Hera

SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
edited August 2003 in NS General Discussion
<div class="IPBDescription">...and spawn points and lerks...oh my...</div> ...is not much better than the 1.04 Hera map at the moment...

Why?

Answer is lerks (mainly) and their ability to fly "outside" the area around the marine spawn...

Now, I suppose marines could counter that with a few jetpacks but the problem is that the common Hera strategy I see from the alien side nowadays is as following: 3-4 goes lerks immediately and go to the marine spawn and constantly spam the spawn area with spores while the marines are totally unable to do anything.

Now, the problems I see here (if ignoring the fact that aliens are overpowered atm of course <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)

1. Map design is way to the disadvantage of the marines at the moment.

or

2. Lerks appear too fast ingame (nothing wrong with the cost but all aliens do on the other hand start with 25 res)

or

3. Spores is a too good of a hive 1 weapon

Mind, I love the lerks, as I play them a lot but I do feel that they are a bit too powerful early on, specially if the alien team gets 3-4 going at once whether it's a small or a large server. And in Hera they are pretty much an overkill creature. It's not great fun to play as a marine and being spammed with spores after a couple of minutes and not being able to do anything about it on this particular map.
I know that the new patch will nerf the aliens of course but I wonder if this bit will be looked into as well?
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Comments

  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    The problem is the ability to fly to that outside tunnel.
    The marines can't shoot through it, but a smart lerk can!,
    usually some type of chamber will be built there, and the marines will have to siege it..
    Another annoying place the lerks can hide is a little area in the middle-back of the boxes, theres a tiny corner they can fit in there
  • Cry_HavocCry_Havoc Join Date: 2003-01-22 Member: 12593Members
    Grenades take care of that situation nicely.

    HMGs too.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Snipe them with your pistol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Aye...tried the pistols of course but they aren't really that effective enough. The vent that is on the roof at the beginning of the tunnel for instance is the perfect place for a lerk to be.

    And by the time you do get grenade launchers or HMG's it's too late. The lerks will have then succeeded in severely (too much so) delayed the marines unless they now have relocated of course.
  • Cry_HavocCry_Havoc Join Date: 2003-01-22 Member: 12593Members
    <!--QuoteBegin--Skyrage+Aug 27 2003, 07:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skyrage @ Aug 27 2003, 07:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And by the time you do get grenade launchers or HMG's it's too late. The lerks will have then succeeded in severely (too much so) delayed the marines unless they now have relocated of course. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Either the marines relocate from the get-go or they build their base on the walkway. All the lerk can do is spend an hour trying to take out the RT.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    If they build on the catwalk upstairs, it'd get really crowded, really quickly. Getting out of the base would still be problematic, with the sea of spores and spikes and whatnot...

    <b>Real situation:</b>
    Three average-skilled Lerks on the glass tunnel can take out the Marine Start RT in about 3-5 minutes. Nobody would be able to approach the RT (since it's basically in the middle of NOWHERE, with absolutely NO cover), let alone try and pistol-snipe all three Lerks.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    The problem is not the lerk being there, the problem is that they can build 3 def chambers there and then lerk. At that point, its too far to be shotgunned, heals too fast to be taken out with lmg/pistol/hmg (besides, it can duck behind the tube), and too insignificant to get a gl or seige to take out.
  • ManosManos Join Date: 2002-11-01 Member: 1956Members
    adreline regen lerk out there is almost invincible.

    only teamwork with use of gl and hmg's can be a threat to him.
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    i think swapping around spores and umbra as hive abilities is the key, so lerks are only effective really supporting skulks in the early game.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Relocate, or rush a hive.

    To be honest if THREE lerks are sitting there at game start, then they've hoarded all their res. Thats assuming you're not a totally inept marine team of course (RFK gets people to lerk v quickly). Since they're hoarders, that means chambers aren't up, RTs aren't up, and you SHOULD have an easy time moving to somewhere you CAN hold.

