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ben revell
Topic: usmc stuff
U.S. Colonial Marines

The United States Colonial Marine Corps is America's interstellar force-in-readiness. The USCM is America's only major means to forcibly enter a hostile area from space.

The USCM is integrated into the command structure of the United Americas Allied Command (UAAC). There are two primary parts of the USCM: supporting establishment, and the operating forces. The supporting establishment includes, recruiting, training, research and development, administration, and logistics. 58 percent of USCM personnel are in the operating forces.

There are three primary Marine Space Forces (MSF): MSF, Sol, which is responsible for operations in the core systems; MSF, Eridani, which operates along the American and Chinese colonised arms; and MSF, Herculis, which handle operations in the Anglo-Japanese arm up the fringes of the Network. To join the USCM, a potential recruit must be a high school graduate, have a clean police record, and pass a physical examination and written tests.

Body Armour

The marine combat armour is designed to balance lightness and comfort with the utmost protection. The outer layer of the armour is an ultra light titanium aluminide alloy to provide structural strength and ablative protection from lasers. Beneath this is a core of boron carbide, an incredibly hard ceramic designed to shatter a bullet on impact while simultaneously forming a conoid base to absorb the energy of the bullet. Beneath this is the carbon fiber layer that provides ballistic protection by delaminating across a large area. Finally, on the inside of the armour is a liner made of 1500 denier Venlar fibers. This woven liner dissipates the remainder of the energy by deforming in the area of the impact. It is also capable of catching any spalling or fragmentation from the first three layers.

The M3 armour comes in different pieces, the main component is a rigid vest that protects the upper-half region, both front and back, and between the groin and neck. This has a two piece clamshell secured at the sides by plastic clips. The two segmented pieces are attached by the webbing straps to protect the sides and front and back of the shoulders. Inside of this clamshells are remote biomonitors which measure the marines life signs which include heart-rate and breathing. An optical cable connects this to the PRC 489/4 transmitter in the M10 helmet.

On the rear left of the shoulder of the armoured vest is a mounting bracket for a high powered halogen white light TNR lamp. The lamp runs off of a rechargeable internal battery and has a handle so that it can be detached and used as a hand torch. Also on the back of the armour are three mounting brackets that can be used for an Individual Marine Pack, a lightweight medium sized pack designed to carry up to 24 kg. It is attached also to a carbon fiber frame which clips to the rear of the armour mount. The pack is water repellent but not waterproofed, but there are waterproof liners that are issued for each of the main compartments and pockets.

ZX Shotgun

The ZX is a 12 guage pump-action shotgun. Made solely of lightweight metal alloys, the ZX is as sturdy as it is dangerous. The weapon can hold a maximum of 12 shots which are contained in the bulky magazine located in the base below the round chamber. The fact the ZX takes a magazine reduces manual reload time.

The rounds themselves are specialised. Instead of the buck-shot round typical of previous models, the ZX utilises the M10 rounds. The M10 rounds house approximately 20 smaller explosive projectiles, which have a minimum spread out of only a foot in diameter at 30 meters after the weapon is fired.

The ZX has an automatic spent cartridge discharger to free the firing breach for successive rounds.

STATISTICS

Muzzle Velocity: 355 m/s

Length: 87.6cm

Weight: 4.5kg

Maximum Range: 80m

Effective Range: 30m

M-41A Pulse Rifle

Type : M-41A Pulse Rifle 10mm with 30mm pump action grenade launcher and Digital Counter

Ammunition: 10mm explosive tip cassless standard light armour piercing round .M-40 Grenades

Capacity: 99 rounds

The M41A Pulse Rifle is the standard issue for all United States Colonial Marines. It fires a 10mm Explosive Tipped Caseless Light Armour Piercing round. The M41 uses electronic pulse action to fire, controlled directly from the trigger. The internal mechanism, including the rotating breech, is mounted on free-floating rails within a carbon-fiber jacket. This assembly is recoil dampened to reduce the effects of muzzle climb during burst and full automatic fire. From the thumb selector, the weapon can be set to selective, four-round burst, or full automatic fire, the latter allowing a rate of fire up to the weapon's cyclic rate of 900 rpm.

M56 Smart Gun

The core of a Colonial Marine squad's fighting power is its machine guns. More effective than a rifle, machine guns can sustain large columns of continuous fire both in the attack and defence, and are frequently the most decisive weapon in a firefight. The M56 Smart Gun is the Colonial Marines' primary squad machine gun. The M56 is carried with a self aiming stabiliser, and is linked to an infrared target tracking system.

The M56A2 is a 10mm general-purpose automatic squad support weapon, effective out to 1500 meters. The pulse-action system employs a free-floating recoil-dampened motorised rotating breech mechanism chambered for the M250 series 10 mm x28 caseless round. The replaceable barrel system is air-cooled. The system is mounted on an operator's harness and slaved to an infrared tracking system. The gun is self-steering on the mount, though firing must be commanded manually.

All firing is controlled from either the forward hand grip or the rear firing handle; the operator fires the weapon by depressing the red 'fire' switch or pulling the firing handle upwards. There are three setting on this switch; Safe, Burst and Autofire. The Burst setting will fire four round bursts, while the autofire feature will continue to fire the weapon at its full cyclic rate so long as the fire switch remains depressed. The M250 10mm x 28 ammunition is stored on a roll of continuous plastic non-disintegrating link belt in the ammunition drum, which can be reloaded in the field.

M240 Flame Unit

The M240 is in reality, a lightweight carbine-format flamethrower. It is designed to be solely used in close combat situations at the squads and fireteams level. The weapon uses a pressurised, ultra-thickened Napthal gel as a base and is ignited at the nozzle burner, and can be used to cover an area up to 25 meters. Once as the target is hit, the gel will adhere and continue to burn for up to one minute.

With a sufficient fuel in a standard fuel reservoir for up to 20 bursts, the flame-thrower is considered to be one of the most fierce weapons in the marines armoury, and has even been useful in close combat situations and as well as xenomorph exterminating operations. However, this weapon is one of the most unpopular with its operators, basically because of the fuel reservoirs tendency to rupture violently when hit by shrapnel or from small arms fire.

