The Gameplay Still Feels Unrefined

which then ends up eating alive active players, weak vehicles and match differences.
Gameplay loop of WoT is what makes players quit WoT and turn to WT.

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Doesnt seem like this arent the thing today. I will break this up with the example you gave yourself:

…Because it allows and encourages ambushes, long-range sniping and flanking

…because they can be easilly ambushed from the side, so they need to make a more complicated route, and have great situational avareness.

Because it was simplier. And WoT gameplay is simplier. For example: on WT maps, you are to choose the route where to go. You have possibilities to meet any type of enemy on any part of map, and to use any type of vehicle on any part of map effectively. Unlike the WoT where the mapmakers specifically position tanks when match starts, and create chokepoints with one possible way of using specific type of tank on the map effectively, otherwise being either entirely or partially useless.

I mean, lets compare the classic WT and WoT maps:
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Light tanks in WoT cant easilly go to heavy tank route as t hey will be two-shotted with no chance to answer. Heavies cant go to anti-tank route as will be spotted and killed easilly, also arty focuses them. Mediums can go any way but wont be effective against neither heavies not anti-tanks, so their best bet is to go where other mediums go, and either defeat them and flank heavies or snipe.
And in WT…
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Its just that game is like that. It lets you play freely.
p.s. also poland:
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Huh, a criticism of the genre as a whole.
The gameplay philosophy is Battlefield inspired, a tried and tested method of gameplay that people like that has been successful for over 23 years.

With maps today being larger than maps of 8 years ago, long range sniping and ambushing has been made easier on newer maps compared to older ones.

Scouting is exactly as it should be honestly. Battlefield and War Thunder have the best implementations of scouting for a reason.

Esports here is so incredibly niche that it’s irrelevant for the average player besides funny twitch drops

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French 8.7 lineup suffers so much on cqb maps. Every enemy is stabilised and can easily drive around the city and kill you on the move and you just cannot.

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Most of Vietnam is just randomly placed objects. It’s a tactical waste land. I don’t know of a single good sniping spot.
But there is worse when it comes to variety, that’s true.

So the point with TDs still stands. And with light tanks you are right, their speed can be utilized in the chaos of the map. It still is a very monotonous and boring map.

That’s actually right. You made a great point there, I have never seen this advantage that War Thunder maps do have.

You went on and compared some WoT maps with WT maps and I agree with you. All the WT maps you showed are some of the best ones. My point is not that all WT maps are bad, it is that especially the ones after ~2019 (the reworks, too) are significantly worse and aren’t fun.

Here is a screenshot from a post from another discussion I’ve had:

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(Gameplay Is Becoming Increasingly Monotonous!)


Only because War Thunder might be inspired by a successful game it doesn’t mean that there isn’t a better way for this very different game.

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Personally, calling the gameplay being unrefined is being generous. My opinion is that WT needs a complete overhaul of the underlying issues from servers/netcode to matchmaking (something i desperately want is more servers and the complete removal of server selection), and the massive br compression in both air and ground. But i wouldnt expect any changes soon as Gaijin dont seem to care anymore about the actual quality of war thunder

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Long range != camp != west sinai snipe = frontal

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The specific case is also something generated by the developers. The Khrizantema-S is a vehicle with a BR of 9.7, when in reality it is an ATGM designed to combat the M1A2 and Leopard 2A6 (around BR 12.0). This happens to several vehicles with very powerful ATGMs, which, due to the lack of large and well-made maps, become vehicles without a clear function in the game, so they cannot fight well in CQC, and therefore receive an extremely low BR compared to what they should have if the maps were better made.

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its always been that way it just is

i dont know what your trying to say here ? old sinai before the rework
you could snipe from the side mountains which could wipe the whole right side of the map

people who want long range maps with sniping spots like pradesh for realism are same people who T72A with night vision vs M1A1 abrams

realism doesnt belong in this game it can only be so realistic without being just completely unfair

The point is that sniping itself isn’t unfair.
It only gets unfair if the map is designed in a way that you cannot play without exposing yourself to the sniper. But I can’t think of any map where that is the case.

for example pradesh you cannot cap most of the points if someone is on that hill as you can see them the ENTIRE left side of the map is forced to be out in the open its horrible

and 95% of snipers are hull down which makes most tanks for example the LEO 2a7 UNKILLABLE

I don’t get that map very often, so I can’t really comment on it in detail. However, it does seem like a map where a lot of sniping happens.

Personally, I find Attika quite annoying. The map is very open and there are too many angles from which you can get sniped.

The problem isn’t that sniping is possible. The problem is that there are too many positions that can be sniped from multiple directions at once.


Sinai

In Sinai for example, you mainly got sniped by that hill.

I marked:

  • Blue: the hill which was the most important part of the map
  • Red: zones you should absolutely avoid staying in for too long and where you should pay full attention.
  • Yellow: zones where you have to be careful to not get sniped from the hill, but there is cover to work with
  • Green: zones you are absolutely save in

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Obviously this is not a perfect model

The hill was the most important part of the map. Losing it completely put your team at a disadvantage. However, it was still possible to play in a way that minimized the risk of getting sniped. The center of the map also provided enough cover to fight back.

I think we can agree that you can reduce the risk of getting sniped by following two basic principles:

  1. Pay attention to the main sniping positions.
  2. Use available cover whenever possible.

If you follow these principles, the next step is to avoid giving the sniper what he wants: an open tank to shoot at.

There are many ways to deal with a sniper depending on your position. You can try to flank him, bait a shot, or use cover to exchange fire. A sniping enemy is like a trap — you either need to defuse it carefully or avoid it altogether.

Even in highly competitive games like Counter-Strike, dealing with strong sniper positions works in a similar way.

The only truly unfair aspect of this map was that spawn camping was possible. In that situation you have no real opportunity to avoid or counter the sniper.


Hürtgen Forest

I would say that Hürtgen Forest can be quite unfair when it comes to sniping. But on most maps — as on Sinai — a sniper cannot force you out of cover. You can use that to your advantage, because a sniper who stays in one position is also somewhat of a sitting duck. That allows you to take the initiative.

finally something we can agree everyone hates attica

fire arc is also a horrible map same with red desert

i just wish theyd rework maps we dont like instead of the ones we do

im fine if they make ranged areas in a map but it should not be able to control 1/4th of the map from that spot

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oops sorry didn’t expect a directly unfair position to be mixed with long range engagements

Not a matter of range but a problem with badly designed empty small maps.

Think about GHPC fulda.

Only in the outside skins of the vehicles - and that only most of the time. Everything else is whatever they feel the need for it to be.

as i know, back in 2014 the game was more “realistic” and actually had objectives and historic philosophy