.
Simple enough, just remember that Gorges get a bigger share. It's like a
Communist government: They're all equal, the Gorges are just more equal than the others.
Offense Chamber
This is your form of a static base defense. Build lots of these, and back them up with Defensive Chambers. This will form what is commonly called a "wall of lame."
Defensive Chamber
This is the second essential building for the Frontiersmen. This small pad is where Marines will respawn after death. If no Infantry Portals are left, nobody can respawn. Defend these as well as the Command Console. Also, you may want to build more than one, as bottlenecks can develop if there are too few portals.
Requires: Command Console
Allows: Observatory, Turret Factory; Armory
Resource Tower - Cost: 22 resources. Health: 5000.
This is the third essential building for the Frontiersmen. This can only be placed on a resource nozzle, so be on the lookout for these. These will give some resource points every so often, so it is good to have a lot.
Resources are life in this game. Without them, the team will wither and die.
Requires: Command Console
Armory - Cost: 25 resources. Health: 2400. Upgrades to Advanced Armory.
This structure allows the Commander to spawn weaponry for his Marines.
It also allows any Marine to get free ammo for his chosen weapon by holding
Use. This structure can also be upgraded to an Advanced Armory for 35 resources. This allows the Commander to spawn heavier weapons for the Marines.
All weapons must be dropped near the Armory.
Requires: Infantry Portal
Allows: Adv. Armory, Shotguns, Trip Mines, Welders
(Adv. Armory): Heavy Machine Gun
(Adv. Armory and Arms Lab): Grenade Launcher
Observatory - Cost: 25 resources. Health: 1000.
The Observatory is a structure that should be built near any strongpoint.
It reveals all nearby enemies, even those who have cloaked. They appear as a blue circle on every Marine's screen. More importantly, they allow you to research Motion Tracking. Motion Tracking allows a Marine to see the location of every Kharaa, as long as it is moving. This has unlimited range, so is quite useful. The Observatory also allows the construction of Phase Gates, and the use of Distress Beacon. For 15 resources, you can summon EVERY Marine back from the dead. Very useful, and under-used.
Requires: Infantry Portal
Allows: Phase Gates
Research: Motion Tracking
Abilities: Distress Beacon
Turret Factory - Cost: 25 resources. Health: 3000. Upgrades to Advanced Turret
Factory
Turret Factories are the base structure for the Frontiersmen static defense system. These allow the construction of sentry turrets, and with 30 resources, upgrades to the Adv. Turret Factory. This allows you to build the best way to take a Kharaa strong point: the siege cannon.
Requires: Infantry Portal
Allows: Sentry Turrets, Siege Turrets (with Adv. Turret Factory)
Phase Gate - Cost: 20 resources. Health: 3500.
Probably the only structure not likely to be destroyed by the Kharaa when they take a forward base, the Phase Gate allows any player, Marine or Kharaa, to travel instantaneously across the map to another Phase Gate. This should be built as soon as possible, to allow instant reinforcement of a forward base, or of the main base. Beware, if the Kharaa take one intact, recycle it before a herd of Fades come to pay you a visit. Also, if three or more gates are built, you will teleport between the gates in order. If you step on Gate 1, and you want to go to Gate 3, you are teleported to Gate 2, then to Gate 3. Simple, yet effective.
Requires: Observatory
Arms Lab - Cost: 40 resources. Health: 2200.
Think that Light Machinegun doesn't have enough kick? Want better armor?
Then build the Arms Lab! Not only does this allow the construction of Grenade
Launchers, this allows the Commander to upgrade Marine's armor and weapon strength. This also allows you to build the Prototype Lab.
Requires: Armory
Allows: Prototype Lab, Weapon and Armor Upgrades.
Upgrades: Lv.1 Lv.2 Lv.3
Armor 70 90 110
Damage Absorbed 40% 50% 60%
Heavy Armor* 230 260 290
Weapons 10% 20% 30%
Cost 20 40 60
*Heavy Armor always absorbs 95% of damage, and upgrades with normal armor.
Prototype Lab - Cost: 45 resources Armor: 2000
The final base structure, the Prototype Lab allows the research and building of Heavy Armor and Jetpacks. That's about it.
Requires: Arms Lab
Allows: Heavy Armor, Jetpacks (Must be Researched first)
Sentry Turret - Cost: 19 resources. Armor: 1000. Damage: 27 per hit.
This automated turret keeps those pesky Skulks out of the base. It fires quickly, and does a good amount of damage per hit. It won't keep a Fade out, but it will slow him down long enough for a squad of Marines to show up. The turret has a 360 degree field of fire, but can only pitch up or down about 30 degrees. Don't expect to cover a ceiling vent with a turret placed under it.
Requires: Turret Factory
Siege Turret - Cost: 25 resources. Armor: 2000. Damage: 750 for structures,
350 for any Kharaa near the hit.
This is what you want to use when attacking a Kharaa strongpoint. It is pretty useless for base defense, as it will not target units. However, it will target structures, and will fire through walls. It has good range, and does a lot of damage. If you get three set up in range of your target, all you have to do is go in and mop things up.
Requires: Adv. Turret Factory
3.1.3 The Commander
The Commander is the key to the Frontiersmen gameplan. Without a good
Commander, the team will easily be overrun by the Kharaa. The Commander is the only person who can place a structure, upgrade weaponry and armor, give orders, or give out weaponry and equipment. He uses a set-up similar that should be familiar to anybody who has played a Real-Time Strategy game. The main difference is that your "units" are other Marines, controlled by real players, who may not like your orders. Most players; however, will follow your lead, and you should help them out when you can.