UA 571-C Remote Automated Sentry System

The UA 571-C Robot Sentry is an automated point defence system. It consists of a 7.62 mm machinegun mounted in an automated servo system with IR, motion and ambient light sensors for target acquisition. The entire package is armoured (SP 20, SDP 30) and mounted on a sturdy tripod (Leg SP 20, SDP 15). The weapon cannot be detached from its base or used by hand. Each weapon comes with a control terminal microwave-linked to its Sentry gun, which can be placed up to 1000 metres away from the Sentry.

The system is sophisticated and can be set to search based on a target's visual and/or thermal profile or 'auto-remote', using the system's built in IFF transponder and stutter-chipping, allowing it to avoid firing on a target wearing a personal data transmitter or M10 helmet IFF transponder with the right IFF code (this may be deactivated at the operator's command). Because the UA 571-C lacks a human's judgement, clearance of the ranking officer is required by law (although not needed) to use the system.

MOTION TRACKER

As its name implies, a motion tracker distinguishes moving objects from a stationary background. Motion trackers are standard issue to USCM squads, but can come in downgraded civilian models. Motion trackers can have a range of up to 1000m.The Motion Tracker is high-power ultra-sound doppler configuration. It sends out an electronic pulse which reflects off anything moving, sending a feedback signal to the user. There are many problems with the trackers, however. If the enemy has radar scanners, he can home in on the tracker's user by using its own signal. It is also easily fooled by decoys or "Jumping Jacks". Many commanders do not like to use it as their primary source of recon.

PERSONAL DATA TRANSMITTER

Electronic tracking device (also known as a PDT) which is surgically implanted into terraformer colonists and USCM personel. Another variation on the design is a removable unit, built into a neccesary item such as a wristwatch. PDT's can monitor postion, lifesigns, and whether the subject is alive or dead, moving or stationary.

P-5000 POWERED WORK LOADER

Lift: 4000kg

Weight: 210 Kg

Add on equipment: Welding Tool/Torso Mount

The P-5000 Powerloader has become an integral part of most dockyards and cargo bays; its bipedal frame allows it greater access to cargo storage areas as well as more accurate and safer placement of cargo modules. Powerloaders are only a recent innovation, designed to transport cargo across terrain standard cargo handlers (forklifts, trucks, etc.) would find impassable. The latest model is the P-5000, currently in service aboard all Marine spacecraft, where its ability to handle cargo pods and missiles with equal ease has increased the efficiency of Marine teams in pre-drop preparation.

Ash 120A-2 Bishop 341-B Call - Auton SYNTHETIC HUMANS

Also known as androids, synthetic humans are usually standard issue in USCM squads. Marine androids are always programmed for non-combat roles, such as piloting, driving, tactical assistance, or medics. This is because all androids are programmed with Isaac Asimov's First Law of Robotics, which states that an android cannot kill a human, or by mission of action allow a human to be killed if it can be prevented. However, this programming can be overriden if one has the necessary technical expertise. Some androids have been modified to disregard this First Law, usually by mercenaries or other shady characters.

Ash 120A-2: A synthetic human and chief Science Officer onboard the Nostromo, he was a replacement for the ship's previous Science Officer after its stop at Thetis. Ash tried to protect an alien that was brought on board the Nostromo unintentionally, and then attempted to kill the crew.

Modern synthetic humans have a basic chassis of carbon fiber with latchment points for an artificial musculature. The synthetic's silicon muscles are either powered by microhydraulics or electrical stimulation. Power is supplied by a 25kW hydrogen fuel cell, with a lifespan of about 400 days. Since a synthetic human's skeletal system is just as unstable as a real human's, balance is provided by the musculature. There are no gyrostabilizers or joint motorization whatsoever. The synthetic mind is a Carbon 60 processor, which is centered mainly around a very powerful logic driver, and the circulatory fluid is a form of white liquid latex.

Bishop 341-B: A Hyperdyne systems android assembled on LX469, he was stationed on board the Sulaco when it travelled to LV426 and accompanied a team of Colonial Marines to the planet. A qualified APC and dropship pilot, Bishop later called in a second dropship to rescue the surviving Marines.

Late-model synthetics have been built for military roles, mainly on alien-controlled planets. Whole squads were entirely synthetic, except for the section commander. This helped cut down costs for troop training and medicine. Recent advancements have produced androids with red-tinted circulatory fluid, and artificial memories. These synthetics are totally indistinguishable from real humans, except under microscopic examination. In the mid 24th century, however, the synthetic industry began to suffer severe cutbacks, after many androids tried to design newer synthetics (Second Generation androids, or "machines built by machines"), which were called Autons.

Call, Annalee: A newcomer to the smuggler crew of the Betty, Call really wanted to kill the clone of Ellen Ripley before the Queen alien embryo inside it could be removed onboard the Auriga.

ARMOURED PERSONEL CARRIER (APC)

The M577 APC was designed as a lightweight low-cost vehicle which could be stored onboard a dropship for easy transport. The chassis is made of bonded titanium, with a ground clearance of 22cm. The M577 APC has a crew of two, a driver and a section commander, and can have a maximum of 12 passengers. The interior of the APC is also very spacious, allowing for room for weapons and equipment storage. The rear of the crew compartment houses the Tactical Operations centre, where the section commander can view sensor screens and maintain contact with the onboard infantry.

Armament

Weapons onboard the APC include dual front-mounted RE700 20mm gatling cannon, and a rear-mounted turret which moves on rails which run down the back of the APC. The turret can be one of three variants: M577 A, which is a phased plasma cannon, M577 A1, which is a pair of free-electron lasers, or M577 A2, which is a charged particle beam cannon.

UD-4 'CHEYENNE' DROPSHIP

The UD-4 'Cheyenne' is a versatile dropship and tactical transport vessel that forms the staple of the USCMC Aerospace Division. Capable of 16,000kg payloads, the UD-4 has evolved into the definitive dropship design. With the vessels ability for verticle take-off landings (VTOL) into hot LZ's, internal guns, weapon pods and hardpoints for various rockets and missiles, combined with its orbital capabilities, the Cheyenne is the perfect close support gunship.

