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| Marine Equipment And Supplies |
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Combat: 1
Classic: N/A |
| N/A |
| A Combat only upgrade. Gives med packs and ammo as needed. |
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Combat: see resupply
Classic: 2 |
| N/A |
| Used to give the marine 50 health immediately. Can be dropped almost anywhere in the map. |
| meds, health |
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Combat: see resupply
Classic: 1 |
| N/A |
| Supplies the marine with 1 clip of ammo of whatever weapon they have out. Can be dropped almost anywhere in the map. |
| ammo |
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Combat: 1
Classic: Research Cost : 20;
Item Cost :
3 |
| Upgrade Time: 40 sec |
| Armory, Arms Lab, Catalyst Packs researched |
| Increases movement speed, shot speed, and damage of marine by 25% for 8 seconds. |
| Does not speed up reload time or building. Very expensive. |
Combat: Given after every alien that the marine kills.
Classic: Can be used strategically to shotgun a hive down faster, or to speed up a group of marines trying to take down a higher lifeform before it can flee. Can be dropped almost anywhere in the map.
Does NOT speed up building.
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| catpacks, cats |
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Combat:
ARMOR 1 - Cost : 1
ARMOR 2 - Cost : 1
ARMOR 3 - Cost : 1
WEAPON 1 - Cost : 1
WEAPON 2 - Cost : 1
WEAPON 3 - Cost : 1
Classic:
ARMOR 1 - Cost : 20 ; Research Time : 60 seconds
ARMOR 2 - Cost : 30 ; Research Time : 90 seconds
ARMOR 3 - Cost : 40 ; Research Time : 120 seconds
WEAPON 1 - Cost : 20 ; Research Time : 60 seconds
WEAPON 2 - Cost : 30 ; Research Time : 90 seconds
WEAPON 3 - Cost : 40 ; Research Time : 120 seconds |
| Arms Lab |
| Costs once, causing marines to automatically have them. |
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| In most competitive play, this is one of the most important technologies to research. It can increase your marines' survivability, lethality, and lead to better map control. |
| ups, weapon ups, armor ups, w1 (weapon 1, etc), a1 (armor 1, etc) |
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Combat: 1 point
Classic: Research Cost : 35 |
| Upgrade Time: 100 sec |
Combat: N/A
Classic: Observatory, Motion Tracking Researched |
| Helps marines spot ambushes, allows commander to watch all alien movement (not under the cover of a sensory chamber) on minimap. |
| High cost, relatively, early in game. |
Gives all marines the ability to detect alien movement through walls, as well as up on their minimap in Classic.
Allows commander to track all alien movement in the minimap. |
| MT |
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Combat: 2 points
Classic: Research Cost : 40;
Item Cost :
15
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Upgrade Time: 100 sec
ARMOR 1 : 230
ARMOR 2 : 260
ARMOR 3 : 290 |
Combat: Armor 1, Armor 2
Classic: Advanced Armory, Arms Lab, Proto Lab, Heavy Armor Researched |
| Absorbs 95% damage with 5% to health (light armor is 70% absorption). Takes 1/2 damage from Offense Chambers. Impervious to spore. |
| Moves at 95% the speed of a light armored marine. Cannot use the jetpack. |
| Gives 200 base armor and greater resilience to the marine. Almost always used in large groups of marines with welders, ideally with heavy weapons to assault a hive. Usually given with at least a welder, to repair armor and increase survivability. |
| ha, heavy |
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Combat: 2
Classic: Research Cost : 35;
Item Cost : 15 |
| Upgrade Time: 50 sec |
Combat: Armor 1, Armor 2
Classic: Advanced Armory, Arms Lab, Proto Lab, Jetpacks Researched |
| Highly
maneuverable, immune to Stomp from the Onos, very fast. Does not take falling damage. |
| Uses more energy when carrying a heavy weapon (hmg, gl) Not able to use heavy armor. |
| Hold jump (default space) to start flying, uses up an energy supply that must be replenished. Replenishes when marine has stopped flying. |
| jp, jps |
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