View Full Version : Do Webways work for your Allies?
16th Mar 09, 4:45 PM
... pretty much mah question.
If so, does it only work for Allied Eldar?
16th Mar 09, 4:47 PM
works for all races.
16th Mar 09, 5:12 PM
Yes, errr even Nids are allowed in the webway if they're allied to eldar. Smart real smart... gonna have those tunnels full of genestealers in no time!
16th Mar 09, 11:37 PM
I've read about how useless they are, and I assume a big reason for it is cause they have no cloaking whatsoever? Cause for a while I assumed they're infiltrated, but they aren't, correct?
17th Mar 09, 3:19 AM
nope, just a big, white pillar for target practice :p
17th Mar 09, 7:48 AM
They are not useless. Place them behind your lines and you've basically cut your reinforce times by at least %50. More if you're manually sending units to your base to reinforce during a lull in the combat rather than using the retreat button.
They also allow you to effectively support any position on the map without having to divide your forces.
Webways are one of the biggest advantages the Eldar have, at least in 3v3. I could definitely see how they would be a bit less useful in 1v1 since the maps are so much smaller and you don't have to worry about backing your allies up.
17th Mar 09, 9:22 AM
Well, I would find them more useful if my squads could actually get in the damn things without standing around it having a cigarette for 5 minutes and having to be told several times to GET THE HELL INSIDE!! :)
17th Mar 09, 10:03 AM
by placing 3 webway gates down (2 near vps and one at my base) i saved a game form a loss because i could move between the vps quickly to defend them and get my troops back to base to heal and reinforce in seconds after each attack.
The only porblem is the pop use, but i hardly ever get to the cap on pop when i play eldar. Though i dont know why.
17th Mar 09, 5:05 PM
Eldar, though weak in health and often damage, are pretty light on pop so that could easily be why.
Eldar are massable. Lol, the idea.
17th Mar 09, 5:18 PM
Well, I would find them more useful if my squads could actually get in the damn things without standing around it having a cigarette for 5 minutes and having to be told several times to GET THE HELL INSIDE!!
Yeah, this is really annoying. They worked perfectly in DoW1; when a squad got close they'd just instantly teleport inside - same with unloading, it was pretty much instant. I loved making daring escapes with my whole army falling back to jump into a gate.
The new system works kind of like... nid tunnels I guess? Everyone has to line up and all get in at roughly the same time, they don't teleport in anymore. Sooo sloooow. =(
17th Mar 09, 6:15 PM
much as gateways are largely discredited I intend to actively include their use on the larger open maps. As Noble mentions, the speed with which Eldar units/platforms can move into battle and return to base for reinforcement or healing is an advantage to make use of.
obviously they should not be constructed in those regions where battles will occur and continue both towards and away from resource and base locations. Placing Webways off to the sides or behind walls will at least ensure an extended period of instantaneous long distance mobility.
18th Mar 09, 3:57 PM
Can't stand the targeting of the cursor on the webway gates in dow2. It's like you can't right click on the building you have to aim exactly at the base of the gate to get your units to move inside.. Heaven forbid you manage to do it when there are units around the gate.
20th Mar 09, 2:38 AM
Webway gates are waste of zeal and pop cap.
20th Mar 09, 1:15 PM
Is there a way to remove a gate once it's been placed?
The delete key, it does nothing!
30th Mar 09, 1:47 PM
They has potential... but need serious tweakings...
right now they are a waste of time, zeal, and population. Bluntly put.
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