Ns_hera Strategy

FxFallenAngelFxFallenAngel Join Date: 2003-04-27 Member: 15876Members
edited May 2003 in Frontiersmen Strategy
<div class="IPBDescription">Comments , Suggestions?</div> Ns_Hera
Marine
strategy for 8 people
Relocate to proccesing via vent in the back of marine start using comm to boost all other marines, and go thru holo. Cap at least 4 res towers, preferably Holo, base ,cargo , proccessing. Open Cargo door to marine spawn. Weld Everything that is to our advantage , mostly closing things. Possibly hold back aliens with offensive mines(outside hive)? set up siege in proccessing capalbe of taking out both Vent hive and Data core delta. Make Phase Gates in Key positions.

Situation 1 :aliens have Vents 3c hive or Data Core Delta.
-See above but
-Set up some turrets
-go straight for siege
-send 3 marines on a gorge hunt
-other 4 marines guard base and possibly other res
-at least 2 siege turrets
-use the gorge hunters to secure Archiving
-set up turrets /pg at archiving
-Finish of the aliens

Situation 2 :aliens have Archiving Hive
-Same as regular strat but
-make a turret base in hera entrance an reception with a PG.
-again 3 man gorge hunt
-setup siege within range of DCD and Vents 3c
-mine bases , since we have 2 hive secure
-in the archiving hive res area set up turrets and siege within range
-JP/HMG rush if siege fails
-Finish of the aliens

Order of Upgrades(subject to change)
1.Armor 1
2.Weapons 2
3. JetPacks/Motion
4.heavy weapons
5.Armor 2
6. Armor 3
7. Weps2/3

Order of Building(subject to change)
1.IP
2.Armory
3.Arms Lab
4.Obs
5.2nd IP(8ppl needs 2 i think)
6.Proto Lab/PGs

Post suggestions/comments please i want to know if this is a decent strategy

Comments

  • WoEIlphukiirWoEIlphukiir Join Date: 2003-04-29 Member: 15951Members
    If your playing a good alien team they will be intelligent enought to rush the relocated base if they didnt start in archiving, right? So, the best strat, is to hide 2 or 3 rines up in the comm chair room w/ the door shut. The <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->s usually will just rush right past, so then your rines have about 20 to 30 seconds to find and deal w/ the gorge before they even have to face skulks again, this gives the rines a huge advantage early game if they can find the gorge it takes about another 30 - 45 secs before there even is another gorge then, tehis allows rines to get 1st lvl amr of wpn before aliens even have carapace.

    flowchart:

    - relocate to reception/holo take both if you can
    - build comm chair ip and res
    - wait for skulk rush
    - first comm and 2 or 3 rines leave rine start to find gorge
    - 2nd comm takes over builds tf and armory when possible

    this easily gives enough time to find a kill a gorge, but you must know which res point is most likley to be taken by a gorge at a particular hie, me and some of my clan members of timed the time it takse for a kharaa to evolve to gorge and get to the nearest res and build it. somewhere around a minute
  • roachemsroachems Join Date: 2003-04-02 Member: 15148Members
    ns_hera is probably the worst map out of every since half life mod.
    not because of the design, textures,
    no doubt hard work was put into this map and its a shame, because of jackasses that relocate to processing and set up 2 sieges.
    it is completely unfair and I frown upon any commander who does this.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    I wrote a long post about this.... I'm not really in the mood, but I'll write it again just for you guys =).
    I just recently played a game with [BAY]. When I first joined, I expected to spawn at the dreaded Processing 2 hive spot. But instead, we were at Holo Room! Here's how it works:
    Everyone goes for HoloRoom, taking the nice, normal, human, scenic route. Go up the elevator, and there's a resource node: Hera Entrance and Reception. Drop the tower, build it, and continue on the Holo Room. Build your CC directly forward from the vent leading to Marine Start, near the "weldable". Anyway, you should drop the resource towers, IP, Armory, and whatnot. Drop a welder, and weld up <i>everything</i>. This spot is a horrible relocation point if you don't weld it up, or else you'll be rushed from 7 different entrances. With the weldables, it's reduced to 4, if you include the vent from Marine Start. Anyway, once you weld up the blast doors (only one side, the side with the boxes! So the Aliens on the other side can't open it!), don't close it yet. Continue on to Hera Entrance and Reception, make sure it's okay. If it is, walk straight forward. I think there's a "weldable" there. Face the resource tower, and go left into the other door, which is closed. There's a vent there, not sure if there's a weld spot. If there is, weld it. If there isn't, go back, close the door, and they are secure now.
    You should start securing Holo Room, now, with turrets. When I played, we used mines, but turrets are much more useful, as you can siege from here (I think. I'm only guessing, it seems close enough. Someone correct me if I am wrong). Anyway, you don't need to siege from Holo Room. It's a short walk to Processing, if they haven't secured it. You should also have HMG's by now. Pick one up and carry on to Processing, secure it. If they're there, blastify them. If they have Data Core or Ventilation, they're dead. You should also get Jetpacks and the like by now, too. Secure Processing (shouldn't be too hard with HMG), and take the node. Do the dreaded double hive thing, if you want, but either way it shouldn't be too hard to secure Data Core or Ventilation. You <i>should</i> have about 4 resource nodes that I have guided you through, assuming that you didn't get more. Resources should come in nicely, you should have enough to take Data Core and Ventilation (I know I repeated myself). If they have either one of those hives, they're dead unless you processed too slowly in teching up and securing hives. If they have Archiving, there is almost <i>no way</i> to get to those hives without getting past Holo Room. Secure Maintenance with turrets, behind marine start (another resource tower). With that done, you have efficiently locked down 2 hives, and Archiving is relatively easy to conquer. I hope I helped, this sucked out almost an hour of my time because I had to retype it! =)
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You can seige DCD from holoroom. From holorrom is is easy to reach archiving. GG. Hera = not a good map.
  • mstrmstr Join Date: 2003-02-13 Member: 13507Members
    I would simplify this to: "Take processing."
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    the map is not meant to have a double siege point and as such if i comm on hera i NEVER EVER SIEGE FROM PROCESSING.

