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Old 08-29-2011, 02:50 PM   #1
Clue55
 
Join Date: May 2011
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Nuclear Dawn Class and Commander Guide.

Greetings, this is where I'll be putting my commander and class guides. As well as other interesting and useful information.


This is still a WIP.




Classes and specializations.




Stealth

Quote:
Stealth Assassin:
  • Kill Exos with back stabs you're the most efficient class at dealing with slow moving powerful exos.
  • Kill supports. They lack any stealth detection, take them out easily and quickly, they also have the second lowest hp in the game.
  • Capture undefended points easily and quickly. While the prime node is important, you have the speed and stealth to sneak around and take undefended nodes.
  • Kill the enemy Commander. This provides your commander a few extra seconds to setup turrets and spawners before the other commander.
  • Provide intel to YOUR commander. EG: Turret locations, spawn points, power nodes, and flankers. This is very important because with this info your commander can avoid building spawners next to turrets as well as provide him a route to flank the enemy position.
  • Be cautious of assaults. Thermal vision will allow them to cut you down.




Stealth Sniper:
  • Killing anyone and everything with head shots. Exos and people at capture points make easy targets, however remember that after several kills there may be some angry assaults or assassins coming to flush you out of your foxhole.
  • Head shots are key, but even body shots help. Seeing as only medics can provide healing in the field all classes keep their same hp. Meaning a body shot to a medic or assault spells a quick death once one of your teammates fires upon them.
  • As you line up a shot quickly fire then press your stealth key, this will allow you to only flicker visible for a half of a second. Preventing people from getting a fix on your position.
  • Watch out for counter snipers, especially assaults who can use thermal through their scope.
  • If there are already several stealth snipers on your team its in your best interest to swap to another class. Stealth snipers are good, however they have very little to help their team push forward or capture points.



Assault

Quote:
Assault riflemen:
  • Kill Stealths. Hit your thermal key frequently or keep it on if you know the other team has several stealths. Remember that many stealths will run right in the middle of the street thinking they're safe in stealth, so find some nice cover and wait, pick them off as they move forward to help their team or capture points.
  • Nade capture points. The prime point is a great place to toss some nades. It will instantly kill any stealths and supports.
  • Kill supports. They only have 50 more hp then a stealthy, so take them out quickly with a few well placed shots.
  • Kill other assaults. This will allow your stealth friends full access to them damn Exos.
  • Fight exos very carefully, the more range you have the better, stay behind cover and pop out to fire a few rounds at their head. Nades can also help some, but exos are tough to kill if you don't have the jump on them.
  • Defend commander from stealths. Sometimes your commander request help at the base because of a stealth that is killing him. If you're close or just died, go help him out.

Marksmen:
  • As a assault marksmen you provide sniper cover for your team. Much like the stealth snipers.
  • However you're a perfect counter to stealth snipers, you can use thermal vision through your scope. Locate them stealths and take them out.
  • You get two landmines with this kit. Put them around you to protect you, in key doorways, around spawn points and in the doorway to your commander.
  • Marksmen no longer has a SMG, only a BAG pistol. So take that into consideration.
  • I find overall that the stealth sniper is far better then the assault sniper. While the assault does have 100 more hp then a stealth. You sacrifice stealth which allows you to live longer against other classes. Also you still get killed by a head shot from another sniper.


Assault Grenadier:

  • Keeping supports off buildings that are being repaired as well as spawn killing teleporters.
  • The nades aren't strong enough to one or even two shot exos, I takes 3 unless you score perfect hits.
  • The building damage is fairly good, I'd say the second best ranged siege in the game.
  • The shotgun is better then before you're able to take out people from close range.
  • In general you just cause a lot of distractions and pretty much destroy anyone who is trying to support their siege Exos.

Support

Quote:

Engineer:
  • Engineers can quickly repair buildings that are under seige, as well as provide emp support. EG: A low health friendly turret is in front of you, with a hostile turret down the road. Emp the hostile turret to reduce the damage your turret takes and repair it to full.
  • Engineers have one of the worst weapons in the game so play accordingly. Don't try and take on a assault or Exo head on.
  • Put Daisycutter landmines in doorways to capture points, at capture points, near where your Exos stand and if you're being offensive around the enemy teams spawn point.
  • I cannot stress enough how important engineers are for maintaining your structures during a siege battle. One engi can out heal (With the help of the commander) two siege exos. With some support from your team you can easily out heal 3.
  • Engis can also throw emp nades at the start of a power line to prevent power from reaching the forward spawns and turrets. This is key to keeping pressure down from the enemy team.
  • Engis can kill enemy buildings with their repair tool. Simple walk up to it and drill away. While it does take some time, it can keep a commander distracted if you flank around and drill away at the starting power node or a important building.
  • Emp nades are restocked for 1 resource, stay near a supply station and spam nades on enemy positions, not only do the nades knock power out, they blind and slow infantry momentarily.

