Gameplay is becoming increasingly monotonous!

Ambush is different.
And you are going to the enemy’s side doing these maneuvers.

This is more like going in between the enemies.
Flanking is going around the enemy’s front line.

It can be the same thing depending on how you think about it.

Flanking a group of enemies just means getting to the side of them, but flanking an area often means something much wider and larger. The 2nd type is where Gaijins map design fails, but it’s also hard to get it right while keeping it balanced and not spammed.

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You have to go between enemies in flanking in war. Flanking is penetrating the lines and hitting individuals from their side or rear.

That would be a completely different usage of the word “flanking” than anywhere else. Idk if you watch football but that’s not what it means there, same with the equivalent word in my mother language.

So whenever you get behind the enemy lines it’s called a flanking maneuver? I would say it’s more about how you get behind those lines.

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You oviously talked to wrong people then. I talked to some real life tank commanders and standard flanking distance for tanks is between 1.5 and 2 km because tanks are loud and pick up lost of dust while driving offroad. If any of the scouts see/hear you, your flanking manouver failed.

Even for infantry standard flanking distances are more distant than average WT map.

You didn’t listen well: 1.5 - 2km in OPEN AREAS with a lot of visibility.

The average WT map is 2x2km BTW.

Even around cities. Tanks go at least 1.5 km away from urban area to flank.

Thats why WT maps are too small.

They do that for infantry presence, which War Thunder doesn’t have making that refer to back to visibility.

Recently had a re-enactment custom sim battle for the assault on iwo jima.

We were in LVTs, Shermans, stuarts (plus planes and boats doing support).

Usual engagement ranges were well in excess of a kilometer with the lead tank often using smoke shells to mark targets for aircraft and the rest of the “Platoon” and just calling out on VC where to shoot and what.

Quite a distinct experience from our corner-to-corner fighting in cities.

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wow i wonder why its so monotonous. maybe because im playing the same bullshit battle over the chalk circles since 2013

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One important point I wanted to address is that Gaijin’s attempt to improve light tanks through reconnaissance is a problem.
Gaijin has tried to compensate for the disadvantages of light tanks through the reconnaissance mechanic. However, the disadvantages vary from light tank to light tank; most have very poor armor, but many have very good mobility, others have good firepower, and others have good survivability. Some are very similar to medium tanks (TAM → Leopard a1a1, Ikv.91 → Leopard 1, DF-105/Clovis → AMX-30, Leopard) in terms of their performance, but there are others that are extremely different from most other tanks in the game (M18, Fiats, BMP-1, Bradley, etc.). Nevertheless, ALL are buffed by the same mechanic; I think this only fairly compensates for the disadvantages of some light tanks.

Instead, the map design should allow all kinds of tanks to exploit their advantages, without any hypothetical reconnaissance and drone mechanics.

So, there should be advantages on all maps for highly mobile tanks, for tanks with good cannons, etc. Above all, this would also help medium tanks, which actually play a bit like light tanks but still don’t get to enjoy the reconnaissance mechanic.

For example: Today, the DF-105 has the reconnaissance mechanic, but the Leopard 1 doesn’t. The DF-105 is essentially just a Leopard 1 with a worse shell but a better reload time. Both play very similarly; in fact, you could argue the DF-105 is even better. If maps were designed to give mobile vehicles like the Leopard 1 or the DF-105 gameplay opportunities, both would benefit equally, and there wouldn’t be an imaginary line between medium and light tanks that would grant light tanks an advantage that relatively equal medium tanks don’t get.
So, in plain English: Good map design could allow tanks to take on roles based on their stat cards, rather than pressing them into one-dimensional categories and simply giving all light tanks a mechanic.

Likewise, Gaijin has already desperately tried to give TDs an advantage through mobile ammo reloading. What many of these tanks really need, however, are varied maps where they can also play according to their tank design.
For example: Does the ammo reloading mechanic help an IT-1? Yes, absolutely, it can simply stay in cover! Does the mechanic help an ISU-152? No, at least not that much, because it has a 27-second reload time anyway and will very rarely run out of ammunition. What’s needed are maps where you can use the ISU-152 as a casemate tank with huge gun and reload properly!

Diablo 2 made the game online to where the map changes always its never the same. It would be COOL to see that in newer games refardless genre. For example, still keep historical maps, but also add random generated maps also that are not replayable a second time for some player vs player matchs. Ofcourse, peiple will come say this is not a good idea. Thats fine. Im open to negative comments and constructive criticism.

That or include dynamic maps like in enlisted/battlefield/hell let loose in which when a set of objectives are achieved we move into another section/stage of a map and a new set of objectives is to be accomplished.

They also could put a set number of respawns allowed per match no matter how many vehicles are in your lineup like in SIM, where making real tactical/situational choices would matter more than going through a list by elimination and finishing the match with your worst vehicle instead of choosing what you need to accomplish that particular challenge.

We have many maps that are using the same areas, el alamein being a good example, having some urban terrain, oasis/ish type and the dunes would make for some unique matches while using large areas and would allow for so much more varitety in the gameplay loop.

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I like your ideas. You got a good brain!

I mean it’s like basic FPS/milsim game modes lol.

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The problem with that propose is that you definitely cannot assure that the maps would have all the aspects I was talking about. In War Thunder maps must meet certain criteria to be good.

Like World of Tanks, War Thunder is about making your tank work on the maps. Not knowing the maps would ruin much of that.

Also, I don’t know much about diablo 2 but by the looks of it the maps aren’t that complex. I highly doubt that randomly generating War Thunder maps would even be possible.

Just look at this map.
What even are your options with a highly mobile light tank? Half of the map is red, you can’t go anywhere than the center.
The best thing you can do with a mobile tank is maybe going to some corner and camping there.
Screenshot (16)

That’s the problem with Gaijin trying to make the game more simplistic, it becomes stupidly monotonous and a lot of tanks don’t even really have any tactical purpose anymore.

If people struggle with tanks that don’t just engage from their front they should play Arcade.

This kind of stuff is what will kill this game. And people should not be distracted by the player counts, they are mainly the effect of War Thunder gaining a lot of attention from cinematics on TikTok, World of Tank players switching over from their dying game, War Thunder actually being less buggy than years ago and a lot of people joining because they want to play the very cool new stuff like Leopards or Abrams. Of course the Leopard 2A7V attracts more people than the Chieftain Mk.3 that was a toptier tank years ago.

The core of the game is getting destroyed with stuff like this. That’s a mistake even Wargaming never did.

If there is a lot of new players struggling with Ground RB which is the most popular game mode, then you should make the more easy alternative which is Arcade more appealing for them, so they can get to know the mechanics, tanks, maps etc. there.

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This map is a new low, not only is the map design itself bad, they red-zoned half of it on top of that.
shot 2025.06.16 16.52.35

I got this map while playing a majority light tanks lineup, it is no wonder so many players leave after the first death even though spawn costs are at an all time low and even though you now get a bonus for achieving a certain amount of kills in a match.

As I said already, I don’t think that this is a problem of “wallet warriors”, they have always existed. It has a lot to do with map design.

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One way to change the monotony could be, of course, much larger and better-made maps. But another thing that would be interesting to me would be to vary the respawn and capture zones on these larger and better-made maps, changing the bases in certain games, from north to south, to east and west, making the maps more dynamic and not always requiring going to the same point on the map.