Ns_hera
trav
Join Date: 2002-11-06 Member: 7417Members
<div class="IPBDescription">lock down two hives from one room</div> outside data core delta, build a fac just below res collecter asap, upgrade it, sieges in top part and sieges in bottom right corner of room.
this locks down 2 res points and 2 hives, a good rush strategy, especially if they are in maintenance.
if they're in dcd to start though you have a big fight on your hands, but it's still worth it if your marines are good shots
this locks down 2 res points and 2 hives, a good rush strategy, especially if they are in maintenance.
if they're in dcd to start though you have a big fight on your hands, but it's still worth it if your marines are good shots
Comments
If you want to be a llama; than use this tactic, just like the base siege on ns_bast for teh engine room.
I just simply don't play either map, priv or pub; because people insist upon abusing exploits in maps. I'm not saying it isn't a valid tactic, because it totally is; and is the most logical approach. HOWEVER, I disagree with utilizing it.
Simple solution for me? Not play on either map as aliens, and take both maps out of my rotation.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
What you're saying is all good. It's just that it limits gameplay because NS doesn't really have many maps.
Can't wait for some new maps to come out.
The more I read about siege turrets on these forums, the more angry I get, and the more I ask myself - is it a flaw in the map, or is it a flaw in the <i>game</i>? I do not like siege turrets; and not just because they make a mappers life extremely difficult, but also because they <i>feel</i> exploitative.
Sieges seem to be too good, but then again, Ive seen way more alien-wins than marine-wins.
Would be great if you could check how far the sieges can shoot, while mapping, maybe a console-command, that let you play in a commander-kinda-view and being able to place various buildings, just to check it out.
You either have to get marines in there, or have to spend rps on scanner sweeps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yep thats the only cool way...! nice idea...!
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
of course the marines do need some way of countering the awsome alien might, but i think it would be better to take aliens down a notch and remove sieges (at least the current uber sieges) from the game
but yeah, while they are in they are going to be used, they have to be used in most games, and mappers should be aware of that (btw, the hive in maintenance on hera could be moved against the far wall from the datacore room, out of siege range)
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> = <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
Any **obscenity** questions?
I uses a gravitational field/net that registers all objects and their general shape within it's reach above a certain mass. If the shape/mass roughly matches it's listings of 'hostile targets' it then manipulates the gravity around that object and creates a micro 'explosion' at that point in space.
enough of manual talk. The Siege cannon is THE weapon to break a deadlock. Marines have low HP, they cannot heal rapidly nor fully without resorting to HA/welders which tie up 2 marines and at least 35 RPs and lose mobility as a result of which. They are in themselves glass cannons. Capable of dealing massive amounts of damage per unit BUT they are vulnerable to damage themselves. They shatter easilly, so individually they are taken out fast and are unsuited by themselves in protracted fights on equal resources standings. Siege take time to develop and build, resources to deploy (75 for a single cannon, +25 per cannon afterwards) and must be within a certain range to work, unlike Fades+Lerks which are mobile and have no difficulty in eliminating non-grenade equipped marine squads as well as static base defenses. Have you also noticed that in ns_hera there are vents leading directly from the hive to the external siege location? where's the problem in using those?
Learn the map details and make it a priority to secure those critical siege locations as 'hives' in themselves
this locks down 2 res points and 2 hives, a good rush strategy, especially if they are in maintenance.
if they're in dcd to start though you have a big fight on your hands, but it's still worth it if your marines are good shots<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It isn't just Hera. Tanith, Nothing and Eclipse also has the same one-location-two-hives-sieges spot.
Basically, the only map without a super-siege spot is ns_caged.
See <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=16536' target='_blank'>this posting</a> for details
i feel phase gates + seige combo is whats more abusive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
i feel phase gates + seige combo is whats more abusive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Denying res nodes only work for small servers.
In a 4v4 game, the resource-minutes (one resource node producing for one minute) required to build a minimum siege base (75 pts) is 7.5 minutes. In a 12v12 game, it's 2.5 minutes.
But yes, the real problem with sieges is the that they create hold-one-location-to-win areas. Get a phase gate to that location, then you don't need to move again.
Learn the map details and make it a priority to secure those critical siege locations as 'hives' in themselves<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yea. Thing is, you now need to defend two crucial locations from the start of the game - the hive and the win-location. Depending on where you start, this may be difficult or impossible - ever tried to hold south loop on eclipse when you start in the eclipse command hive? Not only do you spawn much slower than the marines, but they can walk there faster than you run there even before they get up the phase gate.
The only reason aliens win as often as they do on pubs is because the marines suck.
The release. Mostly blessing, but some curse in it as well.
If you have to scan that doesn't change a thing because you just put the seiges up then repeatedly scan, infact you could scan in such a way that the cannon ONLY target the hive which would make the siege go down even faster.
On the maps where siege 'exploits' are used marines do have an advantage, however getting to the locations to siege is when the marines need to be taken down and in hera thats a HARD location to get marines to without them being spotted, if they are spotted by the time the marines arrive you should have every skulk on your team at that location.
BlueGhost
Do you have -any- idea what you're saying? There's a brush in Eclipse that, if I so much as move it 8 units, causes the map to crash on loading. We don't have the capacity to just go "doo-too-doo, I'm going to do this, this and this, yay!" or anything like that. Relic I think has something like 1 plane to spare. The slightest change in Bast may likely break it. Same with most of the other maps, either due to limits or strange 'other things' (such as the issue with Eclipse despite being fairly low on all compile limits).
And why should we have to change something that was being tweaked and adjusted -after- our maps were complete? Especially with Bast and Hera, they simply were NOT designed with this functionality in mind. Other maps were as well, but not necessarily at the range the turrets operate now.
(I'm sorry if this comes off a bit harsh, but everyone's always blaming the mappers for this sort of thing when often times there really is little to nothing to be done about the issue. That's been building up for some time)
Hey this is my 99th post! Mustn't post a while just to make a point at all you 'stat **obscenity** trolls' <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
BlueGhost
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Eh... effecting the balance is what you want to do. Currently, marines using the right strategy wins far more often than not on all those maps.
And it wouldn't take all that much to fix them either... cutting range by 20% and halving the distance you can place sieges from the ATF would alleviate most of the problems.