Will Ns_hera Be Redone For 3.0?
Byeka
Name changed from Freak83Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
<div class="IPBDescription">To remove the double siege "exploit"</div> I just want to know if it has or will be redone so is no longer a double siege from processing. It's not a very hard position to hold and has surprised most people that it stayed double siegeable in 2.0.
This discussion has been closed.
Comments
most of the map is just confusing.. some of the hives are counter-intuitive and don't work well at all on HL's engines.
The map has many flaw's which I doubt will be touched at all..
All and all, this is my most hated NS map.
very good map
hera is one of the most complex maps, it has alot of differently designed rooms, very individual designed hives, more complex marine start, varied ground levels over the map, its got weldable doors/vents, its got a double res, its got dark tunnels, elevators, shortcuts, outside platform, alot of different and nice map features and lots more... as far as im concerned hera is part of the cream of NS maps.
and Im not 100% sure but you can not siege ventilation hive and data core hive with the same sieges, you can siege both from "Processing" but not from the same spot like you could in 1.04
and to be unable to siege vent hive from proc, whoever designed the map just has to extend the (unbuildable on) alien infestation in Processing next to the wall of vent hive for 2 m.
Cheers
I agree that you shouldn't always have to relocate. But if you're giving the Aliens hell the entire time, like you should be, then you really don't have to worry about relocating your base.
It has, indirectly.
The no build zone around structures now limits the ability to place sieges in processing.. especially near the res node. And putting enough sieges next to the wall to siege vent in less then 2 hours is also difficult.
It's an awesome map, don't knock it.
The things that bugged me the most were always the untakeable waste hive in, i think its tanith, and sieging double from rine start in that other map which I cant remember the name of (why can't the map names be easy like "dust" "italy" and soforth? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
How can you say that about hera when there is crap such as mineshaft which is played so oftern for some reason <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I do aggree though if you dont relcate on hera you are usually gunna get raped unless you use lots of pgs. When I do comm which aint oftern as my mic doesnt work on comm mode again for some reason and I aint got it bound to my mouse any more too <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> I find it one of the most enjoyable maps to play. There are many places you can relcate on the map but I usually do cargo. I do aggree that the double seige needs to be changed especially when Archiving aint a good hive to have as its only got one near by res.
The things that bugged me the most were always the untakeable waste hive in, i think its tanith, and sieging double from rine start in that other map which I cant remember the name of (why can't the map names be easy like "dust" "italy" and soforth? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Tanith's waste hive has been reworked. See the NS:C screenshot thread, about 20 pages back.
Veil's double res is no longer siegeable from marine start, the monitoring pods have been removed.
The "dust" and "italy" refrences prove you aren't worthy of NS. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
It has, indirectly.
The no build zone around structures now limits the ability to place sieges in processing.. especially near the res node. And putting enough sieges next to the wall to siege vent in less then 2 hours is also difficult.
It's an awesome map, don't knock it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
then how u build thing in base?? since u say there is a NO BUILD zone around structure? or when u relocate to like nano in veil, u cannot build strcuture around the rt? this would seriously decrease the amount of marine tactic used.. elect tf wif building, pg wif rt
-_-
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Does that qualify as English?
Anyway, the no-build zone is very small, it just prevents those famous Bozai-Bases that are so popular in 2.0 Its still perfectly possible to protect a phase gate with an electified RT, you just can't build it right on top of it.
At any rate. I think the translation is, for those with problems reading it, that he is dismayed that there is a "no build radius" arouund buildings, and is upset that you can no longer use tactics such as building everything around an electrified TF or RT.
My responce is that no, you can still build yourself a "bonsai base" if you want to. The no build radius was introduced esspecially because of the valid tactic to build everything around an electrified structure. The problem with that tactic though, was that it made if VERY difficult to get OUT of such bases. Often, "back to action" times would double or triple, simply because after spawning, it takes so much effort to get out of the stupid bonsai base. So now there is a forced minimum distance, so you can walk out.
To compensate for this, the electrical range of TFs and RTs has been increased, specifically so that by building close to these structures, you can still provide extra protection. The only difference now is that you can walk out of base without being a master of jumping just perfectly.
Edit: Heh! <a href='http://www.pseudodictionary.com/search.php?letter=d&browsestart=860' target='_blank'>Dysfractionated</a>. Ah well.
The same about applies to aliens, 99% of overpowered alien spots can usually be fixed by lowering the ceiling, making a hallways smaller, taking out a vent.
I don't see why this isn't worked out in playtesting since day one when the maps come out people are already relocating or sieging from these "key" spots in the maps. Shouldn't be happening if someone is fixing the maps like they should IMHO.
Uh, anyway. I think they need to fix the hives in ns_caged. Really.
Look at Sewer. Lots of ladders, an onos deathtrap, and your res node is outside of the hive meaning the marines can take it and leave you inside of your little sewer with 0 rts.
Ventilation. One exit, the other is a *weldable*! Then there's several vents, but really, who uses those? The main exit for onii and such is an elevator. Really, what were they thinking?
Generator. The res node is like several hundred miles from the hive - or so it seems. Just outside of the hive are long corridors too, rendering most aliens useless unless they go by the ceiling.
The hives need to be more friendly for aliens...
I'm done now. And yes, I realise this thread was about hera, sorry. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Try again, this time with more rational argumentation and less emotion.
<span style='color:red'>***Locked.***</span>