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Item Guide

Item Guide

A detailed Item Guide by cryowraith.


System Update: Azazel, 19 August 2007

Medical Supplies
Medical Kit
Fibrin Bandage
Anti-Venom
Blastocyst Module

Primary Weapons
Arclite M23 Hecate
M240G Machine Gun
SAM-R
DAO-12 Striker
SMAW
M-29 Assault Rifle
XML-9C Shiva

Secondary Weapons
Benelli RMS-8
Browning RMS-12A
M320 Grenade Launcher

Ammunition
Ammunition Case
Magazine Stack
AP Ammunition
U-238E Ammunition
TX-1 Ammunition
HEDP Rounds
Shotgun Shells
Hellfire Upgrade Module

Armor
Kevlar Armor
Composite Personnel Armor
Reactive Body Armor
Nano Body Armor

Explosives
Chain Explosive Case
Claymore Case
Satchels
Detonation Cord

Support Items
Energy Cell
Field Light
Flare Gun
Ground Illumination Flares
Marking Beacons
Smoke Grenade
Transceiver

Mission Items
Atrien-12 Canister
AN/SPY-2E Array Radar
M242 Barrel Assembly
M242 Feeder Assembly
M242 Manual

Advanced Item Usage Guide
Knowing how each items work is not enough to be a good player. You must know how to maximize its usage, thus the advanced usage.
*Take note that this part will be using a lot of items' nick names
*Most of the techniques are not originated by me. I'm just compiling what i had learned and present it for others to learn. There's also a lot that can be learnt at Tips and Tricks in the Barracks section.

Queuing Orders
You can queue up the orders you give, by holding shift when assigning the order. For example, you can right click 2 spots on the ground while holding shift. This would result in the unit running to the 1st spot, then continue running to the 2nd spot.

Non-stop Medkit(Item Use)
Being chased and low on life? Uses a medkit but your marine stops running after using it? Use this technique and you'll keep running after using the medkit.
1. Click where you want to run.
2. While holding Shift, use the medkit(or item) on your self(or any target you like, as long as the target is in range).
3. While holding shift, click where you want to run next.
This would result in your marine running to the 1st point, uses the medkit and immediately starts running to the 2nd point.
This could also be use with queueing shotgun shots without stopping.

Prevention Medkit
When you are expecting hits from a boss, it is very useful to use a medkit before you get hit. Because medkits recovers your health over time, it could save your time to use it after you've been hit (or stunned) and it might just save your life.

Ammo Stacking
Magazine stacks stack into Ammunition Cases up to 8 charges. If you are out reconning, you could carry more ammo case if you stack them up. Just use up one of the ammo case and click Z-D (Drop Magazine) 4 times. The other ammo case in your inventory would be stacked full. This is also useful to unload additional mags into the ammo case, in case you got overweight or you want to go out for recon.
Note that this technique cannot be used by Flamethrower and Predator MQ-3.

Explosives
Explosives deals damage to allies, so use with precaution. There are 2 main type of explosives in the game. 1 being the Chain Explosive and the other, the Claymore. Although many like to mix up these 2 items, i myself have seperate usage for them. Reason: 1. Claymore is detonatable on will; Chain is not. 2. Clay do 500 more damage than Chain. 3. Clay is more rare than Chain.
Some of the players do not know how the Chain Explosives work, so i'll explain it (again). Chain Explosives ONLY explodes when it dies. Therefore, to trigger a chain, you would need another explosive to blow it up. (You cannot attack explosives. Only Parasite Spore can) The explosives that can trigger chain are Claymore, m320 nade launcher, m29 ass rifle, SMAW, shiva, Satchel Charges(including Combat Engineer's), Delta Operator's and Infantry Unit Leader's Rifle Grenade skill. Forward Observer's Orbital Artillery, Fire Mission or TOT Mission, Force Recon's RAVEN Mines, Predator MQ-3's Cluster Rockets, Assaultman's HEAA or HEDP, any airstrikes, or another chain that is triggered.
There are many tasks that explosives can do. Which includes:
1. Taking chunks of HP (or kill) bosses.
2. Eliminating groups of enemies.
3. Killing Parasite Spores or Cocoons.
4. Cutting trees.
5. Kill the group of enemies chasing your back.
6. Trigger other explosives.
Chains most valueble personality is its capability to cause a chain reaction. By placing a chain in another chain's explosion area, both of them are "chained". If one of them blows, the other would follow, thus creating a "chain reaction".
Chain Explosive Formations:
1. Point
All chains are stacked on 1 spot. This can easily be done by holding the shift button, then click on the item and click on the ground multiple times, depending on how many you want to set. This formation is good for taking down boss, since its damage is concentrated.
2. Polygon
Chains are arranged in any polygon shape, where one chain exploding would trigger the 2 adjacent chains. This could be used for taking out boss with his troops beside him.
3. Line
Chains are layed in a line, whether straight or curving. Usually used along a pathway, thus triggering the chain would clear the whole path.
A claymore can be set beside the chain formations to detonate them when needed.
Only 2 Chain Explosives is needed to cut trees. (The last time i checked, trees have 7-8k HP) Please do not waste the explosives.
Since Parasite Spore can attack Chain Explosives, you can just lay a bunch of them next to the spore wait for its own destruction. Though you must make sure the damage is enough to take down the spore and you must plant it near enough for the spore to attack.

