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

This is a perfect scenario Gaijin should strive to accomplish. I know it’s fairly difficult to properly BR place hundreds of vehicles at the same time so that each one feels equally as rewarding to play.
But the same thing can’t be said for maps, there’s simply not that many variables in play and maps should be designed with those 3-4 playstyles in mind, it shouldn’t be that hard.

Brawlers, flankers, snipers, etc. should all have “their” parts of the map where they shine. Currently, plenty of maps offer areas where only brawlers can shine, so it’s no wonder those tanks feel pretty damn good to use, while other vehicles that don’t belong in that category often times feel basically “out of place” and thus aren’t that enjoyable.

Indeed, we need parts where brawlers can enjoy their knife fights, but also parts where sniper vehicles can enjoy their long range duels. I highly doubt those two wouldn’t be able to coexist on a single map.

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That’s the thing though, it is (in my opinion, take it for what it’s worth) one of the best and funnest maps to play at top tier regardless of which tech tree you end up using. For the Americans, they can use their mobility and somewhat decent armor to play mid-range snipers, or a bit of knife fight, and they have scout vehicles that come in handy (as well as ATGM carriers). For the Germans, they can enjoy being snipeybois although Leo2’s still feel more mid-rangey to me. The Brits can take their Challengers and find plenty of hull down long range spots. USSR can brawl in the towns. Japan can use their speed and 4 second reloads to be the knife in the back of the brawlers. China can… not sure what China can since I don’t play that tree at all. Sweden can do Swedish things (also don’t play that tree much). There is basically no single tech tree that would “lose out” on that map.

And since it’s so big, it also means that getting to the objective requires clearing the path, so it’s not just a rush cap and knife fight on the caps type deal.

And Gaijin has large versions for most other maps - they’re in sim battles. And I feel they need to put them in RB rotation as well.

The solution is kind of simple too; put the knife fight bang bang pew pew maps in Arcade. At close range, the Arcade mechanic with the lead/target pip doesn’t matter at close range. Put the original un-fucked maps back in RB, and add the large sim battle maps to RB as well.

Problem solved.

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Agreed. That, and the shrinking of the map to prevent flanking. I love using light tanks (even if I am not so great at avoiding being seen) to flank long distances around the map and try to get to a position behind or to the side of the enemy where they least expect it, picking off those that I can, and scouting everyone I see for the team. It is a challenge, very hard to pull off normally, (and extremely satisfying when you do) but now it is almost impossible in a lot of maps.

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This could be the reasoning, the maps start falling apart once you get to rank V and VI in the tech tree, but another simple explanation is that GJN just got lazy and slapped all these fast and modern vehicles without adding new maps or changing them. They did make changes to Poland and European Province recently which are obviously welcome, and SB Tunisia in RB is also a step in the right direction but we need more freedom to choose.

I think one of the biggest issues is that big maps can be daunting to die on, driving back to the action again can be a slog so I think adding cap points near the mid-section of big maps that you can respawn on is something they could do. They could do this with Fulda imo, since the muddy grass is really slow to drive on.

But for something like that maps would have to be way bigger, probably 750m or 1000m squares.

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It used to be…I remember how Kursk was in 2014. You had two teams peeking over ridgelines at 1.6 km + with WW2 tanks and it was far more engaging than just meeting enemies at less than 500m on the majority of maps.

Also all these short range maps make most ATGM carriers entirely useless.

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I’m not aware of any sniping spots in the game. Other than general long range engagements based purely on map size, there has never been a “spot” that i used or died to…

But I support larger long range engagements.

Tanks dont survive unless they “tank” the hit. The evolution of armor in WWII specifically contradicted this, as well as current modern armor theory.

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Challenger. Specifically cruiser tank Challenger A30.

Go look, I’ll wait.

however, the best way to survive is to hidden well enough to make sure enemies wont find you, then you can shoot to enemies

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I think that’s because larger maps are for the higher tier vehicles. It’s in the higher tier’s where I see the most ODL and one vehicle lineups. At least that’s been my experience. While I like playing high tiers I actually find playing lower and middle tier’s more enjoyable on the domination maps because players actually tend to play the entire battle. I’d like to see gaijin open up some of the larger maps to more vehicle br’s.

Part of the problem with the lower to middle tier vehicles though is frequently getting the butchered conquest maps which are a disaster. I don’t even bother spawning in when I get those maps.

