Hello. I'm Kevlar Gorilla and Natural Selection is fun.
For those of you who have ever wondered how many bullets it takes to kill something at a certain hive with certain upgrades.... here you go:
How to kill a xenoform: [Bullets /Time needed] (in seconds not including reload time)
Level 0 guns: At one Hive
Alien Skulk Gorge Lerk Fade Onos
LMG 9/1 23/3 19/2 60/6 190/19
Shotty 1/1 2/2 2/2 4/6 12/16
HMG 5/1 12/2 10/2 30/4 95/10
GL 1/1 2/2 2/2 6/8 16/20
Knife 3/2 8/6 7/5 20/14 64/43
Level 1 guns: At one Hive
Alien Skulk Gorge Lerk Fade Onos
LMG 9/1 21/3 18/2 55/6 173/18
Shotty 1/1 2/2 2/2 4/6 11/15
HMG 5/1 11/2 9/2 28/4 87/10
GL 1/1 2/2 2/2 5/6 14/17
Knife 3/2 8/6 7/5 20/14 64/43
Level 2 guns: At two Hives
Alien Skulk Gorge Lerk Fade Onos
LMG 9/1 21/3 17/2 57/6 184/19
Shotty 1/1 2/2 2/2 4/6 11/15
HMG 4/1 12/2 10/2 29/4 92/11
GL 1/1 2/2 2/2 5/6 15/18
Knife 4/3 9/6 7/5 23/16 74/50
Level 3 guns: At two Hives
Alien Skulk Gorge Lerk Fade Onos
LMG 8/1 20/2 16/2 52/6 170 /17
Shotty 1/1 2/2 1/1 3/6 10 /13
HMG 4/1 10/2 9/2 26/3 85 /10
GL 1/1 2/2 2/2 5/6 14 /17
Knife 4/3 9/6 7/5 23/16 74 /50
Level 3 guns: At three Hives
Alien Skulk Gorge Lerk Fade Onos
LMG 9/1 21/3 17/2 55/6 193/20
Shotty 1/1 2/2 1/1 4/6 12/16
HMG 5/1 11/2 9/2 29/4 97/11
GL 1/1 2/2 2/2 5/6 16/20
Knife 4/3 9/6 8/6 25/17 84/56
Useful facts:
- Shotguns spread (duh). Note this when pumping shells into non-Onos creatures.
- See how many people are shooting one creature and know how many bullets.
- Carapace, regen, and bad aim will skew these results considerably. Use caution.
- Pistols cause 20 damage per bullet, same as HMG
- One full Level 1+ LMG clip and pistol clip will always kill a Fade
- One full HMG clip will always kill an Onos
- Gorge's spit causes just as much damage as Fade's new acid rocket (minus the splash damage)
More Stats:
- Regardless of the speed that a comm works at, he can only use the number of resources that his team has
- If only one Arms lab is made, everything can be researched in 9 minutes
- Realistically, 1:1 (armor:weapons) at 3 minutes, 2:2 or 1:3 at 6 minutes, 3:3 at approximately 11 minutes - this is your goal
- Given 4 nodes + kill res, all res required for stock upgrades can be earned in less than 4 minutes
- It takes 1:00 for a res tower to pay itself off
- If you electrify a res tower, it takes 2:00 for it to earn the res back, plus what it costs to bulid it in the first place
- only electrify nodes if they are also protecting phase gates or are behind enemy lines
- mines are better for general use because they are cheaper and take almost no time to set up
- If you have a res tower, it always means your enemy doesn't have it
Time Frame of a winning Marine team:
Start - first structures built - run and cap 3+ nodes (every minute, you get 75 res including res kills)
1:00 - start upgrades and don't stop, pester enemy team; stay together
2:00 - phase tech, next upgrade, 2nd IP, advanced armory
3:00 - level 2 upgrade, shotguns, phase gates up and running
4:00 - shotguns/grenades/electrify/2nd IP - kill those fades!
4:30 - 1:2 is up (usually weapons 3 next) support and outfit / motion tracking
5:00 - armory done upgrading, move to siege hive OR research with proto
6:00 - 1:3 is up, work to siege hive OR equip and move out
7:00 - hive sucessfully sieged OR will be soon
7:30 - 2:3 is up, hive is down (or else defeat is eminent) - Onos down
8:00 - outfit more, expand, cap more nodes - endgame begins
11:00 - 3:3 is up, but you've already won
And there you have it. It takes a great many skills to have a good marine team; a decent com with a team that listens and trusts is nearly unstopable. Get a steady supply of res early, and you'll have a steady supply of upgrades and equipment through the whole game.