Ns.hera Is Evil
geldonyetich
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?
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
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.
They were all like:
How the hell, where was the siege.
lol
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.
Move the hives to the other sides of the room...
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
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.
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
But then again I like atmosphere.
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.
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...
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
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>
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.
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.
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.
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!
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.