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WIP

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Everything below is subject to change at any given moment without any prior notice. Add to and change it as you see fit. Before making any major changes (deleting or merging sections for example) suggest it on the Discussion page or get my permission through some other way.

Thank you for your cooperation.

ASw Etiquette

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  • Be courteous and respectful to your fellow marines.
  • When a campaign is in progress (there is skill stars at the roster then), don't steal characters. Build your own char instead. 'First to come, first to pick.'
  • Never ever assign other players skill stars, every player has his own playing style and may have a different plan in mind for them.
  • Just because someone killed you last round doesn't mean you get to kill them this round.
  • Listen to the suggestions other players give you.
  • If you don't understand something, say so.
  • If someone shoots you, you probably shouldn't shoot back.
  • If someone is intentionally trying to kill you, shoot back.
  • Just because it doesn't say that you killed someone doesn't mean it wasn't your fault.
  • Don't spam the VoIP. Also, don't be angry if there is someone saying 'Don't spam the VoIP.'
  • Leader can only start or restart/proceed the game, if you dont know when to start or restart/proceed a game and you find yourself with leadership, give it to a more experienced player by voting for it, this would save time and most likely progress of the campaign.

Gen. Gameplay Hints

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  • Take weapons and items that will benefit the team; there's no need for 4 ammo bags and 6 flamers.
  • Take weapons you're comfortable/qualified with. Shotguns, flamers, grenade launchers, mustards, and explosives can be very dangerous to your teammates when misused.
  • If you don't know where you're going, follow your teammates.
  • If you dont know where and when to hack leave the tech marines for other players that do know.
  • Always keep a fair distance from your teammates so they can move around without bouncing eachother.
  • Getting the most kills is NOT the point of the game, surviving IS.

Avoiding Friendly Fire

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In some missions, marines hurt each other more than the aliens do, but there are several strategies to avoid this.

Hints not to get shot by teammates

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The keys are not to move into a comrade's line of fire and to be predictable for your teammates. This does not only help yourself to stay alive, it allows your teammates to keep shooting the aliens instead of blocking their line of fire.

  • It often works out to move along the walls. This way, the center corridor and the opposite wall are clear for at least 2 teammates.
  • If possible, move in a predictable way. If you unexpectedly run to a position another marine just wanted to shoot at, (s)he will hit you instead of the alien.
  • The button to show healthbars also slows you down while pressed. This makes you more predictable and prepared for most types of alien attacks. It can be useful in narrow situations with bullets flying around everywhere.
  • Always have an open eye on your teammates, try to know if and where there are going to shoot.
  • You can bind a key with a message like "Stop shooting me!" combined with the exclamationmark emoticon, so others actually notice that they might want to be more careful.
  • In some situations you don't need to move (hold out objectives) so you can as well duck instead of standing around. This often prevents friendly fire from marines at close range.
  • If there really is no other way, you can try to seperate from your own team by moving ahead or falling a bit behind. But then make sure not to get lost!
  • If you happen to be burning, you can use a shieldbelt or a personal medkit to put out the fire instantly.

    Hints to prevent you from shooting teammates

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  • Try to predict your allies. If you know what they are going to do next, you are most likely not going to shoot them.
  • Keep in mind: the faster a weapon kills an alien, the faster it kills marines as well. In any case you should be familiar with your weapon choice (read Weapon Specific Tips below).
  • Shotguns, Hunter Rifle, Mustard, Grenade Launcher and the Flamer can be quite deadly if you don't know how to handle them. But even if you do, there's always a chance a comrade will accidently step into your line of fire at a wrong moment. Then it's not your fault, but (s)he's still dead. So it might be a good idea not to stick too close to the team if you use any of those weapons.
  • Unless you have autoaim, try not to shoot any alien if there's a marine behind it or next to it. Keep in mind that people usually can defend themselves too. As a thumbrule: Don't shoot if you have any doubts about hitting an ally. For some weapons, it's enough to fire single shots or bursts instead of killing the alien. The alien will slow down for a while if you hit it, that can buy your teammate enough time to get some distance.
  • Using a weapon with autoaim, there's a certain technique not to risk hitting a teammate at all: Instead of aiming directly at the Alien-Marine-Melee situation you want to help out at, aim at an empty spot nearby, a spot where the marine is not going to run into. Having the autoaim, you will still hit the alien (it requires some practise to find out how many degrees you can vary) and as soon as it dies you will not shoot the teammate as he is not recognized as a target for the autoaim. However: If the marine moves between you and the alien, the autoaim will still lock onto the alien and you will shoot the marine.