Armament

The typical Cheyenne armaments include a 1x25mm gatlin gun with 900 rounds, 32x150mm unguided rockets, 12x70mm unguided rockets, 8x120mm guided rockets, 7 AGM-220 air to ground missiles, 3 TSAM threat suppression missiles, 3 AIM-90 short range air-to-air missiles. A Dropship will be typically armed with the following. 1 gatlin gun, 2 32x150mm unguided rockets, 2 AGM-220 air to ground missiles, and 2 AIM-90 short range air-to-air missiles.

Powerplant

In order to be able to operate in all speed and altitude regimes from vertical take-off (VTOL) hover to the hypersonic trans-atmopheric, the UD-4 requires two types of powerplant. The main engines are a pair of Replublic Dynamics TF-900 variable-cycle turbines, each producing 310 kN static thrust. Each engine has a three-stage fan and seven-stage compressor each driven by single-stage turbines to produce exceptionally high thrust for low specific fuel consumption. High-altitude high-speed flight is permitted by the aft TF-220/A-14 ramrockets. The TR-220 is a combined-cycle engine capable of ramrocket and scramrocket operation from the supersonic to hypersonic regimes, and rocket power for transatmospheric operation. In an assult or shuttle operation, a Cheyenne usually has sufficient fuel to drop from orbit and achieve a low-orbital injection on its return. Descents can be made both powered or unpowered, dependent on the mission profile, though an injection burn from the rocket engines is usually required to reach a descent window from orbit.

'USS SULACO' CRUISER

Name: USS Sulaco, Class-Conestoga starship class

Powerplant: 3.6 terawatt Dry fusion + Cygnus-5 hyperdrive

Also Equipped with XIM-28A Longlance missiles, Twin Particle Beam Cannons, Emergency Escape Vehicle

The USS Sulaco is the thirteenth in the Conestoga starship class. It has various weapons and armaments and serves as a transport as well as a battle cruiser. It not only can fight its way to the planet where its marine complement is needed, but then it can also put them onto said planet via dropship. It can hold four dropships at one time in the launch bay and has the capacity for more in the cargo hold.

For weapons, the Sulaco uses the XIM-28A Longlance missile, an anti-satelite missile. As secondary armement, the Sulaco has two particle beam weapons capable of disrupting the enemy's communications and sensors. Short range weapons include laser turrets and a dorsal and ventral railgun.

The Sulaco also carries fragmentation mines for defensive fields, re-entry vehicles for planet insertion or nuclear, chemical and biological attacks on an enemy planet. Decoy ballutes are ejected from the Sulaco in the event of an attack to confuse enemy radar or sensors. The Sulaco's engine is powered by a dry fusion plant capable of 3.6 terawatts of output. This reactor powers four GF-240 for sublight travel and aCygnus-5 hyperdrive for faster-than-light travel. The reactoris fuel-efficient, shielded against battle damage, and has a failsafe system for instant cooling in the case of core-breach.

The Sulaco has multiple cryo-sleep chambers for its crew and complement, and employs the Emergency Escape Vehicle 337 in times of emegency during of FTL (Faster than Light) travel. he EEV 337 has room for four sleep chambers, and when an emergency ocurs, the chambers are ejected by the Sulaco onto the EEV. Cryo-sleep is not disturbed.

#1 Aug 19th 2006, 9:13am
ben revell
I have this info thanks to zack0holic

Pulse Rifle Marine

Basic Marine unit armed with the powerful Pulse Rifle machinegun.

Upgrade: Grenade Launcher attachment and Acid armor.

Medic Marine

Healing Marine unit with ability to heal friendly Marine units. Medic heals any nearby wounded units, or you can order Medic to heal specific units.

Upgrade: Ability to heal permanent damage and other negative effects.

Flamethrower Marine

Flamethrower Marine with Alien Protection Environmental Suit. Suit provides increased resistance to Alien acid and prevents wearer from being face-hugged while alive.

Upgrade: Enhanced Flamethrower that causes longer lasting burns.

Sniper Marine

Marine armed with deadly accurate Sniper Rifle. Rifle has long range and does a large amount of damage. Downside is its long cool time.

Upgrade: Sledgehammer upgrade, which improves Sniper Rifle performance.

Smartgun Marine

Marine unit armed with a Smartgun, which inflicts a massive amount of damage.

Upgrade: Explosive shells that exponentially increase standard Smartgun damage.

Synthetic

Scout Marine armed with Motion Tracker and Pistol. The pistol does only a small amount of damage, but its Motion Tracker uncovers cloaked or hidden enemy units. Because it is an artificial human, the Synthetic does not set off Alien Eggs.

Upgrade: Combat Mods that evolve the Synthetic into a better attacking unit.

Comm Tech Marine

The Comm Tech is where the Marine commander requests new units and equipment to be delivered by the Dropship. Additionally, he has the ability to detect and uncover cloaked or hidden units.

Upgrade: Adds the ability to call in Air Strikes.

SADAR Marine

Marine with SADAR Rocket Launcher which deals a lot of damage at the point of impact and a smaller amount of damage in the area surrounding its target. The SADAR is limited by a long cool time and a minimum firing range.

Upgrade: Enhance the SADAR with Guided Rockets.

#2 Sep 04th 2006, 11:19am
Basilisk9466
If you want more weapons and stuff for the Marines and Preds, you can always try the AvP games... http://www.planetavp.com/avp2/species/
#3 Sep 05th 2006, 1:38am
ben revell
hears some more info

Ivan - Specialist

Mr. Ivan here is of the Specialist player class. In the single-player campaign, he acts as a regular Corporate soldier, as well as a makeshift medic for General Rykov - the highest-ranking Corporate security officer on LV-1201. Although he's not much of a big character in the game, he does tend to be a likable character.

If you choose to be the Specialist class in multi-player, you'll be happy to find out about his weapons load-out: Knife, Pistol, Shotgun, Flamethrower and Grenade Launcher.

Basically the squad Grenadier, he can use his grenades for close and medium range combat, as well as to set-up defensive lines and ambushes. If he's ever forced to get up-close-and-dirty, he can use his Flamethrower against Drones and weaker Aliens; his Shotgun can be used against Colonial Marines, Predators and stronger Aliens.

Considering this class' name, he's best classified as a specialized close range combat man, with his Grenade Launcher acting in support of this action.