Ground Illumination Flares
Ground flares, sometimes called road flares or roady, is used to reveal sight of an area without the need of risking your life standing there. It gives vision to all team mates and enabling them to attack outside their line of sight (if their range is that far).
These items should not be wasted by dropping them all around the map for fun. It would be better to be used around the camping/defending spot, to allow everyone to see/attack whatever is in the dark fog or give them more time to reflex if a group of class A's are rushing towards them. Another use of it is to reveal the sight of a higher ground while you are on lower ground. This is extremely useful as you do not know what might be coming down from above, literally.
Flares should be layed on higher grounds if possible, so that its illumination area can be bigger and also helps spotting air units that are coming from the high ground.

Justice and Freedon Spamming
Justice and Freedom both do area healing, and the cooldown of an item is unit independant. Therefore everyone can use the item once, thus mass healing of the team, which is usually said as Justice/Freedom spamming. So when someone says "spam justice/freedom", please pick up the item and use it if you havent done so lately.
Please do not hold the Justice or Freedom when camping or defending an area. Only hold it when your team is moving out.

Smoke Grenading
Smoke decreases the movement speed of land units by 50%. Its area is not big, so smoke is usually used on choke points or bottle necks of the area.
Take note that smoke does not make Zulus miss, therefore there is absolutely no reason to stand in a smoke (or use a smoke on your team). Try not to smoke the positions of other marines or the route where to convoy/USS Independence would pass by. You would just be increasing their percentage to die.
If you are being chased and you are running towards a smoked choke point, DO NOT go through it. It is just as deadly as going head on with a flesh composite. You could run to the fence/ledge next to the choke point and jump over it.

Satchel Blowing
Satchel Charges are primarily used for blowing caves, but sometimes it is also used to aid in killing bosses. You can set the timer with the -prime # command, where replacing # with a number between 0 and 60. To seal a cave you would only need to set the charge near the cave. As long as the explosion hits the cave it would be sealed.
Do take note that the explosion has an area larger than the indicated area, therefore try not to stand too near it after setting the charge. Also it is advised to tell your teammates if you want to use short timers to kill boss.
Refer to yukie's guide on pro det by using satchel charges for more information on boss killing.

Using the Transceiver
1. First you need to get near the target, about 600 range or so. Then use the transceiver.
2. If successful the screen would print a message saying "EM Satellites have acquired target : (Insert monster name here)"
3. Confirm it is the target you want. If not, type -cancel and try to target it again.
4. Then go to a nearby signal station and use the transmitter again. The word "Activating EM radiation module..." would print out. Repeat this step until the target dies.
There are a 3 kinds of signal stations in the game.
1. Communication Tower at airfield (3 charges)
2. AN/SPY-2E Array Radar set up at the surveillance sentry mission (3 charges)
3. Communication Array of the Combat Engineer (1 charge)
Note that spamming trans at the signal station works only if the target needs more than 1 EM charge to kill.

Trans Here Trans There
There are a total of 2 Transceivers found in the game (3 including Forward Observer's skill). This 2(or 3) can be used together to bring down a boss faster than you can type "What the f*ck happened?"
This 2(or 3) transceivers share the same target. Therefore, 1 could be used to acquire the target while the other one(or 2) could be waiting beside a sentry to unleash hell unto the target. Just after the target is acquired, the other transceiver(s) can start activating the EM Radiation. Practically, it saves time to run here run there. Thus it is always better to trans here trans there.

Mini Combat Maneuvers
Now with a greatly buffed Flare Gun, it is almost like a mini-CM. The flare gun creates a slow aura like CM, at the targeted area, thus slowing down any nearby Zulus, for the first few seconds of the flare.
Therefore it can help the aiming of Fire Missions or CAS.

Aiming Marking Beacons
To make sure you dont waste the mb without hitting big boss prom, fully utilize your items and skills. You would like to start the combo with a WP on prom, followed by a monofilament. Then smoke and flare gun to slow him more. Now delta can use CM and everyone spam their mb. Prom is doomed when CM is over.



 
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