Difference between revisions of "User:066AspirantArchiver"

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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.
 
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.
  
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 marine bunks.
+
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.
 
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:
 
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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</blockquote>
 
</blockquote>
 
* [[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.
 
* [[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.
* [[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.
+
* [[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.
 
<blockquote>
 
<blockquote>
 
<blockquote>
 
<blockquote>
To store these, 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 they only work for their designated type of item.
+
<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.
 
</blockquote>
 
</blockquote>
 
</blockquote>
 
</blockquote>
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<blockquote>
 
<blockquote>
 
* [[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.
 
* [[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.
* [[File:M90.png]] '''M90 tactical shotgun''' - This '''''will''''' screw over anything that you can close the distance on, unless it's full of combat drugs. Can be loaded with buckshot or slugs (''or both!'') for raw damage or armor penetration, respectively. Also requires to be pumped after each shot.
+
* [[File:M90.png]] '''M90 Tactical Shotgun''' - This '''''will''''' screw over anything that you can close the distance on, unless it's full of combat drugs. Can be loaded with buckshot or slugs (''or both!'') for raw damage or armor penetration, respectively. Also requires to be pumped after each shot.
 
* [[File:M392.png]] '''M392 Designated Marksman Rifle''' - Great for punching through armor and a few kinds of objects such as vendors and lockers.
 
* [[File:M392.png]] '''M392 Designated Marksman Rifle''' - Great for punching through armor and a few kinds of objects such as vendors and lockers.
 
* [[File:BR55.png]] '''BR55 Battle Rifle''' - A precision-focused rifle that comes with a scope.
 
* [[File:BR55.png]] '''BR55 Battle Rifle''' - A precision-focused rifle that comes with a scope.
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=== Boarding Pods ===
 
=== Boarding Pods ===
Boarding Pods allow you to land inside the ODP, and maybe even next to a [[File:ODPWeakspot.png]] structural weakpoint. Likewise, it could land you on top of a marine squad or a chaingun turret. The CRS must be within 12 overmap tiles of the ODP to be able to board it.
+
Boarding Pods allow you to land inside the ODP, and maybe even next to a [[File:ODPWeakspot.png]] structural weakpoint. Likewise, it could land you on top of a marine squad or a chaingun turret.  
 +
 
 +
The CRS must be within 12 overmap tiles of the ODP to be able to board it with pods.
  
 
=== Phantom Infiltration ===
 
=== Phantom Infiltration ===
Some species, such as the Unggoy, are naturally armored against the vacuum of space, and you won't need an oxygen supply since they breathe methane and spawn with a tank of it in their backs.
+
Your dropships, known as "Phantoms", can be used to and from the ODP. This method of entry requires EVA protection, and for most species this means to sacrifice their protection. Some species are naturally resistant to vacuums, and the Unggoy not only have this benefit, but also spawn with internals as they breathe methane instead of oxygen.
  
The CRS must be within 10 overmap tiles of the ODP to be able to board it.
+
The CRS must be within 10 overmap tiles of the ODP to be able to fly to it with Phantoms.
  
Whatever method your leaders choose, bring [[File:PlasmaCharge.png]] Plasma Charges and/or [[File:ToolbeltCov.png]] tools to get through locked airlocks. The former let you blow things up while you do other stuff, but are noisy and bound to attract attention, while the latter demand your full attention but are more quiet and, with enough experience, can be faster than plasma charges.
+
Whatever method your leaders choose, bring [[File:PlasmaCharge.png]] Plasma Charges and/or [[File:ToolbeltCov.png]] tools to get through locked airlocks. The former let you blow things up while you do other stuff, but are noisy and bound to attract attention, while the latter demand your full attention but are more quiet and, with enough experience, can be faster than plasma charges. <big>'''[CONFIRM THIS, PRYING TIMES FUCK YOU OVER, CONFIRM THIS!!]'''</big>
  
 
Now that you're geared and know the assault plan, all that's left to do is wait. Engage in banter with your mates, check out your new toys at the firing range, or check out one of our other [[guides]], such as [[Combat Mechanics]] or [[Gamemodes]].
 
Now that you're geared and know the assault plan, all that's left to do is wait. Engage in banter with your mates, check out your new toys at the firing range, or check out one of our other [[guides]], such as [[Combat Mechanics]] or [[Gamemodes]].
 +
 +
 +
Once you're in, it is essential that you stick with your teammates as a door could close behind you and cut you from your team.
 +
 +
Once the deed is done, you'll have to find a way out. Ideally, a Phantom would be waiting for you. However, you could try finding a life pod to escape in, or even an enemy dropship to steal. These methods however, could be considered heresy and may result in a penance depending on how zealous the leading species is.
 +
  
 
'''<big>Good Luck, Have Fun!</big>'''
 
'''<big>Good Luck, Have Fun!</big>'''

Revision as of 13:53, 22 December 2025

i got two turntables and a microphone

Keep It Stupid Simple or tell them everything regarding everything?

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.

Rules

Before stepping into the fray, however, remember to read the rules to avoid risking a ban.

Character Creation

While most of the Character Creation options, some of them the features are inconsequential, a few

[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


Title.png

Choose Your Faction

Now that you're ready, you'll have to choose who to fight for. Each faction has different equipment, gameplay loops and motivations. Each being: Replace these with your own icons showcasing varied kinds of toons.

The United Nations Space Command The United Rebel Front The Covenant
The UNSC 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 URF are several groups of colonists, profiteers and political extremists vying to overthrow the Unified Earth Government due to their lack of support and unfair taxation.

Click on the faction logos to open their respective tutorials. Enjoy your stay!





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 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.

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 the 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.
  • 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 the 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.

