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Home » PC » Half-Life - Natural Selection » Half-Life - Natural Selection solution
Submitted by System on 09/03/2006, 09:50. Print file.
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Half Life: Natural Selection Mod (3.00b)
Marine/Kharaa Guide
Version 1.02

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.

Look at bottom for more info.

-----------------------
Quicksearch Note:
You can use the Find command (Ctrl+F) to quickly find the part you need.

---------------------------
1.00 Commander (Marine)
2.00 Grunt (Marine)
3.00 Buildings (Marine)
4.00 Weapons/Items (Marine)
5.00 Alien Lifeforms (Kharaa)
6.00 Lifeform Upgrades (Kharaa)
7.00 Attacks (Kharaa)
8.00 Buildings (Kharaa)
9.00 Tips and Suggestions (Marine)
10.00 Tips and Suggestions (Kharaa)
11.00 What is Natural Selection?
12.00 Console Cheats
13.00 Versions
14.00 Credits and Thanks
15.00 FAQs
---------------------------

-------------------------------
1.00 Commander (Marine)
-------------------------------

The Commander, the keystone to the marine team. They control all the resources
to place buildings, weapons, waypoints and drop medpacks/ammo.

Marines NEED a commander or they will die in a few minutes. I would make an
experienced non-yelling marine the commander.

You can be a good commander unless you know all the buildings (3.00 Buildings -
Marine)


----------------------
2.00 Grunt (Marine)
----------------------

The commander may be the keystone, but grunts are just as important. They build
the buildings (Hold E to build) and kill the enemies.

If you are planning to be a grunt, be sure to know the commands in the menu
selection (Right-Click). I will draw some guides for it.

_________
|__Admin__|
|
_________ | _________
|_Orders__|-------|-------|_Weapons_|
|
____|____
|__Comms__|


That's the basic menu.

Admin...

_________ _________ _________
|ReadyRoom|-------|__Admin__|-------|EjectComm|
|

Ready Room makes you go back to the Ready room to change teams if you want (can
just hit F4 to go to Ready Room). If more than 50% people (I think) choose
Eject Comm option, the commander will be ejected from the Commander Seat.

---

Weapons...
_________
|___Drop__|
|
_________ | _________
|_Weapons_|--------|-------|NextWeap_|
|
____|____
|_Reload__|

The main reason to go in this branch is to drop a weapon. You can do the rest
with default keys.

---

Orders...

_________
|NeedOrder|
|
| _________
|-------|__Orders_|
|
______|_____
|Acknowledged|

If you do Need Order, an icon will show up on the commander's screen. Please,
for all commanders' sake, don't spam Need Order.

Acknowledged is just saying you've got the order but it's basically a waste of
time.

---

There are 3 branches to comms, I will do the one which you will be using the
most...

__________
|NeedHealth|
|
_________ | _________
|___Yell__|--------|-------|_NeedAmmo|
|
_____|_____
|InPostition|

If you call for Health, an icon will show up on the commander's screen showing
that you need some. Same thing with ammo, only with a different icon.


----------------------
3.00 Buildings (Marine)
----------------------

If you want to be a good commander, you need to know what buildings to place
and what their purposes are.

This is how they will be setup...

Name X (Abbreviation)
Cost X
Building Requirements: X
Info X
Upgrades
X
Abilities
X

^^^Note: I won't place Upgrades unless it's possible to upgrade something (Same
with Abilities)^^^

---

Name: Resource Tower (RT)
Cost: 15
Health: 6000
Build Time: 15
Building Requirments: None
Info: These are the building you will most likely be placing the most. After
the grunts finish, a RT (most commonly called) will give you 1 resource every
second.
Upgrades:
Electrical Defense (30): This upgrade requires a Turret Factory. This is used
to stop skulks from taking down RTs. They will not stop a Bile Bombing Gorge, a
fade with regeneration. And fear the Onos even with this on.

---

Name: Infantry Portal (IP)
Cost: 20
Health: 2500
Build Time: 10
Building Requirments: Placed inside the radius of a Command Console.
Info: These respawn dead marines, without it your team will die in a matter of
minutes. Once a marine starts to spawn, it's about 4 seconds until the marine
comes back. Be sure to get one IP for every 3 people.

---

Name: Armory
Cost: 15
Health: 2400
Build Time: 15
Building Requirments: None
Info: Be ready to see marines fill out their ammo supplies here and die in a
few seconds after they get out. Also you can drop weapons in the radius of the
armory (Shotgun, Welder and Mine.)
Upgrades:
Advanced Armory (30): This makes it able to drop the most advance weapons in
the radius of the Armory (Heavy Machine Gun, Grenade Launcher)

---

Name: Command Console (CC)
Cost: 20
Health: 10000
Build Time: 15
Building Requirments: None
Info: These are what the commander sits in to do his job. The main reason to
place another one is, in case the first one is about to die and you need to
relocate your base

---

Name: Turret Factory (TF)
Cost: 15
Health: 3000
Build Time: 13
Building Requirments: None
Info: You can drop turrets in the radius of the TF. The turrets inside the
radius also need the TF to stay alive or they will be shut down and not able to
defend the area, so be sure that the TF stays alive and well.
Upgrades:
Electrical Defense (30): This upgrade requires a Turret Factory. This is used
to stop skulks from taking down RTs. They will not stop a Bile Bombing Gorge, a
fade with regeneration. And fear the Onos even with this on.
Advanced Turret Factory (15): This allows you to build Siege Turrets in the
radius of the TF. There is also a bug that fully heals the TF once it finishes
(I think it's a bug).

---

Name: Turret
Cost: 10
Health: 1300
Build Time: 7
Building Requirments: Turret Factory, and inside TF radius
Info: This is the automatic defense of the Marines. Normally you should have
about 5 turrets to take down any skulks. Turrets do light damage which means
they deal full damage to Skulks and Gorges (and possibly Lerks). But little
against Fades and Onos, so marines will need to help defend also. It only hurts
about 10 damage per hit.

---

Name: Siege Turret
Cost: 15
Health: 2000
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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