Ns_hera

travtrav Join Date: 2002-11-06 Member: 7417Members
edited December 2002 in Frontiersmen Strategy
<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

Comments

  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    I posted a topic about this urging commanders to shy away from using this tactic. It sucks the fun out of the round reallly fast.
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    don't use a tactic cause it wins too easily? doesn't sound quite right to me, it's not like you're using awp's <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • XpanderXpander Join Date: 2002-11-01 Member: 2535Members
    Map flaw...needs to be fixed.
  • XpanderXpander Join Date: 2002-11-01 Member: 2535Members
    <!--QuoteBegin--Kilmster+Dec 19 2002, 04:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Dec 19 2002, 04:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->k
    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.
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    dude it was a joke, i just think that if a map like that has such an obvious flaw not playing the map is a better solution than avoiding an easy win
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I'm sure people know this already, but I feel I should point out that ns_hera was designed with the assumption that siege cannons worked via line of sight. It was later in NS's development, after it was too late to change the layout of Hera, that siege turrets were made to fire through walls. I am not happy with this. Ironic that the two maps done by members of the development team, ns_bast and ns_hera, are both exploitable with siege turrets.

    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.
  • Damien_MistDamien_Mist Join Date: 2002-08-20 Member: 1202Members
    I agree with Merkaba...

    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.
  • MobayMobay Join Date: 2002-11-05 Member: 6986Members
    <!--QuoteBegin--Kilmster+Dec 19 2002, 04:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Dec 19 2002, 04:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sieges should only be able to target things directly revealed on the commanders minimap; that would solve the problem, and still be pretty reasonable.

    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-->
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    this sort of thing should probably go in a different forum, but now that you mention it i also feel that sieges firing through walls are a bad addition to the game

    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)
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Shut up. Just shut up. All of you just shut the hell up. Shut up! Shut up! Shut up! They are not going to nerf seige. It's the marine gambit miracle weapon. It shoots through walls, and if your team doesn't find and destroy it or its tfactory quickly, you loose a hive. <i>That's what it's there for.</i> So just shut the hell up about it already.

    <!--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?
  • DooM_Space_MarineDooM_Space_Marine Join Date: 2002-12-12 Member: 10670Members
    But how DOES a Siege Turret locate an object that can't be seen, without guidance from someone/something else? Especially if it doesn't move and doesn't make noise..
  • TakelTakel Join Date: 2002-11-07 Member: 7496Members
    Have you read the manual?

    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
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--trav+Dec 18 2002, 10:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (trav @ Dec 18 2002, 10:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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<!--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
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    seiges are countered earlier on by denying res nodes and later on with fades/umbra

    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-->
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--ogz+Dec 19 2002, 10:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ogz @ Dec 19 2002, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->seiges are countered earlier on by denying res nodes and later on with fades/umbra

    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.
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    I'm guessing that either Siege range or the distance from the TF at which you can build Siege will be reduced in 1.04. That will take care of most of the "one TF/two hive coverage" situations. Not that I feel they are THAT bad right now. I still see Aliens winning the majority of the games I've played except for when the Marines do some type of rush. And in a rush situation, the siege range doesn't much matter.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    edited December 2002
    <!--QuoteBegin--Takel+Dec 19 2002, 07:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Takel @ Dec 19 2002, 07:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have you read the manual?
    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.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    /me yurns for the day when he can venture into the forums without asbestos lined- undergarmets.

    The release. Mostly blessing, but some curse in it as well.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    TBH I'd rather that the maps were changed than the game was changed.

    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
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited December 2002
    <!--QuoteBegin--BlueGhost+Dec 19 2002, 10:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Dec 19 2002, 10:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->TBH I'd rather that the maps were changed than the game was changed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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)
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    edited December 2002
    well if you honestly think it would be easier to re-balance the game now rather than edit the maps then sure, but nothing I've heard would fix the maps and not effect the balance.

    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
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--BlueGhost+Dec 19 2002, 07:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Dec 19 2002, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->well if you honestly think it would be easier to re-balance the game now rather than edit the maps then sure, but nothing I've heard would fix the maps and not effect the balance.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
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