Placing a Building - This is your first job as a Commander, and it is relatively easy. Just left-click on the Building List, and drop a building when you have a green highlight around it. Remember, at least one Marine must build it for you, so don't spam a herd of sentry turrets and expect an area to be secured. Also, certain buildings must be put in certain places. Infantry
Portals must be placed in range of the Command Console. Likewise, turrets must be placed near a Turret Factory. This range is shown by a green circle.
Also, be careful not to put something on an unreachable ledge, or a catwalk, when you wanted it on the ground. If you do this, or you are running short on resources, you can recycle the building to get some resources back, and to remove the offending building.
Supplying Your Fellow Marines - An equally important job, YOU are the sole supplier of equipment to your fellow teammates. To get superior equipment, you must build the prerequisite buildings, then select the item you wished drop, and drop it. Also, you can drop ammo clips and health packs to fellow Marines.
A health pack is the only way for a Marine to restore lost health, and a Welder is the only way to restore ammo. Very simple, but equipment is a constant drain on resources, as people will get killed, and will lose all those shiny
HMGs and Jetpacks they were begging for. However, an equipment upgrade is a one-time expenditure. Just click on the building that has the upgrade, and research it. Heavier armor, more powerful weapons, and Motion Tracking are
ALL very useful. And even if the Arms Lab or Observatory goes down, the upgrades stay the whole game.
Issuing Orders - Now this is where the Commander gets to command. To select a teammate, either click on someone, or click and drag a box around a group.
Then, right click on a place, a new structure, or an enemy. The former will issue an order to proceed to the waypoint. The second will issue an order to build the building at the waypoint. You can also select your teammates, then drop the building. The order will be given automatically. The third will issue an order to attack the target. When an order is given, a blue symbol will appear to guide people to the waypoint.
3.2 The Kharaa
The Kharaa use a Class based structure, and have a builder unit to build their bases. They have less buildings, yet are no less complex than the
Frontiersmen. Each player must pick his own class upgrade and Chamber upgrades using his own resources. The Kharaa pool their resources, so a Resource
Collector gives the resources to everyone. The more players on your team, or the fewer Collectors, the slower the resources come. Also, you can see every player on your team via Hive Sight. Think of it as a built in wallhack. If an enemy is parasited, or is seen by one of your fellows, you can see him as well.
3.2.1 Classes
Skulk - Cost: FREE! Health: 70 Armor: 10 (30% Damage Absorbed)
The basic class, you start out as one. Very quick and agile, and can walk on walls.
Bite - 70 Damage
Parasite - Permanently tags an enemy to the Hive Sight.
Leap - Damage varies, jump forward a long distance
Xenocide - 400 splash damage, 2x vs Structures, kamikaze attack
Gorge - Cost: 15 resources Health: 100 Armor: 50 (30% Damage Absorbed)
This is the builder class, and recieves more resources than the other classes. This is the only class that can build buildings.
Spit - 22 Damage
Healing Spray - Heal friendly players and structures
Web - Create a web that can trap enemies
Spawn Babblers - Make weaker versions of Skulks.
Lerk - Cost: 33 resources Health: 60 Armor: 50 (30% Damage Absorbed)
This is a support/sniper class, and should not be used to attack the enemy outright. Use the Umbra and Spore Cloud to support an assault, and snipe at an enemy with the Spikes
Bite - 50 Damage
Spikes - 16 Damage
Umbra - Protective cloud around nearby friendlies.
Spore Cloud - 36 damage, large radius.
Fade - Cost: 44 resources Health: 200 Armor: 90 (30% Damage Absorbed)
This is the main assault class of the Kharaa, and is good at melee combat, ranged combat, and indirect bombardment. Using the Blink ability, you can go around defenses and attack from behind.
Swipe - 80 damage
Acid Rocket - 40 damage, 2x vs players
Blink - Teleportation
Bilebomb - 80 damage, 2x vs structures, arcing fire.
Onos - Cost: 70 resources Health: 500 Armor: 150 (30% Damage Absorbed)
The best way to describe this class is to call it a tank. The Onos can take withering amounts of firepower, shake it off, then kill all of its attackers with ease.
Gore - 120 damage
Paralyze - Paralyzes foes for 6 seconds
Charge - Variable damage, faster movement.
Primal Scream - Energy boost for all nearby Kharaa
3.2.2. Buildings
The Gorge is the only class capable of building any structures. Several of the various Chambers provide three upgrades as well as providing their services. The upgrades are mutually exclusive, and will be documented by their respective chamber.
Hive - Cost: 80 resources
The Hive is the most vital structure on the Kharaa side. Without any active Hives, you will start to die slowly. Each Hive provides health, armor, respawn points, Hive Sight, and one type of Chamber. You can have a maximum of three hives, and each boosts your total resource amount by 1/3, all the way to a max of 100 resources. The only exception to that is a Gorge, who always has
100 resources.
Abilities - Hive Sight - Acts as a wallhack, lets you see teammates and parasited enemies.
Healing - Just stand by the Hive, and it will heal you.
Resource Chamber
This gathers resources, and distributes them to all of your teammates.
Simple enough, just remember that Gorges get a bigger share. It's like a
Communist government: They're all equal, the Gorges are just more equal than the others.
Offense Chamber
This is your form of a static base defense. Build lots of these, and back them up with Defensive Chambers. This will form what is commonly called a "wall of lame."
Defensive Chamber
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Other files from this game:
- Half-Life - Natural Selection solution by System on 09/03/2006, 09:50
Marine/Kharaa Guide - Half-Life - Natural Selection FAQ by System on 09/03/2006, 09:50
- Half-Life - Natural Selection FAQ by System on 09/03/2006, 09:50
Kharaa Perfect Guide