    Class Tips

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    Medic

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  • It is usually the best choice to raise your Special Skill as soon as possible. It increases the healing amount, the healing speed, and the number of heals you can deliver. At 5 stars you can even instantly cure infestation.
  • Healing 300 hitpoints you will recieve a Blood Halo medal, which provides +1 to Special Skill: First Aid. Healing 900 you recieve a Silver Halo, which does exactly the same. So you can get +2 for free, but only if you get both medals: recieving 2 Silver Halos will still only give you +1. So depending on the situation you might not want to use the remaining med satchels on wounded marines at the very end of a mission to get a Blood Halo instead of a second Silver Halo. However, you should never risk a teammates live in favor of a medal!
  • You can heal a teammate by rightclicking on the portrait in the upper right corner. This only works if you stand next to them, but it prevents you from accidently wasting a medsatchel for yourself by using the "use" button.
  • The healing comes in packages, a very small wound still takes up a whole package. So as a thumbrule, heal people when they have 50% health or less. Marines with a red-flashing nickname are usually hurt enough for you to heal them.
  • Unless you have 5 stars, you can also wait for an infested marine to drop to about 1/3rd of his health before healing him/her. However, don't do that if the marine is still under attack: If an infested marine dies from the infestation, 4 new parasites will spawn from his/her corpse.
  • Look at other's players Health-Stars before a mission begins: players with 5 stars have more than twice of the maximum health.
  • There is a button which shows the healthbars of all marines on the screen, thats useful to get some overview during combat. It slows down your movement while you press it though.
  • Healthbars have a significant delay before showing the current health of a marine. If you notice a portrait flashing red multiple times, you might want to heal the marine right away, instead of waiting until the healthbar information is updated.
  • Try to stay about in the middle of the team. This way you can reach most marines within about the same amount of time.
  • If you have 5 stars in your Special Skill, you should consider to let the other medic in your team treat the wounds between battles. They might want to get a Special Skill bonus-star from a halo medal. However, you should never risk a teammates live in favor of a medal!
  • As a medic, you need to pay more attention than usual. You should be ready to react to wounded marines before they call for a medic.
  • If you know that you won't be able to cure an infestation, take initiative and kill the patient instead of wasting heals in a "best effort."

    Normal Loadouts

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  • Rifle - Med Satchel - Flashlight: A good allrounder. You can assist teammates with autoaim and defend yourself effectively. Use Rifle grenades against larger groups of bugs and against bosses.
  • Med Satchel - Med Satchel - Pistol/Magnum: If your team happens to need more than 1 bag of Med Satchels. Either try to stay out of combat or get 20 kills for akimbo (read pistol description). You might want to pick up a bigger weapon during the mission, in case your first Med Satchel is used up or not needed anymore.
  • Flamer/Shotgun - Med Satchel - <extra of your choice>: You might need more firepower if there are few people playing.

    Unusual Loadouts

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  • Shenk - Med Satchel - <extra of your choice>: Shenks are possibly the best way to defend yourself at close range, still try to stay out of combat though.
  • Hunter Rifle - Med Satchel - Ion Helmet: The hunter rifle can be quite effective against small numbers of bugs slipping through the front lines. Activate the Ion Helmet for autoaim.
  • Med Satchel - Med Satchel - Shield Belt: Having a large number of people playing, you can try out this one. But it requires quite some patience and you should stay out of combat as you are almost defenseless. If you still happen to be attacked by aliens, lure them to your comrades and stay still while crouching and using the shield belt so your allies can take them down without risking your life. You might want to pick up a real weapon during the mission, in case your first Med Satchel is used up or not needed anymore. If you are experienced enough, you even have a decent chance of getting a perfect medal. But keep in mind that you need at least 1 kill to recieve that medal! The shieldbelt can only kill parasites or heavily wounded bugs so you might want to ask a teammate for a weapon at the very end of a mission.
  • Sentry - Med Satchel - Pistol: Mule loadout. Useful when there's another medic with two satchels and your team needs blocking/firepower.
  • Med Satchel - Med Satchel - Stims: For when you play through Phalanx with only two kills.

