Ranged Engagements and Mixed Terrain in GRB - Fulda, Maginot Line, etc

Hi folks,

I am a bit disappointed that Fulda and Maginot Line are not in rotation anymore [apparently they are, but I have not seen them at all in the past few months]. I really enjoy these maps, the ability to have fights at extended range is incredibly engaging, and rewards patient play and maneuver. On the other hand, I am quite frustrated that so many maps are built around short-range knife fights - such as Frozen Pass, Finland, Golden Quarry, and Middle East.

I hear that many people dislike the amount of camping, and particularly spawn-camping in it - but this is true of any of War Thunder’s maps. There’s often an issue of players being able to go too wide, and not make contact for ten minutes. What do you think the problem with Fulda and Maginot Line are - and how can they be fixed?

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Maybe the solution is more island based maps? Physically confine the playing area to prevent players from going to wide, but also not artificially constrain them through kill-barriers. Take the Island of Wang’an for example - it has enough width to make maneuvering viable, while also preventing the player from going without contact for 10 minutes because their gamble to “go around” didn’t pay off as no one was there. It also has the range, and varied terrain to facilitate mixed playstyles. Similar to Vietnam Hills but without the grueling transit times due to terrain.

I’m a huge fan of being able to play wide, protect the flank, and break contact with the enemy. It adds another dimension of object permanence, patience, and planning to the game. How do we introduce interesting range maps, without creating spawn-camping problems - or leaning on strange and unnatural landscape features (looking at you Red Desert pillars).

Let me know what you think.

Thanks,

Hydroxideblue

huh? I played them just yesterday.

keyword is “patient”. Maps are nothing but field which doesnt allow active gameplay.

Fields. Map that only has distances aint playable ingame with oneshots. For WOT it may be useful but not in WT. YOu cant leave spawn if the enemy wins, and you cant actively move to capture points unless you unalive most enemies, even so one camper will break some tanks on the way.

I haven’t seen either Fulda or Maginot Line in GRB in weeks if not months.

However, those maps do enable active gameplay. You can close on urban areas and fight within them and are generally not prevented access/interdicted.

Maps playlists by intensity and/or size would be a nice addition. I really like the large maps even if sometimes they can also be as unbalanced, but this allows to play some vehicles that are just a PITA in other regular maps, especially at BR 10.3+. I had my best games in Challenger 2 in large Fulda because you can “breath” more. But this is because I also like the slower pacing of the game, but this is not the taste of everyone, so that’s why having more choice with playlists would be cool.

And for Fulda and Maginot in rotation, I played them multiples times in the last week during my small playtime.

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ah, thats the war thunder for you. I havent seen Mozdok in a highway variant for two years xD
They are in rotation, tho they are likely banned or disliked on some people`s lists (including me, i put a dislike on Fulda, tho i like Maginot) so they are rare.

Not particulary, THey have two areas in which you can play CQC, but to get to them you need to pass a spawn-to-spawn shootout place.