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From: Server
FrontiersMen Kharaa
Weapons
Upgrades
Commander
Structures
Weapons And Utilities
Once a commander has placed and marines have built a prototype lab and the commander has upgraded the armoury a host of new weapons and upgrades are available for dropping by the commander. Remember all advanced weapons and new kit is only available if the commander drops them into the game
Light Machine Gun (LMG):
This is the main default weapon given to all new frontiersmen recruits. The LMG is an effective starting weapon until you come across upgraded and stronger aliens. When this happens your commander should have newer and more powerful weaponry technology.
Pistol
Your other main default starting weapon. As a marine this is a great secondary weapon sporting more damage per bullet than your trusty LMG and with a far greater accuracy. Yet only ten bullets per round and a slow rate of fire means its best suited as a support role for when you run out of ammo for your LMG.
Knife
Your last default weapon, for use when no other weapon is available or for attacking defenceless kharaa structures like resource towers or
defence chambers. However, the more advanced player can attempt to go 1 on 1 with a skulk and sometimes come out successful sporting only his trustee knife..
Advanced Weapons
Shotgun
The first advanced weapon available for you. Sporting a great deal more damage than the standard LMG and spelling death in 1-2 hits on any skulks you may encounter. Its short range though makes it unsuitable for use against the bigger kharaa.
Grenade Launcher
Available once the commander has upgraded to an advanced armoury and placed an arms lab.
The grenade launcher is the portable siege turret allowing for fast and easy structure killing. Unsuitable for attacks against all but the biggest aliens the grenade launcher should only be used in support of HMG’s at the end of the game.
Heavy Machine Gun (HMG)
The last weapon available to you. Sporting 150 ammo per clip a high rate of fire and impressive damage. Able to shred small aliens to pieces in seconds and the weapon of choice for taking on the Onos and Fade 1 on 1. Yet its bulky nature slows the marine down meaning you don’t want to go off on your own down those long dark corridors by yourself…
New Kit
Trip Mine
The Trip mine is a small device sporting high damage. Best used by placing on the floor or on door ways to ward of your base during the first few minutes of the game. Also, a nice defensive weapon for placing on vulnerable structures to stop those skulks from eating your structures.
Jet Pack
This high mobility device is available after the
construction of a prototype lab. Sporting a renewal energy source that allows a marine to quickly navigate a map, access an inaccessible area or avoid incoming alien attacks.
Heavy Armour
Raises the armor of a marine
to 200 ap. The armor's extra bulk slows the marine slightly, causing him to move at 95% of normal speed. Armor upgrades from the arms lab are cumulative with the effect of the Heavy Armor suit.
Welder
A weapon/utility that is the only device capable of repairing any of your marine structures after an attack by the kharaa. It also allows marines to weld or unweld vents to make areas accessible or inaccessible to the kharaa and destroys the webbing ability of the gorge. Although it replaces the pistol it is advisable to equip at least one marine especially since he can repair the heavy armour on the fly.
Structures
Sentry Turrets
Available to be placed in any area within the range of a turret factory. Sporting a fast rate of fire and 360 degree’s field of fire this device is great for defending key locations without the need of tying up any marines.
Siege Turret
Can only be placed within the power radius of an advanced armoury and without the ability to target any aliens this would seem at first a useless turret. Yet the siege turret is able to destroy any alien structure with a few shots and with the ability to shoot through walls this is an unstoppable weapon. Yet it can only fire when an enemy structure is within sight of a player or scanned by the commander.
Weapons And Utilities
Once a commander has placed and marines have built a prototype lab and the commander has upgraded the armoury a host of new weapons and upgrades are available for dropping by the commander. Remember all advanced weapons and new kit is only available if the commander drops them into the game
Light Machine Gun (LMG):
This is the main default weapon given to all new frontiersmen recruits. The LMG is an effective starting weapon until you come across upgraded and stronger aliens. When this happens your commander should have newer and more powerful weaponry technology. Pistol
Your other main default starting weapon. As a marine this is a great secondary weapon sporting more damage per bullet than your trusty LMG and with a far greater accuracy. Yet only ten bullets per round and a slow rate of fire means its best suited as a support role for when you run out of ammo for your LMG.Knife
Your last default weapon, for use when no other weapon is available or for attacking defenceless kharaa structures like resource towers or
defence chambers. However, the more advanced player can attempt to go 1 on 1 with a skulk and sometimes come out successful sporting only his trustee knife..Advanced Weapons
Shotgun
The first advanced weapon available for you. Sporting a great deal more damage than the standard LMG and spelling death in 1-2 hits on any skulks you may encounter. Its short range though makes it unsuitable for use against the bigger kharaa.Grenade Launcher
Available once the commander has upgraded to an advanced armoury and placed an arms lab.
The grenade launcher is the portable siege turret allowing for fast and easy structure killing. Unsuitable for attacks against all but the biggest aliens the grenade launcher should only be used in support of HMG’s at the end of the game.Heavy Machine Gun (HMG)
The last weapon available to you. Sporting 150 ammo per clip a high rate of fire and impressive damage. Able to shred small aliens to pieces in seconds and the weapon of choice for taking on the Onos and Fade 1 on 1. Yet its bulky nature slows the marine down meaning you don’t want to go off on your own down those long dark corridors by yourself…New Kit
Trip Mine
The Trip mine is a small device sporting high damage. Best used by placing on the floor or on door ways to ward of your base during the first few minutes of the game. Also, a nice defensive weapon for placing on vulnerable structures to stop those skulks from eating your structures.

Jet Pack
This high mobility device is available after the
construction of a prototype lab. Sporting a renewal energy source that allows a marine to quickly navigate a map, access an inaccessible area or avoid incoming alien attacks.Heavy Armour
Raises the armor of a marine
to 200 ap. The armor's extra bulk slows the marine slightly, causing him to move at 95% of normal speed. Armor upgrades from the arms lab are cumulative with the effect of the Heavy Armor suit.
Welder
A weapon/utility that is the only device capable of repairing any of your marine structures after an attack by the kharaa. It also allows marines to weld or unweld vents to make areas accessible or inaccessible to the kharaa and destroys the webbing ability of the gorge. Although it replaces the pistol it is advisable to equip at least one marine especially since he can repair the heavy armour on the fly.Structures
Sentry Turrets
Available to be placed in any area within the range of a turret factory. Sporting a fast rate of fire and 360 degree’s field of fire this device is great for defending key locations without the need of tying up any marines.Siege Turret
Can only be placed within the power radius of an advanced armoury and without the ability to target any aliens this would seem at first a useless turret. Yet the siege turret is able to destroy any alien structure with a few shots and with the ability to shoot through walls this is an unstoppable weapon. Yet it can only fire when an enemy structure is within sight of a player or scanned by the commander.



