#maps-discussion
1 messages · Page 24 of 1
Replace mines with mirage or lost temple
Even better replace mines and dynasty’s Pearl with lost temple and mirage
Can someone explain why I have those bugs only at that map, it’s been already 5 months, and I also changed my device (iPhone 12) and still I turned graphics down, same thing, I literally turned shadow, hit marks, actually everything about graphic down, still the same thing at the same spot
also my wifi, everything is fine, but still
@drowsy cobalt u posted the same pic twice
big brain
Yeah sorry for my lack of brain-cells at 2 am without Coffee :3 I’m a little bit tired
Delete and redownload the game
Already did that several times 🙃
@drowsy cobalt dont go to that specific spot in the map :p
Thank you, Captain Obvious, I try to spwan then, somewhere else everytime when I’m on that map
smh
I used my iPhone 6 Plus and I had there already the problem, now I got the iPhone 12 still the same thing, I’m just wondering why there
because iphones.
Optimisations on iPhones is probably ass
What strategy should I use in the Black Goldville map
@golden pulsar Go to the caves side. If you have armor, go all the way to the caves, if you don't have armor, play the inside lane, probably one of the bushes, and if your team has control of the caves, the supremacy cap area with the rock outcropping is a good spot too
Ok thanks for help
I have an heavy tank KV-1
What do you think it will work in caves
it will work if you use your turret armor in hulldown position
Go up the hill. Always. Even in heavy tanks. He who controls the hill controls the spawns, and he who controls the spawns controls the map
Wow that's cool@river canopy thank you very much
bruh
I really dont understand why such small maps like mines as dynastys pearl are available for teir 8+ but larger maps like lost temple and mirage areant
all maps have the same size
deception 100
No, not all maps have the same size
I really like the CANAL map because it's awesome
Also I like other maps like Normandy and rock field
@sly cosmos
it’s more of a thing about playable space, how the space is shaped etc. Another factor would be where the heat of battle is, on mines it’s literally a strip of one side of the map, mirrored on the other one too.
Wargaming, allow climbing i'm not even joking
it will be too many campers
I would not like to be RA1D grille’d on
it would certainly be funnier than being 40% E 100 camp'ed
I’d rather not have HT campers thanks
and you can be killed by people climbing, but you can also climb, don't forget that
I would just want them to remove the invisible walls from all the maps
Starting with the way too big hitbox of some map objects would be better
for example the sniping position on port bay near the light house was blocked off, why WG? there is even a bush there!
We need more maps that punishes players for going up hills
How will that work?
I think he means copy paste mines
Add in game artillery strikes that aim at hills. The artillery strikes are random and the come from the sky there is no tank
On these small maps? With zones that are always overpopulated, like mines Hill?
Nope
Make a map like the sand dunes but without the buildings and make the sand dunes bigger
https://cdn.discordapp.com/attachments/760911602743640146/789296625159766036/RPReplay_Final1608253327.mov
I think this part of the map should be fixed
I think that's just how your spotting nodes are placed, idk
your screen has gone interstellar
Thanks for the ping
sarcasm
The front of your hull was exposed and could be penetrated. Especially in sniper mode it's easy to underestimate how exposed you are. If you look at the edge of your cover, you'll not that there is a slight bent towards the bottom that will expose the lower plate of your tank more than you might first expect
That explains a lot of bs shots I’ve taken when holding that position
It would be good to get Artillery tanks, like Grille 17
@quaint bay not enough map size
Ah :(
Lets hope artillery never come
blitz maps are too small
Yes that is obvious
StuG was part of the Sturmartillerie so we have artillery pog
H
True
Bt7 art is a baby kv2
^
Also don't forget KV-1 derp
faust and port bay
No, mines and dead rail
Mines and Fort despair
mines and dynasty pearl... well mines for high teir atleast
I would ban Middleburg twice. Screw that map
Middelburg and rockfield wouldn’t be missed
No need to ban mines if you play supremacy only :)
Thats the problem with not playing supremacy
God I hate that mode
Lemme just redo the maps thing
Canyon and mines
I kinda do well in Mines, most of my tanks have very good gun depression, I would ban Castilla and Middleburg
Yeah strv 42 in mines is op bc just hull down lol
Faust is a headache to memorize
Faust is win med flank, especially in encounter
Not necessarily. It’s cheeks are paper. But any swedish tank on Mines is dangerous.
Faust is one of my favorite maps, along with falls creek; I can work either side of both maps well
For me it is castille
Castilla is my favourite when it comes to tds
If you're not a fast TD or a med, then pray for whatever god you believe (pray even for big bang if necessary) because you'll need a lot of luck. That's how Castilla works. @neat arch
Or stop putting your faith into the whatever of whatever and just go ahead and decide the game. Nobody forces you to go anywhere, and the beauty of Castilla is that you can play well anywhere. Just know the shooting angles and spotting ranges and you'll be fine
"You can play well anywhere"
Heavy goes to heavy lane = get low quality cover, get sniped by enemy meds and TDs, get forced to camp, die soon
Heavy goes to midlane (city) = takes 1:30-2 minutes to be effective in fight (meanwhile hill and castle are already in the middle of a fight), get forced to snipe, get low quality cover, easy to get flanked, probably won't live too much
Heavy goes to med lane (castle and village) = takes 1:40-2:10 minutes to be effective in battle, get only two options for cover (houses nearby or the hill of the castle), can get too late to make a difference on the fight
Heavy camp in spawn = Y E S
The same goes for every other quite slow tank
There are numerous strategies that appear every now and then and that are always changing (one of the reasons why Castilla is one of the best maps in the game, the gameplay always changes).
