Scuttling Webway Gates
- Slaaneshi Cacophony

- Posts: 62
- Joined: Thu 30 Oct, 2014 11:36 am
Scuttling Webway Gates
Hello everyone, actually my first post here since for the longest time the registration process wouldn't work for me properly. Anyway, on to a quick post.
Can it be made possible to scuttle Webway Gates? I have no idea if this was ever proposed before but I say it because all too often units who attempt to leave from the gate will get stuck and will be left completely open and unable to retreat or return into the gate until said gate itself is destroyed. The most recent event of his happening was on Typhon Arena for me recently; fully upgraded Warlock exited a sneaky gate at the top portion of the map and couldn't exit for the entire second half of the game.
Can it be made possible to scuttle Webway Gates? I have no idea if this was ever proposed before but I say it because all too often units who attempt to leave from the gate will get stuck and will be left completely open and unable to retreat or return into the gate until said gate itself is destroyed. The most recent event of his happening was on Typhon Arena for me recently; fully upgraded Warlock exited a sneaky gate at the top portion of the map and couldn't exit for the entire second half of the game.
- BaptismByLoli

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Re: Scuttling Webway Gates
I wouldn't mind having a scuttling option added as well if possible. Getting tired of nading my own Webway Gates just to free a stuck Squad.

Re: Scuttling Webway Gates
How are your opponents supposed to hunt your gates then?
When your Web Way Gate use made it obvious that a Gate is located in a certain area your opponent will waste a lot of time to search for the Gate you just scuttled.
I think the issue with set-up teams and snipers getting stuck when entering a gate while being set-up got fixed a while ago.
AFAIK the only way to get a unit stuck now is to place the gate near certain terrain pieces so that your units will "spawn" in them when leaving the gate.
When your Web Way Gate use made it obvious that a Gate is located in a certain area your opponent will waste a lot of time to search for the Gate you just scuttled.
I think the issue with set-up teams and snipers getting stuck when entering a gate while being set-up got fixed a while ago.
AFAIK the only way to get a unit stuck now is to place the gate near certain terrain pieces so that your units will "spawn" in them when leaving the gate.
- Slaaneshi Cacophony

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Re: Scuttling Webway Gates
Phoenix wrote:How are your opponents supposed to hunt your gates then?
When your Web Way Gate use made it obvious that a Gate is located in a certain area your opponent will waste a lot of time to search for the Gate you just scuttled.
Ideally the only time you'd ever want to willingly scuttle a gate would be because units have gotten stuck but I suppose some people could do it regardless to deny their opponent the red for taking one down, though in 95% of all cases, once a gate is discovered it's usually taken town immediately unless you're retreating or are just completely oblivious.
Maybe make the gates de-infiltrate and take 10 seconds to completely destroy of your own volition?
Re: Scuttling Webway Gates
Sometimes somebody will hunt down a gate without seeing it because they will have the foresight to know that their foe couldn't have appeared wherever they did without a gate being nearby. In this case the eldar could scuttle it leaving them bewildered and denied of red/exp.
Scuttling should cost 75 red. 75 Red would be worth saving a squad but would put off plays such as above.
Scuttling should cost 75 red. 75 Red would be worth saving a squad but would put off plays such as above.
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- Slaaneshi Cacophony

- Posts: 62
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Re: Scuttling Webway Gates
Torpid wrote:Sometimes somebody will hunt down a gate without seeing it because they will have the foresight to know that their foe couldn't have appeared wherever they did without a gate being nearby. In this case the eldar could scuttle it leaving them bewildered and denied of red/exp.
Scuttling should cost 75 red. 75 Red would be worth saving a squad but would put off plays such as above.
75 red seems a bit extreme to offset somebody potentially annoying their opponent for a minute or two. I wouldn't bother doing it, the gate cost red to put up in the first place and I'd have to replace it later anyway.
- BaptismByLoli

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Re: Scuttling Webway Gates
I wouldnt mind a 75 red cost to prevent any form of abuse when using the gates + scuttling combo though
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Re: Scuttling Webway Gates
If a scuttle would be introduced, It should come with a long and clear animation that is visible even through the fog of war and a clear sound indicator when it is about to happen and when it actually happens to avoid the abuse already stated above.
It should probably cost some red to scuttle since it denies your opponent red and exp.
It also opens up more play for the Eldar in terms of army composition since it frees up some pop on demand.
And that population cost is part of the balance of gates. So 75 red to scuttle doesn't seem out of proportion at all to me.
It should probably cost some red to scuttle since it denies your opponent red and exp.
Don't forget that you can already have gotten who know how much use or advantage from said gate.Slaaneshi Cacophony wrote:75 red seems a bit extreme to offset somebody potentially annoying their opponent for a minute or two. I wouldn't bother doing it, the gate cost red to put up in the first place and I'd have to replace it later anyway.
It also opens up more play for the Eldar in terms of army composition since it frees up some pop on demand.
And that population cost is part of the balance of gates. So 75 red to scuttle doesn't seem out of proportion at all to me.
Re: Scuttling Webway Gates
Confusing an opponent for a minute or two is GG in a high level 1v1, that's all I'm saying :S
In that confusion he's getting his farm wiped and losing map control and then the snowball effect kicks in.
In that confusion he's getting his farm wiped and losing map control and then the snowball effect kicks in.
Last edited by Torpid on Fri 31 Oct, 2014 12:14 am, edited 1 time in total.
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- Superhooper01

