Difference between revisions of "Quick Start Guide"
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From the [[File:VendorMiscUNSC.png]] '''Miscellaneous Equipment Vendor''', you'll want: | From the [[File:VendorMiscUNSC.png]] '''Miscellaneous Equipment Vendor''', you'll want: | ||
<blockquote> | <blockquote> | ||
| − | * [[File: | + | * [[File:BoxLarge.png]] '''Marine Armor Kit''' - This will stop a few rounds from hurting you until it breaks. Comes in a [[File:MarineArmorGreen.png]] few [[File:MarineArmorBrown.png]] different [[File:MarineArmorWhite.png]] colors, along with a Medic variant for each and a spaceproof variant. |
* [[File:IFAK.png]] '''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: | * [[File:IFAK.png]] '''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: | ||
<blockquote> | <blockquote> | ||
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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 also | + | * [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but also negatively impact your accuracy and obscure your vision. |
* [[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. | ||
</blockquote> | </blockquote> | ||
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* [[File:M6D_New.png ]] '''M6D Magnum''' - Packs a punch while letting you move without a slowdown, but it deals less damage against shielded enemies than other options. | * [[File:M6D_New.png ]] '''M6D Magnum''' - Packs a punch while letting you move without a slowdown, but it deals less damage against shielded enemies than other options. | ||
* [[File:M90.png]] '''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. | * [[File:M90.png]] '''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. | ||
| − | * [[File:M392.png]] '''M392 Designated Marksman Rifle''' - Great for punching through armor and | + | * [[File:M392.png]] '''M392 Designated Marksman Rifle''' - Great for punching through armor and things like airlocks, machinery and lockers. Accuracy improves while using the scope, if you plan on going for headshots. |
* [[File:BR55.png]] '''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. | * [[File:BR55.png]] '''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. | ||
* [[File:MA5B.png]] '''MA5B Assault Rifle''' and the [[File:M7smg.png]] '''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. | * [[File:MA5B.png]] '''MA5B Assault Rifle''' and the [[File:M7smg.png]] '''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. | ||
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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 also | + | * [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but also negatively impact your accuracy and obscure your vision. |
* [[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. | ||
</blockquote> | </blockquote> | ||
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</blockquote> | </blockquote> | ||
| − | As these are the bare essentials, you'll be left with some room for variation in your kit. | + | As these are the bare essentials, you'll be left with some room for variation in your kit. For example, you could add an explosives hardcase full of plasma grenades, or even run two plasma pistols at once so you can keep firing for longer. |
== Preparing Your Ship == | == Preparing Your Ship == | ||
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Once you're geared, you will have to confirm that the ship's [[File:ShieldGenerator.png]] <span style ="color:#2ccacf">'''Shield Generator'''</span> has been enabled, as this machine greatly boosts the CRS' defenses in naval combat and against boarding actions. The ODP in orbit of the world you're headed to is equipped with a Magnetic Accelerator Cannon that could easily destroy your ship if you enter its 7 overmap tile range without shields to absorb its damage, so you'll want to raise them before approaching. | Once you're geared, you will have to confirm that the ship's [[File:ShieldGenerator.png]] <span style ="color:#2ccacf">'''Shield Generator'''</span> has been enabled, as this machine greatly boosts the CRS' defenses in naval combat and against boarding actions. The ODP in orbit of the world you're headed to is equipped with a Magnetic Accelerator Cannon that could easily destroy your ship if you enter its 7 overmap tile range without shields to absorb its damage, so you'll want to raise them before approaching. | ||
<blockquote> | <blockquote> | ||
