User:FuxxyBunn0r
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[edit]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
[edit]- 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
[edit]- 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
[edit]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
[edit]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.
Hints to prevent you from shooting teammates
[edit]Class Tips
[edit]Medic
[edit]Normal Loadouts
[edit]Unusual Loadouts
[edit]Suggested Extras
[edit]Weapon Specific Tips
[edit]Rifle
[edit]- 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
[edit]- 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
[edit]- Usable by all marines.
Assault Shotgun
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]Stim Pack
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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
[edit]- 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.