Gaijin please stop with the small maps in Top Tier

Yeah those things have always irked me, you could at least clean it up and not have just normal playable area be considered out of bounds for no reason at all, beyond it just being sloppy work.

At the same time there are things like these where people can be outside the mini map, and this isn’t the only map where that is a thing.

2 Likes

I don’t know if you remember but on that map you could actually go inside those destroyed buildings before and ambush passing by enemy tanks, it was so much more fun than now being limited to the city streets with barely any cover.

1 Like

? its a random picture someone made that closely resembles a common playstyle

aml90 can get in some still

Nah, close range is just a cluster and luck if someone comes behind you or not. Long range and mid range is about shot placement and movement.

Neither are more skill based than the other. They just require different skills.

If an enemy ends up behind you in a cqc map, you messed up.

1 Like

That WW2 map should be for WW2 vehicles.

2 Likes

agreed

1 Like

So I had to come back just to mention this. While I mentioned Carpathians, it actually is a good map and not much complaints with it from me.

The only complaint I have is in this screenshot, where they cut off part of the side of the map and added a timer. It forces you into the wide open field if you choose to flank that way. Overall this is a fine map so this issue here would be my only complaint on Carpathians. I agree with you here.

I just wish it wasn’t an instant timer, but rather a warning, then a timer.

Other than that, it’s a great map now that there’s multiple spawns

1 Like

Ideally there should be a well balanced mix of maps ranging from CQB maps to very large maps, however I think to do this they need to implement a better way to “ban” maps (ie, more than 1 ban) because to tell you the truth some people simply do not find fun in giant open deathfield maps and some people also on the other fence do not have fun with cluster**** boxing matches.

3 Likes

I mean one ban is enough to nuke the map selection. Stona, gave a good example of this. If you have a full squad on both sides and they banned a single map between each member. That would be eight maps gone from the selection.

1 Like

Yes. You must have good reaction, know where to aim, constantly check the sounds and map. Close range is more skill dependent

Btw, how can you talk about skill, having 0.7 on every tank?

So rework the system to only allow the host in squads to ban maps and then give users 3-4 bans

This has nothing to do with squads really, just the raw number of players in a match. With only one ban per player, there’s already potential for thirty-two maps to be banned from a 16v16 match.

Giving people “only” three or four bans bumps this up to potentially ninety-six or one hundred twenty-eight maps being banned in a single lobby.

What is the solution for half the maps being unenjoyable for the playerbase then?

Well, putting aside hyperbolic blanket statements like this, it’s the same solution as in every single video game ever created: Not liking a map is a personal issue, you can either play it anyway or quit the match.

Outside of this, mechanics to give actually useful, big picture data to the devs can be used for cases where there is a more universal or widespread view (read: not vocal minority) of a given map, taken in through feedback such as the Like/Dislike system, and general player data (quit rates, uneven match results for a certain side, etc).

I’d argue we’d be better off selecting the maps we want to search for, instead of banning maps. This way players can directly dictate how long their queue times will be (pick more maps for faster queue) while at the same time creating an enjoyable experiece for everyone.

1 Like

It isn’t really hyperbolic. I’m not saying literally everybody hates half the maps, but an EXTREMELY COMMON complaint is either “why are maps so small these should be huge” and “why are these maps so god damn huge I don’t want to drive 3km to get killed”

so yeah. either way you view it, a seemingly large percent of the community has a strong preference for one playstyle or the other, and they are pretty much polar opposites.

This isn’t healthy for the game. It creates one death leavers or worse, people who leave before they even spawn.

Within the specific way WT’s matchmaking is set up, this is often true. There are other solutions to this, such as filling those empty slots with new players (disable the ability to block joining matches in progress). This runs into the potential issue of joining in progress on a lopsided match, which in turn brings us to gameplay mechanics which enourage snowballs (especially Ground RB).