Difference between revisions of "User:066AspirantArchiver"

From HaloStation Wiki
Jump to navigation Jump to search
Line 176: Line 176:
  
 
== Planning Your Assault ==
 
== Planning Your Assault ==
After 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 [[File:Nuke.png]] '''Nuclear Warhead Payload''' with a 5 minute countdown and a 30 second defusal time located in a locker in the <span style ="color:#999900>'''Bridge'''</span>, but how you get to the ODP is to be decided by your superiors. Usually, this means either the cell's [[File:InnieIconCommander.png]] '''Commander''' or one of the [[File:InnieIconOfficer.png]] '''Officers''', but if there are none then you must discuss it among your brethren.  
+
After 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 [[File:Nuke.png]] '''Nuclear Warhead Payload''' with a 5 minute countdown and a 30 second defusal time located in a locker in the <span style ="color:#999900>'''Bridge'''</span>, but how you get to the ODP is to be decided by the big shots. Usually, this means either the cell's [[File:InnieIconCommander.png]] '''Commander''' or one of the [[File:InnieIconOfficer.png]] '''Officers''', but if there are none then you must discuss it among your brethren.  
  
 
=== Assault Methods ===
 
=== Assault Methods ===
 +
==== [[File: BoardingPodEast.png]] Boarding Pods ====
 +
Boarding Pods allow you to land inside the ODP, and maybe even next to a [[File:ODPWeakpointGif.gif]] '''structural weakpoint''' on which to plant the bomb. Likewise, it could land you infront of a marine squad or a manned [[File: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 bays west of each hangar (<span style ="color:#fe00ff">'''starboard'''</span> and <span style ="color:#0000ff">'''port'''</span>), and the Retribution must be within 14 overmap tiles of the ODP to be able to board it with pods.
 +
 
[[File:PelicanURFEast.gif|thumb|right|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.''']]
 
[[File:PelicanURFEast.gif|thumb|right|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.''']]
 
==== [[File:PelicanURFLockedEast.png]] Pelican Infiltration ====
 
==== [[File:PelicanURFLockedEast.png]] Pelican Infiltration ====
Your dropships, known as "Pelicans", can be used to fly to and from the ODP. This method of entry will demand you bring internals and EVA/vacuum protection, which means buying a [[File:Nukie.png]] mercenary hardsuit the Republic of Gao, looting one from a dead gangster during an away mission, or getting a [[File:SalvageSuit.png]] from any emergency locker. ''Remember to fill your oxygen tank before setting out!''
+
Your dropships, known as "Pelicans", can be used to fly to and from the ODP. This method of entry will demand you bring internals and EVA/vacuum protection, which means buying a [[File:Nukie.png]] mercenary hardsuit from the Republic of Gao, looting one from a dead mercenary during an away mission, or getting a [[File:SalvageSuit.png]] 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 this tends to be a detriment however, as they don't spawn with EVA so using these to their best effect requires landing on the planet the ODP is guarding, connect an umbilical ''from'' the ODP to the planet and clear the airlocks from the umbilical to your prefered [[File:ODPWeakpointGif.gif]] '''structural weakpoint'''.  
+
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, 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.
Expect to be knocked down by sudden rushes of air unless you make use of the suits' [[File:Magboots.png]] magboots.
 
 
 
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.
 
 
 
==== [[File: BoardingPodCovEast.png]] Boarding Pods ====
 
Boarding Pods allow you to land inside the ODP, and maybe even next to a [[File:ODPWeakpointGif.gif]] '''structural weakpoint''' on which to plant the bomb. Likewise, it could land you infront of a marine squad or a manned [[File: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 bays west of each hangar, and the Unyielding must be within 14 overmap tiles of the ODP to be able to board it with pods.
+
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.
  
 
=== Necessary Equipment ===
 
=== Necessary Equipment ===

Revision as of 05:13, 2 January 2026

i got two turntables and a microphone


CONVERT PICTS TO 64x64 BEFORE UPLOADING Check this out https://gist.github.com/TiviPlus/e6ee56273048f2193ea9761347c41277

Everything up to Faction Selection, without the hyperlinks on the logos Section Name Collapsable menu with EVERYTHING on it

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.


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 on the map KS7 as an example. Some things may vary in actual gameplay, but the general idea is the same

Briefing

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

A 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 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 File:SignArmoryNeon 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 Unified Earth Government regret not caring for their colonies, but for now we'll keep it simple with a basic loadout:

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

  • Box.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 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 also obscure your vision and negatively impact your accuracy.
  • 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 be able to hit targets past middle range, 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 a few kinds of objects such as airlocks, vendors and lockers. Accuracy improves while using the scope.
  • 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 and the M7smg.png M7 Submachine Gun - Both are great leadspitters sporting high firerate and big magazines, but the MA37 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 an MA5B with a Magnum and a hardcase with ammo for it, or a Machete.png Machete if you're feeling brave.

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 Replicator.png replicators that can get you something to eat, just say "menu" in their proximity to know what's available.

Making Friends

No 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.

Missions, the Away Shuttle and Cargo
File:RabbitShuttle.png
The Party Van.

These missions will require the use of the designated Mission Shuttle to reach the mission area. Before heading out, you must ensure that the shuttle's File:RabbitReactor.png Fusion Reactor has a File:FusionPacket.png Fusion Packet in it so it can reach mission areas. 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 crates near the ship's thrusters (all the way east).

