Ns.hera Is Evil

geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
<div class="IPBDescription">Cat's out of the bag.</div> In general, the marine's only real tactic is to secure processing. Preferably move the base there. That done, they're within siegable range to two hives. Marines win.

It's a little better in 1.04 with the LOS required for siege, but other than that...

I guess what I'm trying to say is, this'll be changed in 1.1, right?

Comments

  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Well, they said that there'd be map tweaks in 1.1, and I imagine that double-siege points will be one of the things taken care of.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    I think hera is actually the best looking map of the bunch (that foggy hallway outside the marine start is the best thing ever) but I don't get to play it very often because none of the servers I join seem to play it.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    I have to agree that hera does *look* awesome. If it weren't for that multi-hive siege position thing, it'd probably be my favorite map.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Hera is by far and aboev my favorite map, if people learned to win without being cheap. And yes, merkaba confirmed it will be fixed in 1.1.
  • Alpha_1Alpha_1 Join Date: 2002-12-18 Member: 11041Members, Constellation
    I like hera too, but that is because my first win as comm was on hera and NOT from processing. I was able to convince my marines that taking reception and holo was more important. They listened, and we fought and won agains 3 hive aliens. Upgrades come fast when you have the res for it. We ended up taking down 5-6 hives that game. I'm sure it wa just as exciting for the aliens, though losing from a 3 hive situation was probably not so fun for them.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    I had a good game on hera a while ago. My friend was comming and didn't really know the map that well, so I suggested we take holoroom. Heh little did i know the aliens had spawned in processing. So holoroom was just a constant gib field, and that was just skulks. Soon they got another hive and we had fades crawling all over us. Oh well. We finally beat them back, though and then won. I also had a very memorable game where we lost our comm and survived (and killed about 4 hives in total, though they kept rebuilding them) for about 45 minutes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->. We ALMOST won, but they eventually got a clue and destroyed our defenseless base
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    I have slight problem with posts whose sole purpose is to degrade a map or point out why something should happen to it or why it should be taken out of the official rotation. Constructive or not, it just seems...
    ungrateful, somehow.

    If there's an obvious problem with a map, like the furnace exploit in Bast, or the building outside bug in Nancy, or any double-siege location or general Bad Thing about a map, just PM the author. It seems more productive than starting a topic saying, "Here's why this map sucks."

    Or even worse, "Here's why that map with that big room and pipes and the machine that I can't remember the name to but still feel justified in criticizing sucks."

    Nothing personal, geldonyetich. I've just seen a lot of posts like this before. I have no intention of starting a flamefest or anything, and yes, if there's an exploit in a map it should probably be fixed.

    Or maybe it's just cause I've never actually won a game on Hera as a marine. Oh wait, yes, a while back, I did. I think we had a siege in Processing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. But we only used it to siege DCD Hive. We actually moved closer to Ventilation to destroy it.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    hehe i did it by accident 1 day siegeing both at once. i had read about but never really noticed the map name or anything as i reakon it is lame.
    They were all like:
    How the hell, where was the siege.

    lol
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    This is why the alien team has to be all the more proactive in keeping the marines from expanding. Until the map is fixed, at least <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    Now, a map like "dank" should be taken out of rotations. Every time I've played it, both teams have generally regarded it as having a bad design.
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    i swear, that problem has the easier solution.

    Move the hives to the other sides of the room...
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    wats more fun is building ur base inside the pipe things in hera/processing, you can even seige 2 hives with 1 seige from there hahaha
  • 0range0range Join Date: 2002-11-28 Member: 10140Members
    why is the double seige so bad? I consider it a feature of hera. Its not like its impossible to stop. Everytime i play hera i make sure to constantly check out processing. If i'm a gorge i make it a point to drop an offense chamber or 2 in there as "warning" chambers. Its part of the map.. try to ADAPT.. this is Natural Selection after all...

    I had lots of fun on hera plenty of times as an alien tryin to take back processing. I still remember the neat little plans we had set up.. Everybody would attack processing from one side then i would sneak in from the other side and attempt to take out the tf (which i eventually did.. twice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )

    anyways. its a map feature. Maybe it wasnt intended but dear god live with it. If they get processing your alien team sucks and you should be happy the game will end a lot faster so you dont have to play a game with such sucky players that let the marines get processing
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    We played last night [NBK] and this opposing team was OBSESSED with trying for that double siege.