    Suggested Extras

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  • Pistol - Never a bad choice. It's handy having a weapon you can fall back on when conserving ammo or reloading your primary.
  • Medkit - Useful when you need that little bit of extra juice. It also will prevent you from having to use one of your meds on yourself.
  • Site-ex - Helpful in early missions before you get your 5th special star. Not good for a whole lot after that.
  • Shield belt - If it fits your play-style, why not? When crouching and staying still with shield belt activated, you are invincible to everything apart from explosives till the shield runs out.
  • Stim Pack - When playing the "original" Sigma/Ortega Campaign, players dont get Stims by default. Use them whenever you or a teammate gets in danger.

    Weapon Specific Tips

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    Rifle

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    • Usable by every marine.
    • Gains aim assist when used with flashlight, flares, or headlamp.
    • Damage increases based on the accuracy skill.
    • Comes with 4 explosive grenades
    • Grenades will fly towards the cursor and explode on contact.

    P-Rifle

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    • Usable only by tech marines.
    • Has moderate aim assist; flashlight, flares, or headlamp won't improve it.
    • Damage is based on the Tech special skill.
    • Comes with 4 stun grenades.
    • Stun grenades will fly towards the cursor and explode on contact stunning all bugs and marines in the area.
    • The effect of the stun grenades on teammates can be minimized or avoided by aiming them near the top of walls. Williams on Rescue seems to be immune to stuns (at least from the P-Rifle). If he's out of ammo and/or swarmed, you can thoughtlessly throw a stun his way, ask him to "GO!" and he'll oblige. Don't know if this works for other NPCs too.

    Shotgun

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    • Usable by all marines.
  • Flashlight, flares, and headlamp won't give aim assist to shotguns.
  • Damage is based on the accuracy skill
  • The high power of the pellets and spread makes it a good close quarters weapon.
  • Has a small clip size; only 3 shots. Makes a better backup gun than a primary weapon.
  • The pellets have a maximum range of about one screen.
  • Like the pistol, the shotgun will not slow you down, not even while reloading. This makes it a good backup gun to switch to and run out of the thickest.
  • Assault Shotgun

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    • Usable only by demolitions marines.
    • Won't receive aim assist from flashlight, flares, or headlamp.
    • Damage is based on the accuracy skill.
    • Comes with 6 incendiary grenades.
    • Unlike the grenades from the rifles, the incendiary grenades are affected by gravity.
    • The distance of the cursor from the marine determines how fast the grenade will fly and how far it will go.
    • Grenades will explode if they come in contact with a barrel, marine, bug, or other destroyable actor or if their timer runs out.
    • Not advisable for picking bugs off of teammates.

    Autogun

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    • Usable only by special weapon marines (Wolfe and Wildcat).
    • Damage is based on special weapons skill, not on accuracy!
    • The autogun has the widest autoaim angle of all the weapons, it improves with special weapons skill. This makes it easier to hit bugs, but you will need to watch out very much to where your weapon aims. It aims at the nearest bug in its range, even if there is a marine inbetween.
    • Thus it is a good weapon for beginners. But really try to minimise your friendly fire. Considering the wide auto aim angle, you will sometimes find yourself aiming AWAY from the bugs, into walls. The auto aim will make the bullets hit the bug until it is dead, and go into the wall safely afterwards.
    • The auto aim will make it possible to pick bugs dropping from the walls, and kill them before they even touch the ground.
    • If a marine crouches, AG fire will go over his head. This enables your team to play with fancy formations, given you got the discipline.
    • Having the autogun equipped will slow you down considerably. When firing, you are slowed even more. Reload will take quite some time, too. Thus, movement skill is very important for autogunners. You might also consider taking a backup weapon, to be able to run and to jump properly.
    • Large weapon class, marines can only carry one large weapon, so don't try to enter the core in Ao-Te-Daylight with it to pick up the Teslagun.

