Do our community really favors small maps?

No? You are going to meet enemies frontally in cqc maps, simply because of how Gainin designs them, and how players play maps.

And you can angle your tank is such a way to prevent enemies from seeing the side of your tank. And if they are seeing the side, you’ve messed up.

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This is the minimum angle I see tanks on CQC maps 99% of the time.
A shot to that idler wheel is death.

They can’t hide the idler wheel cause they have a building in their way.
Idler wheel weakspot is a weakspot exclusive to CQC.

You are 100% correct about that, however with war thunders map design avoiding frontal conflicts is nearly impossible if you want to play mildly aggressive.

With certain nato tanks you just need to shoot the large lfp to kill them. Compare them to soviet tanks which have a smaller overall profile, and smaller weakspots, and you will see that they are more difficult to kill in cqc combat.

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I miss sniping KV1s at 2000m. That was fun~

The community no, the wider player base yes.

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That is why I don’t mind CQC maps, cause I never see the front armor of Leopards and T-series tanks on those maps due to the inherent flaw of CQC.

This would be somewhat fixed by forcing sight through the gunner’s sight.

Oh you don’t need to tell me thing i already knew thanks

Yep because I don’t think like that it why i’m succeeded with Ariete and manage 5.1K/D with 300 battle+ (And i can say it again that tank suck but I accepted how weak it is)at least at long range i can dodge or pull some move that not make myself to get hit while hit enemy in return at long range it give me lot of opportunity to do that close range don’t it doesn’t matter it easier to hit their weak spot at close range or harder at long range what matter is keep myself alive while trying to kill enemies oh i can just disable them first then the kill will follow but gonna admit long range duel in Ariete the hardest enemy tanks to duel with are Leopard 2 lucky when i’m playing Ariete they often on my side

oooo mb, I’ll edit it in

Everybody loves huge maps until they spawn in some slow not mobile brick, drive for 5 minutes and get clapped by some camper they didn’t see and have to repeat the driving.

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Honestly the answer to this topic will change depending on what someone plays. I prefer CQC personally.

My issue with long range maps is alot of the time it isnt that hard to get an angle early in the game overlooking the enemys spawn and the layout of the land can be pretty one sided some of the time so one side will have amazing spots to setup and other side will have pretty mid spots.

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People don’t favor smaller maps. It limits what folks can do, the big problem is Gaijin doesn’t listen to their community they listen to people who leave the game within a couple of minutes or hours. Rather than the actual community who often have to resort to other less ethical choices to get their way.

Now to say small maps are bad is just not true. But when you poorly design a map then it’s a massive issue. Since you put people into situations that the map was poorly built to handle and if the solution is to punish the community for a poorly built map, then you are just incentivizing a lot of negative press.

Now to finish what I started in the paragraph above. Small maps for either tight corners can work incredibly well, imagine a blossoming city, that is very tight, the map can be very small but it will rarely feel like that, it’s an illusion factor, you are also almost always on edge, unsure what’s lurking on the other side of the corner. Is it a foe or friend?

City maps were also incorporated, such as maps based on the entire peninsula of New York City, Manhattan, Queens, Brooklyn, Bronx, and Staten Island. This would give a lot of interesting play styles.

Farther regions of New York City are more open, less closed quarters. While farther you dive in, become more of a Suburban, fighting for dominance. The City remains isolated with only 2 bridges allowing access between it and the other 2 boroughs.

You could also base maps in modern-day Japan, or even Korea.
Just imagine 2 or 3 tank spawns on the North Korean and South Korean parts of the Peninsula fighting one another for dominance, is it realistic with WW2 or the Cold War and modern vehicles?
To an extent yes, I say cause it wasn’t. However, these battles have an impact on the player’s mindset, since they could one-up each other and last longer than potentially an hour. Of 2 sides trying to figure a way to one-up another.

Something War Thunder lacks, now if long-term time is too much and we would need to keep it within the current time set these maps would still work incredibly well with the new features planned to be added. Modern Cities->Entrench specific areas, forcing the enemy to flank, which could be created into a pincer-based attack. Where you have a middle->Diversion, and 2 flanking forces. Would still force one side to be on the defensive. Which would work fine with the 3, 2, or 1 cap-based system.

In conclusion, over all, small maps, medium or large maps are not the problem.
Its poor map designs.

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People with bad reaction times who play tanks with good depression and reverse speed like to snipe because all you have to do is spot a target with thermals, rangefind them, and click on them. Easy mindless gameplay. The funny part about it is they call everyone who doesn’t like the point and click gameplay a noob.

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Yeah “positioning” and “map knowledge” are usually just fancy ways to say spawn killing.

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Half of War Thunder’s ground maps are medium/large.
And a quarter of War Thunder’s maps are unavailable above BR 7.7, which are mostly small maps.
This means a majority of the maps available to 7.7 are medium to large maps.

Rotation is influenced by the thumb system, which I’m glad I’m getting Pradesh more often as Pradesh is one of the best large maps in the game next to Red Desert, Sands of Sinai, and Second Battle of El Alamein; with Flanders, Arctic, Carpathians, and Fulda being among the best medium sized maps.

No, but who ever is responsible for the map rotaion is and is forcing its preference on others.
I speak from a sim pov. We dont have map prefrences like RB or arcade.
And its not a rnd system and its not map bans or blocks relatet. This clear foul play by dev´s or even mods. There big sized maps that never or rarly show up. By sher chance they should be more often seen but they dont.

bro thinks it takes more brain to be a reaction monkey lol

More than playing slow motion whack a mole yeah.

I dare you to try use Ariete or any MBTs without lot of protection against T-80BVM and Strv122 at close range and see you can still say the same and this game have more vehicles than just MBT there also light tanks that use speed and advanced optics to shine at long range map.

It’s you and your team fault to let that happen at the begin with this is a war game enemies will try to get advantage of your team no matter what and if you smart enough there a lot of ways to deal with that kind of problem (CAS or Helicopter for example) well but i guess it too complicate for players like you to understand

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Well that why BR system exist i didn’t expect World War 2 heavy tanks to fight in map like Fulda or Pradesh at the begin with

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Are you really trying to defend spawn killing as a tactic?