Difference between revisions of "User:066AspirantArchiver"

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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:M7smg.png]] '''M7 Submachine Gun''' - A bullethose with a big magazine and a high firerate. Might not land as many hits against distant targets, but the lack of a slowdown will help you catch up to them.
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* [[File:M7smg.png]] '''M7 Submachine Gun''' - A bullethose with a big magazine and a high firerate. Won't land all those bullets against distant targets, but the lack of a slowdown will help you catch up to them.
 
* [[File:M45.png]] '''M45 Tactical Shotgun''' - An older shotgun model, but it '''''will''''' screw over anything that you can close to. 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:M45.png]] '''M45 Tactical Shotgun''' - An older shotgun model, but it '''''will''''' screw over anything that you can close to. 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 things like airlocks, machinery and lockers. Accuracy improves while using the scope, if you plan on going for headshots.
 
* [[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.

Revision as of 01:18, 7 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


HEY! LISTEN! 64x64 FOR MOBS AND ITEMS THAT USE THE ENTIRE TILE!! 32x32 FOR ITEMS/MACHINERY/ALL ELSE! ^THIS guy was right! Just put |32px on everything that ends up too big, the big sprites will be great for the (eventual) items-other-than-guns page.

HEY! Turns out 32x62 works best to avoid the "big space".

How to make big sprites for guides:

  1. Open the .dmi you need in Dream Maker.
  2. Take a picture of the sprite you want, preferably as close to its original 32x32 square as posible.
  3. Paste the picture in Photopea.
  4. Depending on how much of the 32x32 .dmi area the sprite uses:
    1. If the sprite does NOT use the full 32x32 area, center a 64x32 area on the sprite (might end up as 640x320 or so in Photopea). We do this to keep avoid an ugly-looking space when pairing text with images.
    2. If the sprite uses the full 32x32 area, skip to the next step.
  5. Use "Magic Wand" to select the background. A tolerance of 50 is usually enough to properly separate the BG, but you may have to lower it for some sprites.
  6. DEL the selected areas (should be just the BG).
  7. Export it as a 64 by 64 image

BINGO BANGO BIG SPRITES! Now to do this for all the ones I've alredy done... aha...

If everything looks terrible from this embiggening then put |32px at their ends to bring 'em back to native.

For gifs, use these for layer names to frame them as GIF frames.

_a_frm2,200

_a_frm1,200

_a_frm0,100


They'd be, from top to down: frame 3, 2, 1.

NEVERMIND! Make a gif straight from the .dmi to get the intervals, paste that into Photopea then start making PNGs with the interval names.

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.

Title.png

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

Unsclogo.png
URF.png
Covenantlogo.png
The United Nations Space Command The United Rebel Front The Covenant
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. The URF consists of several different groups united by their hatred of the Unified Earth Government, ranging from disgruntled colonists to political extremists.
Limited to select gamemodes.
The Covenant are a hegemony of alien species rallied under the holy decree of the High Prophets:
the anihilation of the human race.
Active character must be of a Covenant race to play.
The colonists caught in the middle, the poor sods...
Limited to select gamemodes.

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. Remember to add a section for the UNSC to what to do after surviving the defense. Maybe? Or keep that for the Reclamation page? Make a quick dropship flying guide.

URF.png 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 as an example. Some things may vary in actual gameplay, but the general idea is the same

Briefing

Your insurrectionist cell's own warship, provided by the Republic of Gao.

Attention, fighters of the GSN Retribution. We've come across a local colony with an Orbital Defense Platform and we are to destroy it 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 Up

Depending on where you're at when the time comes, you may have to follow SignArmory.png these floorsigns to find the Armory, which has a SignArmoryNeon.gif neon sign out front. Once you've made it there, you'll find the VendorMiscUNSC.png Miscellaneous Equipment Vendors and the standard VendorEquipmentUNSC.png Equipment Vendors. These vendors have everything you'll need to make the UEG's lackeys suffer, but for now we'll keep it simple with a basic loadout:

From the VendorMiscUNSC.png Miscellaneous Equipment Vendor, you'll want:

  • BoxLarge.png Insurrectionist Armor Kit - This will stop a few rounds from hurting you until it breaks. Comes in InnieArmorBrown.png a InnieArmorBlack.png variety InnieArmorBlue.png of InnieArmorWhite.png different InnieArmorGreen.png colors.
  • IFAK.png Infantry First Aid Kit - This kit has medicine that will allow you (or another freedom fighter) to stay alive, click your uniform with it on your active hand to attach it. It contains:
  • BiofoamCanister.png 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.
  • GreyPill.png Bicaridine, for healing brute damage resulting from ballistic weaponry, mainly used by the UNSC.
  • RedPill.png Dermaline, for healing burn damage resulting from explosions or the UNSC's flamethrower-wielding soldiers, Hellbringer.png the Hellbringers,
  • PolyPill.png Polypseudomorphine, a super-painkiller that will make you nigh invincible but also negatively impact your accuracy and obscure your vision.
  • GreyPill.png Iron and a ChocolateBar.png Chocolate Bar, to fix blood loss resulting from bleeding or repeatedly taking plasma hits.
  • AmmoBeltUNSC.png 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.
  • ARK.png Armor Repair Kits - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a ARKMini.png 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 HardcaseGenericUNSC.png 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.

  • Earmuffs.png Earplugs - To prevent the long-lasting deafness from things exploding in your face, something that happens often.

Now, from the VendorEquipmentUNSC.png Equipment Vendor, you have a few weapon options to choose from:

  • 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.
  • M7smg.png M7 Submachine Gun - A bullethose with a big magazine and a high firerate. Won't land all those bullets against distant targets, but the lack of a slowdown will help you catch up to them.
  • M45.png M45 Tactical Shotgun - An older shotgun model, but it will screw over anything that you can close to. 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.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.
  • 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.
  • MA37.png MA37 Assault Rifle - Holds less ammo than its UNSC counterpart, but it makes up for it with a better rate of fire and accuracy.
Once you're done, you should have something that looks like this. Experiment to find what suits you best!

After you've picked a weapon, remember to vend yourself some ammo for it. You can also store CombatKnife.png Combat Knives in your boots and M9.png SmokeGrenadeUNSC.png Grenades in your armor. As these are the bare essentials, you'll be left with some room for variation in your kit; for example, you could try pairing a DMR with an SMG and a hardcase with ammo for it, to cover for long-range and close-range combat.

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 bullets and not dying from them. The cafeteria is the room west of the armory and has a few vending machines that can get you a quick bite to eat and a voice-operated Replicator.png replicator if chips won't cut it. Say "menu" in its proximity to know what's available.

Making Friends

No single URF cell can stand alone, which is why you have access to a ConsoleMissions.png Mission Comms Computer 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. One comms computer is located in the Mission Shuttle Hangar and another is inside the mission shuttle itself.

Missions, the Away Shuttle and Cargo

Contractors

  • FLP.png The Freedom and Liberation Party, pyromaniacs who would rather let this world burn before the UEG can touch it. They offer ChemNade.png flame grenades, FlamethrowerFLP.gif flamethrowers and the Colossus.png Colossus Suit, the slowest yet second-most protective set of armor, only dwarfed by MJOLNIR.
  • Gao.png Republic of Gao, the sponsors of your cell who are willing to share with you the gear used by their infiltration and sabotage operatives, such as AgentID.png Agent IDs, Emag.png Cryptographic Sequencers and Implant.png implants.
  • Khoros.png Khoros Desert Raiders, bloodthirsty marauders offering explosive-tipped CombatSpear.gif Combat Spears and Spice.png Talista Spice to quickly get in stabbing distance.
  • Olympus.png The Olympus Council, a profit-driven cabal willing to issue high-tech gear such as EMPGrenade.png EMP grenades, Thermals.png Thermal Goggles and the speed-enhancing Zeal.png Zeal Suit to anyone who eliminates their competition.

Mission Types

Kill Missions

  • NukeOp.png Assassination - Kill the leader of a minor gang to set an example for the Contractor's opposition.
    Assassination missions targetting UNSC and ONI are bugged and will count as failed on return, whether or not you kill the mob listed as "Commander".
  • Marine.png Extermination - Head off to territory controlled by a criminal syndicate, UNSC or even the Office of Naval Inteligence and kill everyone that isn't one of yours.