| − | <big>'''!'''</big> Settings highlighted in <span style ="color:#FF0000">'''red'''</span> are must-haves. <span style ="color:#999900>'''"Atmospheric Protection"'''</span> is helpful if the ship suffers a breach and survives until its shields recover, but you may choose to do without it let the shields last a bit longer in combat against standard deck guns and recover more quickly should they go down. | + | <big>'''!'''</big> Settings highlighted in <span style ="color:#FF0000">'''red'''</span> are must-haves. <span style ="color:#999900>'''"Atmospheric Protection"'''</span> is helpful if the ship suffers a breach and survives until its shields recover, but you may choose to do without it to let the shields last a bit longer in combat against standard deck guns and recover more quickly should they go down. |
</blockquote> | </blockquote> | ||
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. | 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. | ||
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|<div style="float:right"> | |<div style="float:right"> | ||
[[File:OvermapExample.png|thumb|right|The Overmap and the helm console.]] | [[File:OvermapExample.png|thumb|right|The Overmap and the helm console.]] | ||
| − | Make your way towards the <span style ="color:#cd5400">'''bridge'''</span>. Once you're there, find the [[File:ConsoleCovenant.png]] '''Helm Control Console''' | + | Make your way towards the <span style ="color:#cd5400">'''bridge'''</span>. Once you're there, find the [[File:ConsoleCovenant.png]] '''Helm Control Console'''. One is in the center of the room and another is all the way on the west side. |
Once you've found it, click on it then follow these instructions: | Once you've found it, click on it then follow these instructions: | ||
| − | # Enable the "Direct Control" option - This will allow you to use WASD to fly. | + | # '''Enable the "Direct Control" option''' - This will allow you to use WASD to fly. |
| − | # Identify the coordinates of the heretic world on the nav data - This is where you will fly towards. | + | # '''Identify the coordinates of the heretic world on the nav data - This is where you will fly towards. |
| − | # Subtract | + | # '''Subtract 10 from either axis (X,Y)''' - This ensures that you don't enter the ODP's 7-tile MAC range while leaving some margin for error. |
| − | # Fly to your | + | # '''Fly to one of your newly calculated coordinates''' - For example, if NavData lists: "<span style ="color:#cd5400">'''<span style ="background:#000000">KS7-535:</span><span style ="color:#FFFFFF; background:#000000"> 137 : 82'''</span>" then you fly either to 137,72 or 127,82. <br>Along the way you may encounter <big>'''!'''</big> exclamation marks, they are space hazards that you must avoid. |
| − | # Reduce your speed as you approach - This is to prevent slipping into MAC range at the last moment. | + | # '''Reduce your speed as you approach''' - This is to prevent slipping into MAC range at the last moment. You may do this by moving opposite of your current bearing or with the [[File:HelmConsoleStop.png]] stop button in the manual control panel, but keep in mind it does not instantly bring the ship to a complete stop. |
| − | # Bring the ship to a complete stop once you arrive at your | + | # '''Bring the ship to a complete stop once you arrive at your calculated coordinates.''' |
| − | # Disable the "Direct Control" option - Disables overmap view and lets you move away from the console safely. | + | # '''Disable the "Direct Control" option''' - Disables overmap view and lets you move away from the console safely. |
'''<big>Do NOT use the autopilot for this</big> as it does not take space hazards into account and will place your ship directly above the planet (and next to the ODP's MAC).''' | '''<big>Do NOT use the autopilot for this</big> as it does not take space hazards into account and will place your ship directly above the planet (and next to the ODP's MAC).''' | ||
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[[File:PhantomLockedEast.gif|thumb|right|A Phantom set as a mobile spawn. To do this, use the "Toggle Mobile Spawn Status" verb in the "Vehicle" tab. '''Currently bugged, players must respawn then observe to be able to use them.''']] | [[File:PhantomLockedEast.gif|thumb|right|A Phantom set as a mobile spawn. To do this, use the "Toggle Mobile Spawn Status" verb in the "Vehicle" tab. '''Currently bugged, players must respawn then observe to be able to use them.''']] | ||
==== [[File:PhantomEast.png]] Phantom Infiltration ==== | ==== [[File:PhantomEast.png]] Phantom Infiltration ==== | ||
