Small? Modern tanks operate from 0 - 3km almost exclusively.
They rarely ever engage above 3km, and when they do it’s news.
Again you are talking only about engagement range. Modern tanks are more about positioning and manouvering than engagement itself. You need to have room to flank enemy. And I am talking how flanking is really done at least 2 km away from known enemy position.
5x5 is more than enough room for flanking.
Flanking is even easily done on 2x2km maps.
Not really. If you have standard engagement range of 2km 2x2 km is nothing. As I said I am speaking about flanking how it is really done (which is at least 20 km away from known enemy position), not “flanking” behind some building or small hill. 5x5 km is barely enough due to visual and engagement range.
I wonder what you will put at the top and how long your list is…
Problem is also that not all players want the same thing…i supposed “many” players prefer smaller maps and something “cute” to look at in the middle…
They are trying to please “old guys” and the “new generation”…i see topics asking for more realism (which means slower, longer games on more uniform landscapes), and others asking for the mad max to remain as a permanent feature, because tanks are boring…
yep and actualy it’s bad for me…
The game arcade fun are wolrd of tank and armored warfare.
The simulator better imersive game are IL-2; DCS; Gunner heat PC
Warthunder is hybrid game, not good arcade, not good simulator… just very good graphic and a lot of véhicule and massiv ONLINE with more map (small)
This game is frustrating, he have since 2013 the Unique BIG potential of imersive and fun between this hands and He have never use (My opinion, just a casino)
as I sayed, I haven’t “games massiv online” better for the moment, i stay here :/
At the top would be real open world map. Similar to something Arma has. Big maps made upon actual terrain. But its not that important. IMO main issue with WT maps is maps are mostly made of few corridors and which results in rather linear gameplay in regards to BR one is playing. Thats why I said maps are at the bottom. Other content is quite good but maps are the worst part of WT. Bigger maps would offer different cutouts and non linear gameplay.
I know that players are different but there are much more smaller maps which rely more on luck than genuine tank tactics simply because there is no room to apply it.
So around 5km to get to an objective? That sounds awful. Finding players on a 100 sq km map would also be just awful. Glad you want to be bored driving most of the time, but I feel the average player does not. While I agree maps could be bigger overall, 10x10km is just too much.
Why would you have to drive to objective for 5 km? As I said above better objective placements and better spawn placement can go a long way. For example on bigger map objectives can be in chain like an AAS map. Bigger map require more tactical thinking, small ones not so much.
So how much dead space would be behind the spawns and be irellevant? Even driving 3km from spawn would be somewhat tedious, let alone trying to move from objective to objective. It’s bad enough trying to move across some of the maps to get from one objective to the other. A map that size would make ground feel like prop Air RB, a few minutes of flying and climbing (driving) just to get a kill or two and then have to spend the rest of the game searching for people because the map is too large for the player counts.
So why would you make a 10x10km map and then put the objectives in a chain rendering most of the map as useless? To make a 3km wide flanking manuver?
More tactical thinking? Why does Warthunder need more tactical thinking? It isn’t a simulator, people just want to play vehicles and kill other vehicles. It isn’t Arma or Hell Let Loose or Squad, it doesn’t need to be that in depth. I can confidently say that the average Warthunder player doesn’t want to drive 5 minutes to an objective to die and then have to repeat that 5 minute drive again.
I’d drive long distance to be real… It’d be really cool if along the way towns that were capped became spawns after a minute or 2 of being capped.
That’s exactly how AAS maps work. And if placed correctly objectives could cover the whole map. Chain doesn’t have to be linear.
Bigger maps also provide area for asymetric warfare like Attack & Defense scenarios.
It’d also allow for unarmed scoutcars and such to be a possible addition to make this even faster.
Little willies jeeps racing all over the place, and kubelwagen going hard.
Majority these days only play to make a personal statement about what vehicle they have, they dont give a shit about flying well or acm’s, they just wanna make a personal statement by winning headons and spamming missiles. outside of that they are dogshit.
They wanna be able to flex having high tier like it is a rarity. regardless of their k/d they think that the whole game is about getting to top tier.
Even having top tier despite being shit at it and having shit stats for the few premiums they used to get there in the first place.
High tier is honestly no different from biplanes in terms of the mentality of the players.
Only diff is the weaponry.
I put on 3 colour smoke - friendly shoots me down.
I engage an enemy and i am on his 6 and critted him - friendly goes headon and either dies or kills him and me.