Medic:

  • Throw down heal packs next to Exos, they have the highest health in the game and they're least likely to die to 4 or 5 shots.
  • Throw heal packs down where there are large groups of people in firefights or at the prime node.
  • Your smg is decent but fairly inaccurate, don't go for long range try and get in close to kill people. But try and avoid direct gunfights if you can.
  • Medics come with 3 poison grenades, use them on prime nodes at the start to get some easy kills, or use them on a teleporter to kill a incoming respawn.
  • With only 150 hp, medics are easy targets for almost all assaults, exos and stealths. So keep this in mind and stick with your teammates.

BBQ:
  • You get 3 poison grenades and 3 frag grenades. Spam them at enemy spawn points to lock them down.
  • The flamethrower does decent damage to buildings and it allows you to easily lock down teleporters.
  • You still only have 150 hp, and you have no long ranged weapon. So stick with others and get in close. Because of the slow burn time of the flamethrower you'll almost NEVER win a 1v1 fight.
  • Supply stations are your friend. Spam them grenades.
  • Sadly with the buffs to all siege damage this class no longer has a huge important role. You'd likely be better off using a assault kit if you wanted to help defend your team.


Exos

Quote:

Suppression Exo
  • With your mini gun you can easily take out several medics, assaults and uncloaked stealths. Head for the prime point and lay down some fire.
  • Your biggest weakness is stealths, watch out for them and listen for their distinctive stealthing sound.
  • If a stealth fails a back stab quickly turn around and destroy him. You won't get a second chance.
  • With the new patch you can now use your mini gun to take out buildings! Hit f, and snipe a building out! The best early siege in the game!
  • Even though you do really well against assaults head shots on you kill, try and get close and wreck them or hide behind cover.
  • You're fairly immune to explosive damage so stand on that cap point while your more fragile team mates cover you. You're likely to take 3+ nades from a assault at the start of the game.


Siege
  • One of the most important specializations in the entire game. Siege allows your team to destroy turrets, spawners and power nodes.
  • With the buffs to siege weapons they've become even more powerful. You're able to single-handedly take out even the most fortified positions.
  • If you're empire your siege weapon can easily kill most players in two shots, so don't be afraid to fire at players.






Commander Buildings

Empire
Commander Bunker:
Quote:
The most important building in the entire game. Its where the commander goes to start building buildings. If this building dies your team will lose.It provides a little power for your starting buildings. Also it can only be repaired by a engineer, the commander repair does not even exist for this building.

Building Stats:
  • HP:16000
  • Power Generated: 1200 (1350 With Power Modulation.)
  • Upgrades:
  1. 2500r Field Tactics 30 sec "Used to build the armory building, leads to advanced kits."
  2. 2500r Power Modulation 30 sec "Boosts power production and unlocks radar."
  • Special:
  1. 2000r Heal 30 sec cool down "This makes a small healing zone. Unsure of heal/sec. "
  2. 2000r Poison 30 sec cool down "This makes several areas where poison clouds spawn. Unsure of damage/sec. "
  3. 2000r Damage 30 sec cool down "This does about 150-200 damage in a small radius."

Assembler:

Quote:
This building allows you to build all other buildings. Start by clicking on this building and finding the structure you wish to build. If this building is destroyed you can no longer build any other buildings, including another assembler.

It's often a strategy for the other team to start off by cheesing you. They get 2 or 3 engineers with an escort to help them get to the assembler at the start of the game. They try and destroy it before your team even knows whats happening. If you see this tell everyone to get back to the base, this MUST be stopped. If you're a commander start repairing it and if its already low quickly build another assembler. Assemblers cannot be sold.

Building Stats:
  • Cost:10000r
  • HP: 5000
  • Power consumption: 500
  • Build time: 27 sec
  • Special:
  1. "It builds all buildings."

Transport Gate:

Quote:
This is a spawn point for where your troops can spawn. Interestingly enough it has the highest hit points with the lowest cost in the game. It can be used as cover for your troops or even as a distraction for turrets.