After you've picked a weapon, remember to vend yourself some magazines/shell boxes for it. You can also store CombatKnife.png Combat Knives in your boots and M9.png SmokeGrenadeUNSC.pngGrenades in your armor.

File:NewbLoadoutUNSC.png|Experiment with different components to find what suits you best! Once you're done, you should have something that looks like this. 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

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

Now, you will have to find the locations of the ODPWeakpoint.png structural weakpoint markers of this particular ODP to keep the Covenant from planting a bomb there and blow the place to bits, They always have 3, 2 assigned at random and 1 in the 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 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 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.

Now that you're geared and know where to defend, all that's left to do is wait. 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!

Covenant Tutorial

Beginners are advised to start with the "Unggoy Minor" role due to their lack of responsabilities and simplicity relative to other minor roles.

Note: This guide uses the [[Reclamation] gamemode on the map KS7 as an example. Some things may vary in actual gameplay, but the general idea is the same

The Covenant has detected a holy relic burried beneath a heretic planet and has sent the crew of the CRS Unyielding Transgression to retrieve it.

[lore fluff?]

First and foremost however, you need to gear up. Covenant species always have their VendorCov.png equipment and weapon vendors somewhere within their quarters, so take a look around.

While weapon availability depends on your species, a few weapons remain constant:

  • Plasma Rifle.png Plasma Rifles, which lack the need for magazines and allow for almost-constant fire as long as you don't let them overheat.
  • Needler.png Needlers, whose eponymous needles track targets if you click on them and, if enough embed, cause them to supercombine (i.e. explode).
  • Plasma Pistol.png Plasma Pistols, which can be overcharged to fire a bolt that disables headsets, full-body shields and active camouflage.
  • Plasma Grenade.png Plasma Grenades, which can stick to targets (both friend and foe) if thrown after 1 second after priming them and before 3 seconds have passed since.

Let them know that they can put blamite (and e-daggers?) in martial belts.

Once you're geared, you will have to confirm that the Shield Generator has been enabled, as this machine greatly boosts the CRS' defenses in naval combat and against boarding actions. The world you're headed towards happens to be guarded by an Orbital Defense Plataform, a space station equipped with a Magnetic Accelerator Cannon that could turn your ship into space debris with a single . and as long as the following settings are toggled: [[File:thingo|The generator should have these settings enabled.]

After checking on the shields, you and your allies will have to decide on an attack method to bring that station down and begin your scan. The CRS has been issued an Antimatter Bomb and a Bomb Retrieval console, in case the original is lost. How and where you plant it, however, is to be decided by your superiors. Usually, this means either the EMinor.png Elites or the BMinor.png Brutes, but if there are none then it is to be decided by whoever has the highest rank (Ultra, Major, Minor, etc.).

Covenant Hierarchy Abridged
File:7-62mag.png

7.62 Magazine

Holds thirty (30) 7.62mm caliber rounds.
Covenant Hierarchy Abridged
Holds thirty (30) 7.62mm caliber rounds.
  1. Prophet.png San'Shyuum (Prophets)
  2. EMinor.png Sangheili (Elites)
  3. BMinor.png Jiralhanae (Brutes)
  4. SCommando.png T'vaoan Kig-Yar (Skirmishers)
  5. JMinor.png Ruuhtian Kig-Yar (Jackals), Drone.png Yanme'e (Drones) and GMinor.png Unggoy (Grunts)
  6. Huragok.png Huragoks (Engineers)


12 for pods, 10 for phantoms. During the Assault Phase, where you assault the Orbital Defense Platform "Cassius" to allow for planetside scanning, you have two methods of entry:

Boarding Pods

Boarding Pods allow you to land inside the ODP, and maybe even next to a File:ODPWeakspot.png structural weakpoint. Likewise, it could land you on top of a marine squad or a chaingun turret.

The CRS must be within 12 overmap tiles of the ODP to be able to board it with pods.

Phantom Infiltration

Your dropships, known as "Phantoms", can be used to and from the ODP. This method of entry requires EVA protection, and for most species this means to sacrifice their protection. Some species are naturally resistant to vacuums, and the Unggoy not only have this benefit, but also spawn with internals as they breathe methane instead of oxygen.

The CRS must be within 10 overmap tiles of the ODP to be able to fly to it with Phantoms.

Whatever method your leaders choose, bring File:PlasmaCharge.png Plasma Charges and/or File:ToolbeltCov.png tools to get through locked airlocks. The former let you blow things up while you do other stuff, but are noisy and bound to attract attention, while the latter demand your full attention but are more quiet and, with enough experience, can be faster than plasma charges. [CONFIRM THIS, PRYING TIMES FUCK YOU OVER, CONFIRM THIS!!]

Now that you're geared and know the assault plan, all that's left to do is wait. Engage in banter with your mates, check out your new toys at the firing range, or check out one of our other guides, such as Combat Mechanics or Gamemodes.


Once you're in, it is essential that you stick with your teammates as a door could close behind you and cut you from your team.

Once the deed is done, you'll have to find a way out. Ideally, a Phantom would be waiting for you. However, you could try finding a life pod to escape in, or even an enemy dropship to steal. These methods however, could be considered heresy and may result in a penance depending on how zealous the leading species is.


Good Luck, Have Fun!






United Rebel Front Tutorial

Note: Beginners are advised to start with the "Insurrectionist" role due to their lack of responsabilities. This guide uses the Outer Colonies/Reclamation gamemode on the map KS7 as an example. Some things may vary in actual gameplay, but the general idea is the same

Finish the UNSC guide then paste it over and replace as needed, also use the assault bit from cov guide. Guns Decide attack method

Notes

THIS has all the guns: https://github.com/YourPalHolidays/HaloSpaceStation13/tree/64981415f90b50a277f9a05a1185c9fcb1a0f0ba/code/modules/halo/weapons


Scrapyard

file|500px

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.