Hera Strategies

curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
edited December 2003 in Frontiersmen Strategy
<div class="IPBDescription">What do you do?</div> It seems that hera is a very alien-biased map. How do you play it as a marine commander?

Do you reloacate? Even when reloaced to hera reception, which is quite common, it seems like a deathtrap for the marines. Where do you reloacate to?

If not, where do you build your stuff? Do you use turrets where you wouldn't on other maps? How about the base rt?

What are some overall strats on hera?

Comments

  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Take entrance and reception. It's worth it. Why?
    1) It's raised off the ground. That means stomp won't work, as you are standing above where stomp will stun you.
    2) You can siege double res.
    3) You can also get to archiving hive very easily.
    4) There is a relatively large open area in front of E&R - which is great for shredding oni with HMGs.
    5) you can grenade all entrances from behind the railings - making it quite hard to get in.
    6) It's a easy to get to from marine start - meaning you can get there fast at the start of the match.

    The problem with E&R is that the entrance coming from marine start has good cover for lerks and fades to spore/acid rocket from. For best results, keep the path between MS and E&R. I reccomend putting mines along the path to discourage aliens. Plant them in groups of 5 for the best effect.

    Ventilation hive is also good:
    1) The entrances at top can be guarded by three guys: (2 HMGs & 1 GL) Plus they can attack enemies that try to come in from below.
    2) The raised section of Vent is like #1 about E&R.
    3) Any oni trying to attack you have to run across a large open area and then climb ladders - meaning they can be shot from relative saftey.
    4) The entraces can be filled with an electrified TF and turrets - making a stealthy entry virtually impossible.
    5) It's a hive. Nuff said.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    I like general cargo. How ever its hard to get there if aliens have data or vent. You can siege holo if needed from here. Its also near proccessing and vent hive. You can control a decent about of nodes as well.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    when you reloc to hera... block the paths around the desk w turrets. acid rockets and exploding skulks are pretty much needed to get you out.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Hera entrance is over rated.

    I've tried cargo bay relocates a few times and they seem effective, you have to get a welder out to close the vent and open the door to marine start. This blocks off the most awkward route for your marines to cover and gives you easier access to another RT (marine start) and generally easier access to the archiving side of the map via marine start.

    Only thing is most people just head straight to hera entrance because that's what is thought to be the best relocate. Which means half your marines often end up going in the opposite direction to that which you want them to.

    Please stay in base for the 10 seconds it takes your comm to give you the first order. It causes much less aggrovation <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Don't stand still. Dithering on Hera will cost you, just like in Lost.


    A quick aggressive rine team can expand to reception or processing, and from there annihilate aliens. Hera has an obscene amount of places to siege from if absolutely necessary. All three hives are insanely easy to get into and have multiple entrances - very hard to defend. Aliens big advantage is putting the squeeze on marines.

    Many players fall into the trap of capping some res, holding back aliens, and teching up. This WILL fail. Never let the aliens get complacent - always keep the pressure on, always keep pushing the hives. If you've some sieges NEAR a hive but not IN one then aliens will have a tougher time recapturing hives.


    The take home message is to always keep moving, keep being aggressive, and you'll get a more interesting game, and if you're good enough, a win.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Hera is almost a "must relocate" map because of the abysmal MS. There's four places to relocate to:

    1. Hera Entrance
    Easiest relocation. Aliens usually can't stop you from going here since it is so close to MS. This area is very defendable, possibly the easiest area on teh map to defend, and it has Holoroom with its 2 nodes close by. It os also close to archiving and MS, meaning that you can have up to 5 nodes somewhat close, but it is still a bit out of the way.

    2. Holo Room
    Harder to get to then H.E. It is also harder to defend, with its multiple entrances. It has 2 nodes and is more central then H.E. You're close to processing, which is a power-area, archiving and H.E., meaning you have 6 nodes nearby.

    3. Cargo
    This is a very good reloc but hard to get to, not to say impossible if aliens are expecting it. If they start in Vent hive you shouldn't even try it. If you manage to reloc here you have a great position. It's right in the middle of the map, close access to <b>all</b> nodes except Archiving, you can siege Holo from here and it is very defendable once you close the vents. The main problem is getting here in teh first place.

    4. Processing
    This area allows you to siege two hives, which sounds good, but because of this, Aliens tend to do anything to stop Marines from taking it. It's also hard to defend and only has easy access to two nodes, though Holo and Cargo are reasonably close. Aliens have been conditioned since 1.0 to not let Marines take this though, so I wouldn't go for it as a reloc spot.


    Hera Entrance is the easiest to do, Cargo is the most powerful but hardest, Holo is a bit of a gamble and Processing is.. well it is Proccessing.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    Here's a good strategy:

    admin_map ns_eclipse

    It only works with admin though.
  • roqaliciousroqalicious Join Date: 2003-01-07 Member: 11981Members
    Hera is a big map, get your marines out of base ASAP or they will get trapped in. Honestly, don't try capping Hera unless they're in 3C, it will just go down time and time again. You need to cap the opposite sides of the map. Don't go to Double node all the time, its hard to hold. You need to put lots of pressure on the hives and processing. Hera is NOT a map you can sit back and farm turrets and expect to win. Get upgrades fast, pressure their hives, and keep alien res nodes low.
  • FatalisFatalis Join Date: 2003-11-08 Member: 22391Members
    Beheld some plans I've made for ns_hera a while ago. They came with detailed descriptions, but I don't have the time to translate.

