Difference between revisions of "Quick Start Guide"
m (→Briefing: Re-wording on the UNSC briefing.) |
(Emphasis on the importance of earplugs, taking into account the experimental change of screen effects affecting accuracy.) |
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* [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:#FF0000">brute</span> damage resulting from ballistic weaponry, mainly used by the UNSC or the United Rebel Front. | * [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:#FF0000">brute</span> damage resulting from ballistic weaponry, mainly used by the UNSC or the United Rebel Front. | ||
* [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:#f5a442">burn</span> damage resulting from flames or plasma weaponry, the favorite of the Covenant. | * [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:#f5a442">burn</span> damage resulting from flames or plasma weaponry, the favorite of the Covenant. | ||
| − | * [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but | + | * [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but also obscure your vision and negatively impact your accuracy. |
* [[File:GreyPill.png]] '''Iron''' and a [[File:ChocolateBar.png]] '''Chocolate Bar''', to fix blood loss resulting from bleeding or repeatedly taking plasma hits. | * [[File:GreyPill.png]] '''Iron''' and a [[File:ChocolateBar.png]] '''Chocolate Bar''', to fix blood loss resulting from bleeding or repeatedly taking plasma hits. | ||
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| − | * [[File:Earmuffs.png]] '''Earplugs''' - To prevent deafness from things exploding in your face. | + | * [[File:Earmuffs.png]] '''Earplugs''' - To prevent the long-lasting deafness from things exploding in your face, something that happens often. |
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* [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:#FF0000">brute</span> damage resulting from ballistic weaponry, such as that used by the heretics. | * [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:#FF0000">brute</span> damage resulting from ballistic weaponry, such as that used by the heretics. | ||
* [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:#f5a442">burn</span> damage resulting from flames or plasma weaponry, such as the Covenant's. | * [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:#f5a442">burn</span> damage resulting from flames or plasma weaponry, such as the Covenant's. | ||
| − | * [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but obscure your vision. | + | * [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but also obscure your vision and negatively impact your accuracy. |
* [[File:GreyPill.png]] '''Iron''' and an [[File:IrukanBar.png]] '''Irukan Bar''', to fix blood loss resulting from bleeding or repeatedly taking plasma hits. | * [[File:GreyPill.png]] '''Iron''' and an [[File:IrukanBar.png]] '''Irukan Bar''', to fix blood loss resulting from bleeding or repeatedly taking plasma hits. | ||
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</blockquote> | </blockquote> | ||
</blockquote> | </blockquote> | ||
| − | * [[File:Earmuffs.png]] '''Earplugs''' - To prevent deafness from things exploding in your face. | + | * [[File:Earmuffs.png]] '''Earplugs''' - To prevent the long-lasting deafness from things exploding in your face, something that happens often. |
</blockquote> | </blockquote> | ||
Revision as of 20:18, 29 December 2025
Welcome to the Server! These guides are meant to guide you through the basics of each faction in Halostation 13, from getting your equipment to getting into fights.
United Nations Space Command (UNSC) Tutorial
The UNSC are the military arm of the Unified Earth Government, fighting both a fight for survival against the Covenant and an insurgency led by the United Rebel Front.
| 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. BriefingRise 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 gets here. Before you can do that however, you need to gear up. Getting Your StuffOnboard some vessels you may need to follow From the
Now, from the
After you've picked a weapon, remember to vend yourself some ammo for it. You can also store 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 What To DoNow, to prepare the Cassius for defense, you will have to find the locations of the
*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
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 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
The Covenant are a hegemony of alien species rallied under the holy decree of the High Prophets: the anihilation of the human race.
| Beginners are advised to start with the "Unggoy Minor" role due to their lack of responsabilities and simplicity relative to other minor roles.
To play as one, you must change your species to "Unggoy" in Character Setup. 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.
Useful Links
Rules
https://projectunsc.org/forum/showthread.php?tid=181
Forum
Read about the server's lore and and apply for a faction whitelist that can grant you access to extra roles!
https://projectunsc.org/forum/index.php
Discord
If you can't get a question answered here, feel free to ask in our Discord!
https://discord.com/invite/f8jpDfSdfr



















