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

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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Right, I know that spot - if they removed that, that’s just [bleeping] stupid. It could be flanked easy enough and whoever would do the flanking would rake in a few easy kills. If it’s gone now then indeed, north team can just take a drive right down south and engage in spawn camp shenanigans real bloody early in the match.

Thanks! :)

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The irony is that they didn’t sort out the south-east hilly end where the south team can basically have “safe” passage into an area where they can absolutely murder the approaches into B and C for the north team. I mean, I’m using those spots now but it feels off that the north team can’t do the same on the A1 area anymore - that used to be the “balance” - now it’s just unbalanced as heck and has turned into another one of those “whoever brought more vehicles wins” type deals.

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First they removed the ability to get behind that far south ridge right at the edge of the map. Then they took the hill away from us. Both sides could use that hill. Now you have to watch that road or get spawncamped.

I wouldn’t mind having a sniping spots to have Map control but have only sometimes one side advantage of overlooking the exit points of spawn just to be killed less than 30s isn’t exactly fair on the other end. If Gajin is going to put them back they should have an equal amount for both sides and better cover spots to safely allow players especially extreme slow tanks to move to location to locations whiles under fire.
Sniper spot 1 get countered by sniper spot 1 on enemy side, coverage is enough to cover at least 2-3 tanks unless in Heavy armored tanks then they can stay in the open, pathway to POINTS must be decently low enough to allow players to cross and have foliage along the path to hide behind rather than snipping spots to be cover and bush up, its better for them to be seen more clearly. Only few shrubs and bushes to partially cover them since we have camos in-game. Addition the snipping spots are high elevated, hard to kill from running paths. However these said snipping spot should not be any under circumstances be able to see the very spawn zones. Gajin seems to be making few changes but not all or equal to old maps.

example: Japan mountain snipping spots, though they did have both sides to have equally counter each other, they however not balance properly in such a way only one side had either better coverage or one side an an additional zone to use which was then inaccessible to one side of the teams and had 1 entrance. Other thing in Japan in my experience the paths leading to the snipping points were either to difficult, to narrow, to slippery or 1 path was available and the zones themselves are to small or had sharp drops which causes players to get permanently stuck whole game or their tanks are bounce up and down making the guns glitch and freak out.

Not only that. A1 was perfectly equidistant from north and south spawns. The only reason why there was an imbalance, is that the southern spawn has cover, the northern spawn doesn’t. That’s what caused the spawn camping issue.

The only fix needed was to give cover to the northern spawn as well. Then A1 can be used for its intended purpose, lock down the approach to B.

I got a nuke, from the north spawn, by going into A1 with a bloody Jagdtiger before the changes were implemented. So I can only laugh when people tell me that A1 was uncounterable and gave only the south an advantage. If a vehicle that slow, that tall, and turretless can contest that area from the northern spawn, any vehicle can. If you think otherwise, I can only recommend you buy and install a pair of hands to play the game with, I don’t know how else to put it.

Imagine try to make tanks like Challenger and Ariete to work in map that you can’t use it strength and force you to playing around it weakness it fk horrible.

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