Difference between revisions of "User:066AspirantArchiver"
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They can also be turned into mobile spawns, rendering them immobile but allowing dead players to respawn from them. In space this tends to result in a slow return to death however, as they don't spawn with EVA so using these to their best effect requires landing on the planet the ODP is guarding, having someone else on the station connect an umbilical ''<u>from</u>'' the ODP to the planet and clear the airlocks from the umbilical to your prefered [[File:ODPWeakpointGif.gif]] '''structural weakpoint'''. <br>Remember to fill your oxygen tank before setting out and expect to be knocked down by sudden rushes of air unless you make use of the Salvage Suit's [[File:Magboots.png]] magboots. | They can also be turned into mobile spawns, rendering them immobile but allowing dead players to respawn from them. In space this tends to result in a slow return to death however, as they don't spawn with EVA so using these to their best effect requires landing on the planet the ODP is guarding, having someone else on the station connect an umbilical ''<u>from</u>'' the ODP to the planet and clear the airlocks from the umbilical to your prefered [[File:ODPWeakpointGif.gif]] '''structural weakpoint'''. <br>Remember to fill your oxygen tank before setting out and expect to be knocked down by sudden rushes of air unless you make use of the Salvage Suit's [[File:Magboots.png]] magboots. | ||
| − | One Pelican is available in each hangar and the Retribution must be within 10 overmap tiles of the ODP to be able to fly to it with Pelicans. | + | One Pelican is available in each hangar (<span style ="color:#fe00ff">'''starboard'''</span> and <span style ="color:#0000ff">'''port'''</span>) and the Retribution must be within 10 overmap tiles of the ODP to be able to fly to it with Pelicans. |
=== Necessary Equipment === | === Necessary Equipment === | ||
Revision as of 06:15, 2 January 2026
i got two turntables and a microphone
Quicktravel: https://projectunsc.org/wiki/index.php?title=User:066AspirantArchiver#United_Rebel_Front_.28URF.29_Tutorial
FIGURE OUT HOW TO UPSCALE SPRITES TO 64x64 BEFORE UPLOADING Check this out https://gist.github.com/TiviPlus/e6ee56273048f2193ea9761347c41277
If nothing works, screencap the icon in the variables view and use the white BG 4 transparency?
Put the TOC on the right side of the screen, figure out the possibility of putting it up after the icons.
Welcome to the server! This guide is meant to guide you through the basics of Halostation 13, from spawning in to getting into fights. While this page focuses on the former, links at the bottom will be provided so you can learn the initial loop of each of the server's factions.
Before you Begin
- To ensure a smooth experience, use these settings.
Character Creation (replace inner headers with bold+big(?) to keep them from apearing on the TOC when going live, keep as-is here for ease of writing)
While most of the Character Creation options, some of them the features are inconsequential, a few Already familiar with Baystation12's character setup page? Skip to the faction guides. [Steal this stuff from the CM13 wiki.]
Some roles spawn with different gear depending on their title, such as Marines with the "EVA Operations Marine" title spawning with armor resistant to the vacuum of space (at the detriment of protection).
Loadout tab is mostly intended? synergyc? to be used for Colonist and Insurrectionist roles, as Covenant roles cannot spawn with loadout items and they also conflict with most UNSC gear (i.e. uniforms, armor, etc.)
everything in the glasses tab overriding the HUDs
As a general rule of thumb:
- UNSC roles use this color scheme.
- Covenant roles use this color scheme.
- URF roles use this color scheme.
Keep in mind that older gamemodes may use different colors for each faction.
Choose Your Faction
After creating your character, you will have to choose who to fight for as each faction has different equipment, gameplay loops and motivations. Each being: Replace these with your own icons showcasing varied kinds of toons.
Use a 3by3 invisi-table. 3by4 if you decide on separating colonists. Icons Nanes Blurbs Colonists Blurb
Enjoy your stay!
Stuff above was meant for the QSG but didn't make it (except the pending URF guide), below is for the combat mechanics page.
United Rebel Front (URF) Tutorial
Finish the UNSC guide then paste it over and replace as needed, also use the assault bit from cov guide.
The URF consists of several different groups united by their hatred of the Unified Earth Government, ranging from disgruntled colonists fighting for less oppressive taxation to political extremists looking for revenge.
Limited to select gamemodes.
| Beginners are advised to start with the "Insurrectionist" role due to their lack of responsabilities.
Note: This guide uses the assault phase of the Revolution gamemode on the map KS7 as an example. Some things may vary in actual gameplay, but the general idea is the same BriefingA local colony has an Orbital Defense Platform that we'll destroy to prove to the people the UNSC's inability to defend them before going down to ground and spreading our propaganda to get more fighters for our cause. Unfortunately, we had a mole and now they've got a fleet coming to blow the Retribution to bits in about an hour, but if we take that ODP down we'll get more time. Gearing UpDepending on where you're at when the time comes, you may have 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 Making FriendsNo single URF cell can stand alone, which is why you have access to a File:MissionTerminal.png Mission Terminal that can be used to take contracts for different factions interested in the UEG's downfall or spreading their influence. While ignoring them is an option, the gear they offer can greatly increase your odds of success.
