Ns_hera Strategy
FxFallenAngel
Join Date: 2003-04-27 Member: 15876Members
<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
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
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
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.
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! =)
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?
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.
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.
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.
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i will try that next time
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.
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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.
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.
1.IP
2.Armory
3.Arms Lab
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Correct me if I've made a mistake but don't you need a TF in order for you to build an Arms Lab?
<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-->
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?