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05-23-2005, 07:00 PM #16
Re: NS training
And every now and again you can still get games that you've never experienced before (sensory rush countered with shotgun rush ftw!)
Originally Posted by Wyzcrak
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05-23-2005, 07:56 PM #17
- Join Date
- Mar 2005
- Posts
- 67
Re: NS training
The game of NS is rather simple, and in that design, complex.
There are marines and aliens that wage war.
The marines all have the exact same upgrades except for specially given out items from the certain structures:
armory: gives welders, shotguns, and mines. can be upgraded to advanced armory.
welders: welds marines armor and structures health back to full, does next to nothing damage
mines: place them in a spot and if an alien runs over them they'll explode, killing any skulks in the near vacinity.
shotguns: good for delivering lots of damage quickly, effective against structures (100% damage) quick reloading abilty
advanced armory: gives out heavy machine guns and grenade launchers, required for protolab
heavy machine guns AKA hmg: good for killing lifeforms quickly and in masses. delivers 20 damage, or more, a bullet. bad for killing structures (50% damage) slow reloading ability
grenade launchers: worthless for taking out lifeforms, ability to bounce the grenade around corners, great for taking out structures (200% damage) VERY slow reloading ability
protolab: gives out jetpacks and/or heavy armor once jetpack tech and/or heavy armor tech is researched
jetpack: you can fly with the energy you use, your energy recharges but you cannot stay in suspended flight for very long, nor would you want to. good for moving about quickly and not deing.
heavy armor: a very heavy suit of armor, protecting your health from damage can be reparied by welders
other marine tech:
armor, weapon, and catpack upgrades requires armslab. Armslab requires armory
armor upgrade: armor is increased by 20 points for every standard issue marine (much more for heavy armor marines)
weapon upgrade: damage inflicted by turrets and weapons and grenades by 10 percent each level
catpack tech: make you shoot 2x faster, and run ~1.5x faster, requires comm dropping catpacks on the feild (like medpacks and ammo packs)
observitory allows research of phase tech and motion traking, as well as the ability to PING and BEACON.
phase tech: requires IP and OBS, allows building of phase gates
phase gates: allows instant transportation to other phase gates
motion tracking: allows marines to see uncloaked alien blips when aliens are moving
turret factory: allows marines to electrify resource towers and turret factories. allows turrets to be built in the vacinity of turret factory.
seige turret factory: upgraded from turret factory, allows seiges to be build in the vacinity of seige torret factory.
other:
PING: reveals everything in a certain area, decloakes everything in that area as well.
BEACON: brings all marines to marine spawn alive.
Alien tech and ext is MUCH simplier.
The alien team starts with one hive. Aliens respawn at hives. each new hive makes you respawn that much faster, and allows for new upgrades.
Aliens get three upgrade chamber choices, Sensory, Movement, Defence
Each chamber is bound to a hive, until that hive is destroyed. You cannot build different chambers once they are bound (even if you lose all of them) You can only build new types of chambers once the new hive is complete.
Alien upgrade chambers are most effective when you have three (or more) of them.
Sensory:
Cloaking: you are practicly inivsable, the faster you move, the more visable you are.
Scent of Fear:Allows you to see marines through walls.
Focus:Allows you to bite harder, but slower.
The sensory chamber itself makes all the aliens within the vicinity cloaked, and all marines to show up on scent of fear. (even if you don't have the upgrade)
Movement:
Clerity: Allows you to move much faster
Silence: Allows your footsteps to sound like a distance echo or not at all
Adrenaline: Allows you to regain your energy faster
Movements allow you to move to the nearest hive being attacked(built or unbuilt), and to move to the farthest distant BUILT hive. They also allow you to regain your energy quickly if you are in close vacinity.
Defence:
Carapase: Increases your armor, and therefore how many bullets you can take
Regen: Makes you regenerate your health faster
Redem: Makes you teleported back to the hive if your life drops too low. (does always work)
Defence chambers health other lifeforms and structures and themselves in the near vacinity.
Alien upgrades also come in the form of hive upgrades, and lifeforms.
Skulk: main job of ambushing marines in groups.
