Major Update “Dance of Dragons” — DEV Server Changelog (30.08.2024)

With bigger maps there is the problem of slow vehicle’s getting anywhere so by have spawn Options that would be eliminated

And there is no reason to push between the spawns becouse there is no objektive there and you could be attacked from two sides at once if both spawn are frequently used and the Enemy ends in the middle

Imo it would already be fine if they made spawn snipers more visible, not just on the map.

I don’t know if this is possible, but a possible idea could be to make it so that if you shoot someone in the spawn you automatically become scouted for a certain time period.

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Could be a few ways to resolve that be it through match time progression gate, proximity of enemy players to spawn (would take reviewing each map), a host of things.

Spefically at toptier, larger maps would enable both longer range strike platforms and tanks designed for longer range engagements (e.g. Challengers) to actually have a place if care was taken with the design. It would also introduce actually interesting SPAA placement other than just “Send bomb at spawn, get like 5”

its a complex issue, and i think the tighter the win conditions are the fewer edge cases exist to worry about.

Wait why don’t we just take this issue to the top.
@Smin1080p_WT are there any plans to help alleviate or fix the spawnkilling issue aside from editing the maps?

Maybe a combination stretched maps and ai gunners will be the best proposal becouse we need modern anti air
And unless gaijin wants to force people to team play ai radars/launchers placed behind the Battle field will be the only option

Think Patriot s300 s400 nasam and so on

Yeah no. Shit’s irritating enough in Sim. The only place those systems belong is in Sim, unless by some miracle you agree that ARMs should be provided to deal with this tedium.

This is a outright terrible change. What you are effectively doing is changing into yet another corridor map that only benefits vehicles with a strong frontal armor profile and promoting a very bleak “sit here and watch a corner” playstyle, rather then letting lighter vehicles make use of their mobility to flank and open up new opportunities. This is a theme I’ve noticed in recent maps and change as well, with both Sands of Sinai and North Holland both following the same theme as well (most of North Holland in Domination #1 being completely unplayable for no reason). These changes ultimately make a negative impact on gameplay as mentioned before it becomes a lot more stale and reaction time based, instead of on careful planning and game knowledge, as well as putting nations like Japan and France that rely on their vehicles mobility to flank rather then their armor as a severe disadvantage. Maps should not cater to one playstyle or another, and rather should support a variety of playstyle as per different players taste. Easterm Europe was a good example of this having forested areas on either side to give light tanks the ability to flank and having a town in the middle to support heavies and mediums. Sands of Tunisia before the changes was the absolute pinnacle of this idea having one side of the map dedicated to long range combat, with the other side being dedicated to close quarters with the middle being somewhat in between. As a concerned player I strongly recommend the team in charge of these decisions reconsider what makes a map good, and how they can improve the players experience in the future.

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Tunisia was a good example of catering to everyone, before they ruined it.

My feeling every time XD

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Those ai gunners are for anti tank/ground work only

But we need ai to Control the Multiple vehicles in modern anti air Systems

And the player Controls the actuall missile either by driving the radar vehicle, Launcher or Command vehicle

So if the player Controls the launcher and guide’s the missile
the ai would Control the Radar and Command vehicle or vise versa

Maybe the player using the radar Vehicle would be best
It would be similar to current anti air vehicles just with the missile tubes sitting behind the spawn

Yea… at that point, better remove all light tank and keep only medium and heavy tank if the goal is to have corridor map

The changes to big Tunisia have made it better, because you can now play the objectives without being instantly shot at by someone hiding behind a rock 1km away. You now no longer have to look towards the hill for the entire match, too.

It still has issues with being too flat and open, but that was a beneficial change.

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You realise there were multiple sides to it right? If you didn’t want to engage in long range fights, you went to the middle for mid - short range, or the town side for CQC. Now it’s a point blank joke.

Yeah, just like how it is now. The hill just gave whatever team that got it first a massive advantage since they could overlook 2 caps. It wasn’t fun to play on that map, since it shut down many gameplay opportunities.

Huh? It’s primarily a long range map, it’s just that some spots were removed to make other ones viable.

Are we even talking about the same map?

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The entire left hand side has no ranges greater than 2km. At best, you’ll get 1. The rest is at best 500m.

2km is plenty long enough (for the BRs I play, which is mostly Rank VI-VI).

Unless something changed, you can still snipe others from on the hills just near the spawn.

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Yea, it’s called rocks being in the way of any engaging long range fights.

A reminder to everyone that this is supposed to be the dev server patch notes discussion…