[Request] Could we get a Calderis Refinery (3v3) Redux?
Posted: Fri 05 Dec, 2014 4:29 pm
Right now the map has some serious issues that i know a lot of people have with it.
just to name a few.
It's easy to get trapped in base/trap your opponent in their base if there is a skill gap.
you might say that about a lot of maps, however calderis refinery is a unique case, the entrances to the bases are incredibly tight and can be a bottleneck for your army if you're pushed back all the way to your base. and with a VP/req point outside of all of the outside edge bases, yes your oponent will very likely push up that far.
there doesn't even need to be a skill gap.
i had a game the other day where i pushed a guy back to his base after wiping one of his squads (before then it was mostly a back and fourth, we were around the same skill level), i put up two khorne shrines behind the wall and bought a 2nd havoc squad, he could not get out of his base for the whole game. if he tried to counter the setup team he would get jumped by tics/bloodletters. if he tried to force his army down on of the two paths he would get a "Let the Galaxy Burn!" on his face. it's happened to me a lot of times aswell in a similar fashion.
I saw a TM put a turret on the entrance of his opponents base as his first power purchase. that player (i think he was SM aswell) did not get a counter for the turret for atleast a few minutes which gave the TM time to bash and the other SM couldn't even walk a few meters before he got suppressed.
it is really a crushing feeling being trapped in base, especially when you know you could break it if it wasn't for a wall in X position. which is what calderis has. a lot of these base traps could be broken if it wasnt for the platou that was not only a shot blocker and an LoS blocker 3 FEET FROM YOUR BASE but it forces you down narrow exits to your base which can and will be exploited to base trap you/base trap an opponent.
this really needs to be fixed, maps like Meridian high city doesn't have this issue so much as the entrance is wide, and setting up setup teams facing the entrance for example will leave you open to a flank from the mid player.
The power can be hard to bash
this is an issue a lot of people have with meridian high city aswell. the power is on a raised platform and trying to bash it might leave you open to a flank from either side. i've also noticed that some of the areas around the power have PERFECT out of the way places for webway gates which will atleast for a time, give any eldar players an advantage they can take.
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This map feels like it was designed to be balanced, but it is not.
on maps like Argus desert gate, if you loose your lane atleast you wont be trapped in base, and if you want you can flank around or go help allies, on calderis refinery that is very difficult to do, if you screw up one engagement then its basically GG if your opponent can act fast and trap you in base.
would love to see a redux of the map to make it a little more forgiving if you screw up an engagement, or give you a few more options such as flanking routes. if you flank throught the mid then you'll be chewed up by the mid player. your only other option is a head on assault, and a lot of races don't do as well as others on head on assaults which might give advtantages to certain MUs.
im not an expert on map design, but these issues are so glaring and obvious to the average player. there has to be some way to fix these issues without destorying the feeling of the map.
dont get me wrong, if its all perfectly balanced and you have perfect teamwork then its an awesome map with its meat grinder in the middle. but thats only if its perfectly balanced and noone gets trapped in their base.
just to name a few.
It's easy to get trapped in base/trap your opponent in their base if there is a skill gap.
you might say that about a lot of maps, however calderis refinery is a unique case, the entrances to the bases are incredibly tight and can be a bottleneck for your army if you're pushed back all the way to your base. and with a VP/req point outside of all of the outside edge bases, yes your oponent will very likely push up that far.
there doesn't even need to be a skill gap.
i had a game the other day where i pushed a guy back to his base after wiping one of his squads (before then it was mostly a back and fourth, we were around the same skill level), i put up two khorne shrines behind the wall and bought a 2nd havoc squad, he could not get out of his base for the whole game. if he tried to counter the setup team he would get jumped by tics/bloodletters. if he tried to force his army down on of the two paths he would get a "Let the Galaxy Burn!" on his face. it's happened to me a lot of times aswell in a similar fashion.
I saw a TM put a turret on the entrance of his opponents base as his first power purchase. that player (i think he was SM aswell) did not get a counter for the turret for atleast a few minutes which gave the TM time to bash and the other SM couldn't even walk a few meters before he got suppressed.
it is really a crushing feeling being trapped in base, especially when you know you could break it if it wasn't for a wall in X position. which is what calderis has. a lot of these base traps could be broken if it wasnt for the platou that was not only a shot blocker and an LoS blocker 3 FEET FROM YOUR BASE but it forces you down narrow exits to your base which can and will be exploited to base trap you/base trap an opponent.
this really needs to be fixed, maps like Meridian high city doesn't have this issue so much as the entrance is wide, and setting up setup teams facing the entrance for example will leave you open to a flank from the mid player.
The power can be hard to bash
this is an issue a lot of people have with meridian high city aswell. the power is on a raised platform and trying to bash it might leave you open to a flank from either side. i've also noticed that some of the areas around the power have PERFECT out of the way places for webway gates which will atleast for a time, give any eldar players an advantage they can take.
---------
This map feels like it was designed to be balanced, but it is not.
on maps like Argus desert gate, if you loose your lane atleast you wont be trapped in base, and if you want you can flank around or go help allies, on calderis refinery that is very difficult to do, if you screw up one engagement then its basically GG if your opponent can act fast and trap you in base.
would love to see a redux of the map to make it a little more forgiving if you screw up an engagement, or give you a few more options such as flanking routes. if you flank throught the mid then you'll be chewed up by the mid player. your only other option is a head on assault, and a lot of races don't do as well as others on head on assaults which might give advtantages to certain MUs.
im not an expert on map design, but these issues are so glaring and obvious to the average player. there has to be some way to fix these issues without destorying the feeling of the map.
dont get me wrong, if its all perfectly balanced and you have perfect teamwork then its an awesome map with its meat grinder in the middle. but thats only if its perfectly balanced and noone gets trapped in their base.
Also, different maps naturally demand to be played differently. It would be kind of boring if every map would be played like this: win 1st engagement -> bash power without danger of being punished for it -> build up the momentum -> gg -> no re. On e.g. Meridian you simply have to adapt to the situation of not being able to easily bash power. More fun like that.