0 hive, bite:75 damage
1 hive, parasite: 10 damage, marine shows up on hive network until he dies, instant long range weapon
2 hive, leap: 80 damage (over the course of MANY seconds of leaping), allows you to move at a speed 2.25 times that of your typical waking speed
3 hive, xenocide: 170 damage (i think), does an explosion that can knock back marines, and seriously hurt/kill many of them.
Gorge: main job of building the alien economy
0 hive, spit: 30 damage, slow moving projectile
1 hive, heal: 5 damage, seriously heals many structures/lifeforms that are directly ahead of you
2 hive, bilebomb: 200 damage, increadble damage to MANY structures, no damage to any lifeforms
3 hive, web: 0 damage, creates a string between two walls that makes a marine unable to move or shoot or fly
lerk: main job of hurting groups of marines by gasing them or umbraing your hive
0 hive: bite: 75 damage, good against solo HURT marines that can't aim
1 hive: gas: 15 damage every couple seconds, GREAT for taking out marine armor, and medpacks
2 hive: umbra: makes all alien lifeforms in umbra take half damage from marine bullets
3 hive: primal scream: makes all alien lifeforms in a limited area around the lerk regen energy faster, and hit twice as fast.
fade: main job of harssing marines and supporting skulks against groups of marines
0 hive: swipe: 80 damage, main attack of fades
1 hive: blink: allows fade to move at leap speed (4x as fade typically moves) for the cost of energy
2 hive: metabole: increases fades energy and health
3 hive: acid rocket: damage 25 hp 50 armor, GREAT for taking down heavies armor
onos: anti heavy, and tank
0 hive: gore, 80 damage
1 hive: devour, you eat a marine and gain little health from him until he dies (good for killing heavy armor marines
2 hive: stomp, all none jet pack marines in stomp area (line in front of onos) are unable to move or shoot
3 hive: charge, allows the onos to run very fast and do some damage as well
ok, more complex then basic.
BTW where you are is told on your hud (lower right/left side (unsure which side))
obviously 2 hives improve alien strength greatly (new upgrades, and new weapons/skills) just think, if you could always take half damage and fight half dead marines, all the while regaining your health at nine times the speed. of before,
(umbra + gas + dcs + regen upgrade + metabole) hives are very important too aliens, nodes are very important to marines. (killing 1 alien node takes longer to do, but is more benifical than building one of your own (typically) but only because aliens don't need as many nodes as marines, so losing one is like losing 2 marine nodes)
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05-24-2005, 01:07 PM #18
Re: NS training
Thank you for that Infro, and I guess I should take the advice and use it since you pwnd me so many times yesterday.
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05-24-2005, 01:42 PM #19
- Join Date
- Aug 2004
- Age
- 40
- Posts
- 6,210
Re: NS training
So I gather from the above that first and foremost the objective should be to establish as many armories/hives/structures as possible to get the upgrades, not rush headlong into the confrontation. Once structures are created, they need to be defended, combined with tactical strikes to limit and/or destroy the opposing side's resources.
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05-24-2005, 01:44 PM #20
Re: NS training
You've got the basic idea. Build stuff. Defend it. Use it to kill their stuff.
The "as many as possible" isn't necessarily spot on, as resources are limited, so, sometimes, less is better.Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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05-25-2005, 01:43 AM #21
Re: NS training
Im with Root. Everytime I hop into NS, it feels like a deathmatch. (That and Im totally clueless.) A training session would be great...
If it isn't PCS, whats the point?
PM me with any questions or concerns.
Professional Counterstrike (PCS) FAQ | PCS Player Standards
Aggressive Defense (an oxymoron): A naturally occurring situational event where a defender is caught in a role reversal anomaly. Usually associated with lack of practice, discipline or map awareness in a team based conflict.



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05-25-2005, 02:19 AM #22
Re: NS training
I'm up for a teaching session. I'll try to be on tomorrow at say... 8PM Eastern, barring domestic issues. Wyz will post the IP: we'll do this off of the regular NS server.
Be there or be square.
NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
<anmuzi> it is not permitted to have privacy or anonymity
<LazyEye> yeah when I play on TG the server digs though my trash
Arm yourself with knowledge: TG NS TF2 BF2
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05-25-2005, 02:22 AM #23
Re: NS training
67.19.59.226:27015 Natural Selection v3.03
password: tgns
The following string, when executed in your console, will get you in the server:
connect 67.19.59.226:27015 ; password tgnsSteam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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05-25-2005, 09:05 AM #24
Re: NS training
Will new players be showing up to better understand the game? I'm down for putting a few hours into training. Basic gameplay, and ideas. I'll try and connect around 8pm tonight and offer what I can.
