Difference between revisions of "Quick Start Guide"

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(Complete rewrite of the UNSC QSG. Will load missing PNGs soon.)
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Welcome to the Server! if you're reading this guide, its likely your first time playing here, this guide is meant to guide you through the basics of each Faction. The guide will cover the starting steps of each 3 of the factions, from spawning in all the way to getting onto your ship and/or gearing up.
 
Welcome to the Server! if you're reading this guide, its likely your first time playing here, this guide is meant to guide you through the basics of each Faction. The guide will cover the starting steps of each 3 of the factions, from spawning in all the way to getting onto your ship and/or gearing up.
  
== The UNSC ==
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== United Nations Space Command (UNSC) Tutorial ==
This section of the guide is dedicated to the UNSC spawning section of a normal round. This will not apply to any other game modes (such as Red Flag, Stranded etc) that do not use the same spawning points as the main gamemode for the server. The current main gamemode is Reclamation.
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'''<big>Beginners are advised to start with the "Marine" role due to their lack of responsabilities.</big>'''
<br>
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[[File:QuickStartGuideUNSC1.png|600px]]
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''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.''
<br>
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This is 1 of 2 UNSC spawns possible in a normal round. You are currently on board the Orbital Defence Platform Cassius Station, a structure in orbit of 1 of 2 distinct planets. If you do not find yourself here, navigate further down the guide to the ONI Complex section, which will explain to you how to get geared at the UNSC's second spawn. For now though, all you need to know about this station is that the covenant want to blow it up in order to invade the planet it is defending. To do this, we'll need to first get you orientated, then geared, ready for the covenant assault, whenever it comes.  
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<br>
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Rise and shine, marine. A ship of the Covenant has been detected on long-range scanners and HIGHCOMM believes it to be an invasion force headed for the colony you were stationed to, so you've been thawed out of cryostasis to defend the Orbital Defense Platform ''"Cassius"'', the world under its guard and the colonists on it until a support fleet gets here.
To begin, you'll need to first figure out which of 2
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<br>
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Before you can do that however, you need to gear up. In some missions you may need to follow [[File:SignArmory.png]] '''these''' signs to find your armory, but on ODPs they tend to be just outside the bunks.
[[File:QUickStartGuideUNSC2.png|600px]]
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Once you've made it there, you'll find the [[File:VendorMiscUNSC.png]] '''Miscellaneous Equipment Vendors''' and the standard [[File:VendorEquipmentUNSC.png]] '''Equipment Vendors'''. These vendors have everything that a marine needs to kick ass and make Earth proud, but for now we'll keep it simple with a basic loadout:
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From a [[File:VendorMiscUNSC.png]] '''Miscellaneous Equipment Vendor''', you'll want:
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<blockquote>
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* [[File:Box.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 an EVA (Extra-Vehicular Activity, spaceproof) variant.
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* [[File:IFAK.png]] '''Infantry First Aid Kit (IFAK)''' - This kit has medicine that will allow you (or another marine) to stay alive, click your uniform to attach it. It contains:
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<blockquote>
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* [[File: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.
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* [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:#FF0000">brute</span> damage resulting from ballistic weaponry, such as those used by the UNSC or the United Rebel Front.
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* [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:#f5a442">burn</span> damage resulting from flames or plasma weaponry, the favorite of the Covenant.
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* [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but obscure your vision.
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* [[File:GreyPill.png]] '''Iron''' and a [[File:ChocoBar.png]] '''Chocolate Bar''', to fix blood loss resulting from bleeding or repeatedly taking plasma hits.
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</blockquote>
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* [[File: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.
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* [[File:ARK.png]] '''Armor Repair Kits''' - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a [[File: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.
