Map Sizes BR balanced and mode customisation + Vehicle Balancing

I would like to mention here that Gaijin has been behind for 3 years when it comes to maps. Since the A10 everyone has been complaining that the maps are too big, which I can absolutely understand when species like Vietnam come along. But if you look closely, there are two airfields, why not allow SU 25 and A10 the front airfield as a spawn for large maps. Not only are we now flying Mach 2 and 90% of the maps are too small for Top Tear, but the mode itself is outdated, so that you can only use 30% of the jets’ capabilities. There is a need to catch up and already after 12 for it. The same applies to Top Tear Tanks. Pantsir shoots into the Helicopter Airfield with 16 KM Save Range in 90% of the maps, no matter if you fly just above the ground or not! Russian tanks are far too strong against the USA. On maps like Vietnam you can’t even land reasonably from behind towards the battlefield ( Out of Battlefield ) in the 13.7 Air RB. Most maps have 3 plan squares until first contact, so that it is impossible to bring an F14 Tomcat to altitude and thrust because the opponents are already at 25 KM range.

SOLUTION:

  • Expand the maps and adapt them to the BR.
  • Buff for Abrams
  • Nerve Pantsir 12 Km Save Range

New mode:
Enlarged maps where only players with ships, planes and tanks can Join. The Only AI are SAM Targets on Objectives who can get Take out Ground Vehicles or Planes with LGB.
Explanation for the game modes to finally allow vehicles to utilise their full potential and not just 30% as in AIR RB / GROUND RB.

Large maps that 40+ players can visit. Slots for ships, planes and tanks are limited, so not everyone can take a jet. The large maps are divided in the middle and there are helipads, airfields and tank spawns on both sides which are also suitable for ammunition and repairs.

Each team can occupy these points, which are further forward. This means additional spawnpoints for tanks closer to the enemy. These points are linked, for example, if you have not taken the first zone for tanks, you cannot take the second and thus skip position 1. This creates a logistical frontline that needs to be maintained: helipads, tank spawns, airfields and harbours for ships. The aircraft also do not have the opportunity to fly over the entire map, but have to economise on fuel and decide where to attack with their loadout. So that everything is in proportion. So there is no clamour. The same applies to air defence, tanks and ships. Maps like Afghanistan or Vietnam would be a good start. The modes are also not time-limited but run through. So we finally have top tear battles that last longer and the potential and strategy + team play is used more.

The teamplay system also lags behind, if you help someone you should get more Points and Silver Lions to increase the Teamplay Mindset from the palyers.

Many Veteran Players would come back and many they just unhappy with the situation will be more then happy. Whoever dont like this Idea is to new or have no clue what i am talking about. We do Need better Maps and Modis. Gaijin, Map rotation and Map Design is 3 Yearsw behind. Instead always new Top Tear Models. A10 Times long ago, nbow we fly with Mach 2 and meet the enemy 1 minute after start becouse the maps Way to small. DO SOME !"

I made already a detailed logical sheet for balancing for this Modi. Let me know and we can talk about it. But we do need 100% more stuff instead new vehicles.

1 Like

Pantsir is already nerfed by the fact NATO CAS exists to out-range it since 2022.
To buff Abrams you need to supply documents to prove it.

PVP only game mode of that scale doesn’t work: See the video game “MAG”.

Mmmm, arcade battles.

There’s a lot of refinement your suggestion should go through.

1 Like

-First: i do n ot talk about Arcade ONLY REALISTIC
-Second: Pantsir is to Strong from the Range becouse Mapsize not in Balance with BR
-Third: World War mode also Possible , so this GAme Modi can be implement

  • US Tanks has 95% no Defense in Compaire to other Tanks and its from many people Proofed. If you shoot even on Weakspots with a Abrams on RU Tanks u cant oneshot them but they can always even if they not hit you correctley

Map size is minimum 60x60km, which is more than enough to be outside Pantsir range.

I exclusively one-shot Soviet tanks with all other tech tree’s top tanks.
Even the T-90M, which is the Soviet’s only tank equal to 2A7V in protection.

War Thunder needs a new AI for new PVPVE game modes.

I donk know who you are and if you played the game long enough. I complete disagree with you. The Most Maps way to small for Top Tear. 12.0 Ground RB and 13.7 Air RB. Its nice until 8.7 - 10.7 thats it.

The Modi i talk here with Vehicle Limitation is what we do need. 40 + 60 Players. The LImitation of Vehicles i talk is . When from a Team 30 People in they cant take 30 Planes or 30 Tanks etc. You can also not Join with only one Vehicle in the Deck. like we do have the mess right now in Ground RB. People BUy a Click Bait and Join without any other vehicle. After they dead they leave the Match and we do have a Player less. HAve 3 of them you know how the match went. Minimum of 5 Vehicles need to be in a Deck to be able to Join. If they want buy Premium good, but then only in Arcade allowed when they have not a 5 Vehcile Deck filled. I hear here just excuses to be to lazy to create something better to use the full potential from Planes, Tanks AA and Ships. Its a Joke right now. And if you dive deeper inside then you knwo what i am talking about. IN AIr RB we do have 13.7 fly with MACH 2 and we have a contact after 1 minute flight time, most of people are not know to fly there PLanes correct, Maps to small. Even on Biggest Maps we have like Vietnam, you fly outside the Battlefield if you wanna land from Behind to restock . But you want land like that so you have a view in direction Battlefield and can Search with TWS in the time you restock before you start again. And Helicopters get Shoot down on the Helipad not even 10 seconds after nstart from Pantsir. So what we talking about here ? I want a proof that you played the GAme long enough and also Played Helicopter different nations correctley ! And not only playing for a fast Grind .