    "The problem is not the lerk being there, the problem is that they can build 3 def chambers there and then lerk"

    If you're not there, then there is NO problem. If they build 3 def chambers, great, thats 30 res at a spot you won't revisit. They lerk, you leave, they've wasted, what, 60-70 res on something you won't go back to?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    hera has some evil posibilities for aliens.
    But when you know them one gl solves them all and aliens are screwed.

    another one is the elevator right of marine spawn. it does no damage and you can build on it.
    Put elevator down, build 2 ocs half on the elevator. elevator gets blocked on moving up and ocs kill falling marines.
    you CAN still pass this by the 2 ladders down the elevator but 2 ocs kill you.
    placing one sc somewere and a dc below the elevator makes it even worse.

    the left path of marine spawn gets blocked by an SC or DC outside.

    so now you can block both exits of marine spawn just by some fast gorges.

    But only newbie marines dont move out of the base early.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    I agree this is a problem for hera, but why change the spores to second hive abilitie for only 1 map? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    They have to change the map somehow...

    Maybe they can make an invisible wall type of thing in the little area that the gorges build in? (behind the pipe)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    the outside area just needs to get clip brushed.
    its like the top of marine spawn in ns_origin.
    you can shoot and see trough clip brushes (invisible) all they do is blocking movement.
  • StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
    Yeah, I've complained about Hera before. Having said that, I love playing lerk on it for just these reasons mentioned. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    If you can get into the little gap at the back of the crates outside you can stay there for ages, popping up to shoot spores and dropping back down to heal. They can't touch you there (unless they get organised or have jetpacks). If the crates were moved slightly it wouldn't be a problem (from the marines point of view).
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I liked the old hera more than this one, a lot more. Why didnt Merkaba or whoever made it just *move* sewer hive away from processing? Everything else was golden, except right now I really like the new layout of vent hive and the elevator to maintence.
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    The problems you mentioned are valid. A solution would be to remove the dips in the outside area that a lerk can hide behind.

    Another slight problem is that I find that exiting the right hand side of the marine base is a deathtrap.

    I think that it is a combination of the elevator / darkness, but squads that I send to weld open cargo bay usually get slaughtered. :-/

    Hera isn't the only marines start I hate. The one on Bast is horrible! (I think that map is named bast - the hives are called Feedwater, Engine and Refinery.) At least the elevator exit is less of a death trap than the one on Hera, but the revolving door door is exit. One of my strategies for that map are to get phase gates ASAP so no marine will ever have to walk out of the base.
  • itsmemoitsmemo Join Date: 2003-07-17 Member: 18232Members, Constellation
    I do this sometimes, mainly cause its annoying.

    If the marines come out to shoot you, spore em and they will retreat. once they retreat, spike the rt to death, if they come to weld it, spike them to death.

    i've made marines have to rebiuld that rt 5+ and even turret farm it one game..

    but of course I spiked the turrets as well.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Lerks behind boxes u get 3 rines to stand on each other and that guy gets owned. As for the walkway tunnel they can sit on i reckon put the invisible wall next to it so u cant get on top of it. As of now it has no use to rines and is just an exploitable area for aliens.
    As for the maint elevator i love it, it is mass slaughter with the darkness etc. it should be made a lil easier for rines i reckon tho, esp about building on it to block it that really sucks.

    - RD
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    I always get confused when marine starts are created by mappers that give the marine side a distinct disadvantage. One must question why marines would set up shop in areas of a base where they are very vunerable.

    Hera: Yes, you can build up on the walkway, but that still leaves your res tower out in the open to be attacked by lerks. Jetpacks are not a counter because the alien side can get lerks way before you can get jps. If there are 2 or 3 lerks outside there is very little a marine side can do to prevent the loss of their res point, which seems to be the only reason why they would stay at their start location.

    Bast: Oh boy. When I first saw that weldable my heart lept for joy. Then I saw what it produced. In one of the most bizzare twists in an NS map there now exists a weld point which places the marines at a distinct disadvantage! Weld points are there to allow the marines to alter a map in ways which benefit their team. The marine team though is heavily disadvantaged by the bast weld, as now gorges and lerks can shoot through the gap with a handy sheild in front of them.

    Those are the 2 worse offenders (And it may be no coincidence that I see very few marine hera/bast victories), but a marine team must surely ask itself, upon spawning, why should we stay here? A marine start has to have some sort of tangible benefit for a marine side: making a marine start a nightmare to hold just doesn't make sense!
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Hera is a great map, the outside problem could be solved so SIMPLY
    Just add a door, that opens with a switch.
    Close the door after you have the tower built, then they would have to open the door to get outside. Maybe place a box a bit infront of the switch to prevent parasite/gorge spit form opeing the door.