Planning Your AssaultAfter gearing up and maybe doing a few missions, you and your allies will have to decide how to bring that ODP down. For that, the Republic of Gao loaded the Retribution with a 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. |
Getting Into Position
Once you've figured out a plan, you will have to get closer to the ODP. You could move the Retribution towards it, but you risk entering the 7-overmap tile range of its Magnetic Accelerator Cannon and getting your base of operatons blown to hell. ship closer to the ODP, but that wont be possible until 10 minutes have passed since mission start. Said ODP also has a Magnetic Accelerator Cannon with the ability to turn the Retribution to pieces if it enters its rabHere's a quick guide on how to get the ship there should you the task fall to you when the time comes.
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!
Game Mechanics
General
Population Balance
Keeps one side from having 6 elites or 30 marines. Does not take into account mobile spawns.
File:TacHUDUNSC.png HUD Drops
Officers get to call in supply drops.
Note: Personalized drops only take into account items you have equipped (hands included) at the time of opening or refreshing the pop-up tab.
Combat
Automatic Reloads
With a magazine in your active hand, you can reload your weapon with tactical and speed reloads:
- With grab intent enabled, you can do a tactical reload that will switch the magazine in your weapon with the one in your active hand. [specify times? maybe not...]
- With harm intent enabled, you can do a [name of reload that panic drops the mag] reload which is faster than a tactical reload but will drop the loaded magazine on the ground.
File:CrosshairFiring.png Click-dragging
Lets you redirect fire but wont hit as often. Also screws you if you're fighting flyers.
Executions
Melee weapons can be used to execute unconscious enemies, allowing you to ensure they cannot be resurrected (unless they have already ghosted). To do this, click on a prone player with a melee weapon on your active hand while targetting their chest with grab intent. If you have done it correctly and the target is not braindead, you will receive a message indicating the beginning of the execution and must remain still for X seconds to complete it. Once it is finished, smack sound. /the executed player will be forcibly ghosted.
Dodge Rolling
e
o
Dodge rolling can be used to evade attacks, or quickly move across obstacles such as tables. For most species the rolling distance is 2 tiles, but some such as the T'vaoans To use it, you must create macros for the following verbs: - "roll-north" - "roll-south" - "roll-east" - "roll-west"
Notes
THIS has all the guns: https://github.com/YourPalHolidays/HaloSpaceStation13/tree/64981415f90b50a277f9a05a1185c9fcb1a0f0ba/code/modules/halo/weapons
THIS has all the vendors: https://github.com/X0-11/HaloSpaceStation13/blob/d7ea68d597b10e0b7a8b6f76f48bca84923b5034/code/modules/halo/machinery/gunvendors.dm
THIS has all the vehicles (sprites and values): https://github.com/YourPalHolidays/HaloSpaceStation13/tree/64981415f90b50a277f9a05a1185c9fcb1a0f0ba/code/modules/halo/vehicles/types
For gamemode pages:
Phase name Overview Table with what each faction can (should?) do Unknown Hazard Effects:
Asteroid Field - hurls meteors at your ship
Gas Cloud - EMPs random parts of your ship (and makes you harder to hit? confirm its not fluff)
Engine Overcharge? - increased ship speed, random explosions on ship
Paste this page into one gamemodes page.
https://projectunsc.org/wiki/index.php?title=Firefight
Old SMAC Geminus
https://projectunsc.org/wiki/index.php?title=Geographical_Intelligence
Reckon you could do a pretty sick fade-in effect with an image of each faction rallying for a raid. Remember Raze? Yeah, something like that. Replace the ARK with a fitting pict with enough transparency.
...though it may look very scuffed on Mobile.
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.
Scrapyard
Use file|width=1XX% to ensure it is relative to monitors and phones.
file|500px
| The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front. | The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race. | The United Rebel Front are several groups of ex-UNSC, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation. |
|---|
| Header A | Header B | Header C |
|---|---|---|
| Cell A1 | Cell B1 | Cell C1 |
| Cell A2 | Cell B2 | Cell C2 |
| The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front. | style="color:green; background-color:#ffffcc;" cellpadding="10" |
| The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race. | |
| The United Rebel Front are several groups of ex-UNSC, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation. |
| The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front. | The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race. | The United Rebel Front are several groups of UNSC defectors, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation. |
|---|
| File:7-62mag.png | Holds thirty (30) 7.62mm caliber rounds. |
| Holds thirty (30) 7.62mm caliber rounds. |
Links saved from the QSG before rewritting:
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!)
Quicktravel: https://projectunsc.org/wiki/index.php?title=User:066AspirantArchiver#United_Rebel_Front_.28URF.29_Tutorial




