| − | Your dropships, known as "Phantoms", can be used to fly to and from the ODP. They can also be turned into mobile spawns, rendering them immobile but allowing dead players to respawn from them as Unggoy. | + | Your dropships, known as "Phantoms", can be used to fly to and from the ODP's outer hull. They can also be turned into mobile spawns, rendering them immobile but allowing dead players to respawn from them as Unggoy. |
This method of entry forces most species to bring internals and use [[File:Box.png]] '''Ranger Gear''' (available from equipment vendors), sacrificing some of their protection in exchange for resistance to the vaccum of space. Unggoy and Yanme'e, however, are naturally resistant to vacuums, and the Unggoy also spawn with internals as they breathe methane instead of oxygen. Expect to be knocked down by sudden rushes of air unless you bring magboots or a [[File:VacuumShield.gif]] '''vacuum shield''' to cover the entry point (available in the supply storage bays next to the hangar bays). | This method of entry forces most species to bring internals and use [[File:Box.png]] '''Ranger Gear''' (available from equipment vendors), sacrificing some of their protection in exchange for resistance to the vaccum of space. Unggoy and Yanme'e, however, are naturally resistant to vacuums, and the Unggoy also spawn with internals as they breathe methane instead of oxygen. Expect to be knocked down by sudden rushes of air unless you bring magboots or a [[File:VacuumShield.gif]] '''vacuum shield''' to cover the entry point (available in the supply storage bays next to the hangar bays). | ||
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# Piercing, blowing up whatever you put it on and 10 tiles infront of it in a straight line and 3 behind. Keep your distance! | # Piercing, blowing up whatever you put it on and 10 tiles infront of it in a straight line and 3 behind. Keep your distance! | ||
</blockquote> | </blockquote> | ||
| − | * [[File:ToolbeltCov.png]] '''Tools''' - Quieter than charges, get you through airlocks a bit faster with enough practice and the wirecutters can remove [[File:BarbedWire.png]] barbed wire, yet the reduced storage space may force you to use a plasma weapon. They also let you [[Guide_to_Vehicles#Repairing_Vehicles|run repairs]] if your Phantom was destroyed and you packed [[File: Nanolaminate.png]] '''nanolaminate''' sheets. | + | * [[File:ToolbeltCov.png]] '''Tools''' - Quieter than charges, get you through airlocks a bit faster than them with enough [[Hacking#Finding_the_Right_Wires_(With_a_Multitool)|hacking]] practice and the wirecutters can remove [[File:BarbedWire.png]] barbed wire, yet the reduced storage space may force you to use a plasma weapon. They also let you [[Guide_to_Vehicles#Repairing_Vehicles|run repairs]] if your Phantom was destroyed and you packed [[File: Nanolaminate.png]] '''nanolaminate''' sheets. |
* [[File:Huragok.png]] '''Huragoks''' - These biological supercomputers can interface with anything, airlocks included. They can also bolt them if you're being chased or have found a place to dig in. Downside is you will have to escort them to prevent their capture. | * [[File:Huragok.png]] '''Huragoks''' - These biological supercomputers can interface with anything, airlocks included. They can also bolt them if you're being chased or have found a place to dig in. Downside is you will have to escort them to prevent their capture. | ||
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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). | ||
| − | + | {| border="1" class="mw-collapsible mw-collapsed" style="width:50%" cellpadding="6" cellspacing="0" | |
| − | # Destroy the [[File:ConsoleUNSCGIF.gif]] '''MAC Loading Console''' in the middle of the control board | + | |+ style="text-align:left;"|'''<big>Disabling the MAC</big>''' |
| − | # Delete the "mac_control_automated" program in the [[File:MACAutoFire.gif]] '''MAC Automated Fire Control console'''. Blowing up the console with a | + | |<div style="float:right"> |
| + | === What You'll Need === | ||
| + | [[File:ODPControlRoomAccess.png|thumb|right|Press this button to release the Control Room's blast doors.]] | ||
| + | # At least 1 [[File:PlasmaCharge.png]] plasma charge. | ||
| + | # [[Quick_Start_Guide#Necessary_Equipment|A way to get into the Command Deck.]] | ||
| + | #:<big>'''•'''</big> If you decide to use charges, you'll need '''atleast''' another 3: | ||
| + | #:#2 for doors leading to the Command Deck. | ||