It's always a good idea to put a supply station near one because most people assume there is one there. Sometimes it is also a good idea to build turrets near one to prevent the other team from spawn killing your men. Also as a commander be careful where you place them. Think about where a safe place to spawn would be.

Building Stats:
  • Cost:1500r
  • HP: 5000
  • Power consumption: 100
  • Build time: 17 sec
  • Special:
  1. "Spawn point for troops."


Power Station:

Quote:
This provides power to your base. Its a resource you need to keep an eye on and use effectively to maximize your resources spent. It's also a good idea to build power supply's near secure front lines to prevent a smart team from killing one of your nodes and taking your entire system offline.

Building Stats:
  • Cost:3000r
  • HP: 5000
  • Power Generated: 950 (1045 With Power Modulation.)
  • Build time: 35 sec
Relay Tower:
Quote:
This tower is used to distribute your power. Much like telephone poles each tower must be within line of sight to be placed. This makes things difficult on zig zaggy maps. Your power nodes also should be placed so they can efficiently be placed within line of sight of where you want your next one to go. Plan ahead and make a route with your power nodes. Also try and get maximum distance with each node. Why place it closer when you can place it further away and safe yourself from having to build an extra node to get them few extra feet.

Building Stats:
  • Cost:1750r
  • HP: 2750
  • Build time: 26 sec

Supply Station:
Quote:
Supply stations are critical for keeping your soldiers alive and stocked with ammo. Due to the recent change supply stations have become a lot more powerful if used properly. It's always a good idea to build one near each spawn you place, or areas where you team will be needing lots of ammo for firefights. Such as when you're trying to push the other teams forward spawn back. Your team will require lots of supply stations. I'd suggest building at least two, but if you team needs even more dont be afraid to build them. Also watch out they're 2000 resources and they have nearly no hit points even a Mini-gun Exo can take one out in only a few seconds.

Another interesting fact is that they heal 400 hp with a full health supply.
It takes nearly a full bar to restore a empty sieges ammo and about 40% to restore a empty assaults rifle. Grenades take nearly nothing for supply maybe 5-10%.


Building Stats:
  • Cost:2000r
  • Power consumption: 100
  • HP: 1250
  • Build time: 10 sec











Machine-Gun Turret:
Quote:
This is the first turret you can build. It's a decent defense for early game, however it doesn't have much hp but its still very effective at defending spawns and soaking damage.It's fairly costly and takes a lot of power so its not advisable to build any at the start of the game. It also builds very fast, letting you spam many of them at once if you need to.

Building Stats:
  • Cost:3500r
  • Power consumption: 150
  • HP: 2100
  • Build time: 15 sec
  • Damage per second: 50


Armory:
Quote:
The armory is used to research advanced kits, Higher level turrets and commander abilities. There is not much to say about this, you use it to tech up some stuff, and keep it defended. You can also use it swap classes. But you can only use the first specialization , however I think this is a bug.

Building Stats:
  • Cost:2000r
  • Power consumption: 250
  • HP: 3500
  • Build time: 50 sec
  • Upgrades:
  1. 2500r Advanced kits: 30 sec "Unlocks advances kits such as siege and grenadier."
  2. 2500r Advanced manufacturing: 30 sec "Unlocks advanced turrets, such as rocket turrets and flamethrower turrets."
  3. 2500r Commander abilities: 30 sec "Unlocks the 3 commander abilities found on the command bunker"



Radar Station:
Quote:
The Radar station lets you and sometimes even infantry the ability to see the position of other enemy soldiers. Some people say it allows turrets to see stealth however I have not tested that yet. I don't build this too often, only when I have money to burn. It can be used to find enemies that are flanking around the sides which is pretty useful now with the siege damage buff.

