Why is it that there are still maps in grb that are narrowed down to a single narrow corridor with a single cap point?
I know why, it’s because the braindead w to win strategy works exceptionally well with russian tanks, whereas many nato vehicles, especially the ifvs that gaijin already purposely crippled (like the block 2- still doesn’t even have working aps, it was bugged since implementation and the support actively ignores it) require large open maps to position themselves and make use of their mobility for recon and ambush tactics.
As a result, these matches almost exclusively end with russian tanks steamrolling the enemy team.
Since gaijin allegedly balances purely based on ingame stats, I wonder why they tolerate this if they allegedly value balance and do not favour a single nation… allegedly.
As someone who likes to play light nato vehicles, I am already getting screwed enough with all the tiny COD style city maps and the balancing of the boxer, puma and equivalents versus far superior russian vehicles, but these corridor maps make everything even worse.
Even the recent advance mode offered so much more room to maneuver, why don’t we have that (again - I am a wt veteran and remember) as a normal match set up instead of the corridors?
As someone who prefers a variety of maps, and often plays vehicles that perform better at range, I sympathise with the feeling, but ascribing it to Russian bias is completely misguided. This is a company and it goes where the money is.
Why do you think almost everyone spawns A on Advance To The Rhine when you can influence the match way more by controlling B and C?
Or everyone rushing A on Abandoned Factory.
Why do you think so many prop players don’t bother side climbing and just beeline for the enemy instead?
I have given you three examples of behaviour we see every day from many players at every BR. Do you really think it’s a coincidence?
Before they can even die to any tank, people have to begin the engagement. Most players hate waiting even a few minutes for this to happen, especially if they are dying and respawning. And people hate dying to stuff they can’t see (i.e. snipers). The average player does not play tactically or patiently. They just want the bang bang to start ASAP.
Currently it kinda is at 11.7, specially after you can kill it by shooting the atgm and the dispersion nerf, it is nowhere near as strong as on release nor does it perform like then
Ahem - narrow maps means less opportunity to use NATO mobility since they seem apt to removing all possible flanking routes. Running headfirst into enemy team =/= effective mobility.
It also ensures that any NATO air has to be in a fairly small zone (making it easier for Panstir SV et al to effectively lock off airspace) if it wants to get any hits on the ground battlefield. It is easier to defend a smaller map from CAS than a larger sprawling one.
I’d say the map design of War Thunder is one of the most consistently terrible aspects since the game left Beta…