Map design-NAVAL

The problem with that is the fact it is a game with randoms and bots, if you want to point out the true nature of open water naval combat without aircraft carriers just watch any documentary on Jutland. this would require teams on comms doing lines of battle in coordination. it doesn’t work for a game like WT which is why the maps need the terrain.

I also consider the challenge of maneuver to get to the cap points a level of skill for the players. it is also why i always have PT boats and destroyers in every nations naval hanger.

It’s got the perfect mixture of cover and open water. Lanes into B are wide enough for BBs to comfortably maneuver - and brawl - while also providing enough cover to not be shot at by a near 270 degree (or worse) angle unlike certain other maps like Norway where A is practically impossible to cap in anything larger than coastal ship and south team has a ridiculous bias towards victory.

It’s got routes solely for PT boats and even some frigates. The problem is - once again - pretty arse spawns.

If you don’t like the map, that’s fine but that doesn’t make it bad.

That’s one of the reasons why spawning in as late as possible is recommended.

Sure, it’s definitely a high risk situation, but with emormous potential for high rewards.

I personally prefer a frenetic target-rich free-for-all scenario over a map whose excessive cover basically achieves the same effect as randomly disabling my weaponry. I derive more fun from being able to fire at enemies at will while being at risk from their fire than from capping points in relative safety.

A target rich environment isn’t the issue; I simply feel there should be an option for multiple styles of play instead of forcing ships into a worst-case situation they statistically can’t (either due to armor layout, lack of fire rate or both) deal with. An option could just be to add extra spawn points. Granted; that’s what an entire line up is for but - for example - American dreadnoughts are second line ships, a map like Norway is often a death sentence thanks to a 40 second reload on most of them.

This is exacerbated at 8.3+ where ships like Roma and Italia have an agonizing 1.3 RPM and have to often deal with RPM monsters like Soyuz, Mutsu, Nagato or Bismarck.

Also high potential to be very frustrating but that’s part of the risk. Sure, it feels great erasing problem ships in a brawl. Conversely, it can be equally aggravating when you have an american CL/CA vomiting ammo at you within its effective range and you don’t have the distance to evade.

Disappointingly, time is often of the essence in battles and spawning late completely throws off potential turn arounds later in the match. It ain’t so bad for ships with floatplanes (which there are obviously many in warthunder) but that’s sort of beside the point.

I agree, certain ships’ inadequacies are exacerbated on brawling maps and mitigated in more sedate environments.
I edit my map preferences accordingly, although with only 3 maps being dislikeable and only 1 bannable map, disappointing map choices are ultimately inevitable.

Yeah, the state of Italian top tier BBs firmly places grinding them on the bottom of my to-do list.

I’m not advocating waiting for aaages to spawn, just delay it for long enough to ensure you’re not immediately the focus of attention for the enemy team, especially on the Norway maps.
There are of course other scenarios were spawning in earlier is beneficial.