All city maps and WW2 maps should be removed from top tier, I’m not even kidding. Alaska, Sun City, Breslau are absolutely miserable to play in anything past reserve tier.
How is this a map worthy of being in top tier rotation? It is ridiculous. We need an opt-in for big maps in the matchmaker (even though it should be opt-out of small maps). The game keeps getting more and more advanced, yet maps keep shrinking, this is not sustainable.
“Oopsies, I just drove for a few seconds and I’m already facing the enemy” or perhaps “Oh noes, the three layers of concrete walls that should’ve provided cover unfortunately has been demolished by a tungsten rod.”.
While it’s a fun map to play at low tiers, the absence of consistency in some assets just feels like an open field as I mentioned regarding the buildings and debris you have Breslau which is an abysmal map yet it does give you chance to return and reposition yourself.
In my opinion Pradesh is by far the best designed because it not only provide long range engagements (like what tanks do nowadays I guess) but also close range if you feel the attention span is too short and you need some Instagram Reels type action game. Honestly I’m a simulator battles glazer, I’ll be complaining about close range maps.
I guess the right question is how Gaijin manage to do such moves? Like adding some random new asset to the game: Boom!; 7 new bugs, 2 core features broken and thousands of ignored reports yet to be replied a week later.
@The_Omen17 I think you may be right regarding most urban maps, Breslau in my opinion is the worst of them all yet there are suggestions for a Manhattan map. Sweden however gives you more options to where you can go.
Fields of Poland is exclusively a sniping map and most routes is known which makes the match not that much fun, particularly I don’t like any version of winter maps, they’re lazy modifications of the same old maps when we could get something new and original instead.
Mozdok and some others need a higher knowledge compared to others, if you see from a certain perspective, Mozdok provides same disadvantages for both sides: you can spawn kill with certain ease both spawns, while it does provide some terrain for both sides if both sides know how to play in said map. It’s a shame other versions of Mozdok is locked behind a 5-minute long queue in simulator battles.
It’s not everyday you see someone hop on the internet just to flat out wrong seemingly on purpose lol. Fire arc and fields of Poland are the best maps for high tiers because they’re realistic map settings that aren’t CQC hell holes. The terrain and size is what makes the perfect.
You didn’t read the entire doctrine and your post is just cherry picking.
That and your post contradicts itself. Claiming both that tanks are designed for brawling at longer ranges while claiming they’re not for brawling.
You love long range brawling, that’s your map preference.
Your top 4 maps are all brawling maps, and your worst 5 maps are flanking maps.
The map with the most flanking routes in the game [Sweden] is among those five.
Nah for the southern no man’s land and north mid range mess with no width
Nah for camp only. Forced frontals occurs on both long and short ranges.
LHS no man’s land, RHS does not leave that much width.
Those open areas with 16v16…?
And Pradesh should be on the list if only the eastern two spawns aren’t that ****
At least we still have walls instead of pure opens here.
Rhine Yes for complicity. imo many large maps aren’t any larger than Rhine for all those open No Man’s Land… But anyways close ranges should always stay as an appetizer not a main.
That’s because Brawling in a city is much different from brawling at range lol. Brawling at range is about scanning with thermals and engaging either hull down or maneuvering.
Brawling in the city is left up to RNG (should’ve looked left instead of right).
I mean that In the nicest way possible. All the cqc maps in the game are both unrealistic, and unbearable. You die from RNG more than players with skill.
When comparing the size, I care more about engagement distances rather than over all size. Which is why Poland is better. There’s still CQC aspects in red dessert, such as the cap zones . With fields of Poland, the cap zones are more in the open, making it a real risk to drive up and cap. That’s how the game should be. You shouldn’t have to constantly worry from spawn about what direction you’re going to get shot from.