Game Mode:Combat

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More information on both team's upgrades, weapons, abilities, structures, and roles can all be found below, in the subcategories. TEMP NOTE: Since this wiki is less than a few days old at the current time of posting, subcategories need to be made first. What I was thinking was individual pages for each marine weapon, each alien lifeform, and each teams upgrade ladder system.


Contents

Combat

Combat is a recent introduction with the creation of NS v3.0. Designed to help ease new players into the often overwhelming complexity of Classic, it has been met with mixed, but generally positive response. It focuses entirely on Combat, and instead of resources you gain experience for kills and can spend subsequent points from leveling up on upgrades, weaponry, or abilities through the menu (Right-Click by default).

The game is centered on killing, however the win conditions are not ticket or frag based. Instead, a timer is set, and the Marines have to kill the Alien Hive before the timer runs out. If time runs out, Aliens win. This system was setup to prevent both teams from camping in their respective spawns, never engaging in battle.

The Frontiersman

In Combat, the Marine Team sheds the roll of a Commander, and becomes somewhat more like the Alien Team. By which marines function more independently, purchasing their own upgrades and abilities through Experience Points. This allows for a much more "free" and fast paced gameplay. New players are highly encouraged to try out Combat and familiarize themselves with the upgrades and weapons. The average Combat map includes a single armory and a command chair in Marine Start. The Marine Team wins by destroying the Alien's Hive.

Marine Structures

In Combat, Marines will always start with a command console and one to two armories, but nothing else. Once the Command Console is destroyed, the Marines lose.

Marine Tech Tree

For more info see the Frontiersmen page.

The Kharaa

The alien team is very much the same in Combat as they are in the Natural Selection gameplay, but with a few differences. Like the marines, they become much more independent with the Experience Point system, and because Combat maps include only single hive, everyone is focused purely on the fight. One of the biggest differences is the ability to stack multiple upgrades from a single chamber type, even though structure dropping is disabled. This is explained more under the Alien Upgrades* page. Also, upgrading to a higher lifeform costs points, but dying returns you to a Skulk and returns the points spent on the lifeform. The Alien Team wins by destroying the Marine Team's command chair, or holding out until the timer ends.

Alien Structures

The Alien Team will always begin at their single, starting hive in Combat. Once this hive is destroyed, the Alien Team loses.


Alien Tech Tree

Alien Upgrades are broken down to three main chambers: Sensory, Movement, and Defense. In combat, there is no structure building, but every upgrade purchased is automatically set to level three. All upgrades, with the exception of Focus and Special Ability Three cost a single level.

Sensory Chamber

Movement Chamber

Defense Chamber

Special Abilities

  • Because combat on the alien team revolves around a single hive, additional abilities must be purchased just like upgrades.
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