Dysfunctions with spawn zone orientation and map layouts

It is indefinitely no secret that regular War Thunder players have been frequently and repeatedly frustrated with specific maps such as Volokolamsk, Seversk-13, and Stalingrad for multiple reasons, but one reason seems to always circle around like a yawn-- the spawn orientation. Let’s start with Stalingrad. As seen in the first screenshot, there is a KV-1 that has been spawned facing what appears to be a pile of snow and rubble. These piles are not unrecognized throughout the game and are known for their quality of being basically unpassable by any tank, meaning no vehicle can cross it even with good traction. Heavy vehicles much like this unfortunate KV-1 can’t just cross this obstacle or quickly go around it without the speed picked up from leaving the spawn, and this may seem like nothing, but it can cause a decent hindrance in the efficiency of the team. Another issue I will piece with Seversk 13. On the lower half of the map, the spawn layout is oppressed by a steep incline. This can be an irritating obstacle for vehicles that do not have a good power-to-weight ratio or good passing ability, and will even slow down vehicles that can cross it, especially within the winter map. On top of this, reaching the top of this hill will make you a free kill for an enemy player or spawn killer at extreme distances-- which is the main problem with Volokolamsk, but that will be addressed later on (hopefully). This hill forces many players to funnel out through small paths leading to either the A point or the town on the right. This, despite what might initially be overlooked, can slow down teams considerably. The next edition of this issue lies within the spawn of Ash River. The spawns in this map are, while strangely unique, sometimes quite disorienting and very difficult to escape without being shot by players at virtually any distance. The lower left spawn is particularly hard to get out of, especially when you’re being shot at by players in rows F and G. I experienced this to no end while playing the 2S3M, a very large vehicle sporting no armor and mediocre traction. Spawn camping is also fairly prevalent on this map. That, however, could probably be helped a small amount by making the map just a little bigger and placing more restrictions on certain areas, but you never know. There are probably many ways to fix issues like these, but I’m no expert, right?

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![seversk 13 issue|735x745](upload://kqQIID7cjw9EQl2HCjVk8TVNdS9.jpeg)

![ash river issue|537x540](upload://aDx1X9P2Hwm9p4x6qk2yXsjw4le.png)

There’s no problem, it don’t take you more than 5 seconds to change direction and keep going. And that’s the point of thosse maps, they are destroyed with debris, the thing is to have obstacles and force you to use other tactics more than press W until get to battlefield.

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Disagree - regular War Thunder players simply adjust to the challenges and learn how to play the maps. IMHO: the last thing needed is continuing to “nerf” maps in order to balance the learning curve.

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Disagree, many maps need changes to make them better and more enjoyable to play on.

Map changes are good, because they have the potential to make the map much better.

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The orientations and locations of spawns that do point you to stones are reportable as bugs.

One on Karelia, in the north side, to the field not the mountains, points you directly into a big rock.

image_2024-09-20_171904384
keyword “potential”

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That image is not real.
image

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At least some people don’t hate me for proposing some of my views.