Combine Training Guide

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Revision as of 09:54, 6 January 2008 by Frank (Talk | contribs)

Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"


Etc.

THis will crash the server if spamed, binding this key will bind it to the Num pad 6

today is Planto Nos Valde

Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"

Etc.

THis will crash the server if spamed, binding this key will bind it to the Num pad 6

today is Planto Nos Valde

Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51"Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"

Etc.

THis will crash the server if spamed, binding this key will bind it to the Num pad 6

today is Planto Nos Valde

Contents

Ration line watching

This is just as important as the Ration distributor. Your job is to watch the line to make sure citizen’s stay in line, don’t steal and you detain any that need to be detained. Now while watching the line you stand somewhere in plain view, watch the citizens for any rowdy behavior and make sure the line runs smoothly. The common fix for a citizen that is holding the line up is a stun stick to the face until he is knocked out and can be moved out of the way.

Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"


Etc.

THis will crash the server if spamed, binding this key will bind it to the Num pad 6

today is Planto Nos Valde

Facial Scan (The Power of F4)

If you catch a Level One offender (Talked about later), don't immediately stunstick him to the ground. Approach him with your MP7; tell him to get against the wall. Then, tell him to face it. Tell him you will tie him up for security measures, and he will be untied when everything is sorted out.

After tying the offenders, they tend to turn around. Shout out, "FACE THE DAMN WALL" and stunstick them once. Then, ask them for their name and CID. After they say it, you can tell them to turn around for a facial scan, to confirm their identity. Once they turn around, face them, and press F4-and hold it. Now hover your mouse around a bit, until the box turns blue. Click and it will tell you his name and CID. If he lied, you can add 1-2 minutes for giving false information to a combine officer if he's telling the truth, you now have his information, and you can tell him his charges. At this point, he can't run fast enough to avoid you, so tell him to follow you to the Nexus cells, and tell them how long they're in. Written by Austin Bones

Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"


Etc.

THis will crash the server if spamed, binding this key will bind it to the Num pad 6

today is Planto Nos Valde

Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51" Bind kp_rightarrow "impulse 51"


Etc.

THis will crash the server if spamed, binding this key will bind it to the Num pad 6

today is Planto Nos Valde

Level One Situation

A level one situation can range from many different things depending on what kind of attitude and personality your combine has. I would say level one situation can contain anything from irritating a combine up to assaulting the combine with a melee weapon, not a firearm. For a level one situation the combine should at the very least give the citizen a vocal and text warning, or tie him up and throw him off somewhere to teach him a lesson. But you can also detain the citizen and bring him in for what he has done. I would say you should jail a person for a level one situation from 3-5 minutes. When Someone Runs away combines with standard issue side arms (combine9mm) are allowed the right to shoot the offender in the legs slowing the target down. This allows for stunning and detaining the citizen. But sometimes can lead to loss of blood by the offender so you should use this when you can handle that type of situation.

Level Two Situation

A level two situation is a much more dangerous situation for a combine. The situation can contain anything from a citizen using a pistol to kill another citizen to attempting to kill a combine with a pistol. For this type of situation lethal force is an okay thing to use if necessary. The time to use lethal force is when you are outnumbered and backup is still far away, the citizen has a high powered pistol and has already injured you fairly decent. If the citizen is running away and there is no hope of stopping or catching him besides the use of death. Now if you do manage to catch and detain a citizen for a level two situation I would jail them from 6-12 minutes.

Level Three Situation

This is the most dangerous situation for a Combine. This would involve anything from a citizen using a high powered weapon other than a pistol (Sniper, automatic, shotgun) and attacking a citizen or combine. It would also include armored robbery with the kinds of weapons listed above, and this would include an assault on the Nexus with weapons listed above. In these situations it is almost always necessary to kill the anti-citizen, since it is highly unlikely they will go with you willingly and they obviously will be able to kill you before you reach them with a stun baton. As for an assault on the Nexus you would be then required to turn the shield on for safety, initiate a judgment waiver and then go on to taking out the assaulting force. If in some miracle you do manage to detain a Level three offender then you should keep them in jail from 13-20 minutes and have a thorough investigation and interrogation. Often times leading to amputation, also known as executing the anti-citizen.

Judgment Waiver

A Judgment Waiver is a command that is started by either the City Administrator or a Combine ranked of HCP or higher. Any temporary combine or LCP Combine caught executing a judgment waiver will be punished. It doesn’t matter even if he was told to by a higher ranking officer. Another Combine that is HCP or higher should execute the command not you. Now to do a judgment waiver currently you treat it as a broadcast by typing “/bc Judgment Waiver is now in effect! Citizen’s return to your homes now or be detained! You have one minute.” It is suggested you repeat the command at least once but leaving out the one minute part. Now any combine can police the streets making sure all citizens make it to they’re homes. After the one minute period is up you can now use your stunbaton or beanbag shotgun to knock citizens out and put them into a hotel, or you can detain them for being out on the streets during a judgment waiver. In addition if citizens begin to taunt you by running in and out of a building feel free to knock them out and teach them a lesson. But remember just because judgment waiver is on doesn’t mean you go around and kill any citizen you wish that is outside. That is completely the opposite of what you should do. Now lastly once the city seems to be back under control you can end the Judgment Waiver by saying “/bc Judgment Waiver is now over, citizens return back to your normal lives.” Note: In the future there may be a command to call and end a judgment waiver.

Block Investigation

A Block Investigation is when a group of combines, preferably at least 3 enter a building and search that entire building. Whether it is for illegal activity, recent murders in the building or something that requires an investigation. Once again this is a command that should only be issued by a combine of the rank HCP or higher. Any LCP or Temp combine caught doing a command like this will end up being punished. Now when you go and search a building you should broadcast it after you are outside of it and prepared. “/bc A Block Investigation has begun on (so and so building) any citizen inside should move and face the walls of the room they are in. Any citizen caught attempting to escape or resist will be detained for further processing.” After that has happened the group of combines you are with should entire the building. One of you will watch the doorway, another should watch outside windows if there are any. And lastly the remaining combine should begin the investigation of the building. After you have searched and detained or destroyed what ever you need to do was finished you can return to the building exit and then state that the investigation is over. “/bc The investigation of (so and so building) is finished, citizen are now allowed to return to this building.” Note: In the future there may be a command to start and end a block investigation.

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