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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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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
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Other files from this game:
  1. Half-Life - Natural Selection solution by System on 09/03/2006, 09:50
    Marine/Kharaa Guide
  2. Half-Life - Natural Selection FAQ by System on 09/03/2006, 09:50
  3. Half-Life - Natural Selection FAQ by System on 09/03/2006, 09:50
    Kharaa Perfect Guide