All those options you counted for heavies have been used before and have been meta on Castilla for a while. Heavies appearing on the med lane will always defeat the mediums there if they don't have heavy support, and heavies on the heavy land can snipe mediums as much as mediums can snipe them (mediums are also "camping" on their hill, I have no idea why heavies have such a problem with sitting still for a minute). Especially going middle is an interesting one because it can yield high rewards, but only if the enemy doesn't counter your position.
As you can see, a lot depends on positioning of both teams on Castilla, and that's why reading the game and enemy positions is the key to winning on Castilla
And that last paragraph is why it’s among the better maps
"Reading the game and enemy positions is thhe key to winning on Castilla"
The things you have to read: 1 light flanking you, 2 TDs camping on spawn 2 heavies on frontline with you, 1 medium camping on castle and 1 medium on city also camping
Well then, get the light and push medium side, then advance slowly and in cover to spot the camping tds, let your team farm them and fall back to see how the enemy reacts, if they push you fall back an let your tds kill them
If the mediums come to you after you kill the light just let your tds eat them alive
Get the light and push medium side meanwhile there's 4 campers, let your team farm the enemies which is easy, because your team is probably camping too
The medium side is mostly safe from campers so that isn’t a concern. The mediums can only be farmed by the heavies if you are on the south spawn and only by the tanks that went up the hill right next to the spawn or to the corner on the northern spawn. The farming is not an easy win
Just another day on Campstilla, meds can camp but can't br camped back
TDs can camp and nothing goes wrong
Heavies are forced to camp and die
Whatever you say, it’s certainly not constructive
Whatever you say about Castilla, it's centainly on the medium tank point of view
Castilla isn't that hard, for the E4 I just camp a bit in the back on the heavy side so I can figure out where the enemy is and if anyone is going to rush heavy side, and provide some covering fire to the light/med hill if they spot anyone. After this I usually move up to the side of the heavy hill(at the bottom), and since there are some bushes there you can usually take a peek without being spotted, and you can then take a shot if needed. At that point the enemy heavies, if there, tend to fall back, allowing your heavies to move up. Also note if you have not spotted any of the TDs from the enemy team to be cautious and it doesn't hurt to blind fire some bushes they are usually in. You have to pay real close attention to the mini map when playing this map.
Yep, it's easy for every tank that got a good precision cannon, a good concealment or good agility, it's even better if you're an E25
That statement is baseless
In fact, it is just a lazy counter to me saying that you are not being constructive anymore
Lol if you think a heavy has to camp you don't know what a base is or that you do in fact have a choice in which direction you go
Hell I've put a maus on the med hill b4 bc I didn't like the lineup. Nothing dominants that map unless you let it
Castilla sucks because it's just trench warfare. All you can do is sit on the castle and wait for the enemy to make mistakes. The mill is unusable, and so is the town, because those positions are just dominated by the spawns/castle.
And on the castle, there's nothing you can do because any sort of move will be heavily punished, so all you can really do is hope you encounter no resistance, or an enemy that makes lots of mistakes
The heatmap does not support your stance
https://wotinspector.com/en/heatmaps/?ts=1559854340&id=20&platform=blitz
WOTInspector.com - visualize game mechanics and models. World of Tanks PC, Blitz and Console. Official website.
Though that is a sample size of around 1k replays
@modern maple Actually, the heatmap does support my stance.
Notice the entirety of the mill is mostly red/yellow, because it gets farmed by the castle/spawns
And if you look at the castle, you'll see two clear bright green spots at the bushes that look towards the mill. And of course the entire north spawn ridge, and south spawn ride position are also highlighted green. What a shocker.
Moreover, the team movement animated heatmap also proves that Castilla is an extremely slow paced map
Here's a comparison of the Himmelsdorf heatmap vs. the Castilla heatmap at ~1:30 into the battle. Notice how the colors on Himmelsdorf are well blended, and there's a heck of a lot of yellow and orange by 1:34 into the game
Now look at the Castilla heatmap. The only orange zone is the very top of the castle. Everything other part of the map is clearly demarcated by bright green, or bright red, showing the stagnation
Moreover, look how poorly trafficed the map is. Look how little of the map is being used as compared to Himmelsdorf.
Look how obvious the laning structure is, slowing down gameplay
The heatmaps are clear evidence of Castilla pretty a stagnant, passive map. I wouldn't have even thought to use the heatmaps as evidence had you not brought them up
After the fight on the classic positions of Campstilla you see that there's not much moves through enemy lines since that there's nit much yellow parts
Otherwise on Himmels, there's much mire yellow parts, unless on center
With Himmelsdorf you took a perfect example of a very fast paced map. It’s by no means representative, and while in Castilla the paths of allies and enemies rarely cross it is not a map that shows unusually passive behaviour
The discrepancy is even clearer a full 2 minutes into the game. On Himmelsdorf, the demarcation between the 2 sides is almost completely gone
2 minutes into Castilla? Nothing has changed
I do not accept Himmelsdorf as a good comparison
Himmelsdorf is the gold standard of map design, so if I want to show what a good map looks like, I'm going to use Himmelsdorf.
Himmelsdorf is the gold standard? You need to establish that first
Go positive, get him!