    - <a href='http://www.spidola3.lv/dissimulo/ns_hera-plan1.gif' target='_blank'>Map 1</a>
    - <a href='http://www.spidola3.lv/dissimulo/ns_hera-plan2.gif' target='_blank'>Map 2</a>
    - <a href='http://error.times.lv/ns_hera-plan3.jpg' target='_blank'>Map 3</a>
    - <a href='http://error.times.lv/ns_hera-plan4.jpg' target='_blank'>Map 4</a>
    - <a href='http://error.times.lv/ns_hera-plan5.jpg' target='_blank'>Map 5</a>
    - <a href='http://www.spidola3.lv/dissimulo/ns_hera-plan-full.gif' target='_blank'>Full map</a>
  • VenomLordVenomLord Join Date: 2003-08-04 Member: 18868Members
    errr.. your plan 2 points to the full map not where you intended it to point to
  • FatalisFatalis Join Date: 2003-11-08 Member: 22391Members
    <!--QuoteBegin--VenomLord+Dec 8 2003, 03:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (VenomLord @ Dec 8 2003, 03:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> errr.. your plan 2 points to the full map not where you intended it to point to <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No it doesn't. Look at the red line: it's meant to be a path for marines.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    1. Relocate Reception
    2. Take holo
    3. Counter first chamber
    4. Take processing
    5. Either win by siege or Seal of at holo/datacore
    6. Play next map, or marsh into archiving with a welder and shotguns
    7. gg
  • JediJedi Join Date: 2003-09-17 Member: 20952Members
    stay in your start location, rush jetpacks+shotguns. Game over.
  • IceBaronIceBaron Join Date: 2003-02-25 Member: 13954Members
    I don't get it. Hera is awesome for marines. Check the stats page of Freaksunleashed.com, marines get more wins there than any other map on freaks server(like 51%). But relocate to hera is almost standard there.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Processing isn't as hard to take if you're facing slack or cocky aliens.

    In fact if you rush either of the nearest hives right off the bat, you can move from them right into processing and on a round trip of all three hives. Great if you can get a solid rush moving and the aliens have no real coordination or OCs.

    However, assuming competent opponents, processing does get dicey, but at the very least will hold the enemy's attention - something you *could* turn to your advantage.

    Pretty much the only real difference of opinion between stoney and myself on the matter of Hera, I think.
  • BuglerBugler Join Date: 2003-09-04 Member: 20561Members
    none of you have really touched on the fact that PROCESSING is the KEY to hera...

    Not only is it a good central location, you can siege both DCD and the Vent hive from it, and it offers easy access to Holoroom.

    Problem with relocating or going to hera- it gives aliens time to secure both sides of the map- and taking holo as well as maintenence becomes a deathtrap...

    I find it best (with the exception of the aliens starting in vent) to send a lot of guys through hera and double- to cap res nodes and distract aliens, while 2-3 good players go around and weld open the cargo door. From there, you can easily waltz into processing and win the game.

    Blue Danube anyone?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    At least two people have already mentioned processing, you know.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Actually five people have mentioned Proccessing already, 7 with you two. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Anyway, I don't think of Proccessing as the "key" to Hera, I think of it as the quickest way to finish once you are winning. Going for proccessing early usually loses the game in my experience. If you can relocate to proccessing, you're up against really poor aliens or you got very lucky. No matter which route you take it is a very long walk and goes through alien territory.

    Of the standard maps I think Hera comes in third place as most Alien biased. Beaten by lost and bast.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I dunno, I mean I've won lost as a marine who just yelled LMG rush.


    Of course, that was a monumentally cocky alien team who got pwned "like we do in the old country"
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    Relocating to the top corner of holo works out pretty well for me most of the time, however it can be difficult to get the comm chair/IP up.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Ok, say you pull off the relocate to hera and they have DCD or Vent hive. You build the RTs in holoroom and are holding them fairly well. The question is, should you push right away to lower processing and get the siege station going or tech up with your RTs while trying to take out theirs?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Push.

    Tech rushing just doesn't work, and you will learn this painfully if you try it on very small maps.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Not neccesarily tech rushing. I'm looking at it as you have >3 rt's, so where does that money go. The siege station in lower proc is oh so important to winning the map, but 30 res for aTF, 45 for 3 sieges, and we'll say 5 sentries = 125 res. What I'm asking is do you build this as soon as you can get there alive? Or do you get a couple upgrades first while harassing other parts of the map? Trying to hold lower proc becomes a full time job for the entire team so you might lose control of everything outside of hera/holo.

    Seems like you should at least get phase tech first.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    You should definetely focus on upgrades before attempting to take lower Processing. If you don't, you will be trying to hold off aliens with relatively weak Marines while putting the majority of your res ´where it will be completely wasted in case your (weak) Marines lose the fight.

    It's up to you as COM to decide when to go for the kill. Going for it too early can result in you wasting all your res and them getting upgrades to beat you with. Too late and you'll be facing a bunch of cows/fades/lerks and WoL's instead of lower lifeforms.

    The best idea is usually to go for it just after you've beaten aliens somewhere. Say they just rushed your base and got killed, go for Processing while your Marines morale is high and aliens are disorganised and respawning.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Also the players will be peaking on adrenaline, so you want to make them use it before they get the shakes as their body comes down.

    I say push because I just keep seeing too much suicidal turtling on pubs. If you know when to move and when to consolidate, like stoney said, you'll be ok most of the time.
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