    Flamer

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    • Maybe the most dangerous weapon in the game. With a full Flamer you can kill hundreads of bugs. But using it it is also very easy to completely wipe out your team in no time at all. As a thumb rule: if you are not completely sure, DON'T use it.
    • It is a good idea to make a flameproof demo man carry the ammo bag. Exploding ammobags have eradicated quite a lot of teams. It really is a pain if you blow up the team friendly ammo bag carrier. Saying 'Oops.' afterwards will not make it less of a pain. You, sir, have been warned.

    Pistol

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    • Gains aim assist from flares or headlamp.
    • Pistol bullets are piercing: it is possible to wipe out multiple targets with one shot.
    • Like the shotgun, the pistol will not slow you down, not even while reloading.
    • Has about the same range as the shotgun.
    • As an extra slot weapon, this gun enables you to carry, say, two satchels (the classic pistol medic loadout) or sentries or ammo bags, and still have a backup weapon.
    • Aiming is easiest if you move only in compass directions and "lead" bugs into following you.
    • Packs a sizable punch for an extra weapon; it can kill bugs in just one shot on easier difficulties and can do the same to marines on higher difficulties.
    • If you get 20 kills with the pistol (eggs won't count) you get the gunfighter medal and akimbo pistols instead of just a single pistol.

    Magnum

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    • Usable only by Bastille.
    • Basically an instant-hit pistol with a bit of aim assist.
    • There is no extra magnum ammo in the ammo bag; when you're out; you're out.
    • You can only get akimbo magnums in either the Telic or Escape From Rhea campaigns. In other custom campaigns the dual magnums will only have 5 clips and a 6 shot clip but double the firing rate.
    • Aim assist is based on accuracy and increases when crouched.
    • →I think that's right, if anyone wants to prove me wrong, be my guest.
    • Its the only weapon in game that can safely used to kill a bug that has jumped between you and a teammate, cause its bullet doesnt penetrates the target

    Morita

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    • Usable by Tech marines only.
    • Does damage based on the tech skill.
    • Eats normal Rifle ammo, but is more ammo-efficient than rifles.
    • Gains aim assist by flashlight, flares, headlamp, or its built in lock-on ability.
    • When using the grenade six-pack with the morita as your primary gun the grenades will become explosive rifle grenades.
    • When using the built-in lock-on ability you have to lock on to each bug individually.
    • The "morita hack"[1] can be used to give the morita aim-assist more like that of other aim-assisted weapons.

    Mustard

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    • Usable only by special weapons marines.
    • Delivers quite some damage and has a good pushback, which can even stop a behemoth.
    • Has a spin-up-time before you can fire, drastically slows the movement speed when fireing.
    • Can overheat in rare situations. Overheating will prevent you from fireing until the weapon has cooled down a bit.
    • The auto-aim is very limited, definitively not a beginner's weapon.

    Grenade Launcher

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    • Usable only by a Demo marine.
    • Extreme Caution required when using this, as it can kill team-mates very quick.
    • It has three firing modes. To cycle through them, you have to press your secondary fire button.
      - Contact, explodes when it hits an object, for example, a box, a barrel, team-mate, alien, wall ect.
      - Remote (2 stars on demo stat to use), these stick to aliens and team-mates or can just stay on the floor, press your secondary fire button to detonate. Make sure all grenades are detonated safely away from team-mates before you try to cycle fire-modes.
      - Proxy (4 stars on demo stat to use), these are launched and normally roll along the ground to a stop, they detonate when an alien comes near or when an explosive goes off near it.
    • No additional ammo can be taken for this, the sixpack grenades are not compatible, however on missions such as AO-EFR2-Trenchwar there is ammo for it on the map.
    • Using the remote fire-mode can save ammo or detonate t-75 when you want it to.
    • If you have fired remotes but don't want to detonate them, go near the remotes and bring up the small menu (right click by default) and press disarm grenades. You will then pick the grenades back up providing you have the room in your clip.
    • Should be used for masses of aliens at long range or against big aliens such as 'gimps' and behemoths.
    • Grenades fired by this gun can be detonated by normal rifle grenades and incendary grenades if they explode too near.

    Hunter

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    • Usable by any class.
    • Kills most bugs with one hit, but needs a good aim.
    • Will benefit from headlamp light.
    • Properly used, it is one of the more ammo-conserving weapons.