You know, I wonder: does Ivan here have any similarities with the Colonial Marines' Specialist player class - Harrison? Well, considering that the only difference between the Corporate and Colonial Marine classes is weapons, there's no known similarities there.

Dunya - Trooper

"My darling, a thousand artists for a thousand years could never fully grasp all the shades of your beauty. Please, my dear, won't you let me treat you with dinner at my place tonight? We could make such beautiful music together!" *Smack*

Well, if you haven't noticed yet, I've completely gone El Loco, bonkers, wacko and coo-coo for Cocoa Puffs for Ms. Dunya -- I mean, who wouldn't? With her dark-clothing and small figure, she's arguably the best person to play as if stealth is what you're looking for.

And I haven't even gotten to her weaponry yet. Wooh!

Before I get to that, let's describe her role in the single-player campaign. To put it simply: she causes a heck of a lot of trouble in the Colonial Marine stage of the game, acting as an on-site assassin and ultimate bodyguard for General Rykov. Stay clear of her.

If you decide to play the Trooper class in multi-player, you'll be happy to know that her stealth-like looks coincide with her weapons load-out: Knife, Pistol, Flamethrower and Sniper Rifle.

If you haven't figured it out yet, Dunya is basically a sniper; with her Sniper Rifle as her main weapon, and her stealth-like looks to help her hide in places, she can be a very effective sniper, as she hides behind bushes or lies waiting in the darkness for prey. And if she ever has to deal with enemies close-up, a nice trip to Hell on Flamethrower Airlines can help change their mind.

The problem is, though, the Flamethrower is not a very good weapon against the heavier enemies (with a lot of armor). And without the Grenade Launcher to help against these heavier enemies, killing the enemy from far away becomes more of a priority.

And not getting spotted.

Dimitri - AT Soldier

Mr. Dimitri here is important for one reason and one reason only: this man is Ms. Dunya's fiancé! The bastard; I don't know how this guy got into her heart, but you can rest assured that it's Davey boy's job here to steal that heart away.

Well anyway, being Ms. Dunya's fiancé and a brave soldier for the Weyland-Yutani corporation is basically his role in the single-player campaign. Always ready to show his chivalry by volunteering to accompany women in dangerous areas, he might see a little action (not that kind of 'action,' you perverts).

In multi-player, the 'AT' (anti-tank) part of his name sure shines when you see his weapon selection: Knife, Pistol, Shotgun and Mini-Gun. Hoo-hoo, baby!

Basically your Mini-Gun man, the AT Soldier has his Mini-Gun as his best friend, as he chops down endless waves of Aliens, Predators and other Colonial Marines of all classes indiscriminately. And if he ever runs out of heavy Mini-Gun rounds, he can use his lighter Shotgun to run faster - and to remain partly deadly - as he gets more ammo.

In extreme close-quarters, it also might be wise to switch to the Shotgun, as the Mini-Gun takes about a second to charge-up -- that second you most likely won't have in close-quarters combat.

With even his uncovered arms striped with camouflage, the AT Soldier can work pretty well hiding in darkness and other places to hide behind. But since surprising someone would require instant combat - a luxury Mini-Guns don't have - the Shotgun might be more useful for this.

In the end, with the Mini-Gun as his primary weapon, the AT Soldier is probably more effective in roomer environments.

Rykov - Heavy Weapons

General Rykov, part of the "Big Three" in the AvP2 single-player campaign, plays one of the largest roles in the game.

As a General in charge of the Corporate forces on LV-1201, it's his job to prevent any Colonial Marines from finding out about the research facility; prevent any lone Predators on hunting season from disrupting the place; and capture or kill the escaped Alien causing havoc to his men and material.

He has a lot on his back.

In multi-player, General Rykov is a Heavy Weapons man. Let's look at his weapons load-out to find out why: Knife, Pistol, Shotgun, Pulse Rifle and Grenade Launcher.

At first, when you look at his arsenal, you'll find out that the only difference between the Heavy Weapons man and the Specialist is one thing: the Flamethrower is replaced with the Pulse Rifle.

How does this effect things, hmm?

When you look at the Specialist class, you'll definitely notice that he has a Pistol and Shotgun for close range fights; a Grenade Launcher for defensive and ambush tactics; and a Flamethrower for medium and long range...?

Look at this way: the Specialist is very well-suited for close range combat, but lacks effectiveness in long range combat.

The Heavy Weapons man? He has a less of a close range combat ability, with the lack of an Flamethrower, but minimizes it with a Pulse Rifle - the most well-rounded weapon for close, medium and long range combat.

Consider General Rykov your most well-rounded Corporate soldier - he might not be the best at everything, but he does everything well.

#4 Sep 05th 2006, 4:54am
ben revell
more info

Another side-effect of the Motion Tracker's detecting abilities, is that while it can tell how targets are moving horizontally, it can't tell how targets are moving vertically. How does this effect things? Well basically, the target on your screen could be downstairs or upstairs, for all you know.

No, there's no way to get around this.

Although the Motion Tracker does detect anything moving, it's hard to tell what these blips actually are -- it could be an enemy, but what type of enemy? It could be an ally, but what type of ally? It could even be something like a box breaking.

How can anyone tell what these blips actually are?

Speed. Since the Motion Tracker sends out detection waves much faster now, you can tell what these blips are by noticing how fast or slow they go across the screen. Although it sure can be hard to learn and remember, it just might be the advantage you're looking for.

(Listings ordered from fastest to slowest.)

Static

(Blips that don't seem to move across the screen)

Elevators moving up or down

Cranes moving

Occasional/Disappearing

(Blips that seem to show-up, then never appear again)

Doors opening

Boxes, etc. breaking

Players that have been suddenly killed

Smart players trying to stalk you, by suddenly stopping to avoid Motion Tracker detection

Slow

PredAlien

Heavy Predator

Colonial Marine/Corporate using heavy weaponry

(There's no way to tell the difference between Colonial Marines or Corporates)

Average

Light Predator

Praetorian

Predator

Assault Predator

Colonial Marine/Corporate

Fast

Runner Alien

Facehugger

Drone Alien

Chestburster

Look at it this way: the slower the blip moves across the screen, the more dangerous that blip might be.