Himmelsdorf is fast paced, dynamic, and very unrepetitive. Exactly what you want from a map
Which stands in clear contrast to the static, campy, and reptitive gameplay of Castilla
The heatmaps show as much
That’s your personal opinion and does not justify calling it a gold standard
Then what is the gold standart? A campy map? I don't think so
I fundamentally disagree that there is any such thing as a gold standard, and I think that different map types have a place in the game. A gold standard is repressive and destructs variety
That's a tacit admission that I've reduced your argument to:
"I think fast paced, dynamic, and unrepetitive gameplay is worse than static, campy, and reptitive gameplay"
Ok. I think my work here is done
You think you have won, but I am just keeping this going while I review your arguments which takes time
Try comparing with other maps @modern maple, Yukon, Hellas, black goldville, every other map is much less campy than Campstilla
Your reduction of my argument is hilarious though. Hilarious because wrong. Now hold on please
I reviewed your first point. You complained about the heavy side being mostly yellow and red. Yellow means traded and is normal for such highly contested zones and it does not indicate that anyone gets farmed here. Quite contrarily, your gold standard shows a lot of yellow and an even distribution of red and green
With the damage dealt and received distribution of points we get a similar result as on Canal for example, where certain no-go zones exist that are mainly used for crossing. Such a no-go zone would be down near the cap at the heavy side. You also get the typically bright green camper spots that are somewhat misleading, because the campers usually don’t get killed on their camping spots so their ‘damage taken’ or ‘damage traded’ points are elsewhere
In fact, you get these green points of dealing damage without being shot on Himmelsdorf as well, but not at camping spots but at the spots that are usually used by the rushing team as the enemy team loses
You claimed that the heavies are getting farmed. The yellow says “no”
But on the print of 2 minutes in Campstilla you see that the movement of teams in their enemy areas or in nearby areas is very low in the heavy lane
Mostly because they're there and getting farmed and stuck on windmill, meanwhile medium tank areas are much more used because there isn't usually 1 or 2 TDs aiming there
Check THIS heatmap, it clearly shows from where the heavies get farmed and the frequency
@modern maple "No go zones" are bad map design
That indicates wasted space on a map. Moreover, the hill on Castilla isn't just yellow. Just outside the yellow, the hill radiates red, with very little green at all. On top of this, the concentration of green points is actually quite troubling, because spots that are green indicate camping spots and dominant positions.
The ideal map would be an even distribution of green, red, and yellow across as much of the map as possible, which would be evidence that the any position is usable, but can also be punished
By contrast, if there are strongly red and strongly green points, that is strong evidence of poor map design
Look at Himmelsdorf. There are no clearly red areas, and the only identifiable green spot is the mound in the center by D, by no means a permanent camp spot
Now look at Castilla. Yes, there is a yellow spot concentrated by the mill, but beyond that? It's all clearly shaded red. Look at the entirety of the spawn ridges on both sides. All green, clear indications of camp spots. Look at the ridge underneath the castle. Also shaded majority green, indication of a dominant position.
Terrible map design
Ypu see that most of the tracers on medium tank area clearly come from classic camping spots
Your second point was that the moving heatmap shows that Castilla is a slowpaced map.
To take a look at the start, all tanks are as usually driving towards positions somewhat close to the line dividing the map in two halves between the spawns. There is nothing out of the ordinary there.
What actually makes Castilla special is that people don’t drive through the enemy positions and routes for most of the game. This means that people see no incentive to push into enemy territory. This is mostly due to the open nature of the map; you can support your mediums as a heavy and vice versa, so there isn’t much reason to actually push deep into enemy territory. While this means that there isn’t much actual move,ent on the battlefield and that most tanks will stay in their positions, it does not mean that the battle stagnates
The middle is a no-go zone in Himmelsdorf, and it’s so no go that there are barely any red points because barely anyone ever goes there
Also, the hill radiates red towards the cliff (a really bad place to be), while it is predominately green in more conservative and passive positions further back from the ridge
"this means that there isn’t much actual move,ent on the battlefield and that most tanks will stay in their positions, it does not mean that the battle stagnates"
Your argument has reached into the absurd.
Believe it or not "not much actual movement" and "staying in their positions" IS THE DEFINITION OF STAGNATION
If you support meds in your heavy at the windmill you're sniping, right? Well, that's not exactly what most of heavies are supposed to do, because big most of them have bad precision AND ALSO, castle amd city are much better protected than windmill
Also; "The middle is a no-go zone in Himmelsdorf, and it’s so no go that there are barely any red points because barely anyone ever goes there"
This part is less populated because it's as open as heavy tank lane in Castilla
All the red/pink lines on that map are heavies shooting
@wooden quartz At this point, it's basically over. This man has literally just tried to argue that no incentive to push is a good thing, that no movement is not stagnation, and that an even distribution of damage taken and dealt on maps is bad map design
It's interes how there's such a low number of red/pink lines aiming to classic medium tank camping spots, meanwhile the yellow ones (medium/light tank) points to almost everywhere
If you look closer at Himmelsdorf you’ll find that at certain corners you’ll find a lot of green on one side of the corner and a lot of red on the other. Also, especially around the middle you get a lot of predominately green dots
@modern maple answer me based on the text I'm responding here, if your think that heavies are supposed to support ally mediums inc castle and city, why there's only a few red/pink lines aiming to classic camping spots for mediums but there's tons of yellow lines aiming to windmill and also to much other places
I am not at your message yet, I am still considering Positive’s argument that Castilla is a bad map design because of how many green spots there are
Hmmm, continue then
Look at Lost Temple for example, it has almost no yellow because the peeking spots are so random that very few shots are actually traded
(If you think that I am just randomly bringing up other maps, I’m not, I’m using them to compare phenomena that appear in Castilla and see if they actually mean bad map design or have some other, not so bad background)
Lemme check this
WOTInspector.com - visualize game mechanics and models. World of Tanks PC, Blitz and Console. Official website.