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Re: Scuttling Webway Gates
Its a nice idea when u think about the fact units get stuck but it would prevent the enemy red and xp and i feel its not very fair as ever factions cant scuttle bunkers and certain turrets, nids cant to hive nodes and nests etc
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- HandSome SoddiNg

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Re: Scuttling Webway Gates
its been a bug that can't be resolved for a while now though. Rangers/SC are normally the ones stucked in it, ended up sacrificing em. Which is why you can't put em in Webway gates atm
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Re: Scuttling Webway Gates
That's not true HandSome SoddiNg. You can put those units in gates. Just don't do it while setup.
Re: Scuttling Webway Gates
Notwithstanding my general feeling Eldar gates are a little underpowered (esp. when compared to non-red-cost rav tunnels, or sorceror get-out-of-jail-free recall), I don't think this change is necessary. Gates lasting longer than you need them for suggests you're not putting them down correctly; and if you're facing an enemy that doesn't know how to find and destroy the gates you've put down, you should be winning for other reasons (ie general superiority in skill?) already. Seriously, a good gate location should be useful throughout the game, AND against opponents that are a genuine challenge they should be finding and smashing them pretty speedily.
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Re: Scuttling Webway Gates
Tsototar wrote:Notwithstanding my general feeling Eldar gates are a little underpowered (esp. when compared to non-red-cost rav tunnels, or sorceror get-out-of-jail-free recall), I don't think this change is necessary. Gates lasting longer than you need them for suggests you're not putting them down correctly; and if you're facing an enemy that doesn't know how to find and destroy the gates you've put down, you should be winning for other reasons (ie general superiority in skill?) already. Seriously, a good gate location should be useful throughout the game, AND against opponents that are a genuine challenge they should be finding and smashing them pretty speedily.
I think you're playing a different game to everyone else. Webway gates are brokenly OP. Their very design is ridiculous for a game like DOW. And no, regardless of player skill, your webways are not being found and smashed in moments. Player skill doesn't affect the fact that they don't know where you've put the webway and that there will always be numerous places for them to be. The only time they get an inclination as to where it is is if the eldar fails and makes it obvious. The ball is totally in the eldar's playing field and their foe, regardless of skill, can't do anything about it.
Drawing comparison's to the CS and RA are totally unjustified. Both of those heroes are built around those extra boons as their hero themselves aren't that influential in fights, but their globals/wargear give their force a unique bonus. Besides that though, RA tunnels or the CS' warp/sigil combo are nowhere near as good as gates.
Last edited by Torpid on Sun 09 Nov, 2014 2:34 pm, edited 1 time in total.
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Re: Scuttling Webway Gates
Well, I posted saying scuttle-able gates aren't necessary, if you want to disagree and say they are, that's fine with me. I have no objections to Eldar abilities getting additional functions.
Torpid wrote:I think you're playing a different game to everyone else. Webway gates are brokenly OP. Their very design is ridiculous for a game like DOW. And no, regardless of player skill, your webways are being found and smashed in moments. PLayer skill doesn't affect the fact that they don't know where you've put the webway and that there will always be numerous places for them to be. The only time they get an inclination as to where it is is if the eldar fails and makes it obvious. The ball is totally in the eldar's playing field and their foe, regardless of skill, can't do anything about it.
Drawing comparison's to the CS and RA are totally unjustified. Both of those heroes are built around those extra boons as their hero themselves aren't that influential in fights, but their globals/wargear give their force a unique bonus. Besides that though, RA tunnels or the CS' warp/sigil combo are nowhere near as good as gates.
All Eldar are witches... even the men
Re: Scuttling Webway Gates
There is no balance reason to allow scuttling of webway gates, however there is a non-balance reason - namely that it would serve as a temporary fix for set-up teams getting stuck in webways if they enter while set-up or whatever causes it...
If that was allowed though it ought to cost red as it's a powerful thing to do psychologically even if it doesn't give back red :L
If that was allowed though it ought to cost red as it's a powerful thing to do psychologically even if it doesn't give back red :L
Lets make Ordo Malleus great again!
Re: Scuttling Webway Gates
Webway Gates are very powerful. If you're going to use them with setups then use them properly and don't enter while setup. Yes occasionally you might bleed a model or lose the team with that extra time, but that's the risk you run with such a great weapon as gates, and FWIW I've never seen a team die because they de-setup and couldn't get into the gate in time.
There is 0 reason to allow scuttling except as a sympathy buff for those who can't make one extra click of micro.
There is 0 reason to allow scuttling except as a sympathy buff for those who can't make one extra click of micro.
Re: Scuttling Webway Gates
one of the few times i have played eldar, i brought my dire avengers out of the webway, one of the models decided to merge with the wall and so the squad was stuck there for the whole game.
11/10 would webway again
i think the way they exit needs to be adjusted if possible. as in, they dont come out stuck in terrain. things like the RA tunnels generally dont have that problem as you can walk over them rather than only around them. perhaps atleast make it so units can path through webway gates?
11/10 would webway again
i think the way they exit needs to be adjusted if possible. as in, they dont come out stuck in terrain. things like the RA tunnels generally dont have that problem as you can walk over them rather than only around them. perhaps atleast make it so units can path through webway gates?

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