Away crews are suggested to bring File:ChargeBreaching.png explosives (available from equipment vendors) and MedkitUNSC.png medicine, should they require forceful entry into somewhere to ensure no target is being left behind or to prevent the death of a wounded teammate.

Night Vision Gear is REQUIRED as lighting on away missions is currently bugged, so make sure to bring a helmet for the NVG. Without it, you won't be able to see more than a tile infront of you and could miss a critical mission objective/target. Click the File:HUDUnsc.png icon on the top left of your screen to toggle it.

Contractors

  • FLP.png The Freedom Liberation Party, pyromaniacs who prefer to burn everything down before the UEG can touch it. They offer File:GrenadeFlame.png flame grenades, Flamethrower.png flamethrowers and the Colossus.png Colossus Suit, the slowest yet second-most protective set of armor, only dwarfed (barely) by MJOLNIR.
  • Gao.png Republic of Gao, the sponsors of your cell who offer File:BlankID.png Agent IDs, Emag.png Cryptographic Sequencers and File:Implant.pmg implants, gear used by their infiltration and sabotage operatives.
  • Khoros.png Khoros Desert Raiders, bloodthirsty marauders offering advanced File:ElectricAxe.png melee File:CombatSpear.png weapons and Spice.png Talista Spice to quickly close the 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. (Can be ONI/UNSC)? Can be UNSC but that type's bugged (only tested once). What about ONI? ONI's bugged too, guessing it's 'cause of simplemobs.
    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".

MAKE GIT ISSUES BEFORE GOING LIVE WITH THIS PAGE.

  • CommonOp.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. Drop at shuttle.
  • File:Cr20.png Steal Weapons - Contractor wants antique weapons in mint condition. Find them in the mission area, 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.

Payday

File:CargoURF.png
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 cargo shuttle, directly south of the Mission Shuttle. The shuttle may also return from outside the system with NPCGuns.pngWeapon Dealers who could set you up with something ranging from File:.45Pistol.png gear worse than your own or M739.png stolen UNSC LMGs for everyone. <<
You'll need either an Insurrectionist Officer, GAO Battlejumper Officer or an Orion Defector to access the Cargo Console.

Planning Your Assault

After 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 Nuke.png Nuclear Warhead Payload with a 5 minute countdown and a 30 second defusal time located in a locker in the Bridge, but how you get to the ODP 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 bays west of each hangar (starboard and port), and the Retribution must be within 14 overmap tiles of the ODP to be able to board it with pods.

File:PelicanURFEast.gif
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.

PelicanURFLockedEast.png Pelican Infiltration

Your dropships, known as "Pelicans", can be used to fly to and from the ODP. This method of entry will demand you bring internals and EVA/vacuum protection, which means buying a File:Nukie.png mercenary hardsuit from the Republic of Gao, looting one from a dead mercenary during an away mission, or getting a SalvageSuit.png 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 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, connect an umbilical from the ODP to the planet and clear the airlocks from the umbilical to your prefered ODPWeakpointGif.gif structural weakpoint.
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 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.

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:

  • ExplosiveCharge.png Explosive Charges - Let you blow things up and move around quickly, 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. 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 with enough practice and the wirecutters can remove BarbedWire.png barbed wire, but you'll be missing a Multitool.png unless you head to engineering (east from the armory). They also let you run repairs if your Pelican was destroyed and you packed Plasteel.png plasteel sheets.
  • Emag.png Cryptographic Sequencers - These devices can hack open any airlock, but they have a limited amount of uses which you won't know once they run out. Airlocks hacked by them will remain open unless you can depower them and pry them shut [CONFIRM]. Think twice before hacking open an airlock behind active emergency shutters.
Map of the ODP
The heretic station that you must destroy.

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 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.

Pocket Ship Flying Guide
The Overmap and the helm console.

Make your way towards the bridge. Once you're there, find the ConsoleUNSC.png 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 guarded planet on the nav data - This is where you will fly towards.
  3. Subtract 9 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 your new coordinates. For example, if NavData lists: "KS7-535: 137 : 82" then you fly either to 137,73 or 128,82.
    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.
  6. Bring the ship to a complete stop once you arrive at your new coordinates - It is recommended to do this with the cross-shaped button in the manual control panel.
  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 Unyielding's deck guns, or maybe with something stronger from the 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 BlastDoor.png 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 EnergyDagger.gif Energy Dagger or some other melee weapon to bash the inner windoors. Once you're inside, you must:

  1. Destroy the ConsoleUNSCGIF.gif 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.
  2. Delete the "mac_control_automated" program in the MACAutoFire.gif 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:
  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

"Consoles are destroyed, defenses are set, bomb is armed! Nothing could go wrong now!"

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 PlasmaTurretPacked.png 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 HardcaseGenericCov.png Construction Materials hardcase will make lugging them around easier. FullBarricadeMetal.png Full-height barricades in particular stop M9.png heretic grenades while also letting you shoot past them, and standard BarricadeCovSouth.png 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:

  • EscapePodEast.png Find an escape pod bay and launch it to the planet, but you'll have to wait until someone can pick you up.
  • 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. 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.

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

o
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

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.

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!)