Recovery Missions

  • Coin.png Steal Coins - Find and retrieve coins around the mission area.
  • C-20r.png Steal Weapons - Contractor wants antique weapons in mint condition. Find them, drop them at the shuttle then get out.
    Firing or removing the magazines from the weapons will make them count as used and, thus, null the contract.
  • RiotArmor.png Steal Armor - Steal the target's armor stockpile to weaken their operations.

What to Bring

The Mission Shuttle.

Night Vision Gear is REQUIRED as lighting on away missions is currently bugged, so make sure to bring a helmet for the NVG. You may not be able to see more than a tile around you without them, but the enemy can.
Click the TacHUDIcon.png Tactical HUD icon on the top left of your screen to toggle it.


Away teams are also suggested to bring ExplosiveCharge.pngexplosives (available from standard VendorEquipmentUNSC.png and VendorHeavyUNSC.png heavy equipment vendors) and MedkitUNSC.png medicine (available from medbay, directly north of the armory), should they require forceful entry into somewhere to ensure no target is being left behind or to prevent the death of a wounded teammate.

It is also suggested to have someone watching your back during your first few missions while you learn the ropes. You'll often get volunteers if you let your team know (":b" prefix to speak in the URF radio channel), and they may be able to save you if you get ambushed by 2 spartans with LMGs. More bodies also means more hands to recall the shuttle should the situation warrant it, as if the away team dies, the missions shuttle will be lost, unless you want to try your luck with the bridge's fax machine.

Preparing the Shuttle

To reach the mission areas, the shuttle uses a FuelLoader.png Fuel Loader to load FusionFuelPacket.png Fusion Fuel Packets which fuel its thrusters. One always spawns under the fusion reactor, right click it to pick it up. If it's missing or your current packet runs out, there's more in a crate near Engineering. Once you and your team are ready, use the ConsoleShuttle.png Shuttle Control Console to select the mission area and fly to it.

Payday

File:CargoURF.png
The Cargo Shuttle, where the good stuff comes from.

Once the job's done, you'll gain reputation with the contractor who hired you and/or credits to spend on their stuff. Said stuff can be purchased from the ConsoleCargoURF.png cargo console, directly south of the Mission Shuttle. Once your stuff's been ordered and approved for purchase, it will arrive next time the shuttle heads outside the system. The shuttle may also return with NPCGuns.pngWeapon Dealers who could set you up with anything from .45pistol.png gear worse than your own to M739.png stolen UNSC LMGs for everyone.
You'll need either an Insurrectionist Officer, GAO Battlejumper Officer or an Orion Defector to unlock the Cargo Console.
If an order was approved but didn't arrive with the cargo shuttle, offload everything then try again.

Planning Your Assault

After gearing up and maybe doing a few missions, you and your allies will have to decide how to make your move. To bring the ODP down, you must use the Retribution's Nuke.png Nuclear Warhead Payload that has a 4 minute countdown and a 30 second defusal time, located in a locker in the Bridge. How you get it to the ODP however, is to be decided by the big shots. Usually, this means either the cell's InnieIconCommander.png Commander or one of the InnieIconOfficer.png Officers, but if there are none then you must discuss it among your brethren.

Assault Methods

BoardingPodEast.png Boarding Pods

Boarding Pods allow you to land inside the ODP, and maybe even next to a ODPWeakpointGif.gif structural weakpoint on which to plant the bomb. Likewise, it could land you infront of a marine squad or a manned ChaingunDeployedEast.png chaingun turret. The ODP's automated alert systems will also notify the marines of your landing 30 seconds after the fact, so you'll want to move quickly.

Pods are located on the starboard and port sides of the bridge and the Retribution must be within 14 overmap tiles of the ODP to be able to board it with pods. To fire them, use the "Launch Pod" verb in the "Vehicles" tab once you're in range. Note that you don't have to be inside a pod to launch it, so you can send a few ahead to act as decoys.

An URF pelican 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.

PelicanURFEast.png Pelican Infiltration

Your dropships, known as "Pelicans", can be used to fly to and from the ODP's outer hull. As a result, this method of entry will demand you bring internals and vacuum protection, which means buying a NukeOp.png Mercenary Voidsuit from the Republic of Gao, looting one from a dead mercenary during an away mission, or getting a SalvageSuit.png Salvage Suit from any emergency locker.
They can also be turned into mobile spawns, rendering them immobile but allowing dead players to respawn from them. In space, however, this tends to result in a slow return to death as they don't spawn with space-proof protection, so using these to their best effect during an ODP assault requires:

  1. Landing on the planet the ODP is guarding.
  2. Having someone else on the station connect an umbilical from the ODP to the planet.
  3. Clear the airlocks from the umbilical to your prefered structural weakpoint.