Read the TG Primer, the TGNS Primer and most importantly, the TGNS Rules | My Website!!
birdie_in_Texas:ok..i feel stupid here..what is "NS"..? Wyzcrak:Natural Selection. Don't feel at a loss for not knowing the acronym. Feel at a loss for not having experienced the game.
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05-25-2005, 09:46 AM #25
- Join Date
- Dec 2004
- Location
- Minnesota
- Age
- 28
- Posts
- 247
Re: NS training
I would be happy to help in any type of training sessions for TG. I'm on irc in the #tacticalgamer channel if I need to be contacted. Rant: Dammit more people idle in that channel so we can say something more than once every 16 hours.
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05-25-2005, 10:11 AM #26
- Join Date
- Aug 2004
- Age
- 40
- Posts
- 6,210
Re: NS training
I'll be showing up. I got my buttocks handed to me repreatedly last night. I just don't get it. After 2 rounds of 0-17, I gave up and alphabetized my CD collection.
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05-25-2005, 10:44 AM #27
Re: NS training
Fun stuff. Try fixing over 2000 mp3 file tags to make them show up right on your display in your car, and alphabeticly when you open the folders. I've spent hours doing this...
Originally Posted by TG_Mateo
Anyways, back on topic, I'm sure you'll learn plenty tonight.Read the TG Primer, the TGNS Primer and most importantly, the TGNS Rules | My Website!!
birdie_in_Texas:ok..i feel stupid here..what is "NS"..? Wyzcrak:Natural Selection. Don't feel at a loss for not knowing the acronym. Feel at a loss for not having experienced the game.
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05-25-2005, 12:10 PM #28
Re: NS training
Its not about the k:d ratio in NS. You can be the most valuable player on a team and not get a single kill.
Originally Posted by TG_Mateo
If you have touble getting kills as marines focus on building resouce towers and killing alien buildings, as alien you can save up your resouces to build hives and upgrade chambers.
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05-25-2005, 01:41 PM #29
- Join Date
- Mar 2005
- Posts
- 67
Re: NS training
Here is a basic idea why Kills to Deaths are not so important in NS. The objective is to kill the alien hive, building 4 seiges to kill an alien hive, when your teammates defend you, at least making the aliens retreat, not nessissarly killing them, is important. Killing the hive is important and those seiges will do the job, killing the aliens only serves that purpose to protect you to make you live longer, to build those seiges up.
Killing has its great advantages though, Each kill you get, you/your team, gets two res, so making 10 kills in the first minute gets you to 45 res, enough to drop a hive at the two minute mark rather than the average 3:45 mark, in essance, you'll have a hive, THAT much sooner, and fighting for that hive, against marines with THAT much less tech, (1 minute and fourty five seconds worth). or if your a marine, it means that you'll be getting armor 1 or what not THAT much sooner, making you take one more bite to kill, or doing 10 percent more damage. Killing is good, building is good, but quite frankly, you don't need to kill anything to win a game, it just helps because you don't need to respawn and go back to xyz waste THAT much time, that could be used for building, or shooting, or whatever. Staying alive isn't of paramount importance, killing alien hives, res towers, and chambers is, staying alive makes the fore happen more.
Everything in is a ratio, is it better to kill an enemy RT or to build your own, typically, the commander decides this. Lets say the aliens have 1 hive but 3 ones, 4 fades, and a skulk. It might be best just try and kill the hive, not touch the onos, fades, or skulk. Quite frankly, one time the marines did this, the hive went down, after the marine base went down, skulk killed last hive killer, all the onoses and fades healths were going to zero because they had no hive, and they were all tring to kill the comm chair, quite frankly it looked like the aliens had won, but because they focused on killing marines and marine base, rather than defending their remainning hive, they lost. The marine in the comm chair lived, and the marines won.
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05-25-2005, 03:26 PM #30
Re: NS training
Dang I can't make it. I have tourny practice, and a tourny match the following night
Originally Posted by Pokerface

RootBFCL TF2 league admin

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