I fly and engage priority targets, i look around and entire team is competing for the same insignificant kill before the enemy team jumps them - (applicable across all br’s)
grind to 12.0 just to go headon with first thing you see.
have an enemy on your 6? try to killsteal before you die and put your friendly into a shitty situation where he also gets killed and ultimately lose the match.
fly low in your high alt fighter and kill some insignifanct low br bomber then go home and j-out to preserve k/d.
Majority have no integrity. I f you put biplanes at 12.0, people would grind to it just to make a shallow statement all the while being dogshit.
I mean i could fly 12.3 and go after the first easy target i see at ground level, kill him then go home and j-out.
High tier is like people flying on pure stat ego or on cocaine or ecstacy and have 0 awareness other than what is infront of their eyes.
Majority at top tier have very little interest in flying etc, they just want to make a statement about what br vehicle they have and use the same strategy/mentality that you regularly see at all br’s - someone who doesnt give a fuck whether they live or die, as long as they have a top tier jet (even if they are dogshit in it) and get 1 kill to offset their death.
High tier has literally the worst players.
They will happily have 600 deaths to 150 kills but they dont care because they think anything lower is for noobs.
That itself is a problem.
If at least these people would have some remittance if they done well at high tier (maybe) but they arent, they use the same old shitty tactics (if you wanna call it that) that ultimately fuck themselves or their team all on the chance of 1/10 battles you get more kills than deaths.
Personally it would drive me nuts to realise i skipped 90% of tech tree, spent money, ignored tech tree vehicles all because thats for noobs, then get to high tier then proceed to play like people at 1.0 br.
I would reflect upon myself and probably stop playing or just proceed to enjoy the game instead.
but inferiority complex wont allow them, so they just fuck up their teams or br. because they have an inferiority complex that wont allow them to play something more inline with their skillset, whatever the reason may be.
An example is i am shit in jets, but i am not gonna go into jet battles and fuck up team mates or kill steal or ignore everything and let team mates dies in order for me to get a kill.
everything feels the same is a big issue imo
A good high res, high refresh rate, hdr and 27"+ monitor does more than a good graphics card for visuals.
Why just not make mode like Battlefield does it?
Granted maps there are still quite small because primiary focus is on on foot combat. But I dont see why it would not work for tank combat with bigger maps.
Have original cap and then objectives scattered around the map. Emplacements, factories, strategic hills and other locations. Each once captured turning into new spawn closer to the frontline or “contested” cap. It works there. It worked for over 22 years with OG Battlefield 1942.
You can bring also rush mode from BadCompany. Which Gajin done a test with it and it worked kind of. It needed some more work mainly with spawns moving as battle progress, reseting attackers tickets while defenders having unlimited ones and other bits where attackers had huge first cap advantage because defenders always had to drive to active cap. But it would be perfectly valid gamemode.
You then could have large maps with stuff to do around it. There would be always cap to take, there would be always place to hide for AA from CAS or something light like ATGM carrier to spring an ambush. Pure scouting would become way more valid gameplay wise.
Instead of limited spawns give it unlimited spawns based on SL like in EC mode. Now you have combined arms EC with planes, tanks, helis with objectives being only way to win. Still keep SP for planes/helis so it does not turn into Air mode from the start or like toptier sim is. So it would work like you first spawn tanks with 0 SP. You earn SP by doing objectives/destroying players, you can then spawn plane/heli.
It could work if it was designed correctly and would turn Warthunder from team deathmatch into much more objective oriented game.
everything about the sound design speal is complete bs, for example I can hear falling bombs just fine and directional sound is perfectly fine. cant say anything about anything else though
I seriously doubt having tanks spawn “instantly” near the front would solve anything…much less make maps more interesting…at least in AB it makes no sense…UNLESS maps become MUCH MUCH bigger.
At least i would not think it fun to be attacking some position and it turn from 1 defender to 4 in a few seconds.
The only way it MIGHT work is if the spawn in outside LOS from combat…and back from the actual combat a bit…
What I thought about would be something like contested status on caps. Let me explain.
Low to mid tier where vehicles are quite slow:
Cap to cap, base to cap distance is around 1km, so there is not too much driving, while having enough distance between caps for flanking, ambushes etc.
Top tier that distance increase to 2km. Vehicles are faster, they can move rather quickly. It would also expand engagement distance and be more in line with modern tank combat.
Now if enemy is within cap zone that your team holds that cap becomes “contested” and it is last man standing if there is anyone in the cap on your team. Spawning for that cap is disabled until there are no enemies in cap zone. So defending team in order to protect that cap need to spawn on different cap to go and support cap that is attacked.