Hera is one of the oldest played map out there.
It's not one of the most played map.
It's not one of the most visually enchanted map
It might be one of the most changed maps and possibly one of the best balanced maps.
What is an OC
The OC(Offense chamber) is the aliens counter to the marines turret, although the two of them has completly different roles.
The problem with the gorges nowadays, seems to be that they all want a solid defence wall(if you played 1.0 a WoL) but the OC doesn't work that way anymore.
OCs are used to intercept a marine advance and keep the marines at one place until help arrives.
Is the OC a mad killing machine?
Short speaking: no
To get a kill with a OC you have to be lucky and know how to, and where you shall place your OCs.
That is what this guide is going to be about.
What should I protect?
The most important thing is of course the hive, second your rt's and third, and maybe the most useful way of useing the OC, the important moving areas For exampel: South loop on ns_eclipse or processing on ns_hera.
This guide won't work good versus commanders that loves a good lockdown, more the commanders that loves the smell of sieges and HAs, but don't disbelief, it can easily be adapted.
The question?
Were should I place my OCs for the best hive protection.
If this would be NS 2.0 I would say at the siege spots, but in 3.0 many marines have understood the true value of spawn-camping.
But yet i would say, put them at the siege spots, many siege spots usually are a entrance to the hive and "shuts the door" for the spawn-camper.
Note: Spawn camping usually appears when the marine team are more skilled than the Aliens.
Hera's OC placment
(The samples and hints mentioned below are all alone and anticipates that you only uses one of the sample at a time)
Important routes
-Holoroom

-The Double res room of ns_hera, marines always tries to take it.
OC spot 1 and 2
This one is the WoL technology, it tries to stop the marines from even entering holo room
The marines will come Entrance 1 or 2, the OCs on the picture protects it from
entrance 1, but the marines can still pour out from OC spot 2(rarely OCed) and easily kill your and your gorge buddy.
Some protection has been added to spot 2 on the picture as the third OC(the one in the corner) should take the marines by surprise(if they try to go to OC spot 2, or rush over spot1)
You need at leat two gorges to keep one opening alive for a while.

-Another OC suggestion
spot 3
From reception you can count on that atleast a couple of rines comes from here and run towards OC spot 2 and upp the left flan. From here they can easily kill you, your gorge friend and all the oc's.
This is a very commonly used OC spot, why?
It provides cover for both entrancec and the marines can't fire at it from range.
But unfortunatly many gorges forgets to build a OC behind the RTs, otherwise a single marine can easily take out both RTs.
If you build a couple of DCs close to the OCs, you can maintenance another couple of OCs and yet have the time to run back to your OCs if there should be any need for it.
OC spot 4

-A dark picture of the plateau at the bottom right of holo room.
This is by far the best solution for the lonely gorge.
Marines can outrange you, so save ALL energy to healspray, and build a DC directly after the first OC, if of course aren't two gorges.
The ÓC doesn't reach over the entire holo room, so spitting could be tempting but save your energy.
If you're two gorges one can spit and the other healspray, and this is a very mean combination.
The only way to get rid of two gorges up there is sieging, and as bonus, their sieges won't reach you from reception.
Don't count on keeping on this room for a long time.
It's two resource nodes and easy movement to both archive and processing makes it the one of the most valuable positions of the map and therefor, if the marines can't take it with force they VERY often sieges from cargo OR reception.
One of the only ways to keep it is to get early fades and lerks.
Hive protection
The hives os ns_hera are one-way entrances for the normal marine.
The smarter marines can either weld open the door to Archive hive, weld open the vent to Data core delta hive or build a human stair to get into ventilation.

-The easiest way to protect Archive hive.
Hints for archive
There are two entrancec to Archive hive(If the commander hasn't reasearched JPs)
one of the entrances consists of a door, the other of a weldable door.
Both of the entrances need heavy maintenance if the marines attack.
It's hard to place the OCs such as they cover each other, instead you can either
- Build a WoL
- Fortify the RT room(very effective because the sieges won't reach the hive)
- Try to put the OCs close to the corners, but so they still can fire, and try to make the OCs cover each other(very difficult)

-The most common siege spot of vent secured
Hints for ventilation hive
Ventilation hive is a paradise for a JPer, if you know that the marine commander fancy JPs, put some OCs in the hive ontop of the entrances to the hive.
Ventilation hive is VERY difficult to siege, one of the only ways to doing it, is to go up the ladders(on the picture) and build sieges there.
Therefore I strongly recommend that you build OCs there, build them a bit back so that the marines have to go up the ladder to fire at them.
If you're maintaining these ÓCs they'll be invincible, and the skulks can easily dispatch a group of rines stuck on a ladder.

Processing, the usual siege spot for marines.
Hints for Data core delta hive
Data core delta is a easily JPed and sieged hive.
You can get ride of the JPers woth some OC placment in the hive but the siege spot is though to protect.
There are many ways of trying to protect processing, I'll put some of the most commonly used here.
1: as you can see on the picture above the OCs are placed ontop of the plateau, this requires a gorge to maintain all the time, but can come in handy when the marine tries to siege.

OCs that covers two of processing four entrances.
2: This is probably the most used OC spot, it gives rather good protection vs one of the entrances and gives superb cover for the other.
The problem with this spot is that is can easily be outranged by marines that come from one of the other two entrances.

-more OCs in processing
3:I haven't tested this one yet, but it takes at least two gorges to build enough OCs.
It can be used in conjugation with Nr2(this costs ALOT of res) and protect the entire processing.
Try to build your OCs on a line so that they can cover Entrances: 1, 3 and 4 superbly, Entrance 2 gets a bit bader covered but this it would be enough with a gorges support.
note:when you got this many OCs in processing the commander might want to siege you, he can do it from either cargo or holo room.
Less important places

-hera reception
In 2.0 this waste the favorite relocation spot for the marine commanders, now it's more a good siege spot to holo room.
You have to run past reception to get to the weldable door to Archive.
Put the OCs as far forward as you could but also protecting for the RT.

-cargo from above the box
This is a newly found OC spot, it's dramaticly effective as it both covers a RT and the main rout from marine spawn and the marines can't fire your OCs without self getting fired at, I've even got kills on this spot.
Get atleast: 3OCs and 1DC and it will be self maintaining

This is a common sight for the marine player, but the OCs still does very little damage to the marine because the marine can hide in the corners.
Instead block the elevator, build 3-4 OCs ontop of each other and the elevator won't get down, the comm can siege from base.
But lucky us, the majority of so called "skilled" commanders don't got a TF in base.
- "Catalyst : Me"