Longer range, longer duration Ground maps

Imagine having the attention span of a flea an… oh, wait…

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I don’t see how attention span has anything to do with massively reduced rewards per hour. This is a gacha/collector game if you deep it.

Because I like to play a match that doesn’t just involve hitting W, getting into the defined corridor and then going pew pew? If you want fast paced action, go play arcade.

The map can be 10x bigger and they would still find a way to implement corridors. That is the job of the map design team. They intentionally do this to make it easier for casual people to define their role in the match.

No, they’re doing it so “casual people” (I’m one of those, by the way) don’t whine about being shot. Whether from flanks, or spots they didn’t think to look at, or because they were dumb enough to skyline themselves and make themselves a very easy target.

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All I’m trying to say is the map designers are very much influenced by the top/mid/bot+jungle lane layout from league of legends. WoT map designers openly said that, and similarities can be drawn when you look at the top down topographical layout. It is funneled into lanes, and it’s terrible even if enlarged.

Gaijin said majority of players prefer quick fast paced matches and small maps as their data from map bans suggest. Also players already hate driving for 10 min to see first enemy like on Red Desert unless its on top tier.

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There is actually no point of bigger map since you can drive for 2 hours to get into position, then someone will grab a CAS and bomb you before you could do anything significant, just hold W to objective points and forget about do anything else because CAS spam has made a lot of ground vehicles pointless to play, sniper? Get bombed bro. Light tank? Get strafe by fighters and mg’d to death bro, MBT? Go brawl with other MBTs like a COD fool then get killed by them.

They could make dynamic maps to go with new game modes. Like advance and secure style maps where if you capture a zone then map shifts. This would allow for maps with multiple styles of gameplay, CQC, long range, etc and prevent a lot of camping as the playable area would be redefined on objective captures.

But Greedjin is allergic to working on something that isn’t a $70 copy paste

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And get tortured by Russia and Sweden because they had armor better than most tank

Honestly the idea is exciting, on bigger maps I feel like each tank will have a bit more personality with the ranges extended. New metas will likely emerge and we might get a positive reshuffle of some battle ratings. My only concern is the downtime between objectives and battles, on bigger maps. It’s definitely possible for a great map designer, but based on what we have I don’t think Ground RB can be scaled up much larger.

I’ll give two examples that I feel are reasonably accessible to most players.

Sands of Sinai and Fulda.

I’m going to make some assumptions and suggest that these maps are on the border of being intolerable for a good portion of players. Not for any other reason than the time it takes to return to battle from spawn combined with the vulnerability and likelihood of being picked off again on the way to battle.

A third I’m not so sure about.

I don’t know if it is still in rotation but Mozdok in the battle configuration, is one of, if not least favourite as both spawn points can see directly at each other. This results in static sniping from across the map and a graveyard where players have left cover to venture into the map.

Taking turns at poking out of cover trying to expose as little of your turret as possible exchanging shots at 1500-2000m while occasionally taking 30-40 second break to repair your breech and/or barrel is a chore.

The ruskies are going to be a shoot-once-die tank in CQC maps, in such situation they are not any better than NATO’s lol

Tank that not Russian GER 2A7 or Strv122 non of them had hull armor that can trade shot with three of them basically western tanks that not uparmored Leopard can’t do much in CQC
Hell using Abrams against one of those tanks in CQC will never gonna be good idea

Neither can russian tanks. Long reloads and shit ammo layout makes brawling in them suicide.

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Well at least against anything that not up armored Leopard it still have advantages against them since their Russia entire hull are green against up armored leopard? still more chance since those Leopard are also need to aim weak spot on Russian tank (so does Russia need todo the same to them) apart from that it depend on internet lower ping the better

Good thing it isn’t hard to click on LFP of russian tank!

Leopard and Strv122 too it even easier because it LFP are bigger than Russian

If they were influenced by such, they’d add way more flanking routes and way more options.

People diss Dota/LoL for “lanes”, but Dota/LoL lanes are a very complex topic with a lot of flanking and lateral out of the box thinking involved.

If WT had maps with that design consideration? We’d actually have fun with them.

Our corridor maps are not that.

I’ll concede I dunno what modern Dota is like. I mostly played it at 6.80s as suicide lane windginger and dark seer and various pos4 supps.

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You are right about the maps being more complex than just lanes. Seeing as they are two very distinct game types it’s not the best analogy but it’s the only way I could visualise it.

I played as a jungler in LoL and it’s arguably more varied gameplay than what we have here.

If we had actually impactful objectives, we’d maybe have something fun. Like, you know how towers in Dota are super important for map control? It’s not because they shoot enemies, anyone can dive a tower and get a kill in a vacuum.

It’s because you can buy a 100g item and use it to teleport to any tower, meaning diving a tower risks the enemy coming in to kill you or doing rosh with the offlane towers active risks the enemy team jumping on you and so forth. Losing the tower means you lose a secure jungle for your pos 1 as vision/tp is removed.

I yearn for dynamic spawns in WT. Big map where initial spawns are way back and upon capturing a point, you get a secondary EXPOSED/RISKY spawn nearby.

Kinda like how in air EC sim, you can theoretically kill the enemy carrier to remove their ability to spawn closer to objectives and how an advancing frontline can disable airfields and how you can bomb their spawn to prevent respawning in that position.

I’ll grant, most EC games I had ended way before an airfield got destroyed completely and other than Denmark, I havn’t seen much utility to carriers (it’s too far away on dover to be worth it) and frontline disabling airfields buut…

The idea is there! And I find it very appealing.