Image Intensifier

First, let me say that the Colonial Marine is the only species with three separate methods to see in the dark: Image Intensifier, Shoulder Lamp and Flares -- all work well in their jobs, but all have severe limitations. So, the best way to use them is to use all of them, though only at the appropiate time.

First, your night-vision equipment.

The Image Intensifier is basically your night-vision equipment: it allows you to see in the dark, by taking what little light is already there and amplifying it ten times. That's how you see seem to see perfectly in complete darkness.

Since this device is meant to amplify light by large amounts, I'm afraid it'll also have a blinding effect if you're near other light sources (for obvious reasons). So, just use it where's there's no light source - the dark - right? Right -- but the gun-flashes made from all Colonial Marine weaponry also makes light sources, which almost blinds you whenever you fire.

So, how does a guy, an everyday Joe like yourself, get around this one?

About the only way, is to to use short bursts when firing your weapons -- I mean, as long as the blinding gun-flash is still there, the harder it'll be to target and track your opponent as he's moving. But by using short bursts, there'll be periods of time where there's no gun-flash to blind you, and that's the time you should re-aim your gun. Then rinse and repeat.

As you'll find out, the Image Intensifier runs on battery power, so it only works for a limited number of time; if that wasn't bad enough, because of certain difficulties you'll encounter in the single-player game, the Image Intensifier eats up energy four times as fast as it does in multi-player. Definitely try to conserve your time using this device.

In the end, the Image Intensifier is very useful and is generally more effective than the Shoulder Lamp in dark areas, but is limited by its energy costs and its battle side-effects.

(Note: while the Image Intensifier is on, the Motion Tracker and the Smartgun's auto-tracking ability is deactivated.)

Shoulder Lamp

The Shoulder Lamp is, obviously, a lamp located on your armor's left shoulder. When turned on, it shoots out a beam of light, and that beam is generally effective in lighting up areas, though kind of gives you the feeling of 'tunnel vision.'

Tunnel vision?

Make no mistake about it: the Shoulder Lamp only lights-up the center of the screen, so attacks coming from other parts of the screen might not be noticed right away. How do ya' get around this? It's not really a big problem, but you might want to try scanning left-and-right and and up-and-down, just in case.

In single-player, because of your worn-out equipment, the Shoulder Lamp will require battery power to stay on; it sucks the power very slowly, but will eventually turnoff by itself after a few minutes or so. So again, in single-player, you should only leave it on when you need it.

Another reason to leave-off the Shoulder Lamp, is that it gives your position away (for obvious, bright reasons). But really -- who are you trying to fool? From the Aliens' and Predators' vision modes, you basically glow in the dark, anyway.

Unless you're fighting Corporates and stealth is your primary concern, leaving it on is just fine.

Flare

Flares are great. Just dropping a few of them here and there will light-up an entire area, giving you almost perfect vision for close and medium range view. It's certainly some nice equipment to have.

So, what's the catch?

Many. First of all, Flares are time-limited devices, that each last only about fifteen seconds. Knowing this limitation, it still makes Flares very useful in defensive positions if you know the enemy is going to come soon and you need perfect eyesight. (Note: Flares themselves aren't invulnerable, so definitely try not to shoot any explosive weapons near them.)

The second disadvantage, is that you can only get a total of twenty Flares at a time. That's right: you can run-out of Flares. So, try to conserve them for the right time, and use the other, rechargeable night-seeing methods more often.

For some reason, Flares don't make an appearance in multi-player maps. Why? I can only think of one reason: the Shoulder Lamp and Image Intensifier in multi-player don't suck up as much energy as it does in single-player, making the use of Flares not as important.

Still, though, it's certainly possible for mappers in the future to add Flares to maps. And when that time comes, these strategies I'm about to tell you, might be useful...

One strategy for Flares is actually blinding enemy Colonial Marines or Corporates. To do this, fight with one of them in a dark environment, where he might be using Image Intensifier - which is vulnerable to overload from Flares.

Get the picture? Or are you too, well, uh, how would you say, uh -- blind to see it?!

So, by throwing some Flares near him, this can give you a nice advantage in battle, seeing as the Flares blind him a little, while also end up providing you with better night-seeing vision.

(Note: To find out for certain if he's using an Image Intensifier, just look around to see if you spot any Flares around or Shoulder Lamps on.)

Another use for Flares is to use them as location marks for your team-mates, if you want them to specifically stage somewhere.

"Rico! Youngblood! See that Flare over there? Head to it, men!"

"All right, perimeters! I want perimeters -- stage at Flare locations #1, #2, #3 ASAFP."

(This could be especially useful when a co-op play is modded in.)

Ooooh-oooh! This is sweet as cotton candy on a Sunday.

Pickups

Pickup items are special power-ups that you, well, pickup during a mission or a multi-player level. They are essential to surviving as a Colonial Marine or Corporate, but are also vulnerable to weapons fire.

Here's a question: is it wise to destroy these supplies, to deny them access to the enemy?

From a Predator's and Alien's standpoint - sure! But if you're a Colonial Marine that's gotten all the supplies he needs - and has no teammates who needs it, too - it can sometimes be a good tactic to destroy them, so your Corporate or Colonial Marine enemies can't use them.

Armor

Armor, spread-out across maps and levels, offers you limited protection against from all forms of attack -- even from more natural forms; such as high-falls, flames and even steam.

Each Armor pickup gives you one hundred points of Armor. Each Colonial Marine or Corporate, however, can have up to two hundred points of Armor, so there's definitely an incentive to get all the Armor you can.

Now, while extra Armor is very useful against most weapons, everybody knows that one-shot-kill weapons will stil not effected by the extra defences; powerful weapons like the Rocket Launcher will still kill you in one hit.

Unlike other FPS games, Armor comes in pieces. How so? If you get thirty-nine points of Armor at one time, you can come back later to get the remaining sixty-one, when you need it.

Medi-Kit

Also available everywhere, the Medi-Kit carries inside it one hundred points' worth of medical supplies, capable of restoring your health rating back maximum no matter your condition -- well, unless you're already dead, of course.

Just like Armor, the Medi-Kit carries points of medical supplies -- if you heal yourself with sixty points of the Medi-Kit's supplies, there's still forty points left if you want to go back and get it in the future.

