Stop. Removing. Sniper. Positions. From. Long. Range. Maps

I think Gaijin also uses the map like/dislike data to make map changes, so it’s not just new players doing it.

I rarely see anyone complain out loud about maps being too big unless they are poorly designed.

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All the feedback I see on the forums is a huge load of complaints about the more restrictive map design.

There is a very easy solution. A proper map filter. Those who want quick action brawls could select the 80% of maps that allow their kind of gameplay, while those who like proper tank gameplay could select the proper maps.

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I’d be more than happy with that solution, so long as there was a decent map pool for both (would hate to pick long range only maps and get the same map 25 times in a row)

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So how about instead of forcing the game in CQC garbage where if one team has success the other team is instantly wiped out. There can be longer range maps with the option of getting in CQC and also giving laser range finder to all tanks instead it being a module so people grinding top tier tanks can stop picking CQC maps on their favorites.

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Or you spend much of your game time looking for pionts which have been removed since you last played and you think you are going mad…then quit the game is disgust never having seen an enemy

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Just for example, 373 votes and 370 are against the last map changes… player feedback they said…

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The fact the community is just about evenly split should probably be a point that the maps shouldn’t have been changed to begin with. There is no clear support for it.

It actually is possible to please everyone by adding a map filter.

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It’s a bit more complicated than that because of the way MMO player populations behave. You could make it work but it is a bit riskier because it’s inherently tinkering with queue times. The more variables you give the matchmaker, the more you’re tinkering with the sacred cow of MMO player retention, so I doubt they’ll ever risk it.

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Are these Complainers the same one’s that made them remove the reworked Turret armor of the Challenger 1?

For ONE update that thing got a MAJOR Rework of its turret armor, and was a absolute beast.

I tanked like 10 3BM42 shells from a T-72 Turms-T at POINT BLANK.

I logged in like 2 days after that update and it had been reverted to its old Turret armor that could just be lol penned by DM13.

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I really didn’t think this would be a controversial opinion, but is it really too much to ask that maps are designed to cater to multiple playstyles? This seems like basic game balance at this point, certain vehicles only work in a very specific playstyle, and certain lineups are dominated by such vehicles.

Playing any of the British high tier MBTs without being able to go hull down is putting them at a massive disadvantage. Forcing the Japanese 9.0 lineup to go brawling does the same. Putting 8.3 Russia into an uptier on Sands of Sinai, where they are one of the only players in the game not to have a LRF, is also unfair.

Maps should be designed in such a way that, no matter what tank a player brings into battle, there’s somewhere they can go to take advantage of it’s strengths. To simplify, that means the map needs open areas for sniping, concealed routes for flanking, and some close quarters areas for brawling.

In an ideal world, each of these playstyles would have a similar level of impact on any map. And Gaijin has gotten somewhat close with Flanders, in my opinion. But we also need complete reworks of the old, problematic maps. Not the halfbaked changes we’ve gotten recently, like to Sands of Sinai, but actual, full reworks. Ones that balance powerful positions, rather than simply remove them.

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So I was playing a game and saw someone go 8 and zero in a T-80UK so I went back to the server replay to see what great strategy he pulled off.

He just had a bunch of bushes on his tank.

Wow, amazingly gameplay CQC, people who put bush on tank get unfair advantage in fast reaction scenario but them sniper positions are so much worse amirite?

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I mean I miss the sniper spot in Ash River… Yer it was exploitable as hec, but still fun to plink away at enemies while they wondered what was killing them. Also made it easy to grind out more problomatic vehicles which really annyed me playing.

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He’s talking about the big hill on the south side that was very possible to flank if the average player would just think. They’ve made that south road even more of a flank-to-spawn route now since there’s no sitting on the hill and locking down that road.

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GOD i miss that spot so much. Id get up there in a Jagdtiger and just Derp around with 128AP

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Remember the Dev Blog tips talking about going hull down?

I remember, then Gajin decided to remove hull down positions.

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Make the map filter also work by demand instead of only deny.
The player likes a bunch of map and the MM prioritise putting him in a match on one of those map while still avoiding denied maps. Put a big fat disclaimer that it will impact queue times, and if that still not enough for the general population have a time cutoff option activated by default where if a match isn’t found quick enough it just puts you into whatever the MM finds.

Cause like, finding a match in less than a minute only to end up AAing around because I didn’t hit the 5% or so chance to get a map I like isn’t really worth it.

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Gaijin even spent a lot of efforts to modify some slopes in the map Aral sea to make sure no one can hull down there.

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I found out that the A1 position on mozdok has a kill zone in it now so thats half the map you cant play so one team gets a cap for free fair and balanced my dudes.

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Its quite sad how many maps they’ve ruined.

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