    No need to change anything but a very small change to the map!
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    *agrees with what majin said*
    I somehow think <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=7&t=44859&st=0' target='_blank'>this</a> Is relavent to the discussion here XD
  • Cry_HavocCry_Havoc Join Date: 2003-01-22 Member: 12593Members
    Placing a few OCs at the bottom of the elevator outside ns_mineshaft's marine start is always fun before they get GLs.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • zippyzippy Forum Police. Join Date: 2003-01-06 Member: 11956Members, Constellation
    1 - stay outta the gas

    2- don't let the marines go after the lerks coz that'll be men waisted.

    3- find a marine with good aim to catch lerk off guard.

    zippy
  • EplekongenEplekongen Join Date: 2002-11-16 Member: 8915Members
    Lerks are not the biggest problem, a fade with blink can get up there just as easily. And if he falls down he can easily blink up. I had this one fade do it once, (Grrrrr Insane <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) I kept shooting him off the tube and cliff, but every time he could just blink his way up. He also could hide in the black are behind the boxes.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    damn i hate lerks at hive 1, theyre so powerful too, 1 lmg clip to kill them, if they fly u can barly hit them, when they fly on a cieling theyre 1/2 way in it and u cant hit them and also in marines spawn in tanith where theres suppoidly outside the whole complex, if lerks fly in the clieings up there u cant see them at all <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Why, I hate you Mr. Topic Poster.

    "Is not much better"

    Of course not, the first Hera was absolutely amazing, and while this one is better, it takes a HELL of a map to out-do the orginal Hera, therefore this version is only slightly better.

    Go cry elsewhere. I LOVE the outside part, just build your stuff a tid bit further from the exit so you can't get spored while spawning, humping etc.

    As for perhaps spiking the rt to death, its a STRADGEY, there are plenty of places on indoor maps where marines can't reach without jps and lerks can sit and spike, this really isn't any different.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Majin+Aug 27 2003, 12:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Aug 27 2003, 12:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hera is a great map, the outside problem could be solved so SIMPLY
    Just add a door, that opens with a switch.
    Close the door after you have the tower built, then they would have to open the door to get outside. Maybe place a box a bit infront of the switch to prevent parasite/gorge spit form opeing the door.

    No need to change anything but a very small change to the map! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    YES! Excellent idea, I like that.

    That way, we can keep the awesome outside part, without having people cry too much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin--Majin+Aug 27 2003, 06:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Aug 27 2003, 06:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hera is a great map, the outside problem could be solved so SIMPLY
    Just add a door, that opens with a switch.
    Close the door after you have the tower built, then they would have to open the door to get outside. Maybe place a box a bit infront of the switch to prevent parasite/gorge spit form opeing the door.

    No need to change anything but a very small change to the map! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You've been reading my notebook, havn't you?

    I apologise for these problems with the map, I personally put it down to the fact that I actually played very little NS over the last year, because I couldn't (university connection prevented it), and also because the map got extremely little playtesting done before the 2.0 release.

    Unfortunately I always underestimate the ability for people to be extremely annoying and to exploit the smallest of problems.

    But if the door was closable, would there be problems with commanders building all buildings which marines dont need to access out on the landing pad? Would that be a problem?

    I'll probably be adding another resource node in the fog corridor too, to make it a bit more attractive for commanders to try and conquer (and because resource nodes are scarce around the marine start).

    I resign to the fact that you guys know more about what I should do here than I do, so feel free to make suggestions, but bear in mind I'm not prepared to do any major overhauls when smaller solutions will work just as well.
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    why not encase the landing pad in a huge glass dome with a big airlock in the ceiling? that way you still have the new area and all the landscape in view, but the aliens can't cause problems on top of the walkway like they do now.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Well, obviously a minor alteration to the marine spawn point*is* the best solution <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Mind, that people have come up with several great answers of course on what the marines can do (except for xzilen, who apparently lives for insulting people, or am I wrong?) however do also think about that it's one thing to say which strategies work and actually making them work when playing.

    But as I said, the most obvious thing to do would be to have the marine start a bit more friendly towards the marines and remove or alter some of the areas which gives lerks a too much of an advantage so early on. The glass dome idea above this post sounded quite attractive for instance <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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