Flare Pouch

Only available in single-player - as Flares aren't available in multi-player - the Flare Pouch carries inside it ten Flares. (You can have a total of twenty Flares.)

Ammo Box

Ammo Boxes are, of course, boxes of ammo. Strangely invulnerable to all types of weapons fire, these useful boxes of goodies are very important to surviving in AvP2.

The question's still there, though: just what type of goodies are in these things? The answer differs from single-player to multi-player.

In single-player, the contents can range from whole supply depots of ammo and supplies, to something in the middle, to absolutely nothing. Make no mistake about it: it's a game of chance with Ammo Boxes, in single-player.

Another thing about Ammo Boxes in single-player, is that they come in many forms -- even in packets! But the basic thing is, anything that looks like a box will probably be carrying ammo or supplies.

In multi-player, Ammo Boxes carry all types of weapons ammunition, but no Armor, Health, Flares or anything - no supplies other than weaponry, basically.

(Note: if you have the player weapon classes setting on in multi-player, you can only take ammo that's compatible with the weapons you're carrying.)

All in all, Ammo Boxes are very important to any Colonial Marine or Corporate player. Knowing this, they can be good places to stage a firing position in, as you can get more ammo quickly.

Other uses? Well, you can always plant Proximity Grenades or Smart Mines behind them (to hide them) to act as booby-traps...

(Note: this also works for Medi-Kits and Armor.)

Let's focus more on the auto-targeting system.

The ATS tracks any living being - including cloaked Predators - if they're moving. That's right: if the target ain't moving, it won't automatically track it. Although you can get most opponents moving by just shooting at them manually, this can't be done against cloaked Predators, 'cause you can't even see 'em in the first place.

How are we going to get out of this one?

Nothing. I'm afraid there's no way to get past this.

Another bad side-effect of the ATS, it is that it only track targets if they're close or medium ranged; when the enemy is far away, it won't track him at all. So, you might have to get close to get the auto-targeting working.

Although the ATS is pretty accurate, it isn't actually the most accurate, ya' know? You see, the very experienced players are usually more accurate than the computer. I you're one of those players, you definitely might want to turn it off for better accuracy results.

Another reason not to use the ATS, is that even with locational damage turned on, the ATS will still only target the body -- not the juicy, hitpoint-filled head. So, by turning it off, good players can kill enemies faster by manually targeting the head.

Hey, isn't that something?!

Well anyway, if you're just an average or relatively good player, the ATS is still very effective piece of gadgetry.

That's a good reason all on its own.

(Note: While using the Image Intensifier, the ATS no longer auto-tracks.)

WY-102 Sniper Rifle

The WY-102 Sniper Rifle is the United States Colonial Marine's long range sniping weapon. Armed with thirty, Insta-Kill rounds and a sniper-scope as its secondary mode, any man using this bad boy is going to be hated throughout the rest of the game.

And that's a fact.

The Sniper Rifle generally useless if you try to snipe for the head in trying to kill enemies. Why? Well, the Sniper Rifle is so powerful, a body-shot will almost always kill your opponent. Just keep your focus on actually hitting the enemy.

In most FPS games, the beauty of sniping was basically hiding, and then shooting at enemy when he comes by - from long range - without giving away your sniping position. However, in AvP2, the two main enemies you'll be fighting - the Predator and Alien - can see you from miles away with their vision modes. And with the Predator's Cloaking Device, he'll most likely see you before you see him.

What is a veteran gaming sniper to do?

Be prepared for a tough fight; stage yourself at places where you can spot the enemy from far away - horizontally or vertically - so, for the Predator at least, his weapons won't auto-target you until he gets closer. Plus, while moving, he instantly shows up on your Motion Tracker and is pretty easily seen through the naked eye. So, when he starts coming after you, you'll have enough time to take him out.

Against Aliens, this is easier, but also a little harder since they move and turn faster than the others. So, the best thing you can do against them, is to keep calm and fire carefully -- though this only really applies to the weaker Aliens, where as the Predaliens and Praetorians are slower and much easier to hit.

What should we do against them?

Even with the Praetorian's heavy armor and the Predalien's strength, they're usually such a large target that you'll have enough time to place in the needed shots (two) to take them down.

Later on, you can maybe even train with a friend on how to learn to snipe better.

Against other Colonial Marines or Corporates, is where using the Sniper Rifle really shines, boy... hiding in dark corners, trees and bushes really work against them, while Humans generally don't move very fast enough to dodge sniper fire, too.

Have fun.

Now, even though this is a Sniper Rifle, and it's meant for long range combat, it can still be used to some great effect in close range combat -- if you're really good at aiming, that is. Though that careful aiming largely goes away when fighting in cramped hallways, where shooting straight forward will usually result in a hit.

In the end, the Sniper Rifle is largely meant and is very good at sniping from long ranges. Keep this handy.

M-92 Grenade Launcher

The M-92 Grenade Launcher is a good derriere-kicking weapon. It spits out grenades in semiautomatic fashion, but also spits out many different types of grenades, too. Generally, though, all types of grenades can kill any opponent with one or two rounds.

The only possible exception to this is the Praetorian -- which might require four or more grenades to kill. Possible but very hard.

Let's get more into the different types of grenades. Here's the full list of grenade types:

Timed Grenade

The Timed Grenade is your general-purpose grenade, that detonates on impact with any living being, but also explodes after a few seconds when it doesn't hit anything.

As your meat and potatoes grenade, this is what you'll have the most plenty of. So, considering the quantity of these babies, shooting them down holes, hallways or even corridors in heavily-packed games - even when you don't know anybody's there - can be a good idea sometimes.

Think of it this way: Quake's Thresh was known to shoot rockets in places he thought the enemy might be (and he was right, most of the time). Does it work here? Heck, yes -- and he didn't even have a Motion Tracker.

Proximity Grenade

The Proximity Grenade, when fired, will explode when anybody comes within a few feet of it, which also means it'll explode on contact with any player.

After about a minute of waiting for a victim, the grenade will explode by itself.

Basically a mine, the Proximity Grenade is definitely useful in defensive positions; using it to mine corridors and doorways is darn effective, while you can focus on other corridors and doorways.

As another strategy -- while retreating from the enemy, it's certainly a good tactic to mine corridors and doorways, to either slow down or even kill the enemy; however, in outside environments, it's almost useless, 'cause the enemy can just run around them.