Building Stats:
  • Cost:3000r
  • Power consumption: 250
  • HP: 3500
  • Build time: 25 sec

Last edited by Clue55: 09-01-2011 at 09:17 PM.
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Old 08-29-2011, 02:57 PM   #2
juicebox360
 
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Support

Quote:
BBQ:
UP
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Old 08-29-2011, 03:04 PM   #3
Clue55
 
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Quote:
Originally Posted by juicebox360 View Post
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I've yet to test the BBQ spec. However I already know some uses of it. I'm more curious about the building damage it does.
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Old 08-29-2011, 04:06 PM   #4
Patchumz
 
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Flamethrower does more damage than Grenadier imo (to buildings). I haven't time tested it or anything, but it gives you 10 points every couple seconds, very very strong if you remain unnoticed. You can take out entire base structures solo, and poison 'nade the enemy spawn to stop them from stopping you.
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Old 08-30-2011, 07:54 AM   #5
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Quote:
Originally Posted by Patchumz View Post
Flamethrower does more damage than Grenadier imo (to buildings). I haven't time tested it or anything, but it gives you 10 points every couple seconds, very very strong if you remain unnoticed. You can take out entire base structures solo, and poison 'nade the enemy spawn to stop them from stopping you.
Aye. It's a trade-off. Since the flamer is extremely short range, players are rewarded for managing to get that close. And remain that close. Alive.
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Old 09-25-2011, 09:57 PM   #6
Niteowl
 
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I'd like to start a server and just mess around with the commander role. But when I try and start a private server it keeps telling me 'waiting for 3 more people'. How do I get around that? I don't want to ruin other people's games trying to figure the comm interface.
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Old 09-26-2011, 01:19 AM   #7
Orange Ninja
 
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Originally Posted by Niteowl View Post
I'd like to start a server and just mess around with the commander role. But when I try and start a private server it keeps telling me 'waiting for 3 more people'. How do I get around that? I don't want to ruin other people's games trying to figure the comm interface.
Type mp_minplayers 1 in the console.

(You'll have to enable the console in your Options > Keyboard > Advanced... settings, and then press the button below [ESC], next to [1] to bring up the console window.)
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Old 09-26-2011, 09:56 AM   #8
Niteowl
 
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Originally Posted by Orange Ninja View Post
Type mp_minplayers 1 in the console.

(You'll have to enable the console in your Options > Keyboard > Advanced... settings, and then press the button below [ESC], next to [1] to bring up the console window.)
Thanks!
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Old 09-29-2011, 04:09 AM   #9
Knighthawk1987
 
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[QUOTE=Clue55;24727472]Greetings, this is where I'll be putting my commander and class guides. As well as other interesting and useful information.



Support


I disagree with what you say about the SMG on the medic. I have found my SMG the most useful.

Find cover you can fire from behind crouch down and AIM DOWN THE SIGHT. I have assisted in killing multiple targets (I think I took down an EXO) using my SMG.

At the same time every weapon is useful! Even if you can't fight long range a shotgun is built to deal with close quarter threats with ruthless efficiency, stay with an Exo and you end up with a squad with the best of both worlds.



THIS IS A TEAM GAME and if you fail to accept this... you lose.

Last edited by Knighthawk1987: 09-29-2011 at 04:12 AM.
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Old 09-29-2011, 05:57 AM   #10
KalashNK
 
 
 
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have any of you understand well how power consumption work? for example: it is the same if i buy all the power stations near the base?
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Old 10-14-2011, 01:36 PM   #11
Aqua Snake
 
 
 
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Yeah, I played some games as the commander, and I am a little confused on the power consumption. I dont' know whether buying 2 power stations at the base will add to the chain of wireless repeaters.
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Old 10-18-2011, 03:40 AM   #12
Ruges
 
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Quote:
Originally Posted by KalashNK View Post
have any of you understand well how power consumption work? for example: it is the same if i buy all the power stations near the base?
Yes power plants at base will add to the power grid of the entire map. Even if there is no direct link to the base. As long as relays provide a powered link to them.

Infact I just ran a test. I put 3 power plants at my base. Put relays out away from the base, built a power plant there. Then built 15 turrets. That should consume 2250 power. I then removed the relays from my base to the forward position. Each powerplant provides 950 power, so it should have been enough to only power 6 turrets, however all 15 of them stayed powered.

Meaning all power on the map is a single pool. You just need to make sure atleast 1 powered link reaches the structures.
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Old 12-16-2011, 02:25 AM   #13
CrowsforLife
 
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this needs to be bumped
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Old 12-16-2011, 11:39 AM   #14
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Any tips for Stealth Saboteur?

Also: What's the best way to attack buildings pre-advanced kits?
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Old 12-16-2011, 03:42 PM   #15
Bummrounde
 
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Engineer w/ blowtorch is very effective, but very risky getting so close. Better off trying to cap some points until you unlock Grenadier or BBQ. This is from my vast 4 hours of experience so take it with a grain of salt, but I tried it on a few tries and unrepairing really is surprisingly effective.
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