Strategy For Ns_hera
Grail
Join Date: 2002-11-06 Member: 7233Members
<div class="IPBDescription">Image included...</div> I just wanted to open up a thread and talk about map specific strategies.
I labeled the major rooms so that we can talk about choke points and weaknesses and have reference points.
So... to start this off I will offer my ideas of this map.
Room #1 is of course Marine start and should be built up as seen fit.
I like to try and control rooms #2, #9 and the pathways to the north of #9. This in effect cuts the the map in two, thus obtaining the "divide and conquer" situation. Also, this either denigns the aliens the third hive or cuts them off from the other two (which happened last time I controlled these areas).
Anyone else have ideas? And if the moderators don't mind, and there is enough interest I will post other maps (this was just the first one done).
-Grail
Edited to have a smaller file dimension wise.
I labeled the major rooms so that we can talk about choke points and weaknesses and have reference points.
So... to start this off I will offer my ideas of this map.
Room #1 is of course Marine start and should be built up as seen fit.
I like to try and control rooms #2, #9 and the pathways to the north of #9. This in effect cuts the the map in two, thus obtaining the "divide and conquer" situation. Also, this either denigns the aliens the third hive or cuts them off from the other two (which happened last time I controlled these areas).
Anyone else have ideas? And if the moderators don't mind, and there is enough interest I will post other maps (this was just the first one done).
-Grail
Edited to have a smaller file dimension wise.
Comments
I try to relocate main base to 2(reception) and then have a massive turret pressance at 6 , then try to make a sub base at 6 (hive). The advantages are that the holo room 9 is always takeable via sieges and it only leaves one way into the hive via a grate at the back of processing. Control of 9(holo-room) is very important as it has the double nozzle, it is hard to control tho due to the amount of entrances and mulitple vents.
edit:: Can anyone explain exactly how the blast doors work on hera? I cant figure out what exactly the welding does to them.
And I agree that the Holoroom (#9) seems to be much contested and very important room to control.
Does anyone know if a Siege Turret placed in room #6, can it affect room #5?
A recent game we played which we did lose we were holded up in the reception for over an hour and a half (a long time to hold on imo) and had 3 good chances to break out with a phase gate in another part of the map. The reception is also a great place to launch an attack on the left hive, which once taken can be a b!tch for the aliens to get back.
The hardest thing about this map for the marines is the limited number of nodes near the start. For the marines to get a fair percentage of them they need to spread out, and as we know a spread out marine force = skulk meat.
You can download the maps that Relic made, or you can make your own.
And like I said earlier, if there is interest I would like to discuss each map in turn.
-Grail
I think its great to discuss each map individually.
What map is the most popular or needed one that we would like to talk about next? That way I can work on that one first.
-Grail
I try to relocate main base to 2(reception) and then have a massive turret pressance at 6 , then try to make a sub base at 6 (hive). The advantages are that the holo room 9 is always takeable via sieges and it only leaves one way into the hive via a grate at the back of processing. Control of 9(holo-room) is very important as it has the double nozzle, it is hard to control tho due to the amount of entrances and mulitple vents.
edit:: Can anyone explain exactly how the blast doors work on hera? I cant figure out what exactly the welding does to them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is somewhat true. However, you have to consider the fact that the Marines have a couple of VERY IMPORTANT siege spam points. Not going to name them for the sake of @-holes, but three resource nozzles can effectively be taken out of the alien's control by placing siege turrets in ANOTHER room. I lost many a gorges and RTs trying to figure out how this happened.
It's easy for the aliens to scuttle about in this map, but if the Marines maintain RT dominance (with the sieges), the Aliens will get screwed.
I would greatly appreciate it.
Thanks.