Lost temple is a bad map for one singular reason
This single massive green spot
My point stands that green spots are indicative of dominant positions and camping spots. Both of which are not great map design
And yet, temple still feels better than castilla
^
I was actually talking about most of the map being riddled with green and red dots instead of larger yellow areas like you can observe in Mayan Ruins, for example
The reason why I’m interested in this is because Castilla’s middle similarly lacks yellow except for a few spots
Speaking of Mayan Ruins (a map which I believe very few have any actual problems with), you'll notice the only green spots are just the usual TD locations on the heavy alley. They exist, but they're very small, and are vastly fewer in number than Castilla
And also, the yellow areas on team movement are actually very present in middle
I continue to stand by my point that strongly green spots are indicative of one of 2 things:
- Camping spots
- Dominant positions
Both of these lead to stagnant, repetitive gameplay
As I said, yellow areas are actually normal in the middle of Mayan Ruins
I wasn’t really contesting that green spots stand for camping spots or very strong/ dominant positions
Yeah, because who's contesting it is actually Positive (used word Contest wrongly)
I contest what I consider wrong, and I did consider a lot of things wrong in this discussion, which I have pointed out so far
One of the strongest logical trains with regards to the damage heatmaps goes like this:
Green spots are camping spots and dominant positions -> Camping spots and dominant positions lead to stagnant, repetitive gameplay -> Castilla has lots of large green spots -> Castilla has stagnant, repetitive gameplay
Wait, I don't remember what means contest
@wooden quartz It means "to challenge"
Oh ok
I would say that little map usage shows repetitive gameplay. A prime example would be Rockfield, or Port Bay
I would not say that camping spots or dominant positions lead to repetitive gameplay as long as said positions don’t significantly influence the map usage as a whole
Well, at least I do say that Camping spots lead to repetitive gameplay
You'd be on the same position, hitting the same targets at the same directions that does the same mistakes
Only if you choose to camp though
Well, that's usually what paper TDs do in good spots that have view for open areas
In Castilla you are presented with four options plus one camping option regardless of your spawn.
- Medium side
- Middle
- Heavy side hill
- Heavy side passive
+1 Camping
I’d say the possible map usage is pretty good and as a result I don’t find it repetitive at all
@modern maple Low map usage does indeed lead to repetitive gameplay, but that does not necessarily mean dominant positions don't lead to repetitive gameplay, conveniently enough, illustrated by the Port Bay damage heatmap, which has a heck of a lot of massive green spots.
As for camping spots, it's pretty obvious to me that camping leads to stagnant gameplay
canal is the best map IMO
@river canopy do you think naval frontier shoudl remove the bushes where mediums go to?, it was good early in the map meta but all it does now is hurt the map meta
That’s why I added the condition that the dominant positions shall not significantly influence the map usage (they do on Port Bay because the medium side is very easy to defend against attacks from the heavy side)
@keen hare I've stopped driving to those bushes because at this point, the pubbies have learned that they're going to get shot from those if they go heavy side, and also, they're more apt at punishing it now, since they all expect it.
What I do nowadays, is instantly contest the hill. If it's clear, then I molest the people who went medium bush, and if it's not, well, that's where I have to make tough choices
Best map design award clearly goes to rockfield in the meantime.
Rockfield is super repetitive which I absolutely despise
Someone show me mines
Rockfield isn't bad but it does get pretty bad when the teams split sides and there aren't any mediums/lights
@river canopy is till find that position in navalf rontier is useful early game but its so stupid to stay there for more than 45 secondsand give up so much map control
@copper stag Pretty much exactly what you'd expect
Just wanted to see that
Yep, as expected
I do agree that camping spots generate stagnant gameplay, at least as far as mobility is concerned. The reason why I don’t mind not driving around in Castilla is because I can still shoot and fight people even when I’m locked down in a spot. That’s also one of the reasons why spotting is so important on Castilla because a lot of cross-map shooting is going on
Tbh I expected even less map usage on mines
canal is a good version of castilla, much more rewarding regarding the spotting and allows more aggresive plays
^
Canal is literally the map Castilla wants to be. Although I still find it obnoxious when the selfish moron TDs on my team all go to A corner and do nothing for the rest of the game while the team gets molested
Well, it still has significant camping spots
yes but its easier to work around the snipers than in castilla
It does. But the laning structure isn't nearly as bad as Castilla
canal is one of the few maps where I actually try passive scouting where I don't fire my gun even if i have open shots occasionaly
One of these is Castilla, the other is Canal. One of them literally has 3 skinny, obvious lanes, the other has much better map dispersion
Also, it have much more yellow parts, which means that teams actually tries to advance through enemy lines
Lol, I just now read your odd comments about me arguing back. Well, I see that I lost nothing in not regarding them until now
wow just noticed that my pc was pressing 0 until now
The reason for this is that mediums tend to shoot a lot more often than heavies and TDs. However, it is true that usually a lot more damage is dealt from the medium side than received, also in part thanks to the higher hp pool heavies enjoy and the fact that heavy encounters tend to take longer than medium encounters, so mediums tend to have time to farm the enemy heavies
but you haven't explained why there's just a few red/pink spots aiming to castle/city, maybe because those areas are even more protected by buildings? or maybe because mediums aren't always spotted ?
By the way, those replays have a considerable sampling bias because those replays were actively shared by users, so they are likely to be special in some way
It is mostly because the heavies are busy with each other, and by the time they are done the mediums already finished killing each other. Also, shots on mediums are difficult and you have to know when they expose to hit them when you are on the heavy hill
interesting, why would someone share very low exp battles? check the EXP heatmaps, you'll see red lines, which means less than 600 exp battles, which also means bad battles
Complaining about teams and such
nope, that's a complain about how the map is exposed and uses heavy lane as a trap
Why do you ask me if you want to answer the question yourself?
sorry, I'm not understand what do you mean with this comment
You asked me why people upload bad games and I answered that they do to complain about bad teams and such. Then you respond with “nope, [...]”
