Gameplay is becoming increasingly monotonous!

In recent years, Gaijin has introduced a number of changes that make ground combat increasingly boring and monotonous.

I firmly believe that it’s not just all the premium tanks that are the cause for more and more players leaving battles early, but rather that the battles no longer offer enough variety and excitement.

Here are the main reasons leading to increasingly one-sided gameplay:

Maps

All map reworks in recent years have resulted in narrowing them down and removing sniping spots or flanking routes.

Also, all the “newer” maps added in the last few years don’t offer enough variety.

I, at least, used to always choose the appropriate vehicle from my lineup for each map to pursue a specific tactic. I rarely do that these days because many maps are very one-sided and designed in such a way that everyone essentially just fights each other in a urban combat like gameplay.

How old maps used to be structured:

this is only my interpretation of how to play them and subjective!!!

Red: advantageous spots for tank destroyers
Green: advantageous spots for light tanks

You had a lot of uses for TDs and LTs, even if your spot didn’t turn out to be a good one for the match you could just rotate to another one.

With many of todays maps this isn’t the case anymore:

Way fewer spots for the “not-average” tank. On top of that they are way worse and of less importance for the match. It’s mostly just houses or other obstacles places almost randomly all over the maps. Way less of tactical value.
No wonder battles have lost much of their tension. They’re shorter than ever before. It’s no longer so much about gaining or eliminating important positions; it’s all about quickly wearing each other out in urban like warfare.

Keep in mind this is my personal view on these maps, maybe I’m completely wrong and Sweden for example is the most divers map ever. Obviously there will be a lot more spots than I marked, these are just the ones in my mind.
There are also a few “newer” maps that aren’t so bad. But overall, I think my point is valid.

Scouting as a consequence:

Light tanks, being less and less utilizable in a tactical way, got the Scouting and Recon Drone mechanics in order to give them some artificial tactical purpose again and make their lives easier.

But if in a pvp life is made easier for one, it becomes harder for another. Ironically this change put not only tank destroyers but also light tanks in another disadvantage.
Higher mobility opens the possibility of ambushing or flanking for example. Both tasks can get impossible if an enemy light tanks sees you for a very brief moment (which is impossible to avoid every time) and scouts you. Then the enemies’ attention is directed towards you and the moment of surprise is gone. A light tank that everybody sees is useless, the same applies for lightly armored TDs.

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I really dislike the changes that maps got no more sniping or tactical gameplay I wish if they stop these changes, it’s not fun anymore getting boring and cas make it 2x worse experiences

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Bro why climb or enjoy a flank, or hell even learn a map? Be a brainlet, the ones the devs cater to, and enjoy your slop of 3 lane maps and everything clustering up and dying.
And yes I also want to die tbh

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I love flanking, and flanking is love.
Road networks are flanking networks, buildings break line of sight making flanking possible.

I can tell you’re new to the “new maps” cause you didn’t even cover 25% of the light tank and tank destroyer spots on American Desert, Sweden, Campania, and Vietnam.

There are more flanking routes on all maps today than there were years ago.

The more flanking routes the better.
And light tanks flank really good.
TDs can use flanking routes to set up ambushes.

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LOL, LMAO even.

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that guy always have the weirdest out of world takes on every damn subject lol.

Dude they narrowed every map, Normandy and fulda lost a huge part of them, they removed Sinai mountain part, and so on and so on…

Stop with the copium pills, we want the game to be better and for that we need to adress the core issues and maps are a VERY big problem that is worsening each time they touch something, heck jungle has no fucking trees left in it lol its a rock barren land with a couple palm trees now.

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In order for there to be a lot more flanking routes than years ago there have to be a lot of crazy spots I missed.
Could you tell me where they are? I have a feeling you just mean some random alleys that can be reached by medium-/heavy tanks just as well.

When I marked the spots, I concentrated on spots that really give/gave light tanks and tank destroyers a special role. Look at the old maps, there were literally spots TDs could control whole portions of the map with, they were essential for winning a game.
On the new maps that doesn’t exist.

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Gaijin tried to flatten the learning curve but what they achieved is a gameplay as bad as probably never.
Personally I have seen a lot of veterans quitting the game because of this.

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Both single cap exceptions to the rule.
Thanks for proving my post correct.

Not only that, but that single cap Normandy has more flanking routes then the legacy maps in the original post.


These are the 5 routes I used to flank 4 enemy players in T-90M.

Flanking is not stealth, it’s not running away 2km to go around.
Flanking, as taught in American Football and militaries is the act of go around an opponent. Distance irrelevant.

@_Marco
Maybe I will, but I need to determine if I want to keep my routes secret or not.

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tanks arent for sniping according to gaijin mods

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If they at least put something historical, WW2, Korea, Vietnam, Cold War, without this everyone against everyone thing it would already improve 30%

@dirtyann
Fulda is the same exact size it was on release, I know cause I was on Fulda this week.
Sands of Sinai losing the CQC area was a net benefit.
Normandy effectively didn’t change, it lost 1 route out of the 20+ routes it has.
Sweden gained 30+ flanking routes.
Sands of Sinai gained 5+ flanking routes with the removal of the CQC brawling area.
Fulda flat out didn’t change.

Keep defending CQC all you want.