Remember to fill your oxygen tank before setting out and expect to be knocked down by sudden rushes of air unless you have a Salvage Suit and use its Magboots.png magboots.
One Pelican is available in each hangar (starboard and port) and the Retribution must be within 10 overmap tiles of the ODP to be able to fly to it with Pelicans. Use the "Takeoff/Land" verb in the "Vehicles" tab while sitting in the driver seat to take off, allowing you to move. Use the "Fly to Waypoint" verb to reach the ODP, available waypoints will have the target's name on them (in this case being "ODP Cassius").
When you're piloting, remember to land before getting out.

Necessary Equipment

Whatever method your leaders choose, you will need something to allow you to move around. ODP maintenance corridors mostly lack any access requirements, but these items allow you to get into the rooms holding structural weakpoints or create flanking routes during combat:

  • Emag.png Cryptographic Sequencers (aka. Emags) - Offered by the Republic of Gao, these devices can quickly hack open any airlock and even sabotage some machinery, but they have a limited and unknowable amount of uses, so each could be your last. Airlocks hacked by them will remain open no matter what, so think twice before hacking open an airlock behind active emergency shutters.
  • ExplosiveCharge.png Explosive Charges - Available from the VendorHeavyUNSC.png heavy equipment vendors, they let you blow things up at the expense of the element of surprise (non-existant if you podded in). Takes 5 seconds to plant and 10 to detonate. Comes in 3 types:
  1. Standard, blowing up exclusively whatever you put it on.
  2. Breaching, blowing up whatever you put it on, a small cone infront of it and a bit behind. Perfect if there's a group of marines behind a wall, but keep your distance!
  3. Piercing, blowing up whatever you put it on and 10 tiles infront of it in a straight line and 3 behind. Keep your distance!
  • Toolbelt.png Tools - Quieter than charges, get you through airlocks a bit faster than them with enough hacking practice and the wirecutters can remove BarbedWire.png barbed wire, but you'll be sacrificing some of your storage options. Remember to get a Multitool.png multitool and Yellowgloves.png insulated gloves from engineering. They also let you run repairs if your Pelican was destroyed and you packed Plasteel.png plasteel sheets, available from Engineering as well.


Map of the ODP
The station, soon to be a memory.

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:

  • The Firing Range
  • Cargo
  • Gardens
  • The Gym
  • Offices or the adjacent hallway.

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 laid 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. Alternatively, you could make use of the bridge's ConsoleUNSCGIF.gif Long Range Requisitions Console, located in the center fof the room, to order a smaller ship to get you there.

! Transports are the suggested ship type at this stage. While other ship types have their own upsides, you won't be able to make proper use of them while the ODP's MAC stands.

  • Podcarriers come with boarding pods, if you plan on using those.
  • Troop Transports have two hangar bays that will let you bring a pelican along, but you'll have to fly it to the troop transport's hangar first.

Whichever method you choose, keep in mind that you wont be able to move ships until 10 minutes have passed since mission start. Here's a quick guide on how to get the ship there should you the task fall to you when the time comes.

Pocket Ship Flying Guide
The Overmap and the helm console.

Make your way towards the bridge. Once you're there, find the ConsoleUNSCGIF.gif Helm Control Console, one is in the center of the room and the other is all the way on the west side. Once you've found it, click on it then follow these instructions:

  1. Enable the "Direct Control" option - This will allow you to use WASD to fly.
  2. Identify the coordinates of the planet on the nav data - This is where you will fly towards.
  3. 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.
  4. Fly to one of your newly calculated coordinates - For example, if NavData lists: "KS7-535: 137 : 82" then you fly either to 137,72 or 127,82.
    Along the way you may encounter ! exclamation marks, they are space hazards that you must avoid.
  5. 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 HelmConsoleStop.png stop button in the manual control panel, but keep in mind it does not instantly bring the ship to a complete stop.
  6. Bring the ship to a complete stop once you arrive at your calculated coordinates.
  7. Disable the "Direct Control" option - Disables overmap view and lets you move away from the console safely.

