Difference between revisions of "Quick Start Guide"
(→The Covenant: Posting the Covenant Tutorial.) |
m (→Optional Objective: Disable the Magnetic Accelerator Cannon: Clarification on the charge type needed to breach into the ODP's Command Deck.) |
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The MAC is the only means of self-defense that the ODP has and disabling it will let your team safely attack it with the Unyielding's deck guns, or maybe with something stronger from the [[File:ConsoleCovenant.png]] '''Long Range Requisitions Console''' in the bridge. While this isn't strictly necessary, this will grant your team another method of bringing the ODP down in case the first assault wave fails, and the control room also has a structural weakpoint where you can plant the bomb. The doors leading into the control room may be blocked by [[File:BlastDoor.png]] blast doors, which can be raised from the ODP's Command Deck (the room directly southwest of the control room itself). | The MAC is the only means of self-defense that the ODP has and disabling it will let your team safely attack it with the Unyielding's deck guns, or maybe with something stronger from the [[File:ConsoleCovenant.png]] '''Long Range Requisitions Console''' in the bridge. While this isn't strictly necessary, this will grant your team another method of bringing the ODP down in case the first assault wave fails, and the control room also has a structural weakpoint where you can plant the bomb. The doors leading into the control room may be blocked by [[File:BlastDoor.png]] blast doors, which can be raised from the ODP's Command Deck (the room directly southwest of the control room itself). | ||
| − | To break into the control room, you will need tools or '''at least''' 3 plasma charges (2 | + | To break into the control room, you will need tools or '''at least''' 3 plasma charges (2 for doors leading to the Command Deck, 1 piercing to destroy the double airlocks on either side of the control room in one go) and, preferably, an [[File:EnergyDagger.gif]] Energy Dagger or some other melee weapon to bash the inner windoors. Once you're inside, you must: |
# Destroy the [[File:ConsoleUNSCGIF.gif]] '''MAC Loading Console''' in the middle of the control board, for it allows the heretics to manually load their MAC. Charges are the '''only''' method of destroying this console, shooting or bashing it won't work. | # Destroy the [[File:ConsoleUNSCGIF.gif]] '''MAC Loading Console''' in the middle of the control board, for it allows the heretics to manually load their MAC. Charges are the '''only''' method of destroying this console, shooting or bashing it won't work. | ||
# Delete the "mac_control_automated" program in the [[File:MACAutoFire.gif]] '''MAC Automated Fire Control console'''. Blowing up the console with a plasma charge will do the trick, but if you can't or don't want to use one you can also delete the program by following these steps: | # Delete the "mac_control_automated" program in the [[File:MACAutoFire.gif]] '''MAC Automated Fire Control console'''. Blowing up the console with a plasma charge will do the trick, but if you can't or don't want to use one you can also delete the program by following these steps: | ||
Revision as of 23:32, 27 December 2025
Welcome to the Server! if you're reading this guide, its likely your first time playing here, this guide is meant to guide you through the basics of each Faction. The guide will cover the starting steps of each 3 of the factions, from spawning in all the way to getting onto your ship and/or gearing up.
United Nations Space Command (UNSC) Tutorial
Beginners are advised to start with the "Marine" role due to their lack of responsabilities.
Note: This guide uses the assault phase of the Reclamation gamemode as an example. Some things may vary in actual gameplay, but the general idea is the same.
Briefing
Rise and shine, marine. A ship of the Covenant has been detected on long-range scanners and HIGHCOMM believes it to be an invasion force headed for the colony you were stationed to, so you've been thawed out of cryostasis to defend the Orbital Defense Platform "Cassius", the world under its guard and the colonists on it while a support fleet is on the way. Before you can do that however, you need to gear up.
Getting Your Stuff
Onboard some vessels you may need to follow
these floorsigns to find your armory, but on ODPs they tend to be just outside the bunks.
Once you've made it there, you'll find the
Miscellaneous Equipment Vendors and the standard
Equipment Vendors. These vendors have everything that a marine needs to kick ass and make Earth proud, but for now we'll keep it simple with a basic loadout:
From the
Miscellaneous Equipment Vendor, you'll want:
Marine Armor Kit - This will stop a few rounds from hurting you until it breaks. Comes in a
few
different
colors, along with a Medic variant for each and a spaceproof variant.
Infantry First Aid Kit - This kit has medicine that will allow you (or another marine) to stay alive, click your uniform with it on your active hand to attach it. It contains:
Biofoam Canisters, full of a miracle chemical that can do many things such as heal wounds, broken bones and repair organs to an extent, but more severe cases will warrant additional aid. Injecting more than one canister within a short time will overdose and kill you.
Bicaridine, for healing brute damage resulting from ballistic weaponry, mainly used by the UNSC or the United Rebel Front.
Dermaline, for healing burn damage resulting from flames or plasma weaponry, the favorite of the Covenant.
Polypseudomorphine, a super-painkiller that will make you nigh invincible but obscures your vision.
