Natural Selection/Marine equipment

Jetpack

 * Cost: 10 Resources
 * Requires: Jetpack Research, Prototype Lab

Jetpacks allow your Marines to move swiftly across the map, as well as allowing them to navigate vents and other hidden corridors. Jetpacks have been nerfed from their 1.04 equivalent, but they are still quite potent. The new jetpacks have less fuel, and significant in-flight adjustments are no longer possible. Thus, you will have to land every once in a while. But practice a lot with these - a proficient jetpacker can get to one side of the map in about 1/3rd of the time a regular marine could. Hover in the air and pick up speed.

Jetpacks are also the ultimate Onos counter. Whereas they can Devour Heavy Armor in one bite, Jetpackers can whiz around an Onos, pummeling him to death. They can also be effective in a rush - see the commanding section for details on that.

Heavy Armor

 * Cost: 15 Resources
 * Requires: Heavy Armor Research, Prototype Lab

Massive amounts of Heavy Armor is often the game finisher. A Marine equipped with Heavy Armor will become slightly slower, and have their armor increased to a whopping 200. Each armor upgrade increases this amount by 30. This armor absorbs 95% of all damage, and is immune to Lerk Spores. Meaning, these are walking tanks. A few things to remember though - avoid Onos at all costs, or travel in large groups to get rid of them before they get close. They can gobble up a Heavy Armor instantly. Thats a LOT of resources gone, even more when you've equipped him.

Speaking of equipment, Heavy Armor is the front line assault team. Outfit them with more advanced weapons than LMGs if possible. Also, under no circumstances, should Heavy Armor travel alone, and be without a welder. That 200 armor can be widdled away pretty quick, and are just as vulnerable as any other Marine when it runs out. Travel in packs. Weld each other often.

As a Comm, keep them outfitted. They will occasionally need health packs, as each attack slightly damages their health. Ammo can also be a problem, since they're taking down a hive most likely. If your going to drop more than 10 packs of ammo, you might as well just drop an armory, since the cost is the same.

Med Pack

 * Cost: 2 Resources
 * Requires: Nothing

This handy little guys are the only way for Marines to restore health. Don't hand them out like they're nothing though - those 2 resources add up fast, and its sometimes better to just let the Marine die to save some resources. Of course, you should probably heal those Marines who you've invested in - such as with more powerful weapons or equipment.

Ammo Pack

 * Cost: 2 Resources
 * Requires: Nothing

You'll probably hand these guys out once in every 10 games. Players like to get full ammo before heading out. If for some reason you do run out, you most likely used your ammo poorly, such as on structures (excluding Hives and Offense Chambers). If the Marines are not far from the base, just tell him to head back and load up at the armory. People attacking Hives though, do tend to run out of ammo - keep them stocked if necessary!

Each pack gives the ammo equivalent to 2 "humps" at the armory. The only exception to this is the LMG - ammo packs still give 100 bullets for these. I suspect this was because you used to get 50 bullets per hump at an Armory, and this was one variable that was simply overlooked.