Why are sniping spots being removed from maps?

Well that’s certainly one of the takes of all time.

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One of my best shots of all time was across the sands of sinai, with a tiger, at 2.2kms or something off the hip without rangefinding lol.

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2750m kill on a T26E5 with the Jagdtiger, Fire Arc. Good to know that apparently, according to this guy, I was cheating.

It’s funny because only a few posts ago I said:

And lo and behold, someone actually said The Thing unironically. Quiet part out loud, and all that.

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Who use tank now for sniper if you have helicopter do the job.

Heli is technological cheating xD

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I can see that everytime when we op team heli sniping from safe distance.

Gotta spawn more SPAA… 😎

((And if there isn’t enough, suggest for more to be added))

(False flaggers begone, this isn’t inapproriate…)

It takes less than a second to ping a map.

Yes, and doing that will have no effectiveness in suddenly getting everyone on your team to stop what they’re doing and fire a stream of endless smokes at it. They will go “Ok dude, cool ping” and then NOT smoke it. Or maybe do so once if you’re lucky, which is completely insufficient, see:

ONE smoke round is sufficent to obscure enemy vision & relocate. No need to sit for half the match.

So you didn’t stop the sniper then, and he continues sniping your team for the other 95% of the match with no well designed counterplay. So you completely failed to address the actual main problem and the bad game design.

What good is “repositioning” when the single overwatch sniper position ALSO sees the new position you repositioned to, since it sees the entire map?

Thankfully Gaijin thought it through more than you did and actually addressed the real problem, properly and thoroughly. Narrow sight lines allows snipers to have a purpose but not just lock down an entire game as one person. As is appropriate for one player to only control a smaller portion of a map, on a team of 16. Thanks, Gaijin! Keep up the good work, maps have gotten way better recently. In part due to exactly this. much more fun, much more strategic and dynamic.

Maybe it’s your region or timezone where it’s the culture to not communicate or cooperate

Very ironic coming from someone who wants a single sniper to be able to hold down the entire map and not have to rely on her TEAM to COOPERATE to watch multiple narrower lanes or zones.

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If this is about 38th Parallel, I have to disagree. The spot with the narrower sight line was blocked off, the spot with the wider sight line remains.

I’m just talking about the main topic of the OP, which is about all maps, sniper positions being removed in general. Broadly speaking what people mean by “sniper positions” ARE overly broad overwatch positions. The type of narrow lanes I mean are ones you wouldn’t intuitively call “sniper positions” at all, but more like “Holding corners” or a main street in a town, etc. For example, Ash River: sniper hill is a sniper spot, the A point is a sniper spot, but looking through a bridge arch down below to see anyone approaching B from one side is more what sniping should actually be.

I think it was a mistake to remove the spot in the F row in Jungle, for example. It could be flanked, cas’d, engaged from the opposite hill, and only looked down a fairly narrow section some 300 metres in width.

I think it qualifies.

It’s now one fewer map where a turretless TD can have an impact.

No, that saw at least half the entire map, you could even snipe people way on the north cap from there, lol. It was dumb as hell. And no, you can’t flank well, because there’s only one path up to it, and they can simply turn around, and back off from the edge a bit to defend themselves with no threat from over the hill, as soon as they hear engines approaching.

CAS’ed

CAS is not an argument for anything. That not only applies to literally every possible spot, but also is even more cancer than sniping is to begin with. So even if it did address a sniping spot, the cure is worse than the disease anyway. Unlike their actual cure they used, which is way better.

Sure, so make the rock in front of the spawn slightly larger so you can’t snipe into spawn. Done.

Instead, they just crapped rocks all over the map and removed any oversight positions in toto.

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Gotta feed the rock eaters…

Rockbiter_608

Sometimes I pulled that off. Most of the time it wasn’t worth the tradeoff. If you have an 18s reload and just wasted a shot on a pixel hunt between six billion palm trees and an IS-3 serenely drives by the path below on the way to C, you’re going to have some serious egg on your face. It wasn’t a big window to help out the guys pushing the cap.

Try that in a big casemate. You’re exposing your broadside to the opposing hill. You had to preemptively not let someone push you to be “safe”.

Besides many TDs are very slow at hull traverse

As for CAS: I am not the one that chose to balance the game as rock, paper, scissors, Gaijin did. We can debate alternate systems all day long, but that’s not the point. If Gaijin wants rock paper scissors, why do they dull the scissors?

“it’s balanced IF you happen to be in a giant slow casemate and IF your reload is 20 seconds, even though there’s no reason why either of those things is necessarily the case” is just a longwinded way of saying “it isn’t balanced”. It’s not like there’s a security guard that checks if you’re in a panzer IV instead and doesn’t let you onto the hill if so…

Rock paper scissors

I’m not understanding the metaphor here. Sniper beats… SPAA? SPAA beats CAS, CAS beats sniper? Huh?

it’s more like

  • SPAA beats CAS sometimes

  • CAS also beats SPAA

  • CAS beats sniper

  • CAS beats brawler

  • Sniper beats any ground unit

…and any resemblance has broken down already

Those vehicles exist, you know. There should be maps where they can excel, just like a brawling vehicle can excel in the countless urban maps we currently have in game. Those spots could all be restored at a snap of fingers and still corner peeking urban combat would be the overwhelmingly vast majority of the scenarios we face anyway. That is a balance problem.