Do NOT use the autopilot for this 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).

Optional Objective: Disable the Magnetic Accelerator Cannon

The MAC control room.

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 Retribution's own Magnetic Accelerator Cannon to bring it down. 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 BlastDoor.png blast doors, which can be raised from the ODP's Command Deck (the room directly southwest of the control room itself).

Disabling the MAC

What You'll Need

Hit this button to lift the blast doors.
  1. At least 1 ExplosiveCharge.png explosive charge.
  2. A way to get into the Command Deck.
    If you decide to use charges, you'll need atleast another 3:
    1. 2 for doors leading to the Command Deck.
    2. 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

  1. Destroy the ConsoleUNSCGIF.gif MAC Loading Console in the middle of the control board to keep the marines from manually loading the MAC. Charges are the only method of destroying this console, shooting or bashing it won't work.
  2. Delete the "mac_control_automated" program in the 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:
  1. Interact with the console to open the user interface.
  2. Exit the program.
  3. Open the "NTOS File Manager".
  4. Find the file and use the "DELETE" operation.

Defense of the Control Room

"Keep shooting! KEEP SHOOTING!"

If you want to defend this place, know that the control room's small space works both for and against you. Due to the only way inside being tight corridors, turret emplacements (available from the armory's racks and the VendorHeavyUNSC.png heavy weapon vendors) and are a good option for defense.

  • ChaingunKit.png Chainguns, will be able to lock down one side through sheer volume of fire and keep the enemy from advancing.
  • HMGkit.png Heavy Machine Guns, while having a slower rate of fire, will hit them harder.

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.

Turret emplacements can deflect bullets as long as you're facing in their direction, but the marines 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 Engineering section of the Retribution, all the way to the back (i.e. east) of the ship, and a HardcaseGenericUNSC.png Construction Materials hardcase will make lugging them around easier. FullBarricadeMetal.png Full-height barricades in particular stop M9.png grenades while also letting you shoot past them, and standard BarricadeUNSCSouth.png plasteel barricades have a chance to stop rockets.
If you plan to build defenses before you plant the nuke, you may also have enough time to plant mines to stall the enemy advance. Heavy Equipment Vendors offer 4 types of mines, all having a 4x4 activation range and requiring 3 seconds to plant and another 5 seconds to arm. They'll hide once armed and can be triggered by anyone regardless of faction, so tell your teammates where you're placing them.

  • MineExplosive.png Explosive mines are a classic area denial method, no special tricks but they'll do just fine.
  • MineEMP.png EMP mines can disable active camo, full-body shields and prosthetic organs, the latter potentially resulting in a heart attack. For best effect, victims must be close to the mine when it triggers.

There's also the more powerful types, which require an oxygen supply and airtight protection to shield you from their effects:

  • MineIncendiary.png Incendiary mines will create a ball of fire around it and raise the room temperature to the point of burning through marine and ODST armor, even if the room's vented.
  • MineGas.png Gas mines lack an inmediate effect, but anyone without internals exposed to their gas will suffer damage to their liver over time. Tell your teammates if you're planning to use these.

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:

  • EscapePodEast.png Find an escape pod bay and launch it to the planet.
  • Umbilical.png Make your way to an umbillical and connect to the colony. All umbillicals are located on the northern ends of the station however, so in most cases you'll need to move quickly.
  • 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.

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. Once the ODP goes down, you'll be able to start seizing File:CapturePoint.png Capture Consoles around the city to spread your influence and convince the citizens of the colony to join your cause.

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.

TacHUD.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.

Energy Sword.png 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

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File:DodgeRollExample.gif
An ODST doing a backflip over a table

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

le greyscreen: icon: icons/turf/flooring/alium.dmi icon_state: jaggy

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

THIS has all the URF subfaction gear (DMIs) https://github.com/HaloSpaceStation/HaloSpaceStation13/tree/alpha/code/modules/halo/factions/npc_factions/gear

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


Spawn points: Mess Hall, Cryo, Bunks(?)


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.

Covenantlogo.png Covenant Tutorial
ARK.png

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


MACAutoFire.gif HEY! LISTEN!

Table Caption (Optional)
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.
Covenant Species Hierarchy
File:7-62mag.png

7.62 Magazine

Holds thirty (30) 7.62mm caliber rounds.
Covenant Species Hierarchy
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