Why are map after map designed to be totally unplayable for russian vehicles ?.
Lately its seems every map with hills or valleys each one has mounds that are totally useless for Russian vehicles.
Attica , for one is more hills then level ground and the peaks are just that bit unusable to Russian TDs ,tanks etc plus others no doubt .What’s the point in designing maps like this if they are unplayable to most vehicles .As we know the early Russians tanks have no depression virtually at all .
Surely there must be a solution that all vehicles of all nations can play all maps not just some .
Redesigned maps are becoming the same more unusable spots in favour of one shot kills from the other side
Attica is garbage for everyone, essentially is two armies/teams camping in both ends trying to dominate the middle to spawncamp the other side, Attica matches in a nutshell.
The point is you need to understand how every tank and every nation has its own unique playstyle. Russia’s playstyle is different from every other nation except China. You have to play it very carefully and rely on the advantages of having smaller, more maneuverable tanks on the map.
Russian tanks often lack gun depression compared to others, so you need to use terrain smartly-taking cover behind hills or hull-down positions where possible. Patience and positioning are key. Instead of rushing forward, focus on ambushes, flanking, and supporting your team.
Mastering these strengths and weaknesses will make playing Russian vehicles much more effective, even on maps that seem challenging at first.
You just have to learn the spots you can play in, it sucks because that means on some maps like 40-70% of spots dont work, and if you try to force them to against a leopard or abrams you are gonna eat it if they dont job.
This guy has tips for bad depression/reverse tanks and where to play them compared to others in his videos, pretty much the only one I can find.
Spoiler
You’ll notice that some spots can be turned into viable options for russian tanks by changing the angles a bit, but sometimes you are just at a straight up disadvantage or its completely off limits.
The other problem is even if you can play these spots, your poor reverse is going to make you expose yourself like 3x longer than most nato tanks have to so there is a lot more risk involved when you peek to take shots getting hit by a 3rd party.
Getting behind a hill or cover will always stop shots from hitting you so being able to get back into cover faster = more survivability than armor is going to ever grant you. Armor is useful for forcing people to aim for weakspots, but no matter how much stalinium plating or bias you have your breach, lfp, driver port etc. are vulnerable so armor is just bad shot protection ultimately.
Also like people have said try and play a more supportive role, russian tanks are very easy to bully when they are in 1vX situations since they have trouble getting out of town and poor reaction speed with slow turret traverse, try to play near teammates or behind them so you dont get pushed by multiple people or lose your breach and get pushed in a situation you can’t get out of.
you arent changing your tactics for the vehicle you are using. every tank can succeed on any map
this map is bad for everyone. Russian tanks having a worse gun depression angle is just more notable here.
Thanks for that any ideas for the best way to play the SU-76M i always get one shot off and dead?
Im grinding the in game camos for something to do for each nation and im up to the russian br 2-0.
T-80,Su-76m,BT-7M .
About halfway through all camos so far but keep getting maps where depression sucks .anyone have any tips please
Attica, karelia except the one side, frozen pass etc
thanks
what tanks do you tend to use?
as there is still spots even on attica where vehicles with -2 degrees can get an angle in
im working through each nation tank by tank to get all the in game camos starting from reserve upwards .I’m now on br 2.0 Russian then Britain so and and so forth tier by tier. the main one im having trouble with is the SU-76M tin can on tracks
Definetly not, especially in top tier. Russian/eastern vehicles excel in cqb, while they suffer in rural, open maps. This is generally the opposite for Western vehicles. For example, the Challenger is extremely powerful employed as a sniper, where the hull armor isn’t exposed. Yet it suffers greatly in cqb, because you can easily one-shot the hull
I used to think this before I played Russia, the whole Russian tanks being CQB monsters. But I don’t think that is the case in actuality.
For CQB if we are talking like dense urban stuff etc, the most important aspect for a tank is going to be reaction times (turret traverse/gun handling), reload, and instantaneous mobility (being able to reposition to respond to threats you hear etc). This might be as simple as just turning your vehicle 180.
For Russian tanks the smaller weakspots are a non factor for CQB, the closer the engagement ranges the easier it is to hit said hitspots. The amount of extra time it takes to aim at 20-30% smaller weakspots or whatever is negligible compared to things like having half the turret traverse, or taking seconds longer to move your tank around to reposition. I think the kings of CQB are pretty much auto canon light vehicles, things like the BMD4 are much more scary to deal with in those situations than MBTs IMO having all those qualities in spades.
Smaller weak points are more advantageous in longer range engagements where you have to pixel hunt for them, but engagements in this game rarely exceed 400m, and “long range” in this game usually means around 1km, when tanks are usually designed for at least twice that distance.
I’ve also found that in CQB situations involving things like hills like say you are in the defilades in arctic research station and in you into a situation where its a corner peak around a hills edge knifefight duel, being low profile ends up being a huge negative since tanks with guns and sights that sit higher are going to get eyes on your tank before you do about a half second advantage or so, so you end up losing your breach first almost always and you die afterwards. I’ve watched replays of this happening and looked at them frame by frame.
Spoiler
Tanks with commander override might fair better but im honestly not sure.