    Shenks

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    • A self-defense weapon useable by all marines.
    • The shenks are ment to kill enemies when they are very close.
    • Has a strong push-back but a rather high straying angle and very limited range.
    • Reloads often but fast, drains 2 clips per reload.

    Tesla

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    • Usable by any marine.
    • Counts as a heavy weapon.
    • Shoots a rapid firing beam which stuns aliens (and humans). Mostly used to stun the dangerous gimp' species (big arachnid aliens)
    • From Daylight of the Telic Campaign onwards and in the whole Escape From Rhea campaign, there are recharge ports.
    • You do not need to reload. The weapon's standard ammo is 400, no reloads so it is best to take this with a backup weapon unless you are playing on a map with lots of recharge ports.
    • After firing this gun at an alien for about a second, the alien should catch fire.
    • As always, Queens cannot be stunned.
    • The stungun has a relatively small range.
    • It does not do very much damage to aliens. Still, it is good when used in a team, giving your fellows the time to take down the stunned bugs.

    Extras Specific Tips

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    Stim Pack

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    • Usable by all marines.
    • The Stim Pack is only available in the default Campaigns that dont use the Telic mutator.
    • It is probably the most important Extra item. Make sure that at least one marine brings the Stim Pack in each mission.
    • Its advisable to bind the Stims to an extra button (look it up in your config) that is within reach.
    • Dont try to save the Stims. Use them as soon as you or one of your fellow marines gets in danger (e.g. massive spawns of aliens, someone gets infested, ...)
    • If you see stimpacks lying on the ground, you can pick those up, use them, then pick up the extra you had before.

    Flashlight

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    • Usable by all marines.
    • Unlike you may expect, the flashlight doesnt provide much light in dark sections, it rather gives a certain ammount of autoaim to some weapons.
    • DO NOT use it with any of the following guns, because it wont affect their aim (however many newbies tend to do so): P-Rifle, Shotgun, Assault Shotgun, Flamer, Autogun, Mustard, Hunter Rifle

    Welder

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    • Usable by all marines.
    • The welder is used to seal or cut doors open.
    • Quite useful for blocking certain alien spawns or to bar parts of the map.
    • Not every map requires a welder. And many that do already have one stashed on the map.
    • If you are unsure whether to bring a welder or not ask one of the more experienced players.

    Shield Belt

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    • Usable by all marines.
    • Can put out flames.
    • Lasts for about 10 seconds then it turns off to recharge.
    • Can be turned off and on about every second.
    • Often fails to work if you move around.
    • If you crouch and stay still and you use this, you cannot be hurt by any aliens or any team-mates unless they hit you with an explosive. This includes shotguns.
    • When hit with a telsa gun, the shield belt becomes a very dangerous weapon. Anything that comes near this will take big damage.
    • If you are a hacker at a dangerous hack, crouch on the hack spot and use the shield belt, as this may give you the precious time your team-mates need to come and help you out.

    BeggarsPoint Strats

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    • Ammo is going to be important.
    • Turrets can be useful for blocking.
    • Akira can probably cover one door all by itself.
    • Is it better to defend outside or inside?
    • P-Rifle has stuns; Morita doesn't. Morita is more ammo efficient though.
    • Can refill Connelly's shenks.
    • →Does this ruin her extra ammo? Perhaps only reload when she starts to lose the last ten ammo icons from her portrait.
    • Grenade launcher probably isn't going to be very useful.
    • There are items in the crates around and inside the central building.
    • Site-ex is probably not going to be worth it, same with pmks.
    • Med satchels will be important.
    • Shotgun will run out of ammo quickly, so will shenks. Might not be worth taking them.
    • Taking lots of rifles will mean they'll all be competing for ammo, not to mention wasting extra slots on flashlights/flares/headlamp for aim assist.
    • Hunter rifle will have similar problems as rifle, though not so much with the ammo.
    • If there's enough ammo, the autogunners should be able to do fine. Mustard might be more ammo efficient than autogun.
    • Turret kits would be essential for reloading turrets, should there be more than one of them.
    • Medics could take sentry - satchel - pistol if satchels aren't too much of a problem.
    • It takes about three sentries to block one doorway and they can shoot through the other one, effectively blocking it.
    • Landmines will be a waste.