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Remove Jungle, Kuban and Frozen Pass from rank V, VI and VII map rotation


SlayerMkX
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These maps are too small for the tanks of those ranks.

 

You can literally drive towards the spawn on those maps under a minute, they show up too often in the rotation and they aren't compatible with tanks that can fire shells that can cross the entire playable area of the map under a second.

 

They are fine for early WWII and interwar tanks, but for Cold War and post Cold War, they are small, annoying and outright infuriating to play at because you can't move outside the spawn without being instantly hit.

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How about Abandoned Factory? Really cool in high tiers. 

And yes, it has been said many times, there is not any map rotation in this game. Getting the same five or six ones over and over and from these one of them four times in a row gets old very fast.

Also let us disable battle and conquest. Like really? I finaly get a large map and you put one point randomly to it? Instant back to hangar. The same with battle mode...

Edited by Embrosil
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50 minutes ago, ULQ_LOVER said:

In todays gameplay, small maps are the best for ground forces no matter the B.R. :good:

 

Depending on what someone means by "today's gameplay" and "best" :vanga:. Otherwise no, smaller maps are not best.

Edited by CoffeeBean100
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1 hour ago, CoffeeBean100 said:

 

Depending on what someone means by "today's gameplay" and "best" :vanga:. Otherwise no, smaller maps are not best.

Probably means that MBTs and top tier rely more on reaction time and such, and basically knife fighting in CQC maps. Either way I do not like small maps where in top tier, you can drive spawn to spawn in like 3-4 minutes. One of the reason why I don't really like the map ban and dislike option. Cool feature but the ban option is locked behind premium, and it removed maps being locked from BR.

Realistically you won't see MBTs knife fighting that much but when was War Thunder ever realistic am I right..?

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24 minutes ago, IsokazeChan said:

Probably means that MBTs and top tier rely more on reaction time and such, and basically knife fighting in CQC maps

 

Yeah, apart from referring to every BR. I know they were being vague on purpose.

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15 minutes ago, ULQ_LOVER said:

As long as we need to cap circles :good:

 

Ah! Though I'd say there is sometimes more than just the cap as controlling a cap doesn't rely on the direct vicinity to it. Once capped you "only" need to stop the enemy getting to it. But that's just my view on them without going too much into it. It does feel like there is a general urge to all bowl to the cap for the action.

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  • 2 weeks later...

There's the practical aspect of high tiers on small maps but there's also the monotony of play the same small set of maps over and over.   We really need 20 plus new well designed maps

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Size of the play area doesn't really matter in a good map. Larger maps are horrible no matter what BR you play at. We dont need millions of trash maps, we need a few maps that are actually fun to play. I'd Rather play triple cap mozdok for 100 games than play 1 minute on red desert.

Edited by PompousMagnus
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13 hours ago, PompousMagnus said:

we need a few maps that are actually fun to play.


But how can they create this?  Fun is personal, so who do they listen to?  And there goes the issue, we all like different things and expect the solution to be shared.

But from many things that happen in WT we can see everyone disagrees.

Edited by CoffeeBean100
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A map pack for each tier would be a start.

 

Maps like those cited, shouldn't show up so often and Gaijin could actually bother making medium and large maps where you can do more than just brawn in close quarters.

 

Maginot Line is one of the few maps I actually enjoy because I can either go into the urban area if I feel like it or move between objectives using cover or hull down in a position that can actually serve a purpose.

 

Instead I am getting those three god awful maps, Alaska, American Desert, Seversky-13 and Sun City non-stop.

Edited by SlayerMkX
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1 hour ago, SlayerMkX said:

A map pack for each tier would be a start.

 

Maps like those cited, shouldn't show up so often and Gaijin could actually bother making medium and large maps where you can do more than just brawn in close quarters.

 

Maginot Line is one of the few maps I actually enjoy because I can either go into the urban area if I feel like it or move between objectives using cover or hull down in a position that can actually serve a purpose.

 

Instead I am getting those three god awful maps, Alaska, American Desert, Seversky-13 and Sun City non-stop.



But players overall cannot cope with the simplest of maps, so I get the feeling we have already voted and got exactly what we asked for.

It gets sickening how terrible players are, and how it has helped destroy the game being anything but CoD with tanks, then people have the nerve to blame the game!

Edited by CoffeeBean100
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5 hours ago, CoffeeBean100 said:


But players overall cannot cope with the simplest of maps, so I get the feeling we have already voted and got exactly what we asked for.

It gets sickening how terrible players are, and how it has helped destroy the game being anything but CoD with tanks, then people have the nerve to blame the game!

 

I really hate the waves of ADHD players who can't spend more than a minute positioning or moving are practically ruining the game by choosing overly small and CQB focused maps. It is CoD with tanks and the game really suffers from it, specially when you have tanks that are entirely balanced on "how they do on CQB", which also leaves entire classes of tanks like some of the Tank Destroyers, dead in the water because there aren't many suitable maps for them.