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<blockquote>
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<blockquote>
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<big>'''!'''</big> You can use a [[File: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.
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</blockquote>
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</blockquote>
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* [[File:Earplugs.png]] '''Earplugs''' - To prevent deafness from things exploding in your face.
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</blockquote>
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Now, from an [[File:VendorEquipmentUNSC.png]] '''Equipment Vendor''', you have a few weapon options to choose from:
 +
<blockquote>
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* [[File:Magnum.png]] '''M6D Magnum''' - Has the highest base damage out of all vendor weapons and will let you move without a slowdown but it deals less damage against shielded enemies than other options.
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* [[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.
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* [[File:M392.png]] '''M392 Designated Marksman Rifle''' - Great for punching through armor and a few kinds of objects such as vendors and lockers.
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* [[File:BR55.png]] '''BR55 Battle Rifle''' - A precision-focused rifle that comes with a scope.
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* [[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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</blockquote>
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[[File:NewbLoadoutUNSC.png|thumb|Once you're done, you should have something that looks like this. Experiment to find what suits you best!]]
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After you've picked a weapon, remember to vend yourself some ammo for it. You can also store [[File:CombatKnife.png]] '''Combat Knives''' in your boots and [[File:M9.png]] [[File:SmokeGrenadeUNSC.png]] '''Grenades''' in your armor.
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As these are the bare essentials, you'll be left with some room for variation in your kit; you could try pairing your rifle with a pistol and a hardcase with ammo for it for example, or a [[File:Machete.png]] '''Machete''' if you're feeling brave.
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[[File:Cassius base weapkoints.png|thumb|Your home, until you're transfered or it's blown to smithereens.]]
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Now, to prepare the Cassius for defense, you will have to find the locations of the [[File: ODPWeakpoint.png]] '''structural weakpoint markers''' of this particular ODP. The Covenant will try to plant and detonate a bomb to knock the Cassius out of orbit and begin their invasion of the planet. They always have 3 weakpoints, 2 assigned at random and 1 in the <span style ="color:#c42727">'''Magnetic Accelerator Cannon (MAC) Control Room'''</span>. The 2 random points can be located in:
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* <span style ="color:#316de6">'''The Firing Range'''</span>
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* <span style ="color:#e6ad31">'''Cargo'''</span>
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* <span style ="color:#31e640">'''Gardens'''</span>
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* <span style ="color:#31e0e6">'''The Gym'''</span>
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* <span style ="color:#bc31e6">'''Offices'''</span> or the adjacent hallway.
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Once you find them, use your headset (:q prefix to speak in the <span style ="color:#193a9f">UNSC radio channel</span>) 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 [[File:BarbedWire.png]] barbed wire and two machinegun types which can greatly boost your defenses' staying power:
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# [[File:ChaingunKit.png]] '''Chainguns''', to send a hail of bullets down the hallway.
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# [[File:HMGkit.png]] '''Heavy Machine Guns''', with a worse rate of fire and less bullets overall but more stopping power in each.
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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.
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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 [[File:ConsoleUNSCGeneric.png]] '''MAC loading console''' and its [[File:MACTargetting.png]] '''automatic targetting system'''. Make sure to keep both consoles safe and the MAC loaded.
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[[File:ControlRoomAccess.png|You may have to press this button to get into the control room.]]
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Now that you're geared and know where to defend, all that's left to do is hold out until the support fleet arrives. ETA: '''Hour and a half.''' Until then, 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]], such as [[Combat Mechanics]], [[Vehicles]] or [[Gamemodes]].
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'''<big>Good Luck, Have Fun!</big>'''
  
