And if i prefer Sniping? If i prefer getting into a Hull down position and being able to Knock targets out at range with my Cheiftains and stuff?
Then you snipe. You just need to find a different place to do so.
However, war thunders map are often not varied at all, so it heavily restricts play styles. Maps like Fulda, Flanders and Maginot do this well, but maps like Sun City, Fire Arc, or Red Desert lack in variety.
We need better map design, not bigger maps. Larger maps won’t solve core gameplay issues.
Who says map changes only affect high tier ground? I think some of them make the gameplay better and worse at any BRs.
The comment is being overly vilified. People just see that a mod said something they don’t agree with, and then they get mad. I haven’t seen any abuse of powers by the mods here, and most seem to be decent people.
Afaik the staff members do not have any control over the decisions made by Gaijin.
From what Positions?
No really, What Positions? it isn’t sniping if im 100m from the front line.
You won’t be able to on every map.
Many maps do support medium/longer range engagement distances, which is good for gameplay.
No. They don’t. Gaijin is bound and determined to turn EVERY map into just basic COD Rush in and die shooter maps.
The dislike for that take is very justified. We’re tired of WT being made into CoD
Not in my rotations bud
I agree that Gaining map rotation is abysmal. There really needs to be some way to vote on the next maps, or have a way for non-premium players to ban a map. I don’t want to play on seversk 4 times in a session, just like I don’t want to play on Maginot 2 times in a row.
Also, you don’t have to reply 3 different times.
It isn’t the best, but people are massively overreacting to it.
I’d consider multiple Reddit posts, and it being a topic almost 5 months after it was said, a bit of an overreaction.
I understand why people disagree with it, but I personally don’t believe that it was quite that bad.
Not really because absolute range in meters is very different to different BRs. At low BRs 400m is medium range while at mid BRs 800m is medium range and at high BRs 1.5k is mid range. So having the same maps accross multiple BRs is very bad for gameplay.
Post has been restored by the staff. Just wanted to express my thanks to whoever took the time to review it.
This is what it boils down to, the vast majority of maps play just fine in reserve tier tanks, but somewhere past rank 6 they become unplayable. There is no “one size fits all” map unless it’s made from the ground up to be that way, like Tunisia.
Why bothering have a square map if half or more are red zones. It all comes down to a straight line towards each other.
The removal of sniping spots also negates any active spotting attempts e.g. you need scouting assists there is next to no point left where its possible to simply scout. Those that are left are basically down to “please let the four guys infront of me get shot before me or let the enemies have bad aim” e.g. Hürtgenwald.
At this point we should get the option to ban all “fixed” maps… or option to only played on original/legacy ones that ware miles better than - Flat Thunder Red Zoned W Holder Lovers CQB maps - with spots removed for 1 side and not the other. The idiotic at this point red zoning and flattening of maps is pointless ruins games and any map balance there was. Removing hills from one side and leaving the other that was counter to it is stupid. Removing some places you could spaw camp - wow this worked “great” now ppl spawn camp 1 square closer from same side.
Do you even bother to test your changes??? Bring back original version of all maps they have small problems but was actually possible to be able to counter 99% of them.
this is really annoying
…
Pinball thunder, a mode that disregard every vehicle class outside of heavy tanks and russian MBTs
What would solve spawn camping is the opposite of what gaijin is doing.
What we need is wide maps with spread out objectives, ideally with varied biomes (one that favours close-range brawlers, another that favours having snipers giving overwatch to allow fast tanks to get in, cap and get out from enemy overwatch).
Combined with this wide set-up must be multiple spawn points, with heavy amounts of both soft and hard cover and multiple viable points of “dead-zone/spaces” egress points from these protected spawn. Dead-zone/space is basically having a dip, a trench, a canal or just being on the right side of a hill to not be seen from a specific angle. This heavy amounts of soft and hard-cover should make sense in-universe in form of FOBs and the like.
With these, spawn-sniping would become non-viable as tanks can leave their spawns from too many viable routes, and the enemy would have to find a way to cover all those egress points somehow - which, sure, some they might be able to farm (especially with stupid players who keep going the exact same way after dying repeatedly), but smarter teams and especially coordinated teams can react and take alternate paths to at worst, avoid overwatch and at best dislodge and flank the spawnsnipers.
Spawn itself should still be possible to be threatened, to allow for spawnpushing in event of a hard-stomp/clear win to end the battle sooner/more cleanly.
Players need to be given more options, not less - and they need those options to all be equally viable assuming they have the right tool for the job.
Edit: Example of dead-space: The dirt road (taken from a video)