Gaijin more or less openly wants GRB to be based on counters, since they want people “slugging it out” rather than “sit and camp”. Having problems with a sniper? CAS will take it out. Having problems with CAS? Spawn SPAA. Is SPAA being a nuisance to your friend who’s in a plane? He’ll ask you to use your tank to remove the SPAA.

I don’t think it works as intended, in fact, I think it’s broken in almost every respect, but since Gaijin is the one making the map changes, it makes sense to try and see them from their point of view.

Their words, not mine, are that CAS is among other things a detrenchment mechanism, except they remove spots where to entrench. So why bother with CAS, then? Sometimes I wonder why bother with such a broad selection of vehicles when 90% of the maps we play are the size of a postcard.

Yes, there’s a whole bunch of them. El Alamain, Volodoskoskosk or whatever it’s called, Fire Arc, Sands of Sinai, etc. Meanwhile, short range brawlers do terribly on those maps.

What are actually the best maps are the ones with multiple distinct zones (“lanes” if you wish to be cynical) where there’s a rolling hills area, and a town area, etc. Like Tunisia, or Finland, or the Pac Man map, or the atomic heart map. So you can excel in all vehicles by just going to your spot for that type of vehicle.

Gaijin more or less openly wants GRB to be based on counters

Citation? Because they’re doing a horrendous job of it if so, to the extent that just looking at the game, I see no clear passive evidence of that principle in its design itself, without them having actually talked about it.

Even this example itself. CAS is a terrible design solution to entrenchment, because nothing even remotely limits it to that or even really pushes it toward that use at all. It’s way easier to just CAS the enemy’s spawn, or capture zones, neither of which are what you’re want an anti entrenchment tool to do… if you want a rock paper scissors anti entrenchment option, then make Artillery way stronger, give it a longer lead up time and a longer duration of actual shells as well, and disallow people from clicking cap points or spawns with it. For example. So that it actually just gets used for what you needed a tool for.

Fire Arc is no longer available to BRs lower than 6.7, and I haven’t seen it in my map rotation in months. Volokolamsk is also incredibly rare, I get it a couple times a month at most, and even then it’s usually the small version, not Surroundings (which has also been BR-restricted IIRC). Sands Of Sinai is the only one of those that I get semi-regularly, thank god.

You can dispense with the “etc.” There are eight maps in GFRB that are of sufficient size to provide for actual long range engagements: Fulda, Maginot, Red Desert, Fields of Poland, Surroundings of Volokolamsk, European Province, Sands Of Sinai, and Fire Arc.

Of these, Fulda and Red Desert are not available pre Cold War.

Still, even if you count them, that’s eight out of, I think, 56 maps at this point. Fifty-six.

On top of that, consider that some of these maps are large only in the sense that they require a long ass drive to get to the cap, where you’ll slug it out at 300 metres anyway.

On top of that, consider that we haven’t factored in all the Conquest variants of the map, which are significantly smaller, in some cases pathetically so (Ardennes Conquest with the cap in the little village has something like 800m from spawn to spawn).

On top of that, consider that maps do not feature equally in the map rotation, the CQC maps are over-represented in terms of weight too, not just numbers.

So, yes. I want all playstyles to be viable, and have no grudge against people who love CQC, but I think they can put up with the occasional match at Volokolamsk, since I put up with dozens of games on Golden Quarry.

I agree in theory, though the implementation we have for many of them leaves a lot to be desired.

Latest example in this thread.

Oh I know ^^

ive lost count my self… But, it is not going anywhere, the ones that complain just want to camp and snipe in peace… but the developers have pretty much said this is not a sniping game, and the developers want players slugging it out

I share that opinion.

One of the biggest problems with CAS in this game is that it’s a kill-streak power up, yes: you have a clear path to get there, an advantage if you get there first, and it literally makes you stronger as it opens up a lot of possibilities. The only tradeoff is the inability to cap. For the intended counter to work, SPAA would need a big buff (and some real tutorials…).

That’s something I often bring up as well. It was the #1 tank killer IRL, a lot more so than CAS, and it’s currently a bit of a joke in WT.

Fire Arc is no longer available to BRs lower than 6.7

Wait what? I’m confused why you’d want maps even as big as the ones you listed, lower than 6.7. That sounds horrendous. There’s no thermals, there’s no laser rangefinders, the optics can’t even really see that far, below 6.7. I thought you were talking about top tier all this time.

Latest example in [this thread]

That’s just some other random dude like you and me claiming that the devs said this in some third location. That’s “Your princess is in another castle”, not a citation. Also I can’t read that OP’s full comment, because I blocked him for seeing enough evidence to know he objectively lied to me multiple times in different conversations. (Which in turn means I don’t trust whatever he said even if I could read it, just on faith.)

I suspect they don’t really want rock paper scissors all that much, and are more so just using history as a crutch for core design, then tweaking things that seem broken for a game only when necessary beyond that.

Anyway, seems like we 80% agree mostly