    if aliens start in dcd or arch ill take vent and secure holo room (requires good marines). once u have that tech up and give goodies out ur good marines will do the rest.

    1 tf in holo room can cover 3 RTs (inc reception RT), if u build a TF in Cargo storage also u will have a secondary tf cover some of holo rooms turrets and covering Cargo storage. thats 2 tfs covering 4 res nodes make sense to any 1 else?
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--roachems+May 2 2003, 05:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (roachems @ May 2 2003, 05:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> because of jackasses that relocate to processing and set up 2 sieges.
    it is completely unfair and I frown upon any commander who does this. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Haha.

    3 games in a row the marines did this, and 3 games in a row the marines <b>LOST</b>

    Put DCs in the vent above processing, they'll have NO chance. Just make sure you don't dilly dally. Get them up there right when you see marines in proc.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I hate comms who relocate to proc, but when they do it is usually easy to finish them as long as thats all they have. Rush in and keep hitting that res node (they tend to be more concerned with the tf) When its gone should be gg no res.

    One of my favorites that noone does is relocate to cargo up top next to the door that opens into proc. (only comm I've ever seen do this is Stoneburg). From there you can siege holo if needed. And if they start in datacore then you are close enough to keep constant pressure and quite probably take out the hive with lmg's.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    always tf cargo storage at the very least, give security that u can siege holo at any time u need
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    One time I played a game as aliens starting at archiving and the marines successfully relocated to processing, getting 2 res nodes (processing and base). They held this area for a long time, long enough that we had 2 gorges with plenty of res and they had full upgrades (as far as I could tell). It seemed like there was no hope for us winning, but we kept rushing in with cara, sometimes taking down the pg but turrets would kill us or killing the tf but marines would rush through the pg and kill us. After about 45 minutes we finally took processing. We put up a hive, and while it was building they jp rushed archiving. However, they had no control over the map and we won soon after. However, I think that on that map when aliens start at archiving they should skip the base rush and protect processing. If aliens start at DCD or ventilation they shouldn't have a problem keeping marines out of processing.
  • roachemsroachems Join Date: 2003-04-02 Member: 15148Members
    <!--QuoteBegin--killswitch1968+May 2 2003, 06:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ May 2 2003, 06:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Put DCs in the vent above processing, they'll have NO chance. Just make sure you don't dilly dally. Get them up there right when you see marines in proc.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i will try that next time
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--roachems+May 4 2003, 11:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (roachems @ May 4 2003, 11:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--killswitch1968+May 2 2003, 06:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ May 2 2003, 06:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Put DCs in the vent above processing, they'll have NO chance. Just make sure you don't dilly dally. Get them up there right when you see marines in proc.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i will try that next time <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    bump <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> works all the time if you do it quick. If they have a TF up andd you got no DCs then you're done.
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    Against the strat of relocation, we presume the alien team to be unskilled and incompetant.
    Proceed with caution, esp. if u know the opposing force is very good.
    However, relocation to either processing or holoroom always tips the game in rine favor.
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    <!--QuoteBegin--Fx|FallenAngel+May 1 2003, 08:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fx|FallenAngel @ May 1 2003, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Order of Building(subject to change)
    1.IP
    2.Armory
    3.Arms Lab
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Correct me if I've made a mistake but don't you need a TF in order for you to build an Arms Lab?
  • UKCZeNnUKCZeNn Join Date: 2003-04-26 Member: 15848Members
    edited May 2003
    i think the majority of you that posted commenting on the processing relocate will be pleased to find out that the designer has restructured the map so it is no longer possible to double siege both hives. its been stretched and a third level walkway and a new RT has filled the small gap needed to make it fairer. saw it on another thread but cant be arsed to find it again and link it so sorry bout that but if u search u may find. there is a pic of the changes and a top down view of it also.


    <span style='color:red'> </span>Noob Member NOT Noob Player

    p.s. on the thread it says the map is not yet finished and may or may not be released...there is no confirmation at all so b4 you get going <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    I prefer to go to cargo and weld it open ASAP. It gives you a bigger base, an easily defendable 2nd RT and very fast access to holoroom, processing, data core, maintenance, ventilation.
  • FxFallenAngelFxFallenAngel Join Date: 2003-04-27 Member: 15876Members
    the ip allows armory and tf to be built the only thing tf is a prereq for is sentries and sieges . armory is the only prereq for arms lab
  • PigPig Join Date: 2002-12-20 Member: 11205Members, Reinforced - Shadow
    i love hera so much i want it banned from our map rotaion until 1.1 <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • FxFallenAngelFxFallenAngel Join Date: 2003-04-27 Member: 15876Members
    wow thats alotta love <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    about as much as this
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> "what? u want me to turn around?
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