Iron and a
Chocolate Bar, to fix blood loss resulting from bleeding or repeatedly taking plasma hits.
Ammunition Storage Belts - They let you carry up to 7 magazines/shell boxes/etc, along with other things like emergency oxygen tanks, knives and armor repair kits.
Armor Repair Kits - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a
miniature variant as well, able to fit in smaller spaces such as your armor's storage and repair armor at a faster speed, but holding less repair materials.
! You can use a
Tactical Hardcase (Armor Kits) to store three of them in a single pouch slot. Different hardcases allow for similar effects, though this only works for their designated type of item.
Now, from the
Equipment Vendor, you have a few weapon options to choose from:
M6D Magnum - Packs a punch while letting you move without a slowdown, but it deals less damage against shielded enemies than other options.
M90 Tactical Shotgun - This will screw over anything that you can close the distance on, unless it's full of combat drugs. Can be loaded with buckshot or slugs (or both!) for raw damage or armor penetration, respectively. Also requires to be pumped after each shot.
M392 Designated Marksman Rifle - Great for punching through armor and a few kinds of objects such as airlocks, vendors and lockers. Accuracy improves while using the scope.
BR55 Battle Rifle - A middle point between the DMR and the AR, this rifle comes with long-range capabilities and a decent volume of fire.
MA5B Assault Rifle and the
M7 Submachine Gun - Both are great leadspitters sporting high firerate and big magazines, but the MA5B is more accurate at range while the M7 has no slowdown and can be used with one hand.
After you've picked a weapon, remember to vend yourself some ammo for it. You can also store
Combat Knives in your boots and
Grenades in your armor. As these are the bare essentials, you'll be left with some room for variation in your kit; you could try pairing an MA5B with a Magnum and a hardcase with ammo for it, or a
Machete if you're feeling brave.
Once you're geared you must also ensure that you're well fed, as it will allow you to move without a hunger slowdown and help your blood regeneration, useful for avoiding plasma bolts and not dying from them. The mess hall is located directly starboard (i.e. north) of your bunks and has a few voice-operated machines called
replicators that can get you something to eat, just say "menu" in their proximity to know what's available.
What To Do
Now, to prepare the Cassius for defense, you will have to find the locations of the
structural weakpoint markers of this particular ODP. The Covenant will try to plant and detonate a bomb in one of these to knock the Cassius out of orbit and begin their invasion of the planet. They always have 3 weakpoints, 2 assigned at random and 1 in the Magnetic Accelerator Cannon (MAC) Control Room. The 2 random points can be located in:
- The Firing Range
- Cargo
- Gardens
- The Gym
- Offices or the adjacent hallway.
*Marked on the ODP map above.
Once you find them, use your headset (with the ":q" prefix to speak in the UNSC radio channel) to tell your allies of their locations so they too know where the enemy could head to. Next to Cargo is a room full of engineering supplies where you can find things to build defenses with, and the equipment vendors also hold coils of
barbed wire and two machinegun types which can greatly boost your defenses' staying power:
Chainguns, to send a hail of bullets down the hallway.
Heavy Machine Guns, with a worse rate of fire and less bullets overall but more stopping power in each.
Keep in mind that if they are deployed, however, they must be guarded to prevent the enemy from packing and hiding them, destroying them, or even using them against you and your brothers in arms.
Aside from trying to seize the weakpoints, the Covenant may also try to destroy the MAC as it is the only thing keeping them from destroying the station with ship-to-ship weapons. To do that, they must destroy the
loading and its
automated firing control consoles. Make sure to keep both of them safe and the MAC loaded, in case you have to manually bring something down. To access the Control Room, find the button that controls the blast doors in the Command Deck next to the MAC Cannon.
Now that you're geared and know where to defend, all that's left to do is hold out until the support fleet arrives. They expect to be here by operation time 01:10, but if the ODP goes down they'll take longer. Until first contact happens however, you can shoot the breeze with your fellow marines, check out your new toys at the firing range, or read one of our other guides to learn about the server's combat mechanics, vehicles or what to do if Cassius falls.
Good Luck, Have Fun!
Covenant Tutorial
| Beginners are advised to start with the "Unggoy Minor" role due to their lack of responsabilities and simplicity relative to other minor roles.
