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Build Time: 10
Building Requirments: Inside radius of a Advance Turret Factory
Info: This turret only targets buildings but it can damage units. It does 165
damage and double against buildings. They need to be on the same level and in
sight to be able to shoot. Or, you need to do a Scan Sweep, and then they will
be able to shoot through walls. Don't know why but it does.
---
Name: Observatory
Cost: 20
Health: 1700
Build Time: 15
Building Requirments: Armory
Info: It decloaks any units inside the radius of observatory. It shows all
cloaked buildings inside the radius as blue circles.
Upgrades:
Motion Tracking (45): This is a must for marines. It shows all aliens that are
moving as blue circles on the screen. It's great to know if a Kharaa is going
to go around the corner, vent or any other helpful spots. Note: The ability is
disabled while building.
Phase Tech (15):
You need this to be able to build Phase Gates which are great to help out
strategic points. Note: Be careful not to research it twice since there is a
bug (as of 2.01) which you can research it infinite times.
Abilities:
Scan Sweep (25 Energy):
It decloaks all units and buildings inside the area. GREAT to find sensory
chambers in the area to stop invisible attacks and used to allow Siege Turrets
to attack.
Distress Beacon (15):
This ability costs 15 res (resources), it takes about 2 seconds until it
finishes. It instantly revives all marines at Marine Start once it finishes.
---
Name: Arm Lab
Cost: 25
Health: 2200
Build Time: 19
Building Requirments: Armory
Info: This allows you upgrade your grunts ammo and weapon damage.
Upgrades:
Weapon Upgrade 1/2/3:
Each weapon upgrade makes weapons deal an extra 10% damage (max of 30%).
Armor Upgrade 1/2/3:
Each armor upgrade increases grunts armor by 20 each time (10% damage to health
reduction each level), or 30 extra armor for Heavy Armor.
I like to get first armor so it takes 3 skulk bites to kill a marine. Then I
get 2 weapon upgrades, armor upgrade, weapon upgrade and final armor.
A,W,W,A,W,A
---
Name: Prototype Lab
Cost: 40
Health: 4000
Build Time: 20
Building Requirments: Advance Armory and Arm Lab
Info: Once researched, you can place Heavy Armor and Jetpacks
Upgrades:
Heavy Armor (40) (HA):
Heavy Armor makes you move slower, but you start with 200 armor (30 extra per
armor level).
Jetpacks (35) (JP):
This allows the marine to fly into the air. Most people think they are a lot
worse than Heavy Armor, but they require more skill. They are better since they
don't need constant maintenance from welders (in my opinion).
---
Name: Phase Gate (PG)
Cost: 15
Health: 3000
Build Time: 12
Building Requirments: Infantry Portal and Phase Tech
Info: This allows instant transportation across to other Phase Gates, these can
help to keep a hive secured.
-----------------------------
4.00 Weapons/Items (Marine)
-----------------------------
The info is set up like this...
Name: X (O
Ammo per clip: X
Max Clips: X
Damage: X
Fire Rate: X
Accuracy: X
Info: X
^^^Note: Max clips doesn't count the clip that is in use.
---
Name: Light Machine Gun (LMG)
Ammo per clip: 50
Max Clips: 5
Damage: 10 per bullet
Fire Rate: 10.00 shots/sec
Accuracy: Good
Cost: N/A
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
Cost: N/A
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
Cost: 10
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.
---
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
Cost: 15
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).
Cost: 20
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: Very Fast
Accuracy: Good
Cost: 5
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 90
Fire Rate: N/A
Accuracy: N/A
Cost: 10
Info: You only get 5 mines for the 10 res, but it does deal about 90 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: 125 (Double vs structures)
Fire Rate: N/A
Accuracy: N/A
Cost: 20
Info: Once these are reserched at an Armory, every marine spawned gains a
single hand grenade.
---
Name: Catalyst
Ammo per clip: N/A
Max Clips: N/A
Damage: N/A
Fire Rate: N/A
Accuracy: N/A
Cost: 20/4
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
Cost: 15
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
Cost: 15
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).
-------------------------------------
5.00 Alien Lifeforms (Kharaa)
-------------------------------------
I wanted to say this first before I go onto the Kharaa. Unlike a giant pile of
resources with marines, it works like this...
First player gets a res
Second Player gets a res
Third player gets a res
And if you have more RTs, the quicker you get your res.
Also they get their higher level attacks by placing another hive. A hive spawns
dead Kharaa so the more hives, the quicker you can spawn.
---
Skulk: 70/10
Cost: 10
These are the basic alien life forms. They are good for a quick hit and run
attacks for lone marines. Also they are good at ambushes since they are the
only life form that can climb onto walls. Watch out for these guys if you're
alone.