Large maps at high tiers = ODL’s and 1 vehicle line ups. Low to middle tier = greater frequency of conquest maps. Damned either way.

ahhhhh, my bad. Thought you meant a mbt Chally.
However, i find the cruiser challenger to be awesome and i love the 17 lb’er.
What is your issue with the above?
i can punch thro tiger 2 turret and pretty much anything i come across.
I am fast, good reload, good track turning, good turret rotation, good penetration.
Literally only bad side is no armour really and almost non existant reverse gear.

Not to mention things like Spikes and the SACLOS nerf to ATGMs making them even more useless in urban combat.

Simple, the 17pdr they have given us is abysmal compared to how it should perform, can go through stuff sure, but won’t actually do shit when it does. At which point the armour becomes incredibly problematic in brawling distance.

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yeah they should give it the performance of a long 88, then the german players wont be happy - so give the 88 the performance of 105 - then 105 users complain so we give them the performance of a 122- then the 122 players complain so we give them the performance of a 150mm - then the 150mm guys complain so we then buff them to performance of 185 - then the 185 guys complain and so on and so on. You see where we end up?

Bit like ordering a cheeseburger and expecting a salad…

“i want variety” on the other hand - - - - “i want them to be like everything else”

“This AP round doesnt have explosive filler, unacceptable”
“This 17lb’er does not perform like a long 88”

alternatively you could ask Gaijin to make literally every single gun/round a 1 shotter, i am sure it will improve the game…

The gun and round is fine. If you cant use AP and only interested in 1 shots, play something else mate.

If I stretch my memory back far enough … Atari Combat had a ricochet setting…

(uh… I mean, if I remember the stories my parents told me of my grandparents telling stories of Atari 2600… cos, I’m, like, a young person and totally didn’t have an original 2600)

its just when people complain about silly things sometimes.
Like using ap round and expecting it to not perform like an ap round but rather like aphe.
using a sherman and expecting it to not perform like a sherman, rather a tiger 2.
this kind of thing.

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And this is exactly why i stopped playing the game on PC.
It got so ridiculous that i only keep the Android version for quick games while waiting in the doctors room or so… and the reason why that is Warthunder and not WoT is just nostalgy.
The android warthunder has nothing worse than the actual pc game now, regarding to what is once had been, and what it could have improved into… and has not.

I was saying for years now that the game gets worse and worse… and now a MODERATOR just confirmed that it is not a tank simulation game anymore. The reason for getting better guns, sights, range in the history of tanks was what… just a game for engineers? obviously yes, regarding to gaijin, because with a tank you can only go head on in close combat less than 200 meters away because you need to finish the game quickly.
But for that, my mobile phone is enough. And nothing i would pay a single cent for, because games like this there are many.

Dear Gaijin… you go down deeper and deeper into WoT territory when it comes to ridiculous foolishness that has nothing to do with tank war and there you can only lose.

You once, long ago, had a stand out feature with the realism, but that is long gone now. Maps getting smaller and levelled, sniper spots removed, these ridiculous trees that only shake when you are close behind them… and now it is confirmed by a mod that this game will never change to something realistic again. It will only get worse. I miss these old days.

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APHE is horribly overperforming in WT compared to IRL for two reasons.

First, most APHE shells had a relatively low filler percentage which combined with the hard steel that made up the shell meant they separated into only a few pieces rather than exploding into shrapnel.

Second, since conservation of momentum is a thing, the pieces they separated into retained their post-pen velocity, spreading out into a cone rather than a globe.

So yes, Brit mains have valid grounds to complain about the poor performance of the 17pdr. Not because it performs worse than IRL but because everyone else’s guns are far more lethal than IRL!

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Historically, the 17pdr was one of the most effective cannons. AP Rounds, historically, performed about the same as APHE rounds, baring a moderate decrease in the velocity of shrapnel on the interior of the target. Please go read documents on it and/or watch simulations if you haven’t the patience to actually educate yourself on the history of British munitions. So either APHE is overperforming, or AP needs to be brought up to par. (For the most part, is APHE overperforming, though AP is also underperforming in cases like the 17pdr if we’re to go off historical documentation)

The 17pdr was also noted for having quite good post penetration effect. Which it doesn’t in game under the vast majority of circumstances. Now if you’re done bein wrong, sod off.

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its not a realistic game.
of course its not gonna be exact, what gun in the game is?
The gun and round performs fine.
Dont like it? play russia or something.
I can pen anyone and the damage is good.
If you cant make it work then that’s on you mate, you cant have it all.

The damage ain’t good. Literally anyone can tell you british solid shot has shit performance. Still do well with it, but it is shit.

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