Oh well, then i misinterpreted that comment, lmao
well, gtg, I win enough battles today for the snowglobe and also this all is getting as stagnant as Campstilla
So, my conclusion is that Castilla is a map that is very limiting your movement into the enemy side. Usually at the start tanks drive to positions that are either along the frontline (using either the medium land, the heavy land or the middle) and then are very likely to stay there until the game is almost concluded.
This is mostly caused by the map layout that allows players to hit almost all relevant positions on the entire map from any relevant position. As a result, the battles become very stale and mostly depend on exchanging shells and spotting, and not on pushing/ rushing and flanking. Even unorthodox positions are mostly only giving another angle to shoot and not a staging point for a rush.
The end result is a very long range engagement with a lot of crossfire that usually boils down to everyone shooting on the heavy side because there the engagements tend to take the longest. This means that most of the gameplay for any tank will be sniping or avoiding being sniped. Such a map is unique in the game.
However, this map is not repetitive. Thanks to the richness of different effective spots you can alter your game-experience by driving to different locations and facing different challenges, ranging from mostly trying to avoid and bounce snipers while spotting enemy heavies on the heavy side over crossfiring enemies and spotting campers in the middle to the typical medium engagement and subsequent sniping whoever gets spotted on the medium side (and of course camping in the back).
The map will probably never be your favourite if you have a serious problem with long range engagements, but it gives the player enough possibilities to ‘make their own game’. The map’s uniqueness gives nice variation in the map pool and also a different approach to the normally very close ranged game. All in all, I think that the map is a good addition to the game, even if or rather because it is not perfect
Thanks for coming to my TED talk
i don't mind castilla. I think its a map that really requires teamwork. whoever has the worse team loses
Most of my games on that map end in 2 mins or less.
Depending on what team has more meds on the castle hill.
The other part of my games there are draws, cuz the time runs out and no one moves.
nah they dont end in draws, only very rarely. They just sometimes take a while. And while it can be frustrating, at least it offers a break from the mad rush that most games are. I enjoy not having all tanks in one tiny area for once
Should have said it more clear
Most are a dumb yolo rush and the rest (very smol part) are draws
I know a glitched spot
<@&481447501690568709> look pls
my friends replay
pls patch that
@sleek kiln we aren't Wargaming. We are players just like you who happen to Moderate here. Please don't ping us for things like this
All maps have invisible walls that can be climbed with assistance from push tanks. Some maps have easier pushes than others
bro did this channel really get no one to message in it on the 23rd
that's actually kinda sad
This channel is one of the quietest on thIs server. A message every other day is actually unusually active for this chat
Maps discussion is the most normal chat of the server, here we have;
- No guys complaining about MM
- No trolls
- No salty kids
- Most of the complains are about Mines and Castilla, so it's almost common sense for most of us
For real. One of the few channels I actually check on this server lol
^
Perhaps the dev of wot consider a map that contains a huge portion vegetation , a capcircle in the middle near a bunker complex making defending a bit possible but also ambush possible due blind spots , visibility for td and cover to use in light and med tanks
You may think way to open for most heavy but who cares . The realism feeling is worth a shot
With the new Everfrost map rolling out on December 24th, what will happen to the ** Sea of Tranquility ** map ? Anyone know ?
Here explain this to me why this is happening
Bet it's your pc glitching 100%
lol
1000% legit
I still think Himmelsdorf is the best map
^^^^
Himmelsdorf is far and away the best map
I have an idea for a new map:
a map based around an old racetrack in the forest which has been abandoned due to the war. I would suggest basing the map around a old irl circuit, maybe a Nurburgring/Spa-francorchamps crossover. You could have team 1 start at 1 end of the track which is higher than the other spawn , while the other team starts at the startline. you could have a Eau Rouge kinda hill, where tanks with front turrets and high gun depresssion have the advantage, a few buildings/paddock-like part for the middle, for heavies and an open section of racetrack for the lights/meds. Close to each spawn could be a hill used for sniping (the hill could be a place where a grandstand stood) on either side of the map. You could release the map by using a Chaffee Race-type event from WOTPC to get people to experience the new map. Making such a map could lead to people which like motorsport AND tank warfare join WoTB. The Racetrack map adds some variety in the map types ( most maps feature a city, a landscape or factory themed) and there would be training rooms held to actually race around the map. I hope this suggestion makes sense! I am not saying you MUST do it, but I would LOVE to see this in the game!
would rather just have the racing event alone imo, the fact that I practically have to play a hulldown tank or bust ain’t fun or balanced
Do you at least think the ide is good
How about hurtgenwald look a like map , one place of some of the worse battles of WWII , a place of doom for both sides of the front . Only luck and good gunning wil bare survival lol
But honestly a hillside Forrest with bunkers , foxholes dirt a nearby town . Some snipespots , some impassible parts to cross ,a cap that is suicide to get there . High risk to win map
Would be a challenge , also makes it the way free of tactical sniping and flanking . Good for light meds and td , and heavy that could be used as td
Any map that can allow heavies to be used as TDs is already a poor map
Himmelsdorf is very flawed, mediums and clippers have a pretty serious advantage on that map. anything that's slow or doesn't have some turret armor is pretty screwed
It also has several glitches. Just yesterday, i discvered a glitch that can get a person literally inside a building. But you need an Alecto and E50 M for it, so it pretty much diesn’t affect battles.
I just kinda wanna throw those few word here but I think Dynasty Pearl needs some work done, I think the Map is too much split in half between heavy and med line I rather have it a little more open, as I personally think TDS really struggle a little on this map and Hulldown is too much of a factor on this map
But that might just be my take on it
why is it slowing down
Dynasties pearl med side is garbage, tiny and almost every position gets you stuck in a cross fire... why is this map only available for tier 7+ again?