Building Requirments: Inside radius of a Advance Turret Factory
Info: This turret only targets buildings but it can damage units. It does 165
damage and double against buildings. They need to be on the same level and in
sight to be able to shoot. Or, you need to do a Scan Sweep, and then they will
be able to shoot through walls. Don't know why but it does.
---
Name: Observatory
Cost: 20
Health: 1700
Build Time: 15
Building Requirments: Armory
Info: It decloaks any units inside the radius of observatory. It shows all
cloaked buildings inside the radius as blue circles.
Upgrades:
Motion Tracking (45): This is a must for marines. It shows all aliens that are
moving as blue circles on the screen. It's great to know if a Kharaa is going
to go around the corner, vent or any other helpful spots. Note: The ability is
disabled while building.
Phase Tech (15):
You need this to be able to build Phase Gates which are great to help out
strategic points. Note: Be careful not to research it twice since there is a
bug (as of 2.01) which you can research it infinite times.
Abilities:
Scan Sweep (25 Energy):
It decloaks all units and buildings inside the area. GREAT to find sensory
chambers in the area to stop invisible attacks and used to allow Siege Turrets
to attack.
Distress Beacon (15):
This ability costs 15 res (resources), it takes about 2 seconds until it
finishes. It instantly revives all marines at Marine Start once it finishes.
---
Name: Arm Lab
Cost: 25
Health: 2200
Build Time: 19
Building Requirments: Armory
Info: This allows you upgrade your grunts ammo and weapon damage.
Upgrades:
Weapon Upgrade 1/2/3:
Each weapon upgrade makes weapons deal an extra 10% damage (max of 30%).
Armor Upgrade 1/2/3:
Each armor upgrade increases grunts armor by 20 each time (10% damage to health
reduction each level), or 30 extra armor for Heavy Armor.
I like to get first armor so it takes 3 skulk bites to kill a marine. Then I
get 2 weapon upgrades, armor upgrade, weapon upgrade and final armor.
A,W,W,A,W,A
---
Name: Prototype Lab
Cost: 40
Health: 4000
Build Time: 20
Building Requirments: Advance Armory and Arm Lab
Info: Once researched, you can place Heavy Armor and Jetpacks
Upgrades:
Heavy Armor (40) (HA):
Heavy Armor makes you move slower, but you start with 200 armor (30 extra per
armor level).
Jetpacks (35) (JP):
This allows the marine to fly into the air. Most people think they are a lot
worse than Heavy Armor, but they require more skill. They are better since they
don't need constant maintenance from welders (in my opinion).
---
Name: Phase Gate (PG)
Cost: 15
Health: 3000
Build Time: 12
Building Requirments: Infantry Portal and Phase Tech
Info: This allows instant transportation across to other Phase Gates, these can
help to keep a hive secured.
-----------------------------
4.00 Weapons/Items (Marine)
-----------------------------
The info is set up like this...
Name: X (O
Ammo per clip: X
Max Clips: X
Damage: X
Fire Rate: X
Accuracy: X
Info: X
^^^Note: Max clips doesn't count the clip that is in use.
---
Name: Light Machine Gun (LMG)
Ammo per clip: 50
Max Clips: 5
Damage: 10 per bullet
Fire Rate: 10.00 shots/sec
Accuracy: Good
Cost: N/A
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
Cost: N/A
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
Cost: 10
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.
---
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
Cost: 15
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).
Cost: 20
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: Very Fast
Accuracy: Good
Cost: 5
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 90
Fire Rate: N/A
Accuracy: N/A
Cost: 10
Info: You only get 5 mines for the 10 res, but it does deal about 90 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: 125 (Double vs structures)
Fire Rate: N/A
Accuracy: N/A
Cost: 20
Info: Once these are reserched at an Armory, every marine spawned gains a
single hand grenade.
---
Name: Catalyst
Ammo per clip: N/A
Max Clips: N/A
Damage: N/A
Fire Rate: N/A
Accuracy: N/A
Cost: 20/4
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
Cost: 15
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
Cost: 15
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).
-------------------------------------
5.00 Alien Lifeforms (Kharaa)
-------------------------------------
I wanted to say this first before I go onto the Kharaa. Unlike a giant pile of
resources with marines, it works like this...
First player gets a res
Second Player gets a res
Third player gets a res
And if you have more RTs, the quicker you get your res.
Also they get their higher level attacks by placing another hive. A hive spawns
dead Kharaa so the more hives, the quicker you can spawn.
---
Skulk: 70/10
Cost: 10
These are the basic alien life forms. They are good for a quick hit and run
attacks for lone marines. Also they are good at ambushes since they are the
only life form that can climb onto walls. Watch out for these guys if you're
alone.
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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






