I actually really like Fulda and think it’s a well designed sniping map. It’s also one of the only well designed sniping maps in the game.
Yeah, if they’re designed by competent people, which gaijin is not. Gaijin does not know how to design maps, the fact that Eastern Europe as a map is in the game just proves this. Same with flanders, maginot, (Sands of) Sinai, Volokolamsk, etc etc. Everything you say about map design is only true when the map designers are competent.
Are you talking about small Eastern Europe or the larger variant European Province? IMHO its not the map itself that’s the issue but rather the location of the spawn zones that basically eliminate any meaningful “just flank it” possibility when all the spawns are in the map corners.
Flanders is actually a fairly good map, though I will still say the “A” section over by the crashed airship is atrocious. I don’t know who designed that part to be that degree of a rat maze.
Maginot in its large (aka original) size is actually quite good as I mentioned before - if you want to brawl you go A, if you want to snipe you go C, if you don’t mind either you go B. The shruken AB-size version they dropped into RB after several patches sucks.
Volokolamsk is definitely a piece of work but I disagree it’s all THAT bad. Again like Eastern Europe (both versions) its a spawn location problem more than anything, or even just the objective setup of the mode not scaling to larger maps well.
As for Sinai and Sands of Sinai, all versions of Mozdok, all versions of Ardennes, Kursk, and others - merge them together into single giant and cohesive maps. Using your Sinai example - the people camping by the cliff faces are only oppressive because we cannot wander into the smaller version’s area to go around said people.
Thus its not even the maps themselves so much as it is the objectives and where they’re placed. I have long felt that for large maps in general the game needs to borrow objectives from Naval EC - caps become spawns for the team controlling them, but also spawns would conversely become caps, where each team starts with one already in their control like Battle Mode does. Then a single standard Domination match would go from 2 spawns per side fighting over 3 caps to fighting over 7 caps that double as spawns.
This cuts down on excessive spawn killing because suddenly you don’t need to spawn camp to cut off enemy reinforcements - you just capture their rear spawn zone and encircle them. This makes large maps less frustrating on average because after dying once you can spawn much closer to the front as long as your teammates have at the bare minimum captured one forward-located cap zone (which even the average idiot WT players are able to do).
Or just undo the long-since-redundant postpen nerfing of HEAT and HESH globally, then punt that thing up as high as it needs to go. Both round types were obliterated in nearly all relevance when the IS-6 was new back in 1.67 and 1.71. It’s now what, Update 2.55 or 2.57 now? How long will it take to make those rounds actually work consistently again and begin healing the smashed-together-mess of BR 5.7+?
By restoratively buffing those rounds, they suddenly see large rises in their stats, and they are dragged upwards by the Snailgorithm. Soon the late game heavies see the majority of the HEATFS empty out of their range. Same for the final handful of superheavies and HESH save for the Barn/AVRE/CEV.
Except all of those examples still possess substantial sections that have shorter ranges of visibility for those who happen to want/need that. As does Eastern Europe in both its sizes.
So what exactly is the issue with all those? It almost sounds like you have a problem with long-range sniping duels when for the majority of tank fights that was how they were intended to be used.
Cupola will usually fail to kill more than the commander unless you’re getting hit with something like Soviet 85 German 88mm nuke shell or US 90mm. But 76mm Sherman or Panrher will struggle. I get killed via LFP way more often.
Anyway, I just play Su-85M like a goddamn heavy, happily taking shots and it works every time 75% of the time :P
Su-100 sits at a more tricky BR but that thing just deletes stuff, haha. Especially enjoy overconfident Jumbos.