Which map is this @severe pier
@golden pulsar vineyards
Never got this map in blitz
That’s Vineyards. And I think that he complains about the tank slowing down when going over the edge and over the rubble, but I’m not sure
More maps with different, interesting gameplay would attract more discussion, when you always go heavy line/medium line/light line, there's not much to talk about it. I love some maps such as himmeldorf and vineyards.
Oh lol, I’m such a derper. Nevermind the Vineyards part
Imagine a map with nothing but soft cover, a few rocks and soft hills, i.e. a forest map
People would absolutely hate it. Everyone would complain about campers or impossible shots or shots somehow disappearing in the forest and only being able to spot enemies in proxy spot and yourself being spotted all the time and so on and so forth
I almost want that map now
Not sure where this goes but the channel seems to fit
But alot of maps r like this for me where I can just see str8 thru mountains or hills on the map
Some maps are just only in spawn and once I'm a good way away from spawn it doesn't happen
Technical issues
There was once a map on PC like that, the forest was op, and many people complained so they nerfed the forest
suggestion for new map,
there is a story level on the pc/console version where I believe you were trying to destroy a tank factory producing panzers, I just remembered I really liked the layout as it was a bit of everthing, open areas, lots of cover and some good spots for tank destroyers
I feel lioe a map of simular design would do well as there is no need to acomidate for artilery tanks
Could you describe the map in more detail please so someone like me who hasn’t seen the map(s) you are referring to yet can imagine how they will approximately look and play like?
not really sorry, not played it in 2 years and no longer have my ps4
only way I can really describe it a set path in a very large factory which is kinda open but there is still a clear path and there is also bits of cover that are too small to be used to hide behind but perfect for just using as slight cover, it would be great for medium/heavy tanks, obviously chamged so that there isnt a set path and instead partially turned into a 3 lane template but with lots of connections with the lanes (2 spawns for eacg team where the tanks are evenly distributed between each spawn
Idrk not played in 2 years, only thing I remember well is that grinding for the first tier 10 took months
I don't know if I'm allowed to send videos here but I just saw an M1 Abrams struggle through thick mud and I thought to myself:
Would a mud map in WoT Blitz work?
But not just any mud map I'm talking about a map which discourages campers and slightly forces tanks to keep moving.
How does it discourage camping? Well it's not easy and it's not a guarantee to stop camping but if a player stays in one spot long enough they become slightly submerged in the mud and the longer they are in that spot the harder it is to get out of it & the only way to help you out of it is if your teammate pushes you out of the mud or you slowly crawl out of it yourself.
What do you guys think?
Would it be an interesting map to play in? Is it unfair to punish campers? Would it be a headache to play on? Could blitz mobile players even support such a map?
I mean if its in a certain area of the map i think players would just avoid that area, with its only victims being noobs not knowing about the mud
I meant the whole map being a muddy mess with a few hills and rocks for cover but if you stay for too long in that spot you get stuck
^ then u want turretless td or paper-armored td to be in frontline and getting killed in seconds? I wouldn't argue if no TD's allowed in that gamemode
TD role is to support from behind and it will become useless if it was forced to keep moving and not even able to camp for once
Turretles TDs could be excluded or TDs in general
It’s just gonna turn into the most hated map ingame you have to take into account it’s a random match maker random tanks will be put on the map that won’t do at all mixed with other tanks that will and this will create extreme frustration
True, true
try to bring ur idea to WT, it sure sounds promising tho
I'll play wt when I don't have a potato pc, rn I'mma chill with wotb
So do i
I don’t see how that discourages camping. I mean, the whole idea behind camping is not moving
Hello gents, I see many players getting completely mad if players do not go in a certain zone of the map. But I think that if the players are good, it doesn’t really matter where you go as far as there is team play. What do you think?
Well yea if they are effective
I don't care where you go as long as you die after me
Careful what you wish for
suggestion - bring in a map from pc/console version - map in question, (I cant remember name) its is a map with the entire thing being a massive valley (the 0 is the dip) and its layout is basically lile this (0) with a small part of a castle on either side most the time you got matched into this map you were using a T I or aT II if you know what map Im talking about
There are two maps that could fit that description
very deep valley
You can got to about 50kpm goimg down it on even the slowest tanks
can you send me a pic of both of the maps you think it might be @modern maple Im pretty sure on one side of the map Im talking about the is water on the left side of that side where if you fall in its almost impossible to get out)
One of the maps is called Province
I currently can’t find a mention of the other one
Province is literally a camping map
yep province, I would say less camping and more sniping though
well, same thing
hard to explain, basicaly it was a map just to get xp for tank destroyers and artilery
imo it isnt camping if the whole match is practising sniping
but if the whole map is meant for sniping, it's a bad map, it isn't dynamic
depends how people play, I had fun on it when I was playing 2 years ago (shrugs(couldnt find an emoji))
The thing is, if people don't have to move to get shots off, they won't move, so the map will become an extremely campy map
Are there Literally any other maps in t10 other than mines, desert sand, Fort despair, dead rail and castilla?
No, why do you ask?
Just because....
its not that hard to just import the maps from console/pc version they should just do that
no. maps in blitz are different from pc
*create the same maps in blitz as you litterely have what that mal is directly infront if you.
you get my point, it is much easier to use the same map in another game than to create a new one
I'd like them to add Steppes, a super open map could be interesting. Beyond that, murovanka could be interesting, or maybe the old Ghost Town
Ghost town they would probably just remove one of the medium flanks but it would still be nice
@keen hare I mean the old ghost town that was made for the 7v7 WGL, not the current 15v15 version they put into randoms in 1.0.
