Refinery Map Balance

SgtThompsonSgtThompson Join Date: 2005-01-18 Member: 36340Members
<div class="IPBDescription">Alien bias?</div>I didn't have the opportunity to play the beta, but I've been playing after work non-stop since the release (and I've played the first NS extensively, but that's not relevant in this thread). The rest of the maps seem balanced, however refinery does not. In fact, I have yet to see the marine team win on that map.

The game typically plays like this:
The round starts, and within 20 seconds of spawning (about the time it takes for a few people to pop in, the commander to get into the chair and drop one structure) the marines have to deal with a massive skulk rush that kills a few marines and damages newly built structures. After that, the marines set out and attempt to find res. Unfortunately, by the time they reach any, the 2nd skulk rush comes in bypassing the marines and destroying structures. So, the marines have to abandon what they are doing (building the extractor) and return to defend the base. The com hasn't had enough time to research welders at this point. By the time the marines cap one node, the alien team already has 4 or more. And worse, these extractors are in a position that is difficult to defend and are lost repeatedly, and the rushes keep coming. This happens again and again until the alien team start rolling fades and onoses, and the round is ended rather quickly.

The alternate play-through: The alien team (for some reason) doesn't rush, and instead decide to play it safe. However, 2 resource nodes are practically sitting outside their front door, so the alien comm buildings that up right away. This dual node point is extremely difficult for the marines to capture and hold due to its proximity to the alien base and the fact that it takes 3 times longer for a marine to respond to an attack there than it does a skulk. So there's a rather large advantage to the alien team on resources early on. What makes matters worse is that there are two easily capture resource nodes on the right and left of the alien base. So, which the marines are struggling to capture and defend the 2 closest nodes, the aliens have 4 easily defended points to gain resources.

I'm not a map designer, so I don't know the best way to fix this. But, it is a problem that needs to be addressed. Perhaps this an issue of tactics that players will learn to overcome in time, however, it seems unlikely.

Comments

  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    Most people believe this map has a Marine bias because it is nothing but large, wide, and long corridors. The big mistake people make on Refinery while playing Marines is attempting to capture and hold Lava Falls. You should instead try to secure Pipe and Smelting and simply make sure Aliens don't build in Lava Falls either.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    They need to work on breaking rooms down in size and/or add cover for aliens.
    The map feels... dead and bare. I think it's just an early version, or it was rushed to be released.
    <i>As of now</i>, it's my least favorite map, but it could have potential if worked on alot more.
  • SgtThompsonSgtThompson Join Date: 2005-01-18 Member: 36340Members
    <!--quoteo(post=2009959:date=Nov 4 2012, 02:04 PM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Nov 4 2012, 02:04 PM) <a href="index.php?act=findpost&pid=2009959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most people believe this map has a Marine bias because it is nothing but large, wide, and long corridors. The big mistake people make on Refinery while playing Marines is attempting to capture and hold Lava Falls. You should instead try to secure Pipe and Smelting and simply make sure Aliens don't build in Lava Falls either.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can see the long corridor in Lava falls as a Marine advantage, however, it never helps in capping that point.

    Also, the games I played, we always went either pipe or smelting first, and that's pretty much as far as any of the teams ever got. By that time we had such a res disadvantage that it was almost impossible to push out.

    Maybe it would be better if the base locations would randomize. Maybe let the marines spawn on the other side sometimes.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    <!--quoteo(post=2010092:date=Nov 4 2012, 04:07 PM:name=SgtThompson)--><div class='quotetop'>QUOTE (SgtThompson @ Nov 4 2012, 04:07 PM) <a href="index.php?act=findpost&pid=2010092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can see the long corridor in Lava falls as a Marine advantage, however, it never helps in capping that point.

    Also, the games I played, we always went either pipe or smelting first, and that's pretty much as far as any of the teams ever got. By that time we had such a res disadvantage that it was almost impossible to push out.

