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Marine commander

A practical guide to commanding marines: opening, economy, upgrades, supporting fights and closing games.

Your job in one sentence#

Keep the marines alive, armed and pointed at the right room, and make sure you have more extractors than the aliens have harvesters.

Opening (first 2–3 minutes)#

  1. Drop an Extractor on the closest free resource node (and a second one soon). Send one or two marines to build each.
  2. Build an Armory in the base, then an Arms Lab.
  3. Research Armor 1 or Weapons 1 as soon as the Arms Lab is up. Against early skulk pressure, Armor 1 first.
  4. Med pack marines who are fighting. A med pack (1 res) that wins a 1v1 is the best res you will spend.

Mid game#

  • Observatory → Phase Tech → Phase Gates. Gates let your team defend and attack anywhere. Put the first forward gate in a room with resource nodes.
  • Second Infantry Portal so lost fights don't leave the team waiting.
  • Shotgun research when fades appear; Mines and Grenades are cheap and useful.
  • Weapons / Armor 2. Keep the Arms Lab busy. Consider a second Arms Lab: if it dies, the upgrades switch off.
  • Scan before your marines walk into a room where you suspect a fade or onos.

Late game#

  • Advanced Armory unlocks HMG, GL and Flamethrower and the Prototype Lab.
  • Jetpacks answer lerks and let marines reach hives fast. Exosuits break defended hives, but marines need the personal res.
  • ARCs with scans kill hives from the next room. Escort them.
  • Advanced Marine Support gives Nano Shield, Catalyst Packs and Power Surge for the final pushes.

Supporting a fight#

  • Drop med packs on marines, not next to them. Ammo packs for marines that are reloading constantly.
  • Nano Shield the marine who is about to die, or the exo in front.
  • Beacon only when the base is truly about to fall. It pulls everyone home.
  • Watch the minimap for red blips: a skulk behind your team at an extractor is a 10-res problem in 20 seconds.

Common mistakes#

  • Floating 100+ res while the team runs out of med packs.
  • Building a forward gate nobody defends.
  • Losing the only Arms Lab and with it all upgrades.
  • Forgetting to put the dead power node back up.

See also#

Commander basics · Marine tech tree · Marine commander abilities · Supply

Hover any number to see where in the game code it comes from.
Page source: content/commander/marine-commander.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.