    SIX times we broke phase rush bases as they tried to siege AGAIN, it was like "jesus, LEARN! We're not gonna let you!"

    And they tried AGAIN.... *Sigh* I dun even wanna think how much rez that comm spammed.
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    Something is already being done. In 1.1, Eclipse's maintainence hive has been moved further back to make south loop weaker. Essentially, if the distance between two hive is less than twice of the range of siege+tf, they can be sieged from a single TF. (TF + Siege is the radius, x2 for the diameter) Yes, this is the very extreme.

    Processing in hera and southloop in eclipse falls under these locations, and the worst part is that these two hives are MUCH MUCH MUCH less than the extreme :S
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Hera is a great map, well at least I think it is.

    But then again I like atmosphere.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    7 oficial maps.
    2 of them have a siege spot were you can siege both hives with one siege. (Its nowere as easy as in hera.)
    5 of them (including the 2 mentioned above) have spots for one TF, that supports 2 sieges, wich siege 2 hives.
    Just 2 of 7 maps are "normal" if you think in that way.

    But if aliens cant control thoose points long enough to prevent sieges there, its their vault.
  • FrickenMoronFrickenMoron Join Date: 2002-11-21 Member: 9498Members
    Ollj dein englisch stinkt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
    Hera is my absolute favorite map now in 1.04
    It's still easy to take out hives with a siege, but at least you cant kill two at once...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Erm, well I havn't actually confirmed anything since I'm a busy bee. The Processing problem is something I would very much like to fix (if only to just shut people up about it), but it's not as easy as it sounds. If the updated Hera isn't in 1.1, then it'll be in 1.2.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    The problem I have with hera is general cargo storage.

    Weld that door open, 1 double res (Base and General Cargo).
    Take holo-room 2 double res.
    Grab any other location on the map you feel has stratigic importance (say maintinance or DataCore Alpha or Processing) 2 double res 1 normal res.
    Send someone back to reception. 2 double res 2 normal res.

    Put it on a 9 player per team + server and you're getting so much res you can do the SG turret rush.

    For those not knowlegable of the SG turret rush it works like this, you get your marines to build normal turrets EVERYWHERE, you just keep on dumping em down, you upgrade every weapon upgrade. Every Turret location should have as a minimum 3 TF's and at least 20 turrets, if your marines aren't complaining that the turrets 'ping' noise you've not placed enough turrets.

    There's no reason for this but to torment the aliens, you never bother taking their last hive, just surround it with so many turrets they're litrally unable to walk outside without getting vaped.

    BlueGhost
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Arrrgh BG. That HORRIBLE ping!
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    edited January 2003
    Hera <span style='color:grey'>Be nice.</span> because of the processing thing but my real target of <span style='color:grey'>Be nice.</span> is really ns_eclipse. It's played in every server I join and I think it's the most marine-favoured map after hera. Just full of biiiiig wide corridors (all the way from marine spawn to maintenance hive). It's frustrating and annoying to try and take out marines, because it's ridicilously easy for them to bunnyhop around. Rushing with aliens (I don't like rushes, but still...) is impossible because both doors can be seen at the same time by marines. Even bigger creatures can have trouble with the doors! Ambush with skulks in ns_eclipse? No way! Only ambush sites can be seen 100m away from marine spawn and there aren't good vents anywhere besides Horseshoe (which is 90% of the time targeted by marines) and in Computer Core hive. If you want classic examples of a marine PG rush, this is the map to find them. This map practically BEGS the marines to do a PG rush at the beginning. Terrain is perfect, aliens weak and the routes small and simplistic.

    On top of that, I think the map is generic (I believe clanners really love this map because of this) and just overall <span style='color:grey'>Be nice.</span> in textures compared to other maps. Hera on the other hand is absolutely beautiful in design and will probably be my favorite after processing is fixed.