The 7v7 version would probably be an excellent map for Blitz
we do have prokovoroka in blitz. the main difference though is that due to no render range stuff in blitz Tds can make shots from the corners to the hill
Dead Rail is Prok, but with some changes
Airfield would be fine imo
ewwwww
Ghost Town
I actually really want Ghost Town in the game
There's no camping spots on the old ghost town
Except the climb in A1, which will probably be blocked off, or too difficult for your average pubbie
If you want a City just add esnk
Yeah, but I'm worried about the rails on Ensk being a worthless part of the map
yeah @river canopy ik dead rail = prok. Although in reality the closest map in blitz to the gameplay of prok is probably canal
Not in the slightest
honestly himmelsdorf should bereworked to remove the rails but add the hill
Nah, I think Dead rail's gameplay pretty closely approximates Prok. Stalemate on the hill, campers on the 1-2 line, and hull down heavy trades on the ridge, with morons in city getting farmed from the hill
Also base being a trap and getting shot from everywhere lol
actually dead rail base isn't bad, its pretty useful to lure the tds out
Late game sure
When it comes to Himmelsdorf, I think adding the hill would be cool, but I don't want to risk making my favorite map into a "hurr durr everyone go hill or we lose" sort of map
nah ive used it mid game too like 4v4s
@river canopy imagine how much more flanking you can do once everyone is at hill
As long as the hill is too high to fire down from, and the base stays where it is it would work
@keen hare It's hard to flank the hill, since they can all just turn and shoot you, and you'd be completely isolated from the rest of your team on the hill.
Usually tanks on the hill have to be bullied off the hill with pure force
oh yeah it would be like dynasty pearls flanking nvm
Tbh Dynasty Pearl feels like an awful mini version of Canal
Since Himmelsdorf IMO is already far and away the best map in the game, I'm reluctant for WG to do anything to change it at all, unless they give me a Himmelsdorf II or something as another map in the pool
canal is a brilliant map for spotting gameplay though, seriously rewards light tank camo etc
is there any scenario where spotting even takes place in Dynasty pearl?, theres maybe some early game stuff in that bush but thats about it
Canal is decent. I just hate it when all the stupid TDs on my team all go A because they want to sit on the stupid corner and contribute crap all there all game
I think the question you meant to ask is "Does camo even matter on Dynasty Pearl"
I want that corner gone
Because when the stupid TDs on my team go A, they either do absolutely nothing all game, or get molested by the entire enemy team
I don't get hit from it that's not the issue
It's every tank that goes there that costs the game
i love when i have to retreat in canal but i climb on the td ridgeline to spot the enemy team
Dynasty's Pearl has potential, but it's just so poorly executed because of WG's doctrine of only making mixed-type maps (which are by far the worst, as opposed to purely open, or purely urban maps)
If they removed the park, added more streets between the current town and current park area (since rn, there's only 3, and are all easily bottlenecked), and also removed the stupid central plaza (which is a massive no man's land, slowing gameplay) it could be good
again rebalancing heavies by taking away their view range would probably fix the meta. Good players would be ablse to use vie wrange mechanics to punish heavies while bad players still suck in mediums and most tourneys would still be heavy based albiet with 1 light tank if i had to guess
Dynasty pearl is the second most hated map of mine only thing I hate it more is castilla
although I guess rebalancing view range might be some of the most frustrating parts of the game to new players
Castilla has a lot of good but they gotta do something about the TD spots
Too many hills
I can't imagine new players would like to be invisitanked by meds/tds, I would say at tier 1 to 6 heavies keep the optics bonus but starting at tier 7 they lose it
Think about all the horrible mixed type maps in the game:
Middleburg, Dynasty's Pearl, Desert Sands, Black Goldville, Port Bay etc...
That makes sense
on wot pc the t49(the td) is pretty toxic
FF 14 let's certain classes use shields up to a certain level so they don't get bodies immediately, but then have to get used to playing a low defense class
Do that with optics problem solved
like imagine a new player without sixth sense,75% crew against a 50% camo td with binos/camo net etc
but again I really wish the view range mechanics were used more. Another solution is making mediums get 5% bonus from using the camoflauges and lights get 6%
I absolutely cannot stand mixed type maps because all they do is make the town area useless, so essentially, you're playing with half the map space, and anyone on your team dumb enough to go town instantly turns into a massive liability.
If you have a pure urban map like Himmelsdorf, then there's no dominant ground, so the entire map is playable
And if you have a pure open map like Normandy, then once again, the entire map is playable
Mixed type maps are the worst of both worlds, but WG has said a long time ago that they think all maps should "have a way for both heavies and meds" leading to these freaking awful maps
Winter Malinovka is actually a pretty good map because the heavy side is clearly the better side( as it should be) otherwise all the heavies just rush the medium side
I love surrounding when an enemy team with all heavies goes to the valley instead of just going hte heavy route
@keen hare That depends on how fast a team moves. If the valley team blitzes valley quickly, and seizes control of the enemy spawn, while retaining control of their spawn, that locks the heavy team into a corner with nowhere to go
There are almost 0 places to play on Winter Malinovka in a TD without a turret
I also got really mad one game, My team was 4 heavies, me in a batchat and 2 tds. Enemy team was 4 heavies and 3 tds. My team decided for some reason to go valley. I started ranting the entire game and got a warning, still do 6k dmg
If the valley team gets bogged down at all, and the heavy team is able to push reinforcements into the spawns, and seize control of the church in the center, then it's over for the valley team
@river canopy i mean rushing valley makes sense when your team is medium/light heavy. But if your team has 4 heavies you are literally killing your team by goin valley which I love
It actually allows mediums to flank in winter malinovka. Meanwhile in a map like mayan ruins, the center medium spot is so good that you can't flank because a heavy always pops up over that ridge
@keen hare I mean, it depends on the heavies. If they're like 113's and IS-7s, then you can make it work, but if it's a bunch of superheavies driving into the valley, then you have a problem
Although, I will say I do like Winter Mal, it's one of the better maps in the game
true although I still think going the regular heavy side is the better bet assuming equal team coordination on both sides. I wouldn't say its super lopsided but I would bet 60 40 on the heavy side team
basically mayan ruins the medium side is useless because every heavy just goes there,so I just take my gambles and now flank through the heavy side but th eproblem is theres is usually a td in that bush
also in german super heavies ive started yoloing down the center valley in oasis palms, the absolute terror from tds when they spot you but they realize you aren't stopping
I used to do that with my Obj 268 before the heavy meta lol
I honestly kinda prefer my team to go valley because it's easier for me to have an impact if that's the case.