If you like being dirty, a real nasty tactic is to place these at Ammo Boxes, Armor or even Medi-Kits as booby traps. But ya' know what makes it even better? Try hiding it behind those pickups, so it's harder to spot them.

To use Proximity Grenades offensively, while just as effective as using Timed Grenades, is probably not a good idea, considering that you only have a limited amount of Proximity Grenades. So, try to save them only for certain situations.

Since these grenades will also detonate if you get near them, always do your best to try to remember where they are. Plus, these grenades also emit a very low 'beep' if you get near 'em, so try to keep your ears open to help track it.

As a last feature to the Proximity Grenade, it also has the ability to stick to walls. While effective against all races if shot on the walls of cramped corridors, this certainly can be handy for those crawling Aliens, hmm?

Putting them at the entrances of bug-holes might be nice.

Smart Mines

If you ask me, the Smart Mine is basically just a better version of the Proximity Grenade - they stick to surfaces and, instead of exploding right away, gets up and runs after any target that comes by, then explodes -- kaboom!

Basically a Proximity Spider Mine, most of the strategies for the Proximity Grenade should work well here. But there are some differences...

Though it still shouldn't be used offensively, Smart Mines are much better than Proximity Grenades in outside environments; because when enemy sees you shoot these things on the ground that don't explode right away, they'll normally just run around it -- but with Smart Mines, they'll get up and follow the guy!

The bad thing is, you don't get that many Smart Mines, so they should only be saved for those certain situations.

EMP Grenade

The EMP Grenade was specifically made to combat Predators. If used on them, it will drain all of their energy; by depleting all their energy, this will not only un-cloak them, but will also not allow them to fire at you, if they're using any energy-based weapons or equipment -- the Shoulder Cannon, the Plasma Pistol, Medi-Comp and the ability to automatically retrieve the Disc.

Until they recharge with their Energy Sift, that is. But they have to get away first.

Best of all, the EMP Grenade also temporarily immobilizes the Predator, giving you enough time to switch to another weapon and finish him off. But considering that the immobilizing effect doesn't really last long, definitely switch to your most powerful gun to finish him off as quickly as possible.

M-90 Minigun

The M-90 Minigun is one tough son-of-a-gun. Each clip of ammo holds nine hundred rounds, and this bad boy shoots them at a rate like no tomorrow. Ooooh, yeah.

Unlike the Smartgun - which fires many, smaller and weaker bullets - the beauty of the Minigun is that it shoots many, huge and powerful bullets, that can tear through anything. In fact, it's the best weapon in the Colonial Marine arsenal to deal with heavily-armored Praetorians and Queens. (This is specifically stated in the single-player missions.)

But a weapon isn't without its drawbacks.

To balance the weapon, you'll notice that the gun also has a very large kick. So, firing while moving is not advisable; firing while running is just stupid. So, the best thing you can do, is stay put at where you are, and fire this puppy from that stable position.

The only situation where you should change from this technique, is when the enemy gets close - where accuracy doesn't matter as much - and you can start the standard walking-backwards procedure.

Just like the Smartgun, the Minigun has to charge-up first before actually firing. Although the fire-before-aiming technique can work here, the Minigun actually has as a special ability to spin-up the barrel before actually firing. What advantage is that? While the barrel is already spinned-up, you can fire instantaneously at the press of your 'Fire' button. Disadvantage? If you keep spinning it all the time, you make a large racket, basically giving your position away.

Take your pick.

M-6B Rocket Launcher

The M-6B Rocket Launcher is a rocket launcher, that comes with both guided and unguided rockets. Basically making it two weapons in one, this bad boy spits them out in semiautomatic fashion and in three-round clips.

The Rocket Launcher works well against most species... but against the tough, armored Praetorians? It's actually absolutely perfect for them! Two rockets should be about enough to kill them.

The Mini-Gun is still the ultimate anti-Praetorian weapon, though.

The only possible enemies that might this weapon ain't to good at are Facehuggers and Chestbursters. Why? Well, they're usually not worth to waste a rocket on and the splash damage might hit you.

To a lesser extent, using this weapon against Aliens is probably not a good idea, and it's because of one side-effect: the weapon's splash damage. Aliens simply get too close for the Rocket Launcher to kill them while not killing you. (If you ever see bunches of them from far away, though... I'd take the shot.)

All is well and everything's great. But to fully learn about the Rocket Launcher, we still have to know the differences between the different type of rockets it shoots.

Tracking Rockets

Tracking Rockets are precious. When you gain a lock on someone, there's a good 70%-30% chance of it hitting. They're simply better in every way to conventional Rockets, so you should use them whenever you can. Period.

To balance this option out, you'll only get a limited amount of Tracking Rockets. But even with that, you should still use these whenever you can, and then use conventional Rockets later...

There's actually only a few cases where you'll want to use rockets.

Contrary to what some people think, Tracking Rockets are actually more suited to medium range combat -- when the enemy is not too far for accuracy's sake and not too close for splash damage's sake. And to add to that: you have to be within fifteen meters for these things to actually lock-on to a target.

How do this effect things?

By targeting at an enemy from far away, Tracking Rockets will basically act just like a regular Rocket, except that you don't have as many.

I'd save them for the right moment.

Direct-Fire Rockets

I can tell you one thing: you'll get plenty of Direct-Fire Rockets! With no need to wait for a lock, you can fire these babies right away, expending the clip as fast as you can.

Harrison - Specialist

Corporal Andrew Harrison - Specialist in the United States Colonial Marine Corps. You know what I'm talking about -- the Specialist class is who you play as in the Colonial Marine single-player campaign. Although his weapon start-outs might be different than they are in multi-player, the feeling of being the hero is still the same.

All player classes start-out with the same default equipment load-out. Here's the list: Motion Tracker, Shoulder Lamp and Image Intensifier. In single-player, though, you'll also have with you ten Flares, a ComTech Hacking Device and later, a Welding Torch.

(Note: the Specialist is the only class you can play as in single-player; in multi-player, playing him is optional.)

Let's move on to weapons load-out.

