Yes please keep removing these positions 100m from spawn. Imagine if you will, a game where you have to actually move in order to get kills, instead of sitting on some broken spot that has sightlines over the entire map. The more these spots are removed the better the game will be.
Tactics like camping in spawn and camping a rock with oversight of the entire map in the base due to horrible gaijin map design. Terrain like a raised campi… i mean defensive position that you can shut down the entire map making it a terrible pixel hunt with no creativity or fun in anyway.
I’m sure some positions are as you say, but many people who get farmed only see the death cam and not the action that led up to someone flanking deep into their team’s side. You can spectate any match and see 80% of every team are mindless W-key pressers who don’t look at the map or exhibit any level of play the most basic bot could replicate. People like you will complain about spawn camping instead of recognizing the enemy understood the map is a square, not a line, and went around the cattle instead of joining in.
Skill issue, countering flankers is part of the game, if you don’t want to die to them learn the routes and kill them. The onus is not on gaijin to make the game play itself for people to bad to learn how to play, flanking works because people do not care enough to counter them. Cope.
If its mindless why do almost all good players do it, also why cant bad players make it work?
Nope i have no issues with spawn camping, it almost never happens to me.
- looks at Maginot Line and Vietnam Hills where the enemy can literally sit behind and or beside your spawn but is just so you can’t fire back without removing your spawn protection * I mean, stuff like that needs to be fixed but the amount of new red zones that literally only affected middle of the map stuff needs to go away. For example, why is the entire western end of Karelia blocked off since they covered the spawn issue with rocks? Or how everything south of the little tank preparation area on Fulda is now redded off? They keep making the maps smaller and flatter over time, removing tactical and strategic planning of where to assault and counterattack from. I don’t particularly enjoy having to use the ONE small dip on a flat map to move when the map is 3km wide and honestly getting exhausted of the CQC maps (especially for top tier).
looks at red desert and volo where the enemy can literally sit behind their own spawn and shoot the entire map. FIFY
No it doesn’t, just counter them, the game doesn’t need to change because you are too lazy to counter obvious positions.
good
smaller = better
flatter? nah the maps are already very flat.
LOL, LMAO EVEN. No one be doing this bruh, this aint IRL.
First off, you dont play top tier at all. Second, you dont like smaller maps because you dont know how to play them, just learn and you will realize that they are far better than pixel hunting snipefests.
No, map size doesn’t have any strong relation to how good a map is.
Depends on personal preference and the overall design of the map. I’d take Fulda over Sun City/American desert any day, but I would rather play Rhine than Red Desert.
Smaller maps aren’t inherently better or worse, they’re just different. Gaijin just isn’t very good at designing larger maps too.
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I honestly haven’t seen Volo more than like 8 times ever and I think all but 2 were like 6.0 BR lineups. As for red desert, I haven’t seen that since it dropped. However, as for spawn camping, I find the you can’t get out of a spawn far worse than someone can use an area near spawn to snipe.
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How am I supposed to counter a red zone? It literally destroys you XD My point being there were ton of spots that affected around points and they still blocked them off for some reason.
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Why? It’s literally the only covered area to flank the C point on the large version of the map that isn’t a wide-open field.
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I mean, they are more so now. They used to have a lot more elevation on maps before Gaijin devs ironed them flat.
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I mean, some of us try when we are in squads. Though, kinda impossible with everything become lane games and city maps.
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Literally been grinding ground with the A10C and 120mm Abrams. I don’t like small maps because it’s about who has the best APFSDS and holding a corner rather than being able to flank. If I wanted to play camping simulator, I’d go play COD.
This depends on the vehicles of choice. Certain vehicles, like IFVS or ATGM launchers, are not viable when you apply an “in-your-face” playstyle to them. The good thing is that Gaijin put both types of maps in rotation. However, maps have gotten smaller over the years, and good spots that could be used by these vehicles have been removed. Even when we still have these so-called broken spots, the ATGM launchers often don’t live very long due to air units. All vehicle types should be given equal opportunities to shine, while trying their best to retain the realistic aspect they marketed.
Please show us this broken spots
“First off, you dont play top tier at all. Second, you dont like smaller maps because you dont know how to play them, just learn and you will realize that they are far better than pixel hunting snipefests”
You do know there are something called personal preferences?
