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View Full Version : [BYDESIGN?] Eldar teleport exploit on Quatra



Entropius
7th Aug 04, 3:42 PM
On Quatra, the bases (specifically #1 to #2) are within teleport range of each other.

Additionally, the back of #2 is out of sight range of the rearmost #2 listening post.

This means that, as Eldar in #1, you can teleport a bonesinger back there and build a webway gate out of sight. Meanwhile, get a couple (three is good) of support platforms with D-cannons either researched or researching, and then make a second webway closer to the enemy base. If he sees it while it's building and attacks it, warp the D-cannons (and possibly a squad) near the first webway and clean up; otherwise, warp the cannons in at the edge of the second webway's control radius.

From there you can kill a few buildings and points, make brightlances from the webways, and continue to push into his base. This may work less well against orks because of their easy access to rokkits; both times I've done it, the victim was marines/chaos. One of them tried to hold me with bolter turrets; I annoyed those with brightlances, which outranged them. After that he attacked from the front; I just brought the d-cannons back (tele had recharged) and used those, plus the LP they hit, plus my farseer+guardian squad, to repulse him while continuing to haywire-bomb buildings and make a general mess with the push.

I haven't tried it, but just popping in with a bunch of spyders and making a big mess (you've got haywires, use them!) could be the baseball-bat-to-the-face to the D-cannon/brightlance push's rapier. Same basic trick, much less finesse... but no chance of them finding the webway.

Don't think any balance changes need to be made, but map-makers need to take eldar teleport into account when making maps.

PissWater
7th Aug 04, 4:46 PM
Eldar all together are really cheap with their teleporting and build anywhere abilities These all need to be addressed.

TheDeadlyShoe
7th Aug 04, 4:51 PM
It's not an exploit, its part of the map. ALL RACES have teleport and jump capabilities. The Orcs can jump with Stormboyz, and the Big Mek can teleport any squad he's attached to (think: Nobz). Space Marines..hell, practically all their none-tank units can deep strike or teleport eventually. Chaos can jump Raptors and deepstrike demons and oblits. And Eldar have the Falcon & Fire Prism, the falcon being able to transport anything (forget teleporting! )

It's your own damn fault if you let them build a webway portal there. A single turret is all it takes.

CrusadingAngel
7th Aug 04, 5:35 PM
An exploit is using a bug to gain some sort of advantage.. This is a viable tactic you need to be on your guard against when fighting eldar - if they manage to build that webway it's your fault. Like you said, this is something they need to keep in mind when designing the map, but, I do believe they *are* doing just that.

Fragmeat101
7th Aug 04, 6:54 PM
Eldar can build anywhere, and frankly, they need to. Their HQ build zone is incredibly small, and referring to the teleproting ability, most of their units need this, becuase they can't with stand head on combat. Their build anywhere ability means that they will put to use static defenses more, okay, fine, but about 10 minutes into the game static defenses are rendered useless anyways.

Entropius
7th Aug 04, 7:56 PM
Maybe they were against people even more noobly than I, but in my last few games I've found Eldar to not be all that soft in combat. Granted, you DO NOT want to get in melee with them (Howling Banshees, while they can break enemy morale well, don't hit especially hard) except with maybe Wraithlords... even then, Wraiths are more of a distraction: send them into CC with something so they're protected by the firing-into-CC rule, and watch your opponent suffer from OMG BIG STOMPY THING KILL IT syndrome, while your infantry does the dirty work.

Warp Spyders and Dark Reapers (depending on what you're fighting) put out enough massed firepower to be scary, but they're better in small-to-medium engagements, where they can benefit from "dancing" tactics better.

Raging Joel
8th Aug 04, 3:10 AM
Wraiths are more of a distraction: send them into CC with something so they're protected by the firing-into-CC rule, and watch your opponent suffer from OMG BIG STOMPY THING KILL IT syndrome, while your infantry does the dirty work.


Well, ignoring a wraithlord is just plain stupid. They can kill an entire noobsquad without much trouble, so leaving them rampaging your infantery and concentrating on the eldar ranged troops would just be suicide :)

However, a couple of well placed rockets down a wraithlord fast, so just focus fire on the wraith, watch it crumble and concentrate on the wussy prancing thingies. :/

Timil
8th Aug 04, 3:33 AM
They can kill an entire noobsquad without much troubleLast time my nobz destroyed two of them... Maybe you were speaking of 4 member squad without upgrade?

Dreads are good against them, but wraithlord not.

.Lexx
8th Aug 04, 3:33 AM
Getting back to the point, i think the problem is that Eldar have teleport abilities lots earlier than everyone else(save assault marines, but theyre another mattter).

Timil
8th Aug 04, 3:40 AM
The point is not that they have teleport/jetpack ability from the start, but that they can TELEPORT a builder, then TELEPORT their base and turret at game start!

I'm not against teleporting since the beginning, if it's only for one or two things, but a whole army and their building since day one... ;)