This side always lose

Been observing this for months bro there is definitely some dogwater thing about this side, always the loser, like 75% of the time (not exaggerating)

shot 2026.01.24 21.23.18

I don’t know what is it and what causing it, would like to hear what WT bros think about the balance of this map

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No, no it doesn’t. Key is to cover that road on left. Push that road so you can cut off e4/e5. And then go from there. Teams that try sit at e7 while giving up most the map are the ones that lose.

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Except most players don’t. They hold W and try to drive straight to the monument.

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That spot sucks lol there is like no cover there, only a handful of tanks that are somewhat tall enough to put their barrel through the windows of the white buildings to hit enemies camp at b4, other than that its cqc which like you said its a lot safer because you only have to look at enemy coming from one direction, then blindside enemy going after the objective points at d5 and e5 area, which they usually have to look at two directions and most busy watching your teammates at e5 and e6 which usually the most crowded area lol

It’s like Abandoned Factory. People that go A (top) lose. People that flank around C - get to take home the prom queen. Love Abandoned Factory for the amount of kills you can farm for simply not following the lemmings who go A.

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I have no “source data”, but it seems like a vast majority of players on tank maps
that have more than one spawn point, opt to not select any place to spawn
(not sure everyone knows that you can choose) and get spawned in at the maps
“default” spawn point.

I see this in almost every tank battle I play(AB) and you can bet on it happening
nearly every single match. Regardless of the map.

I think we would all be better off if the game selected our starting spawn position
and divided the teams up equally on the spawns, after that, players could spawn
where ever they wanted to.

Many would complain, but irl, no military asks anyone where they want to go attack,
they are given orders to carry out . . . aka “realism”
It would change the dynamic of the matches and “balance” things out, at least
at the beginning.

Just a thought I have had concerning a general overhaul of the entire spawning system.
(Well past overdue several years ago)

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Ima be real… this map is just honestly one of the most ASS maps in the game.

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That’s because the south road push is way more effective for the top team as it opens up some excellent firing lines along the perpendicular roads all the way to the shore. I don’t think such excellent firing lines open up if the bottom team pushes the same road.

There aren’t, the layout of the north half of the city doesn’t provide the sight lines. Not until you get to the top of it where you can start shooting into the spawn. That is a long drive. So the south team has to devote combat power to defend the road instead of pursuing the objectives.

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Yup, so basically this is the answer. I always push the road if I start at the top, then shoot people who are going towards objective/fighting my team in the side.
Since I’m using Sherman and headphones, I don’t have to worry about enemy somehow flanking me, since sound-scouting makes short-range flanking almost impossible unless the enemy is so occupied he can’t turn.

The goal is to cut the objective off rather than directly push it, when you spawn that side. Once it is cut off you can cap it whenever you’re ready.

But you can only do that on the south side, all the way to the southern span.

You just need to get to e4.

Match ended with me having 12 kills, another guy sitting in the spot having 8.
Enemy had no way of pushing through, so their objective got capped and they lost fairly quickly.
I could sit there very safely, as there is no way of really flanking, as that line of fire blocks 100% of “traffic”, and since Gaijin blocked the only other flanking route,… well, gg.

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I dont recall one side being worse than the other one on this variant of novorossyisk.

its the (now removed i believe) variant where B is among that cluster of buildings on A2 that is extremely unbalanced and im just glad its gone.

here it is more about what nations you get on your team rather than which spawn, as the maps heavily favors armor over mobility id say. naturally at any BR side with more armored tanks is the one thats going to have easier time clearing the enemy team.

The thing is, if tanks sit where I sat, the match is over as it becomes impossible to move past the line of sight you can see in the map, while my tank is mostly safe from flanking, unless somebody drives around the building to my left, but only people who were past my line of fire before I got there can do that. And by the time anyone gets the right idea, it’s over also even if he drives around the building, it’s hilariously easy to notice, so noody’s going to get surprised.
Essentialy the entire objective of “B” team is to secure the spot at F5.

In that particular set-up the starting position for Blue is cramped toward the water.
Red can spread out at will immediately - no funneling.

I’ve seen different set-ups though, and have had success on the Blue side - though maybe not with that exact setup.

I know the spot, but Ive been taken out of it by coordinated push as well.

hell ive recently won by sitting with bois on this crossroad and locking down the map as well.

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thus, I stand by what I said - its matchup and lineup dependent rather than one side having clear terrain advantage.

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I’ve been on the Red side in your map and have done the same thing you did for the win.

Perhaps in my battle Blue was just too slow to take advantage of that positioning. Like many battles, get there first and have the big advantage. I hate it when I’m on a team that is too timid to act - or basically is just satisfied with camping ‘safely’ until the battle is lost.

This position MAY work, but you can see it’s way easier to attack it from multiple directions. Of course it A team in my scenario would absolutely survive if they used some of the smoke shells, but hey, I guess that’s too much to ask :P