I think the attackers just having all-aspect missiles in general makes me say no.

What??? Maps are NOT too small. Ample time to climb, gain speed and do some BVR combat. Airspawn maps should be removed though.

What’s stopping everyone from just flying to center and furballing in missile thunder?

read the modi i short explained. it cant be good if everyone use in this modi planes.

One thing regarding air RB.

Air sim EC maps are often the same size as air RB maps.

64x64 km with 1 grid square being 8.4x8.4.

Even at a 12 vs 12 or 16v16, air sim EC does not feel cramped, yet in ARB it feels claustrophobic until most of my and the enemy team dies and it is reduced to 6v6.

What’s the difference?

  1. Objectives
    1. In Air RB, all the action is condensed into about 1 grid square or a 8.4x8.4 area in the middle with some stragglers off to the side. All the ground units are there, the bases are right nearby it.
    2. In Air RB, you have 1 runway where the whole team sans airspawners take off from. Even airspawners start from roughly that grid square.
    3. In Air sim EC, you have multiple objectives of equally high value scattered many dozens of kilometres from each other - intercept a.i bombers at C3, intercept attackers at A.I G6, deal with air superiority capture at E5. Furthermore, there’s a ground battle with units to CAS happening at A5 and D5.
      This means even at 12v12/16v16, players naturally spread out to pursue different objectives (or to hunt players trying to complete the objectives.
      Finally there’s bases scattered across the whole width of the map rather than clustered near each other.
    4. At prop tiers, there’s 4 runways you can freely spawn on, plus an aircraft carrier as a forward airfield on some maps. This also spreads players out.
  2. Lack of markers and full-real controls reducing engagement and identification ranges to ~300-500 meters or even less over being able to easily snipe people from 2 km out.

The markers and controls are obviously not viable to transplant to air RB as it’d remove the reason people play ARB over air sim (ease of learning, controls).

However, the objective design has no reason not to be copied over: Objectives spread across a wider area with multiple air fields that turn a claustrophobic 16v16 furball into multiple smaller engagements that whittle numbers down before they finally meet in the middle.

Even a 64x64 map can have a ton of space in it. In ARB, it’s just all wasted as backdrop rather than used as a vital piece of gameplay.

Here’s what sim EC objective spread and runway positions look like from 2 different matches.
Each square is 8.4x8.4 across


image

This map literally exists in ARB as is, only difference being where you spawn and where the objectives are.

1 Like

I would read your argument if the english was understandable

Ich spreche hier aber von Top Tear Jets und nicht Propellermaschinen. Bitte genau lesen i ich sehe ist hier ein Screenshot von 10.0 Max. Ich spreche von 13.7

Nem beszélek németül (I don’t speak german).

Then use a translator. right click on this post and you can transpalte all

This is an English forum.

I wrote that i am talking about top tear jets Top tear Realistic and not propeller machines. This Guy before posted screenshots 5.7 - 9.7 and compares Map sizes on this knowledge. Please read carefully i see here is a screenshot of 10.0 Max. I am talking about 13.7. And a blance of maps for the BR Rank

why you post examples of 5.7 BR and 9.7 ? I said clearly if you read carefully we need bigger maps in TOP TEAR GROUND AND AIR ! We Talk about Ground 12.0 and Air 13.7 . And a generally Balance from the BR Rank.

Because we need better map design everywhere. Better objective design transplated from sim EC would make the existing maps feel far bigger. Making use of the whole map versus ignoring 90% of it for a single grid square. Maps are atrociously “cramped” even for props in air RB to the point of it being unenjoyable.

For missile thunder, smaller player counts will probably help, and limiting maps to the likes of denmark, afghanistan, sinai, smolensk, spain and vietnam (128x128), However, I don’t do missile thunder so I cannot comment entirely.

I just know I want objectives fixed to make other BRs less unplayably cramped.

exact what i said, and the modi would be great when we can get it:
New mode:
Enlarged maps where only players with ships, planes and tanks can Join. The Only AI are SAM Targets on Objectives who can get Take out Ground Vehicles or Planes with LGB.
Explanation for the game modes to finally allow vehicles to utilise their full potential and not just 30% as in AIR RB / GROUND RB.

Large maps that 40+ players can visit. Slots for ships, planes and tanks are limited, so not everyone can take a jet. The large maps are divided in the middle and there are helipads, airfields and tank spawns on both sides which are also suitable for ammunition and repairs.

Each team can occupy these points, which are further forward. This means additional spawnpoints for tanks closer to the enemy. These points are linked, for example, if you have not taken the first zone for tanks, you cannot take the second and thus skip position 1. This creates a logistical frontline that needs to be maintained: helipads, tank spawns, airfields and harbours for ships. The aircraft also do not have the opportunity to fly over the entire map, but have to economise on fuel and decide where to attack with their loadout. So that everything is in proportion. So there is no clamour. The same applies to air defence, tanks and ships. Maps like Afghanistan or Vietnam would be a good start. The modes are also not time-limited but run through. So we finally have top tear battles that last longer and the potential and strategy + team play is used more.

The teamplay system also lags behind, if you help someone you should get more Points and Silver Lions to increase the Teamplay Mindset from the palyers.