| + | #:#1 to destroy the airlocks on either side of the control room. | ||
| + | #:#*If you can't lift the blast doors, you'll need a piercing charge to destroy both the airlock ''and'' the blast door infront of it. | ||
| + | |||
| + | === What To Do === | ||
| + | # Destroy the [[File:ConsoleUNSCGIF.gif]] '''MAC Loading Console''' in the middle of the control board to keep the heretics from manually loading the MAC. <u>Charges are the '''only''' method of destroying this console</u>, 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 demolition charge will do the trick, but you can also delete the program by following these steps: | ||
<blockquote> | <blockquote> | ||
# Interact with the console to open the user interface. | # Interact with the console to open the user interface. | ||
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# Find the file and use the "DELETE" operation. | # Find the file and use the "DELETE" operation. | ||
</blockquote> | </blockquote> | ||
| + | |} | ||
=== Defense of the Control Room === | === Defense of the Control Room === | ||
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Construction materials are available in the room north of the Unyielding's shield generator and in both hangars, and a [[File:HardcaseGenericCov.png]] '''Construction Materials hardcase''' will make lugging them around easier. [[File:FullBarricadeMetal.png|40px]] Full-height barricades in particular stop [[File:M9.png]] heretic grenades while also letting you shoot past them, and standard [[File:BarricadeCovSouth.png]] nanolaminate barricades have a chance to stop rockets. | Construction materials are available in the room north of the Unyielding's shield generator and in both hangars, and a [[File:HardcaseGenericCov.png]] '''Construction Materials hardcase''' will make lugging them around easier. [[File:FullBarricadeMetal.png|40px]] Full-height barricades in particular stop [[File:M9.png]] heretic grenades while also letting you shoot past them, and standard [[File:BarricadeCovSouth.png]] nanolaminate barricades have a chance to stop rockets. | ||
| − | <sup>''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.''</sup> | + | <sup>''To exit turret emplacements you must drop the gun. To reload them, drop the gun then get back on. If you see a black screen while scoped in, adjust the zoom with the buttons in the top left of your screen.''</sup> |
== Getting Out == | == 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: | 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: | ||
| − | * [[File:EscapePodEast.png]] Find an escape pod | + | * [[File:EscapePodEast.png]] Find an escape pod and launch it to the planet, but you'll have to wait until someone can pick you up. |
* [[File:Umbilical.png]] Make your way to an umbillical and connect to the colony. You'll still be stranded, but you'll know where you'll end up. All umbillicals are located on the northern ends of the station however, so in most cases you'll need to move quickly. | * [[File:Umbilical.png]] Make your way to an umbillical and connect to the colony. You'll still be stranded, but you'll know where you'll end up. All umbillicals are located on the northern ends of the station however, so in most cases you'll need to move quickly. | ||
* [[File:PelicanEast.png]] 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. | * [[File:PelicanEast.png]] 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. | ||
Revision as of 00:50, 6 January 2026
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 insurrection 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 the assault phase of the Reclamation gamemode. 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. For example, you could add an explosives hardcase full of 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 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).
What You'll Need
What To Do
|
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 the heretics 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. To reload them, drop the gun then get back on. 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 and launch it to the planet, but you'll have to wait until someone can pick you up.
Make your way to an umbillical and connect to the colony. You'll still be stranded, but you'll know where you'll end up. All umbillicals are located on the northern ends of the station however, so in most cases you'll need to move quickly.
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




















