
Map design 101 Gaijin.
Gives one side a convenient, easy route into the B-C cap area, with high mountain islands giving cover.
Then proceeds to give the other side a run-the-gauntlet route with a 90° turn into a tight entrance while being under concentrated fire from the enemy team that is rushing to the said B-C cap area to win the game and hold the single chokehold in grid E 7.
The problem of naval, is that Gaijin does not care. Otherwise, how would such an insanely bad map still be in rotation?
South spawn gets to win automatically as they can hold B and C with light cruisers, destroyers on mostly full crew…It is honestly annurysm-inducing to have to suffer this piece of blatantly and arrogantly ignored example of map design.
Please, for the love of everything thats holly, take it out of rotation at least, if you wont fix it !
3 Likes
map design in general just sucks sadly
2 Likes
You forgot about the point being that every single naval map let’s you literally spawncamp and spawnkill the moment you spawn. Meaning that the strongest ship will always prevail over the less stronger ones
2 Likes
i am them i hate to only get my boat stop and just shoot kill shoot kill maybe they need mpas like only sea real pvp no only spawn you know
IMO Naval needs 100x100km maps at a bare minimum with fog that limits visibility past 10-15km.
These boats can engage each other at 20+km without any problems, CQB coastal maps are stupid.
I would play naval if it wasnt a dps check in every match.
World of warship, as hurting as it is to say it, nailed it compared to WT naval design.
No warthunder doesn’t.
WoWS is built around an arcade framework that Warthunder doesn’t play around and all the better for it.
Ships in real life - on the extreme end - have hit targets as far as 30km out (USS White Plains was hit by Yamato at 30km. That is ridiculous levels of gunnery skill given shell travel time and ballistics)
Warthunder, you will only ever hit a 30km+ shot in EC and if the enemy player isn’t paying attention or unaware there’s a battleship firing at him.
Fog also doesn’t stop players from spamming X to lock ships.
Warthunder Naval has so much potential wasted on half baked ideas and it’s so painful despite my love of the mode. Not to mention the countless inaccuracies.
First time?
This map heavily favors South in conquest and North in Encounter.
You need a concerted team effort (which you will never get in naval) to even contest into B and C, let alone capping either letter.
Battle Stations Pacific had better map design than this game
So for you a good gameplay is spawning at 10km, shooting at each other until one blows up because the other team damaged him faster than his team damaged other vessels lol…
WoW’s has it’s flaws but the spotting mechanic and the gunnery feels nice at least, and it’s not clostrophobic like WT naval is rn.
These maps works for coastal, not bluewater.
Clearly the mode is unenjoyable if as little poeple plays it.
The guy in charge of map design is a hardcore WW2 aircraft enjoyer who wants Ground and Naval to fail.
He’s been trying his best since 2013 and partially got what he wanted - the Naval has sunk in some part due to bad map design.
No the hell it don’t. WoWS’s ‘dispersion’ infuriates me in ways that would make Satan start sweating.
Is the feedback nice in WoWS when you nuke a cruiser at 17+km? Yeah. Great. If only it didn’t piss me off when a battleship’s guns don’t go anywhere in the same postal code as I asked.
‘but you play the HMS York, the dispersion is garbage’
And somehow the York’s terrible gun dispersion in warthunder at 15km is somehow more accurate than some top tier battleships with double the rounds fired at sub [8]km in WoWS.
…Where the hell did you get that idea?
We had that in pre-Leviathans and it was horrid. Especially with the RPM machine that is the pre-Leviathans Scharnhorst that was a literal raid boss and whoever won was often based on which side has more Scharnhorsts.
We still have it on some maps. Frustratingly.
So, maybe something that isn’t that well known. But the majority of naval maps were designed during the closed beta of naval. With a unified tree and where it was uncertain if we even were going to get blue water ships larger than destroyers.
And they clearly didn’t age well. My hunch is that the “skill” learned for naval map design got very specialised towards coastal matches, resulting in a horrendous mappool for bluewater.
At the time with the unified tree there was also more of a reason to expect mixed coastal/DD lineups, and thus that was taken into account. DD’s at the time also had the same damage model as coastals making them a lot more fragile, leading to better interplay between DD’s and coastals.
TL;DR: map design like this is a relic from when naval was in a completely different state. Resulting in them aging poorly
1 Like
Horrible is the server that makes ships literally go back and forth all the time for 2 minutes or during the entire match.
Horrible is the server that even in the arcade where the shot is guaranteed to hit at a certain point, it was because of server lag.