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Thread: Nuclear Dawn Understanding The Foot Soldier
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08-27-11, 10:13 AM #1
Nuclear Dawn Understanding The Foot Soldier
General Overview:
Nuclear Dawn is an RTS/FPS hybrid with class roles similar to TF2. The commander plays in an RTS role in top down perspective while his forces play in the FPS perspective. The goal is simple in nuclear dawn to destroy the enemy bunker. By controlling the maps resources, and building up your armies strength through upgrades, and structures you can achieve this end.
Commander:
Any good soldier should know who his leader is, and what he can do for them. The commander can lay down supply stations, transport hubs for forward spawning, upgrading your weapons, and help secure captured location with stationary guns. All he asks in return is that you control the resources on the map so he can do all these things for you. The commander is just another soldier, and can be killed so it's up to the soldiers to protect the bunker from assassin who will attempt to end his life. If a commander falls in battle he will respawn, but if you cannot keep him alive he can't do his job monitoring the battlefield. Through the commander you can achieve great victory! All hail the Consortium of man!! All fear the strength of the Empire!!
Buildings & Understanding Power Resources:
Key structures you should know in nuclear dawn are supply stations, and armory. The supply stations re fill your health, and ammo keep in mind this takes resources away from your commander. It's recommended that if you want use a supply station please use it primarily for ammo resupply than health (which you can get from medic). The armory allows a soldier to change his kit on the fly when inside the structure. This is important when team mates need siege exo, medics etc. on the field ASAP.
Supply Station:
Nuclear dawn also has transport station these structures allow players to spawn at that given location after death. These are obviously important structures that need to be defended at all costs. Power is handled differently among the two factions empire uses a power line system, while the consort use wireless power repeaters. If these structures are taken out you can potentially knock out an entire grid of buildings, and turrets. Think of power as your supply lines, and if the rear is taken out then the forward cannot do it's job of supplying power. This in turn means that things like your transport stations and turrets are useless until power can be brought back to them.
Resources:
The easiest way to understand resource points is very simple in nuclear dawn. The larger the circle the more resource that point gives, and the critical location can give almost triple the amount resources of mid grade points. Your job is to grab, and control these points on the map so that the commander can research, build, and create support structures. To capture a resource point you simply need to be near it. In the case of a critical resource there must be at least two soldiers present before you can secure a critical resource point.
Mini Map:
The mini map can be expanded using the default M key on your keyboard. Resource points will be colored red or blue depending on faction control. Squares represent structures. green arrows are your fellow squad mates, and depending on faction red/blue are team mates. You will always be white arrow on the mini map.
Classes:
So you wanna be an Exo?
The exo is the tank/heavy of the army. The exo job early game is to lay down tons of support fire, and lead the charge into enemies. Early game you will only have access to the mini gun which has a huge clip size, and high rate of fire. It's recommended if your going hold a certain area to deploy your special ability which roots the exo down increasing his defense and accuracy. Late game after the heavy weapon research has been given you will have access to siege weapons which will allow you to take down structures. The bane of the exo is the assassin which can one swipe kill an exo from behind. So if being a bullet sponge, and always leading the charge is your cup of tea then put on your exo suit, and lay waste to your enemies!
Tip: armor piercing rounds are great against infantry, while the munitions perk is great for siege weapon damage.
So you wanna be an Assault?
The assault class is built around the idea of versatility. He's quick, but not as quick the assassin. He's tough, but not as tough an exo soldier. He's granted access to the sniper rifle, assault rifle, and grenade launcher in addition to this he holds 3 grenades at a time. The assaults special ability allows him to see cloaked units on the field allowing him to protect himself and allies from the scourge of a backstabbing assassin. Wanna be the back bone of your army the assault is the prime example of take & hold, and never quits until the job is done!
Tip: The silencer allows you to reduce muzzle flash which in turn creates increased accuracy while of course making less noise. If you still want damage the armor piercing rounds are your best bet.
So you wanna be an Assassin?
The assassin is the most frail unit on the battlefield. Don't let that fool you though his speed, melee damage, and ability to be nearly invisible to almost all units except the assault make him a deadly adversary. As an assassin your prime weapon is the duel blades which if done on the backside of an exo can put them down them in one hit potentially. Cloaking also works on turrets allowing you to slip behind enemy lines to decap a resource point. He also has the full auto pistol or sniper rifle which allows him to strike at distance as well. So if being a dirty lil fucking back stabber puts a smile on your vile lil face then I guess you'll love the assassin... :P
Tip: you don't have to decloak before firing, but once you do fire your cloak will being to dissipate.
So you wanna be a Support?
NOTE: This kit is broken down into two trees
The medic does exactly what the name entails he heals our ground forces using medic hubs. This doesn't mean he's not a major player in the fighting scheme. He comes equip with the auto pistol as well poison grenades. The poison grenade is by far the greatest crowd control, and area denial weapon any soldier has. So do you like help others while smiting your enemies the medic may be the man for you!
Tip: Drop those damn hubs, and get the love of your team mates, and for gods sake don't forget those poison nades they kick ass!!
The engineer repairs, and lays down mines to protect assets called daisy cutters. He has access to the shotgun for close range combat. His grenade of choice is the EMP which allows him to temporarily shut down ANY structure this includes power relays. The EMP also acts like flash bang against infantry units. Are you a grease monkey at heart with a taste for explosives, and guns that go bang? Well my red neck friend we got home for you in our army!
Tip: The EMP nade can cause power to be lost to all enemy structures if you target a critical rely point on power grind of an enemy faction. Keep in mind if the enemy commander has created redundancies in his power grid it will only disable the structures in its area of effect. The same blow torch that repairs your units does major damage to enemy structures.
* It's also worth noting that this class has access to a flamethrower tech tree as well for anti infantry counter measures.
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Feedback, and input is welcome and appreciated. If you see something that needs expanding upon, or you got some tips to add please post them, and I'll add them in. Keep in mind this topic isn't about the commander side of the game that will be a different tutorial.
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08-27-11, 12:28 PM #3
Re: Nuclear Dawn Understanding The Foot Soldier
Assassins actually one shot anything if you hit the back, even exos. However, it's actually kinda hard to hit the back unless they are completely stationary(like a deployed exo).
You forgot to mention the BBQ line of support.
You should mention the faction differences as well, especially the difference in siege weaponry and poison color since this is the foot soldier tutorialLast edited by Blah64; 08-27-11 at 12:30 PM.
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