 
== The Covenant ==
 
== The Covenant ==

Revision as of 01:08, 23 December 2025

--NOTICE: THIS GUIDE IS STILL UNDER DEVELOPMENT AND AS SUCH MAY BE MISSING VARIOUS PEICES SUCH AS PICTURES--


Welcome to the Server! if you're reading this guide, its likely your first time playing here, this guide is meant to guide you through the basics of each Faction. The guide will cover the starting steps of each 3 of the factions, from spawning in all the way to getting onto your ship and/or gearing up.

United Nations Space Command (UNSC) Tutorial

Beginners are advised to start with the "Marine" role due to their lack of responsabilities.

Note: This guide uses the assault phase of the Reclamation gamemode as an example. Some things may vary in actual gameplay, but the general idea is the same.


Rise and shine, marine. A ship of the Covenant has been detected on long-range scanners and HIGHCOMM believes it to be an invasion force headed for the colony you were stationed to, so you've been thawed out of cryostasis to defend the Orbital Defense Platform "Cassius", the world under its guard and the colonists on it until a support fleet gets here.

Before you can do that however, you need to gear up. In some missions you may need to follow SignArmory.png these signs to find your armory, but on ODPs they tend to be just outside the bunks. Once you've made it there, you'll find the VendorMiscUNSC.png Miscellaneous Equipment Vendors and the standard VendorEquipmentUNSC.png Equipment Vendors. These vendors have everything that a marine needs to kick ass and make Earth proud, but for now we'll keep it simple with a basic loadout:

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

  • Box.png Marine Armor Kit - This will stop a few rounds from hurting you, until it breaks. Comes in a MarineArmorGreen.png few MarineArmorBrown.png different MarineArmorWhite.png colors, along with a Medic variant for each and an EVA (Extra-Vehicular Activity, spaceproof) variant.
  • IFAK.png Infantry First Aid Kit (IFAK) - This kit has medicine that will allow you (or another marine) to stay alive, click your uniform 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.
  • GreyPill.png Bicaridine, for healing brute damage resulting from ballistic weaponry, such as those used by the UNSC or the United Rebel Front.
  • RedPill.png Dermaline, for healing burn damage resulting from flames or plasma weaponry, the favorite of the Covenant.
  • PolyPill.png Polypseudomorphine, a super-painkiller that will make you nigh invincible but obscure your vision.
  • GreyPill.png Iron and a File:ChocoBar.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.

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

  • Magnum.png M6D Magnum - Has the highest base damage out of all vendor weapons and will let you move without a slowdown but it deals less damage against shielded enemies than other options.
  • 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.
  • M392.png M392 Designated Marksman Rifle - Great for punching through armor and a few kinds of objects such as vendors and lockers.
  • BR55.png BR55 Battle Rifle - A precision-focused rifle that comes with a scope.
  • MA5B.png MA5B Assault Rifle and the 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.
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; you could try pairing your rifle with a pistol and a hardcase with ammo for it for example, or a Machete.png Machete if you're feeling brave.

Your home, until you're transfered or it's blown to smithereens.

Now, to prepare the Cassius for defense, you will have to find the locations of the ODPWeakpoint.png structural weakpoint markers of this particular ODP. The Covenant will try to plant and detonate a bomb to knock the Cassius out of orbit and begin their invasion of the planet. They always have 3 weakpoints, 2 assigned at random and 1 in the Magnetic Accelerator Cannon (MAC) Control Room. The 2 random points can be located in:

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

Once you find them, use your headset (: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 BarbedWire.png barbed wire and two machinegun types which can greatly boost your defenses' staying power:

  1. ChaingunKit.png Chainguns, to send a hail of bullets down the hallway.
  2. HMGkit.png Heavy Machine Guns, with a worse rate of fire and less bullets overall but more stopping power in each.

Keep in mind that if they are deployed, however, they must be guarded to prevent the enemy from packing and hiding them, destroying them, or even using them against you and your brothers in arms.

Aside from trying to seize the weakpoints, the Covenant may also try to destroy the MAC as it is the only thing keeping them from destroying the station with ship-to-ship weapons. To do that, they must destroy the File:ConsoleUNSCGeneric.png MAC loading console and its File:MACTargetting.png automatic targetting system. Make sure to keep both consoles safe and the MAC loaded.

You may have to press this button to get into the control room.

Now that you're geared and know where to defend, all that's left to do is hold out until the support fleet arrives. ETA: Hour and a half. Until then, 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, such as Combat Mechanics, Vehicles or Gamemodes.

Good Luck, Have Fun!

The Covenant

QuickStartGuideCovenant1.png

The URF

Other useful Links for new players

A link to the rules, if you haven't already read them

A Link to the forums, where you can read about the server and apply for whitelisted roles (assuming you have the faction whitelist first) https://projectunsc.org/forum/index.php

These are the guides that are specific to halo station which cover some of the server's unique features such as the overmap flying


all the ship and base maps (which should have wikis soon, if they don't already!)


A link to the discord, if you're not already in it! feel free to ask questions here, someone is bound to help you out (as long as it doesn't impact the current round) https://discord.gg/QXCCyK3