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

Sry, I couldn’t miss this.
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Gaijin itself explained that upcoming new holland map inspired from the old one.

İts lazy design no doubt but at least they’re bein honest about it(which is something rare tbh).

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Star Wars Episode VII inspired by Episode IV? ^^

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That’s true. If you ask me i would put more effort into this new design. The current concept rework with :

  • firstly: remove every hills and create the landscape as smooth and create a lowland.
  • Secondly: remove all bridge
  • and lastly: replace the river with Hightway.
    This will create more opportunities and new map, than this copy paste map concept. That was how i see it. What do you think? ;)

Those are Good ideas but as we know when it comes to making sophisticated map designs Gaijin isnt the best(considering they even nerfed some of the best maps).

oh and on some variations you can’t flank hard to the east or sit on the south west corner of the map sniping…
they really want this game to turn into a 30 second a round FPS.

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cope more mate

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Here I have some advice for you since you’re terminally online in the forums. Go outside

Someone is hurt

I don’t like the map changes as they made the maps too linear

Newgens will never experience sniping with is-2 across the map… Having to calculate your shot to the perfect centimeter, or have to reload for 20 seconds. Most fun I ever had

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Like the long map where i dome a T80 that keeps popping in and out of existence

Those Fkers like that it why i main CAS and bomb them

This happens way too often. I think it’s coded to derender when they are behind rocks, and its buggy as hell nor can it be turned off

It is, AFAIK, an anti-cheat system. The servers doesn’t tell your client to render tanks it doesn’t think you should be able to see, thus preventing third party applications using those render calls to locate enemy tanks across the map.

Only issue is the server’s idea of what you should be able to see and what you can actually see are often two different things, and it’s apparently not all that effective as an anti-cheating mechanism based on replays I’ve watched, where players are able to perfectly track targets that should absolutely not be rendered for them. Dunno why it’s still around.

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Always was a fun experience, Same for my Jagdtiger, even the Maus.

Big maps were the BEST.

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Big maps were incredibly fun with the Chief when you got them (so rarely)

That and Conquerors with their improved rangefinders were hilarious because you could slap people with APDS from half a world away.

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yep, it’s my experience, I think the damage model work more correctly… often harder for me to damage the heavy target in close map but on large map… wow, i can one shot or two shot all target easily lol .
Just my experience, no proof

Big map for me it’s fire above 300 meters lol, the current maps actualy are 100 meter of fire xD. But just 500 meters i can already see a other world, more fun and damage

high level vehicles require a larger map. Instead of forcing people to CQC

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It is not an anti-cheat system. Can we stop spreading misinformation because someone somewhere said so without any clue how game engines work and game development?

It is badly implemented Occlusion Culling and Level of Detail system. It can also be badly implemented client side that does not update quickly enough once it gets data from the server.

Occlusion Culling in game engines removes all object meshes and textures that are not in view of camera in order to save processing power of GPU. There are countless videos from 3rd point perspective showcasing how it works.

LOD on the other hand reduces complexity of meshes and textures at long distance. This is why for example in AirRB planes are just dots at long distance. Because game either removes the mesh all together and places a 2D sprite in its place or just removes poly count and texture resolution to PS1 levels of fidelity. Again to save performance.

This is why suddenly tanks dont render because game thinks you should not see that and suddenly when you look at target with optics it pops into existance, because game suddenly thinks you should see it at high enough LOD.

Server no matter what have to send data about positions of all entities and their state to all clients. Because otherwise your team would have no clue where teammates are. Going through implementation of separation of packets and data filtering to send to specific clients on server and make sure it does not break… no just no. Nobody sane would do it and nobody in the industry does. Because it is too big of a hassle and like even processing power alone to run it with all the checks for server to do every server tick would be stupidly high. Formula is n * (n - 1). So for 16v16 thats 240 iterations. Giving the bare minimum tick rate for server of 64 (minimum required for FPS games) you are looking at 15,360 comparisons made EVERY SINGLE SECOND. Now multiply it by say 2000 battles and you are looking at 30,720,000 comparisons. Server farm to run that would need to be insane. Just for detection alone. That does not include other checks like can player fire when it sends request, checking if his speed is ok, checking turret position, checking damage.

If it were an occlusion culling issue, why would it just be limited to tanks? You’d have trees, buildings, rocks, tank wrecks and even entire villages popping in and out of existance if the game were struggling this much with such a basic graphical system.

Nor is it a LOD issue, as then you’d see low texture/poly blobs suddenly snap in to high detailed models before your eyes, instead of them just popping into existance out of nothing. The hint is in the name, Level Of Detail doesn’t control whether something is visible, it controls what level of detail the mesh/texture will have based on the game’s idea of the players ability to see it. Low poly/quality at long range, high close up.

Not to mention, if it were a graphical issue of any kind, it would be consistent. You can literally see occlusion culling happening consistently in real time in game. Looking into the far distance on some larger urban maps, you can literally see fences and other small objects appear in a consistent radius you get closer. But that’s not what happens for tanks.

Instead, what happens is much more in line with the server being coy about sending location packets. Players at longer ranges, especially when near cover, will just pop in with a delay. On at least one occasion I can remember, there were other enemies in that area that weren’t near cover that were already rendered in. It happens sporadically, almost always at longer ranges. This doesn’t resemble an occlusion culling issue to me.

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