    Maybe it would be better if the base locations would randomize. Maybe let the marines spawn on the other side sometimes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lava Falls is the exception because Lerks rape, rape, rape, rape, Lava Falls.
  • ItAxItAx Join Date: 2012-08-08 Member: 155046Members
    This map has not only balancing issues but also performance issues.
    I don't know if others suffer from this, but my fps drop quite a bit in this map.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Refinery also has oodles of little hiding holes for skulks to ambush from
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    Yep... Its pretty much game over for aliens if marines loop around the south east of the map and move all the way to turbine, however if they push lava falls (ITS A TRAP) they spend all game trying to cap it and lose the game.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    honestly i am surprised how this map made it to release.
  • RegnRegn Join Date: 2012-11-01 Member: 165335Members
    <!--quoteo(post=2010121:date=Nov 4 2012, 02:34 PM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Nov 4 2012, 02:34 PM) <a href="index.php?act=findpost&pid=2010121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lava Falls is the exception because Lerks rape, rape, rape, rape, Lava Falls.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is why I love playing Refinery, because I get to play Lerk in an optimal environment especially when the hive is right next to it. Good game trying to cap a well played Lerk in there. It's an entirely different matter when Marines push from the sides and use Grenade launchers through all the long narrow corridors. I like the idea of having certain areas that are of benefit to either side. Players have to get used to the map and avoid areas where they are vulnerable.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Look how far docking has come from when it released. I am sure refinery will come along nicely to. Refinery is an absolute beauty of a map.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Just let it grow on you, it's really brutiful map people, just need to learn the playstyle it requires. :)
  • RowenRowen Join Date: 2012-05-04 Member: 151545Members
    edited November 2012
    <!--quoteo(post=2009959:date=Nov 4 2012, 08:04 PM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Nov 4 2012, 08:04 PM) <a href="index.php?act=findpost&pid=2009959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most people believe this map has a Marine bias because it is nothing but large, wide, and long corridors. The big mistake people make on Refinery while playing Marines is attempting to capture and hold Lava Falls. You should instead try to secure Pipe and Smelting and simply make sure Aliens don't build in Lava Falls either.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Really? I've found as a marine that it's extremely easy to hold Lava falls, and from there it's trivial to walk into containment and shoot the hive.

    Generally speaking thoughI agree it's not a well thought map - perhaps it'd be better if aliens started in Turbine and Lava falls were displaced slightly to the right (or the way there made slightly longer from marine start)
  • SgtThompsonSgtThompson Join Date: 2005-01-18 Member: 36340Members
    <!--quoteo(post=2010569:date=Nov 4 2012, 09:59 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Nov 4 2012, 09:59 PM) <a href="index.php?act=findpost&pid=2010569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep... Its pretty much game over for aliens if marines loop around the south east of the map and move all the way to turbine, however if they push lava falls (ITS A TRAP) they spend all game trying to cap it and lose the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But, if you leave lava falls (which is almost required), you are handing the other team 2 nodes. That's a huge source of res. With all the rushing, however, it's extremely hard to make that up with either of res points on the sides.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2011586:date=Nov 5 2012, 08:48 PM:name=SgtThompson)--><div class='quotetop'>QUOTE (SgtThompson @ Nov 5 2012, 08:48 PM) <a href="index.php?act=findpost&pid=2011586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But, if you leave lava falls (which is almost required), you are handing the other team 2 nodes. That's a huge source of res. With all the rushing, however, it's extremely hard to make that up with either of res points on the sides.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No... you just sit and shoot the nodes from Pipeworks.
  • ZeCruiserZeCruiser Join Date: 2012-11-07 Member: 167991Members
    I've also played a bunch of matches on refinery as marine and find my own experiences on the map to be very similar to the OP's. Aliens can easily waltz into the marine base through lava falls and keep early pressure on the marines.

    The close by marine res nodes are very hard to hold. I am not too familiar with the names yet, but there is that res nozzle in between the marine starting base and Smelting (transit?) which is almost impossible to hold. That one really long ventilation shaft that ends right next to that res nozzle just makes it too easy for skulks to take that marine extractor out over and over again. It's also quite some distance away from either Smelting or the marine starting base so that marines that move to engage the perpetrator take too long and can't save the extractor.

    I remember one game that I was the marine commander on refinery and that one extractor was just never built because the alien players constantly kept going for it. At some point I just decided to abandon the nozzle, because it was costing us too much res. By that time the aliens had clear map control and multiple oni (or whatever plural you choose for onos), without us even reaching jetpacks. This kind of situation has repeated itself multiple times during the matches I played on refinery.
  • quintoxquintox Join Date: 2008-11-27 Member: 65594Members
    It's a fantastic map to play on.. if you'r playing alien :D I've never seen marines win any of the games on Refinery. Aliens can move so quickly throughout the map, easily taking and holding lava falls by clogging the place up. It's so easy to play that map even with a average alien commander. I think it certaintly needs some balancing for Marines. The visuals of that map are amazing tho :)
Sign In or Register to comment.