Why the narrow version of some of the maps?

We could place the cap zone on one end and the two spawns on the other side … like a drag race ^^
Don’t think players would complain about spawncamping that way or?

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That’s even worse than I got cause I was just at 5.7.

I only tried it once cause I had an discussion with another player that told me how would I know that it is bad and it completely surpassed my worse expectations.

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I’m sure you can do better, still too much terrain for flanking, better to just keep it on the road pavement.

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Spawns too far apart, cap should also be the spawn to be fair.

  1. would be an idea to prompt a moderator to find out if there is a reason for these changes.
  2. oddly enough I quit in part due to what I see happen in matches, regardless of map the bulk of a team will spawn at one point then all yolo rush one cap (dom), usually the worst cap (in my opinion), then repeat over and over until one side gets spawn pushed. Flanks or even mid flanks are not an option. So I can also totally see why, if you cater to the majority, there is no point having space outside of a narrow strip of face smacking.
  3. it may not be linked but after seeing a few posts recently about supposed seal clubbing (a GFRB thing only) it makes me chuckle to think of the sheer number of level 10s at 5.3+. People, particularly newer players (but not only), approach maps with zero thought. No wonder people gripe about CAS and uptiers when 80% of the team are rushing to ruin even higher tiers and expecting the game to cater to their braindead needs. It appears “getting to top tier asap” is a positive, ignoring everything else.

Welcome to Dumb Thunder.

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There are many new players at all ranks at this time. The only thing I would criticise about them is their lack of patience. No patience for the grind and no patience in the battle. But I will not tell them to stop … not my business.

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Fire arc is the best example map is big but where entire team going? the answer is middle of the map

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M18 won’t be happy.

I died on the narrow version of Alaska last night because no-go strip cuts off the embankment on the right side road got busy engaging someone and didn’t notice it went straight to the count down…
Just another of the unannounced little surprise changes the Snale loves…

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Light tank mains malding lmao

Any tank can flank.

But light tanks almost cannot play another way

They do. Name me one light tank which can’t fight other tanks in other way than flanking.

I wrote almost, not absolutely. Or you want to say that frontal confrontation same as good for them as flanking?

Depends on the vechicle itself, B.R. You are playing on and map.

omg… that is sad… The other maps already made me spawn a light tank, drive 5 seconds and then just scout from behind a hill to get into a plane asap
But this is getting worse.

I like them.

You can find new tactics for them, in fact i almost only play “long range engagement” veichles
an example:
-SPH like M109 usually a sniper he slinger is usable as a doomcannon to kill all heavy armored targets in CQB
-lights like R3 serie, usually good for getting strategic points have way more props in wich take cover in cities CQB making zooming around and fast flanking more of an option
-TD just play as heavy or medium tanks
-SPAA has way less possibilities of being spawnkilled and has to cover a smaller area, thus increasing effectiveness
-heavies can keep strategic points way better not being in an open terrain

i just like fast matches sometimes, it would be really cool to have the ability to choose in air and ground between small maps matches and big/EC map matches

I’m sure casemates can be played as mediums effectively.

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cherrypicking, casemates can secure entire roads, turreted TDs, like m36 can be used as meds.
dont act like you dont know what i was referring to

Entire roads, so 1-2 out of 300 available ?
Some vehicles simply aren’t built to be capable brawlers, and by making maps to be CQC-only you’re taking away their advantages.

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