Note: This guide uses the point of view of an Unggoy Minor during a round of the Reclamation gamemode on the map KS7 as an example. Some things may vary in actual gameplay, but the general idea is the same BriefingRise, warrior of the Covenant. Your vessel, the CRS-class crusier Unyielding Transgression, is closing in on a heretic world for an artifact retrieval operation. Before that however, you must destroy the heretic Orbital Defense Platform guarding it. Each moment counts, as the heretics were expecting you and have summoned a support fleet expected to arrive by mission time 01:10, but destroying that station will delay them. Preparing YourselfFirst thing to do, however, is to ensure you're well fed. Being hungry slows down your speed and blood regeneration, both crucial for your survival. Within your quarters you will find From the
Now, from the
Aside from those, the Unggoy also get the following heavy weapons:
As these are the bare essentials, you'll be left with some room for variation in your kit. You could use an explosives hardcase in your belt slot and stuff it with plasma grenades, or even run two plasma pistols at once so you can keep firing for longer. Preparing Your ShipOnce you're geared, you will have to confirm that the ship's
You will also need to move the ship closer to the ODP, but that wont be possible until 10 minutes have passed since mission start. Here's a quick guide on how to get the ship there, should you be assigned the task when the time comes. Planning Your AssaultAfter checking on the shields, you and your allies will have to decide on how to bring that ODP down so you can begin your scan. For such demolition operations, the CRS has been issued an Assault Methods
|
ODPs always have 3 weakpoints, 2 assigned at random and 1 in the Magnetic Accelerator Cannon (MAC) Control Room. The 2 random points can be located in:
You may also notice tiny blue circles near some of the possible weakpoint spawns, they are locations that Boarding Pods can target and land at. |
Optional Objective: Disable the Magnetic Accelerator Cannon
The MAC is the only means of self-defense that the ODP has and disabling it will let your team safely attack it with the Unyielding's deck guns, or maybe with something stronger from the
Long Range Requisitions Console in the bridge. While this isn't strictly necessary, this will grant your team another method of bringing the ODP down in case the first assault wave fails, and the control room also has a structural weakpoint where you can plant the bomb. The doors leading into the control room may be blocked by
blast doors, which can be raised from the ODP's Command Deck (the room directly southwest of the control room itself).
To break into the control room, you will need tools or at least 3 plasma charges (2 for doors leading to the Command Deck, 1 piercing to destroy the double airlocks on either side of the control room in one go) and, preferably, an
Energy Dagger or some other melee weapon to bash the inner windoors. Once you're inside, you must:
- Destroy the
MAC Loading Console in the middle of the control board, for it allows the heretics to manually load their MAC. Charges are the only method of destroying this console, shooting or bashing it won't work. - Delete the "mac_control_automated" program in the
MAC Automated Fire Control console. Blowing up the console with a plasma charge will do the trick, but if you can't or don't want to use one you can also delete the program by following these steps:
- Interact with the console to open the user interface.
- Exit the program.
- Open the "NTOS File Manager".
- Find the file and use the "DELETE" operation.
Defense of the Control Room
If you wish to plant the bomb here, know that the control room's small space works both for and against you; if you bring a
plasma turret emplacement (available from weapon vendors as the "Type-52") you will be able to lock down one side of it through sheer volume of fire and keep the heretics from advancing. Turret emplacements can deflect bullets as long as you're facing in their direction, but they could start throwing grenades or rockets which you may not be able to dodge. Building defenses is an option, at the expense of reducing the space available for movement and making it harder to escape when the time comes.
Construction materials are available in the room north of the Unyielding's shield generator and in both hangars, and a
Construction Materials hardcase will make lugging them around easier.
Full-height barricades in particular stop
heretic grenades while also letting you shoot past them, and standard
nanolaminate barricades have a chance to stop rockets.
To exit turret emplacements you must drop the gun. If you see a black screen while scoped in, adjust the zoom with the buttons in the top left of your screen.
Getting Out
Assuming you manage to find a weakpoint, plant the bomb and hold against the heretic onslaught, you will need an escape method. If you can't have a phantom fly you home, your remaining options are:
Find an escape pod bay and launch it to the planet, but you'll have to wait until someone can pick you up.
Steal a dropship to escape AND deny the enemy an asset. Be prepared to adapt however, as by the time you reach the hangar you could be met by an empty bay or a group of evacuating marines.
Whichever option you choose, you will have 2 minutes (plus however many seconds were left on the bomb as you left) to leave as the platform's superstructure collapses. If you're still on the ODP as it deorbits, you'll be subject to a hefty (yet surviveable) amount of harm. Should you manage to stabilize yourself, you may radio for evac or use an escape pod to land on the colony. Note that using damaged escape pods will cause further harm, and that you will have to repair them to be able to use them safely.
Once you are geared, in position and have your assault and escape plans, all that's left to do is take your leave towards the ODP. Stick with your squad, watch your firing lanes and don't forget the bomb. If you complete your mission and return to the Unyielding, or die while escaping but want to respawn and keep fighting for the Covenant, it is suggested you read up on the next part of your mission.
Good Luck, Have Fun!
The URF
Work in progress.
Other useful Links for new players
A link to the rules, if you haven't already read them
A Link to the forums, where you can read about the server and apply for whitelisted roles (assuming you have the faction whitelist first) https://projectunsc.org/forum/index.php
These are the guides that are specific to halo station which cover some of the server's unique features such as the overmap flying
all the ship and base maps (which should have wikis soon, if they don't already!)
A link to the discord, if you're not already in it! feel free to ask questions here, someone is bound to help you out (as long as it doesn't impact the current round) https://discord.gg/QXCCyK3



