Nope, I despise CQB lol…But I want space to move…

That area was not only for CQC, it was solid to avoid the long stretches of open terrain to get to C

Normandy lost its whole forested/field area on top of C point, you could use the village and buildings and church to flank and snipe from there.

Worst map in the game.

Fulda lost is whole wood mill area down from the castle.

Honestly you’re really one of a kind and that will be my last answer towards you, I don’t want to interract with someone as dishonest as you anymore.

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@dirtyann The mountain area of Sands of Sinai was exclusively a CQC brawling area that prevented flanking on over half of the map.
That field area of Normandy amounted to 1 flanking route, 1. Singular.
Of course you hate the map with the most flanking routes in the game…
The wood mill area down from the castle is still there:
image

Well, enjoy thinking that everyone that loves flanking is dishonest. All you do is prove us all correct.
I endorse the views of everyone else in this topic; I endorse the views of everyone that is pro-flanking. They represent me and my views well.
Enjoy ignoring every single pro-flanking person on the forum.

Also @_Marco


Cities without roadblocks are 100% flanking networks.
I’ve flanked more people on Iberian Castle than I have on the top 3 open maps.
Cause flanking is about going around opponents, which is harder on open maps.
Which is why Sweden has well over 50 flanking routes while Sands of Sinai is less than 10.
Sands of Sinai had like 1 - 3 flanking routes before its CQC brawling area was removed.

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Haha, It took you too long to realize.

Oh wow, they really have to be great ;).
I guess you mean sneaky routes for ambushes. I think the number of these remained to same at best over the past few years.
And I want to note that my point about scouting still stands here:

Looking at this route, if a light tank noticed and scouted you, maybe before you killed him or by hearing you through some buildings, your plan would have very likely failed. Depending on how the battle unfolds, your chance of survival is very slim, since in this scenario, where you’re in the middle of the city, surrounded by roads, every enemy knows practically exactly where you’re going.
So the success of these tactics depends massively on whether the right type of tank notices you or not. This is a kind of gamble that is intended to help beginners, but massively limits these types of tactics.

Do they have an explanation for that? How do they think tanks like the Object 120 should be played? By rushing the capture points?

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and i can say the same. you have a long distance flanking route. dangerous, enemy light tank may stumble across you and kill you
made up situation doesn’t remove the fact that these are still valid attemptable flanking roads regardless of how it unfolds in any match because every match is individual whereas every flanking road is static

I mean each time I see his name on the forum he has some weird takes or is downright lying.

Saying that running around in a city is a flank is true in a sense but a real flank is wide and beside flanking, having room to breathe outside of urban environment isnt bad for gameplay, it can even help escaping the spawn.

Honestly seeing the current map design and redesign they just want to funnel poeple into a big furball in the middle like they did in ARB.

That kills a lot of ways to play and makes a lot of vehicles like TD’s obsolete and unfun since everything can pen them from the front past 5.7-6.7 anyways and playing them is forcing you into these mazes of CQB mess.

So what remains is brawling in a fishbowl in some urban environments or hiding behind a dune in “large” maps since they’re just too open to allow for any movement, both styles are at the extremes.

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Excellent post, Marco.
I appreciate your patience and civility.

I am a flanking addict, it’s partially why while Carpathians is among my favorite maps, it’s not a flanking map, never was.
However, my most favorite maps currently are Sweden, Pradesh, Iberian Castle, and Sands of Sinai.
While Sands doesn’t have many flanking routes, the other 3 have a host of routes, with the urban maps having flanking networks.

Pradesh has deeply unique flanking routes that I cannot get into detail over because I learned them myself and haven’t seen anyone else use them yet. Those stay secret.
However, if it’s an urban map, any route that breaks line of sight and gets you around an opponent successfully is a flanking route.

Once you understand the deep hole that is flanking, you will see routes pop up in the moment.
I did an 8.0 China match today or yesterday on Iberian Castle and I couldn’t tell you the route I took cause I made it up on the spot, I flanked over 6 enemy tanks that match using… an artillery piece, this one:
image
Not only is it a “tank destroyer”, it only fires HE.

And yeah, the threat of light tanks are always present. They’re more of a threat on open maps where they have better visibility of course.

I love open maps, and I have to acknowledge that open maps have less flanking routes inherently due to the inability to break line of sight with enemies as often as with buildings.

With all of that said: Brawling is head-to-head. Sniping is head-to-head at longer range, brawling at longer range.

I hope you learn something from this, I hope at least the changes on Sweden make sense to you in opening possibilities for light tanks and TDs alike.

@dirtyann
Militaries say flanks aren’t inherently wide. I trust them over you.

I get what you mean, you can still be sneaky.
But I would definitely say that within a city you are on territory where medium and heavy tanks dominate. So you basically just use your speed in order to avoid contact with these types of tanks in certain situations.
My opinion is that the options for light tanks used to be way more diverse. On these maps it’s basically just hoping alleys.
Also, what would you say about TDs, are they as usable on maps like Sweden?

Sweden has more “flanking” routes which are really just alleys light tanks can drive through faster.
But which map has the better flanking spots? I would definitely say Sands of Sinai.

And ofc you can still play light tanks in maps like Sweden, I do and it works. But if light tanks wouldn’t have suffered in the public eye Gaijin wouldn’t have added things like scouting in order to give them purpose again.

It won’t be able to kill me through cover by clicking v at me. In that situation it would actually be about skill, everybody has the same tools.