I personally prefer bigger maps and not the close combat melee battle royal other people prefer.
I would NEVER say you are wrong in liking something different me, but that wont change i loath what quite alot of the maps.
i play France these days, and Gaijin have written about the whole 8.7 line up “avoid close combat, try and flank or/and snipe”
But i often find myself melee brawling tanks with stabilizers and whatnot in tanks without, and that can be a bit hairy.
Gaijins focus on small flat brawling maps are great for some vehicles, but it is rough for quite a lot of the more special vehicles where they can’t use their strong points.
If gaijin plans to keep spamming killzones everywhere, the least they can do is undo the 3 compounded stacks of traction nerfs they have done since 2017ish? i would prefer to have the butter, oil and soap removed from the tracks if all the good spots gonna be blocked off with killzones anyway
stop removing flanks too
I enjoy urban maps so much more because there’s so little sitting in some ridiculously obsure position 1800 meters away that can see into spawn. So many maps had that problem. It wasn’t fun. It wasn’t big brain or strategic.
I’d be more inclined to enjoy the larger maps, at any BR really, if spawns had better protection and defenses. Like actual FOB layouts with high walls around the spawn so the player who completely blows past all objectives just to sit somewhere behind a spawn doesn’t have it too easy.
Give us something like this with some form of AI anti-tank defenses that has the same instant aimbot aim as convoy AA in Air SB, and it would be a step in the right direction.
Like a lot of things in life “it depends”.
I think the objectively worst maps in War Thunder are the ones that restrict you the most. Campania, AttR, and Vietnam come to mind. The latter especially so because of the water and rugged terrain. Campania because it either forces you to brawl or spawn camp, neither of which are fun for a lot of vehicles. AttR because there is exactly 1 efficient flanking route and if someone else takes it, it turns into a brawl. Sure there’s the mid map where all the destroyed buildings are but it’s far too easy to get killed by someone that sees you through one of said buildings. And obviously the area near the statue is a no go.
That’s also why my favorite maps are Spaceport and Fulda. They offer CQC, sniping, and flanking all in one map which is all you can really ask for. I’m also starting to really enjoy big Tunisia, simply because of the freedom of movement it gives, even if the engagement distances are longer. It’s a better version of Red Desert imo. Sands of Sinai is up there too, even though I hear a lot of people complain about it.
I’ll defend that map by saying that flanking doesn’t mean taking a route at the edge of the map. It’s one of the best maps because of how many minor variations of routes you can take. I still think it’s very good if you aren’t in a sniping tank, or above 8.7.
For the rest of your comment, I mostly agree. Sun city is exceptionally bad at giving players choice because of how little buildings and terrain cover there is. And it’s only made worse by the long sight lines and complete lack of cover when performing any flanking maneuver.
I think El Alamein does that even better than Tunisia, and mozdok has tons of potential too if you use the whole map.
My favourite maps are definitely Rhine, Mozdok, El Alamein, and Fulda. They all offer something that other maps don’t.
Rhine has a ton of choice and potential cqc flanking.
El Alamein is huge and offers plenty of sniping, and flanking.
Fulda doesn’t force you into headon engagements, and mozdok has good engagement ranges and it’s almost fully rural.
The small and large variants of Maginot line are pretty good in terms of best of both worlds, you can brawl in the city or long-range sniping at >1.5km, tons of cover to move around. I do find one side has better sniper positions.
Not necessarily for them, because they are a squady andy who will not play the game otherwise. It is a completely different game for them.
Ehh, Mozdok is a mixed bag, i’d say Battle mode mozdok is pretty bad since you can from the get go shoot spawn to spawn both ways with alot of open terrain a little cover beyond the spawn areas. Tho in all fairness, i don’t think i’ve ever seen that at the BRs LRF begins appearing or higher
I know its about specific map but thats what is essentially wrong with WT maps. Maps are so small that usually only valid flanking route is along edge of the map. If maps were bigger it would be counterproductive to go along map edge as AO is too far away from you to influence it.
For example Arma 3 map is based on real Greek island and its area is about 270 square kilometers. Of course going 50 km away from the AO is silly and it doesn’t happen.
The fact is that bigger maps give more room for different tactics. And different scenarios. One mission could be around one town and other mission could be battle for airport at the same map. Just different area.