Marine Structures

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Frontiersman Structures

Marine structures a easily deployable equipment used by the TSF. Typically printed with nano-technology and from Altera Corporation approved pre-fabricated equipment patterns the structures of the TSF are compact, storeable, easily constructed items to proved technology to their troops on the front. All structures come in two formats basic and advanced each of these trees contain two separate paths and research requirements and have individual Team Resource requirements in order to build them. One requirement that all buildings must have is a Power Nodes supplying ample power to the buildings in that room otherwise the equipment will revert to its powered down storage state.


Base TSF Buildings

Advanced buildings are primary buildings that offer base technology advantages. Usually require minimal amounts of Team Resources to build and unlock advanced structures.

Basic Structures
Structure Description Shared Attributes Additional Information
Command station idle.gif

Command Station
Frontiersmen command structure that houses the Marine Commander.
  • Builds only on an unoccupied Tech Point.
  • Operates without power in room.
  • Marine Commander can research new commander abilities.
Extractor idle.gif

Extractor
Extracts Team and Personal Resources for the Frontiersmen to build and upgrade.
Infantry portal idle.gif

Infantry Portal
Respawn structure for Marines.
  • Builds only near a Command Station.
  • Marine Commander can issue Move Waypoint to newly spawned Marines.
Armory idle.gif

Armory
Marine resupply point and weapons arsenal.
Robotics factory idle small.gif

Robotics Factory
ARC idle.gif

ARC
Robotics Factory - Robot manufacturing structure.

ARC - Deployable mobile siege cannon.

MAC - Worker unit that performs repair and construction.
  • Costs Supply to build.
  • Unlocks Power Surge commander ability.
  • Produces MAC.
    • MAC builds and repairs friendly structures.
    • Welds Marine and Exosuit Armor.
  • Upgrades to ARC Factory.
    • Produces ARC.
    • ARC deploys to fire anti-structure sonic blasts through walls.
MAC idle.gif

MAC
Arms lab idle.gif

Arms Lab
Weapons and Armor upgrade structure.
  • Weapons 1/2/3 increases most weapons' damage.
  • Armor 1/2/3 increases Marine and Exosuit Armor.

Advanced TSF Buildings

Advanced buildings are secondary or mid-game buildings that offer specific technology advantages. Usually require a good amount of Team Resources to build along with base building prerequisites.

Advanced Structures
Structure Description Shared Attributes Additional Information
Sentry idle.gif

Sentry
Sentry battery idle.gif

Sentry Battery
Sentry - Static defense that shoots Kharaa lifeforms on sight.

Sentry Battery - Provides power for Sentry turrets.
  • Costs Supply to build.
    • Maximum 3 Sentries per Battery.
    • Maximum 1 Sentry Battery per room.
  • Sentry operates on Battery power only.
  • Sentry can be confused by Spores and Stomp.
  • Battery operates without power in room.
Observatory idle.gif

Observatory
Detection structure that highlights Kharaa units and structures.
  • Detects any Kharaa lifeform, units, and structures in a large radius.
    • Detected units and structures positions are periodically tracked on screen.
    • Reveals units and structures under Shade Cloak or Phantom evolution invisibility.
  • Unlocks Scan and Distress Beacon commander abilities by default.
  • Unlocks Phase Gate after research.
Phase gate idle.gif

Phase Gate
Teleportation system for Marines.
  • Requires at least 2 Phase Gates to activate.
  • Teleports Marines to another Phase Gate instantly.
  • Links to all active Phase Gates anywhere on the map.
Prototype lab idle.gif

Prototype Lab
Marine equipment arsenal.
  • Enables the Buy Menu for players to buy new equipment.
  • Marine Commander can research new equipment for purchase.