    <span style='color:grey'>I said it before, I'll say it again - no mapbashing as long as I'm around.</span>
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    I forgot to add one thing:

    In ns_eclipse, "the weldable vents, doors, etc."-aspect has been COMPELETLY left out to remove even slight hints of "deep" map design. There are no manually operated lifts or doors except in marine spawn and when you compare this to ns_hera, where every aspect of gameplay is taken into account (besides the utterly crippling prosessing), I cannot believe some people would willingly play ns_eclipse.
  • 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
    Double siege points are bad because they allow the marines to win holding only one location. If the marines relocate to processing, they don't need to move anywhere else on the map again, and will still win. Doesn't matter that the aliens have all of the map, apart from processing - they STILL can't win because they can't get a second hive.

    And 1.04 will still have the double siege point on hera.

    Bw, the main reason ns_hera is rare on servers is that it's a very CPU-intensive map.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i dont know why everyone complains about the 1 siege killing 2 hives. Normally that place is very near aliens start territory and if marines get there and build the siege its aliens fault for knowing it and leting them doit. All maps are perfect. if youre alien, just defend that place and if youre marine try to get it, its ans strategy as all the rest.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited January 2003
    The problem is quite a bit more severe than you think:

    Marines are quite good at securing and holding one area, especially when all they're up against is one hive. It is a severely difficult uphill battle for the aliens to try to uproot fortified marines with skulks and lerks without the benefit of umbra.

    Even the best skulk rushes can be twarted by a few diligent marines who know they're coming and are able to lay down covering fire all over the aliens. This is demonstrated time and time again every time the marines secure a hive, and applies even moreso to a position within siegable range of two hives.

    That's why having one siege position that can siege two hives is just too overpotent. The best way to combat this is to prevent the marines from fortifying the place in the first place, but if the marines have a few good shooters on their team and motion tracking this can be much easier said than done.

    NS.Hera in particular I've had bad luck with. Processing has a nice little corner the marines can crouch in and gun down all comers. Plus, it's a short jaunt from holoroom which is where the marines will often go first. I usually make sure to tell my team "whatever you do, don't let them take processing", but it rarely seems to make a difference if the marines make a dedicated push for it.

    That said, we did have a pretty cool game yesterday on one of the 1.04h servers. The marines moved their base into processing, but that's all we let them hold. THey pretty much just had the processing resource and we were able to slowly widdle them down. Unfortunately, the server crashed form massive marine turret spam before we could end that game.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    ns_hera's double seiging is more of a nuissance then a bug imho.

    And it all depends on which you hive location you spawn when your first enter the map.
    If you start at archiving, chances are you'll have to secure processing asap.
    If you start a data core, you're ok.
    If you start at ventilation, you'll have to build some defenses near processing.

    One thing i'd like to see in 1.1 is a maximum number of turrets per TF.
    It's damn annoying not being able to bring down processing becuase the commander built 20 turrets in there!
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    In all the games I've played on Hera, the marines have never.... EVER... been able to hold processing against a dedicated skulk attack. Ever. I have seen marines teams spend well over 200 res trying to take and hold it repeatedly thinking that it was the holy grail of the map. Unless the aliens just plain suck (or the marines are incredibly sneaky)... it will not happen. Processing is quite possibly the most alien friendly room in all of NS. Walls and walkways are everywhere. It is ridiculously easy to get to point blank with a Marine before he has any real chance to fire on you.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited January 2003
    I disagree, if only because I've seen teams of marines gun down my entire alien team, without turret support, while securing processing.

    Talented marines? Undoubtably. However, having found yourself in that situation, there's little you can do other than roll over on your little skulk back and die.

    It's relatively common knowledge right now that mairnes are great at securing an area if they know the skulk is coming from far off. LMGs are great at gunning down approaching skulks from afar.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Never underestimate the power of a big frickin' Skulk rush. I was in one game where the marines were doing very well, grabbed a hive right off the bat, were on top of the second hive before it had been built, had a phase and turrets outside it and started to siege the offense and resource towers there. Next thing you know, there's eight Skulks in the hallway, they cut down the marines, take out the phase gate, and are busy munching on the turret factory by the time we get back and pick them off. They didn't manage to destroy everything, but delayed us enough that they got up the second hive and had Fades out before we managed to destroy it. It was steadily downhill from there.
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