Ns_hera: Rush Cargo!
spyduck
Join Date: 2003-08-05 Member: 18939Members
<div class="IPBDescription">This may or may not have been said bfore</div> When 1.x ns_hera was being played, I remember the thing to do was instruct everyone to RUN like CRAZY to processing, set up camp and
win. There was absolutely nothing the aliens could do, because, after all, the highest life form they could ever achieve would be skulk. The only time the processing rush failed was either it was countered at the start (which is highyl probbable) or everyone randomly left base. You probably remember the good ol days (well at least I do) in 1.x when as a comm on ns_hera youd hand out tons and tons of mines and there were never enough mines to go around, yet they did a WONDERFUL job in tandem with the turrets in keeping out the skulks, but two things had to happen, yeah? #1 your team had to inspect the health of the turrets and turret factories and ask for a welder or at least be responsive enough to use a dropped welder and listen over the headset to the comm #2 the mine layers had to have a little more than a few molecules and place them on the ground or close to structures, not in random garbage places in pretty patterns to make mine-laser-art, yeah?
Anyways, so 2.0 rolls around, now everyone is rushing Hera Entrance or relocating thier. Yeah, you can siege out archiving and holo from Hera, but lets take a closer look
#1 Hera Entrance -> one resource. You are almost certainly required to aquire double (Holoroom) to make any sort of headway. Pushing on double is a HUGE res investment, and true it pays off but there is also a drawback with the positive, I think its arguable the draw back is nearly as punishing as the reward is good.
#2 About Holoroom. Positives = 2 resources. Negatives there is very little board control from Holoroom!! I think its ridiculously important that
every major location the marines take means both Res AND board control in the form of sieges/marine presence.
#3 You hang onto holoroom + hera = you keep archiving, yeah? Okay thats one of three hives, thats not good enough! In terms of resources, the aliens will almost certainly control the map! HA trains are hard to keep up when the onos aren't one or two or three, but <b>streams</b> where the same onos come back within minutes and this keeps happening!
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My ns_hera plan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Have everyone rush through maintenance, run into the cargo, and set up camp atop the elevator.
Facts
1. your base has two openings: THe elevator and the doorway that automatically shuts. How good is that? Very easy to keep things in order
here
2. You can siege out holoroom, and upper processing. Thats 1 res from cargo + 2 res from holo + 1 from upper processing.
Upper processing leads to taking processing
3. Taking processing : I dont know why i heard this before but you can indeed siege data core delta and Ventilation 3-C from processing + you get another res node, thats 5 res nodes! Some phase gate action combined with more than alot of sieging and you will have your entire team mounted up in no time. The placement of sieges in processing takes some time but its well worth it obviously as you control two hives
is there anything wrong here? comments?
win. There was absolutely nothing the aliens could do, because, after all, the highest life form they could ever achieve would be skulk. The only time the processing rush failed was either it was countered at the start (which is highyl probbable) or everyone randomly left base. You probably remember the good ol days (well at least I do) in 1.x when as a comm on ns_hera youd hand out tons and tons of mines and there were never enough mines to go around, yet they did a WONDERFUL job in tandem with the turrets in keeping out the skulks, but two things had to happen, yeah? #1 your team had to inspect the health of the turrets and turret factories and ask for a welder or at least be responsive enough to use a dropped welder and listen over the headset to the comm #2 the mine layers had to have a little more than a few molecules and place them on the ground or close to structures, not in random garbage places in pretty patterns to make mine-laser-art, yeah?
Anyways, so 2.0 rolls around, now everyone is rushing Hera Entrance or relocating thier. Yeah, you can siege out archiving and holo from Hera, but lets take a closer look
#1 Hera Entrance -> one resource. You are almost certainly required to aquire double (Holoroom) to make any sort of headway. Pushing on double is a HUGE res investment, and true it pays off but there is also a drawback with the positive, I think its arguable the draw back is nearly as punishing as the reward is good.
#2 About Holoroom. Positives = 2 resources. Negatives there is very little board control from Holoroom!! I think its ridiculously important that
every major location the marines take means both Res AND board control in the form of sieges/marine presence.
#3 You hang onto holoroom + hera = you keep archiving, yeah? Okay thats one of three hives, thats not good enough! In terms of resources, the aliens will almost certainly control the map! HA trains are hard to keep up when the onos aren't one or two or three, but <b>streams</b> where the same onos come back within minutes and this keeps happening!
-------------------------------------------------------
My ns_hera plan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Have everyone rush through maintenance, run into the cargo, and set up camp atop the elevator.
Facts
1. your base has two openings: THe elevator and the doorway that automatically shuts. How good is that? Very easy to keep things in order
here
2. You can siege out holoroom, and upper processing. Thats 1 res from cargo + 2 res from holo + 1 from upper processing.
Upper processing leads to taking processing
3. Taking processing : I dont know why i heard this before but you can indeed siege data core delta and Ventilation 3-C from processing + you get another res node, thats 5 res nodes! Some phase gate action combined with more than alot of sieging and you will have your entire team mounted up in no time. The placement of sieges in processing takes some time but its well worth it obviously as you control two hives
is there anything wrong here? comments?
Comments
however your general idea does seem nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
better to have empty res nodes than having the enemy team capturing them
if you relocate to hera (and succeed, since aliens will ambush you at hera EVERYTIME), you can not only take archiving, you also have a nice access via a weldable vent into data core... if your marines can stay undetected long enough to set up tf and pg in this place the aliens are pinned down to vent hive and you have 6 or 7 nodes.
the relocate to cargo isnt bad tho, but you got very limited space there. marines will often empty half their clip into a building or a fellow rine when skulks rush in