 

Nearly all the maps I've got for top tier were urban and/or small maps incompatible with the tanks that are being spawned.  It gets boring and frustrating really fast for anyone who is sick of getting the same maps over and over.

 

And of the large maps, I'd say that only Fulda and Maginot Line can actually support modern MBTs. Since Red Desert is rather annoying since Gaijin decided to add camping high grounds that can lock entire sections of the map and Kursk outright lacks the needed cover and you can shoot from spawn to spawn.

 

 

 

 

Edited by SlayerMkX
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36 minutes ago, ULQ_LOVER said:

Maybe if CAS wasn't a thing, then positioning would be an option :lol2:. Why bother taking a good position just to be bombed after You kill one enemy? 

 

Bollocks, I fly CAS in all tiers and city maps really don't prevent any, if more than anything else, it makes easier to bomb choke points, spawns and since the maps are small, you don't have to make an effort into looking for targets and bombing anything between the spawn and the objectives is trivial.

 

Also tank this rant to the proper thread.

 

It isn't CAS forcing the maps to be small, it is the players who think that small maps are good because they can "get into action" almost instantly.

 

Even then, my best matches have been in larger maps outright because I could move around instead of being instantly killed trying to get out of the spawn.

Edited by SlayerMkX
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9 minutes ago, SlayerMkX said:

 

Bollocks, I fly CAS in all tiers and city maps really don't prevent any, if more than anything else, it makes easier to bomb choke points, spawns and since the maps are small, you don't have to make an effort into looking for targets and bombing anything between the spawn and the objectives is trivial.

 

Also tank this rant to the proper thread.

 

It isn't CAS forcing the maps to be small, it is the players who think that small maps are good because they can "get into action" almost instantly.

 

Even then, my best matches have been in larger maps outright because I could move around instead of being instantly killed trying to get out of the spawn.


Don't let him derail another topic.  Just pat him on his head and he will troll somewhere else.

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2 hours ago, SlayerMkX said:

It isn't CAS forcing the maps to be small, it is the players who think that small maps are good because they can "get into action" almost instantly.

But CAS is preventing any good map/position as anyone can just kamikaze-bomb You at any time :dntknw:. The point of this game for many is grind, and on small maps they get the fastes RP/SL :good:

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3 hours ago, SlayerMkX said:

It isn't CAS forcing the maps to be small, it is the players who think that small maps are good because they can "get into action" almost instantly.

 

In other words, the devs are attempting to create the types of maps that the overall playerbase seems to want to play? It's very difficult to built a solid argument against doing that.

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5 minutes ago, [email protected] said:

 

In other words, the devs are attempting to create the types of maps that the overall playerbase seems to want to play? It's very difficult to built a solid argument against doing that.

 

except that gaijin admitted that the majority of the player base doesn't like larger maps. And more often bans them in relation to the smaller ones. 

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31 minutes ago, PompousMagnus said:

except that gaijin admitted that the majority of the player base doesn't like larger maps. And more often bans them in relation to the smaller ones. 

 

Erm, yeah, that's exactly what I was saying. Which is precisely why it seems rather difficult to make a successful argument for removing the types of maps that the majority of players prefer.

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12 hours ago, SlayerMkX said:

A map pack for each tier would be a start.

It was like that before map voting was implemented. Some maps were either excluded from top BR games or ultra rare.

 

Also there is easy fix to small maps, knife fights and CQB. Just make gun barrels phisycal objects (at least in RB and SB) with object clipping enabled and map preference will start to change.

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Or, what about this?

 

Make those maps not isolated bowls/hills and expand the map sizes considerably, maybe also trialing new objective types along the way.

 

War Thunder's "large map problem" already has a very visible solution in the form of Combined Naval EC. Make caps into spawns and vice versa. Then if fast things rush a cap near the middle, slower tanks can delay their spawn to spawn there instead. When someone dies, they can respawn closer to action instead of having a forced agonizing 10min crawl back to action only to be popped by bush #10000 on Wallonia that turned out to be an M56. 

 

Kuban is a big dumb bowl, and so many irritating changes were made to it over the years to try and keep people in the bowl. Why not just elevate the entire map (or lower all the surrounding cliffs) so that suddenly the map itself is much larger and more interesting to explore? 

 

Frozen Pass is meanwhile a big hill. Why not repair the long archway bridge and extend the map all the way to the other side of that? Or also follow the direction of the railroad tracks?

 

Jungle, meanwhile, that just needs its borders expanded outwards, by lowering the terrain surrounding the current playable map area so there actually is room to expand the map size. 

 

War Thunder has the means to help itself with messes like these, all it needs to do is put them together.

Edited by MH4UAstragon
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