In single-player, you'll begin with this load-out: a Pulse Rifle, Pistol and Knife. As you press progress through the single-player campaign, though, you'll get more ammo and be carrying all ten weapons in the Colonial Marine arsenal.

In multi-player, you'll start with this non-changeable weapons load-out: Knife, Pistol, Shotgun and Smartgun.

With the Smartgun as your primary weaponry - and the other classes' lack of this weapon - this basically makes you the squad machinegunner. As the squad machinegunner, you can provide the heavy firepower to support the troops in battle. But if you ever have to get up-close-and-personal, the Shotgun is a good weapon.

When you think about it, Cpl. Harrison is probably a Smartgun Specialist, if anything else.

Johnson - Demolitionist

Ms. Johnson here is the squad Demolitionist. In the single-player campaign, she's also the squad pilot, and it's her job to fly the boys into battle, comforting them with that soothing English accent of hers...

"We're ah-most right on top of it...!"

In multi-player, lady AvP2 players everywhere will definitely flock over to be the Demolitionist for her overall toughness, beauty and weapons load-out: Knife, Pistol, Pulse Rifle and Flamethrower. Woo-hoo!

The most important weapons are her Pulse Rifle and Flamethrower - with those bad boys at her disposal, she can use her Pulse Rifle for the medium-strength enemies - particularly in roomier environments - where Pulse Grenades can be used; she can use her Flamethrower against Drones and weaker Aliens, paticularly in close-quarters combat.

Without the availability of a Shotgun, though, she's vulnerable to heavily-armored Praetorians. The best thing you can do against them is fire Armor-Piercing bullets from your pistol and run away at the same time.

In the end, when you think about it, Ms. Johnson is actually more of the standard Colonial Marine class than any other. How do I mean? Well, from standard USCMC doctrine and simple gamer's intuition, the Pulse Rifle and Flamethrower are the two most basic weapons in the Colonial Marine arsenal -- while the Specialist's Smartgun certainly ain't!

What gives?

Believe it or not, this 'Demolitionist' is actually the standard Colonial Marine class, and it's all because of two reasons: the Pulse Rifle and the Flamethrower - with those two weapons at her side, this lady is the best all-around Colonial Marine.

(Curiously, Ms. Ripley also carried the Pulse Rifle and Flamethrower in Aliens...)

Ichiro - Sniper

Snipers rejoice! For Ichiro is here. Though he doesn't seem to make an appearance in the single-player campaign, he'll be a heck of a lot of fun to play as in multi-player.

From the looks of his skin, his blazing red shoulder-pads sure doesn't help much in the form of stealth. Although this could be fixed by using some custom skins - which place more of an emphasis on camouflage - you can also fix this by hiding behind bushes, trees, boxes and the like.

Of course, the Sniper is armed with a Sniper Rifle. But that's not all: he's also armed with the usual Knife and Pistol for back-up; and for explosive havoc, he comes with an action-packed Grenade Launcher!

Considering this mix of weaponry, the Sniper Rifle should still remain as your main weapon, but it sure doesn't hurt to use your Grenade Launcher's Proximity Grenades/Smart Mines around your sniping position to ward-off attackers.

In a squad of Colonial Marines, the Sniper should, well, be a Sniper; because that's what he's good at. He should never be used as a frontline force, but can support his team-mates by sniping at enemie, and generally keeping a low profile while doing so.

Jones - Heavy Weapons

Mr. Jonesy here is your Heavy Weapons guy. In the single-player campaign, he'll be the head guy in charge, because of certain 'battle losses.' But with his tough-guy-with-a-good-heart attitude, he's like a second father to the Colonial Marines.

In multi-player, his weapons load-out consists these killing devices: Knife, Pistol, Shotgun and Rocket Launcher.

Use the freaking Rocket Launcher.

With the other weapons mainly acting as back-up, the Heavy Weapons guy is forced to fight in open areas, where the splash damage from the Rocket Launcher is too far way to kill him. But if ever forced to fight close-up, using the Shotgun in conjunction with ambush tactics is the best way to go.

And it's definitely important to switch to the Shotgun while running way - it increases your speed - while also maybe getting more Rocket Launcher ammo.

In the end, it's best to think of the Heavy Weapons guy as the Rocket Launcher guy. If you're fighting with teammates, it's probably advisable that you not get in close-up fights, and stay in roomer areas as you rocket enemies with untold firepower.

ALICE - Exosuit

The Exosuit - nicknamed "ALICE" - is a Powerloader with teeth and armor. Capable of following fellow Colonial Marines on foot to places APCs can't go, this provides a Colonial Marine squad with the heavy firepower they need.

Along with being heavily-armored, this battle-suit is also heavily-armed with a Mini-Gun with thousands of rounds; a Rocket Launcher with dozens of rockets, through a belt-feed system; a LASER gun to cut-up Aliens; and a Flamethrower sending gobs of napalm, and all from one huge can of th stuff.

Mowing down enemies with this girl is a simple fact of life. I love you!

Although the Exosuit seems big and bulky, it's actually very maneuverable and runs at about the same rate as a regular Colonial Marine does on foot -- and jumps as high! Definitely don't be afraid of moving fast backwards or forwards.

Although everything seems just hearts and flowers now, there are actually known disadvantages to using the Exosuit. One of them, is that the suit doesn't have much of an early warning system. You know what I mean -- the Motion Tracker is gone. You'll have no way of knowing about incoming enemies.

Considering the dangerous situations you'll be using this suit in, the best early warning system you'll have are your eyes and ears and a heightened sense of awareness for danger.

One other disadvantage, is that you won't be able to throw Flares out or have your Shoulder Lamp on. The Image Intensifier? Thankfully, you'll still be able that to help see in the dark.

The last known disadvantage, is that you won't be able to regain health or ammunition. So, you should definitely try to reduce damage to as much as possible, and use a variety of weapons to ensure that no one weapon will be useless from lack of ammo.

All in all, the Exosuit is still extremely powerful and effective, and you'll have a heck of time using it.

#5 Sep 05th 2006, 4:58am
Wolf190
Thanks for the info.
#6 Oct 25th 2006, 3:55am
ben revell
your welcome

if you find any info for humans, pred's, aliens or just post any thing to do with the space jockeys (the alien in the chair from the first alien film)

#7 Dec 22nd 2006, 4:12pm

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