If my team goes all valley, and meets resistance, I rotate to the center and farm.
If my team goes all valley, and enemy goes heavy, I blitz their ramp, and farm the enemy from their spawn.
But if my team goes all heavy, and is slow, then it's hard for me to do much, since I can't defend spawn alone without getting wrekt from tanks crossfiring me in hulldowns, and pushing the enemy spawn is hard without my team's cooperation
@keen hare
@river canopy but that game had literally every other player being heavies/tds , I had a perfectly open flank yet somehow my team went valley, which just made it a stupid ring around and get trapped
@keen hare In my German superheavies on Oasis, I like to go all the way to the corner on med side depending on their lineup, because that part of the map is just flat, so the meds can't hulldown, and you can just roll right over them
there aren't many maps where the heavy side is clearly better positions. I think that should really be the key focus for WG map balancing to make the heavy side have the high ground IMO
@keen hare Or you can just do what Himmelsdorf does, and make the whole map flat and urban, so there is no dominant side
I disagree I would rather there be a slightly dominant side but prefer that side be the heavy side
like mayan ruins has just become one of the most frustrating maps for me due to the fact every heavy just goes center now
Mayan is fine, you just play whichever hulldown you can until you're bullied away. I usually start by rushing onto the bridges, then playing hulldown vs. the meds, and if the heavies bully me away, I relocate to a different hulldown
batchat tho
and if you try flanking through the heavy side on mayan you might be able to rush that bush corner and get a clip in but you can't advance due to either idiot heavies/ td camping in that bush
On Mayan, what I do, is I drive to the position on med side where I can farm that one ramp leading to the center, but from the med side
although for mayan rushing the medium corner isn't a bad strategy due to how isolated it is and you can pretty easily climb back on the bridges to take map control
I usually get a free clip on all the meds that think they're cool for going center and not med corner, and then depending on which side my team has an overmatch on, I then rotate to rush either corner, or center
Although, with only 3x310, it's pretty rough for the Bat. #Bat4x350
yeah in mid tiers you can pretty easily go center as a medium but by high tiers every heavy goes center so you just eat a shot when they pop up
for naval frontier they really need to remove those 2 bushes overlooking the heavy pathway
On Mayan, an extremely large amount of players try to use these circled ramps early game, unicums included, so in a certain tier 10 medium, I've really enjoyed playing the highlighted LT positions to get free damage in recently
#maps-discussion is pretty much wannabeunicum and Posit1ve going back and forth about Mayan Ruins 😁 (didn’t wanna ping em)
And me complaining about awful maps about once every week
possible idea again - absolutly gigantic map 50v50 game
possible location, major cities (london, paris, german capital, rome ect)
or just large area of no mans land in belgium if you wamt it ww1/2 based
50v50? on blitz? i mean WoT pc has frontline mode with 30v30
excuse-me, but wotb isn't war thunder@blazing widget
wait 30v30, Is that only for real high teirs then?
Excuse me but WoT BLITZ is a mobile game (and not made for a quantum computer)
I like how you named the capital we may not mention "german capital" and not its actual name
may not? they may of simply not of known the name
This is not the response I wanted, but the response I deserve
you are correct (sorry for the @ forgot to turn it off)
Don't worry, he pinged me with his response as well
It's Berlin by the way. Alternatively you could pick Bonn for Western Germany
ye thanks
Campstilla being Campstilla, 2 medium tanks camping, 1 TD appearing from nowhere on castle, my Löwe being farmed, just another nomal battle
As someone who likes the combat element of the game I hate castilla because it's just a view range campers paradise.
I don't know how many people already has the new tier 10 AMX. I spend 70K gold open those 1500 gold box. I have to get total 10 globe to get the tank. What make you guys feel when you spend 70K on AMX two days later they drop the T-22 for 20K in store. So disappointed. There are already over 3.2K T-22 in tier 10, there are no balance. They sell the tank for 2 days, now they give a extra day. I guess they don't think they made enough money. This is what Blitz do. Control the game. They don't care us who grind hard on those tier 10 tanks and old premium tanks. I been talk to them use ticket on WG website all I got reply back is some change may happen in the future. Again don't open any boxes and stay off tier 10 and 9. Thanks for your time. - Hulk
@sand forge Wargaming and the gaming industry are in the interest of making money. They aren't charities. Granted, they are on the greedy side and evidently care little about their community. One example is from PC WoT, when they said a big 🖕 to all the people in 2011 who bought the collector's edition of World of Tanks and received the M6A2E1 American tier 8 premium heavy tank as a bonus, and yet WG said f them and sold the M6A2E1 a few years later for an obnoxious price when the tank is dogcrap anyways, but it was the message they were sending that caused the community outrage. I honestly think WG isn't a good company in terms of community and morality, but hey, capitalism.
They are a business and they have to make money @sand forge
@agile pewter At what cost, though? I think it's a sort of spectrum, with community on one side and profit on the other. You can find a balance, but swaying too much to either side results in a loss of profitability or a loss of community, and neither is good, for the company and community. I definitely think WG has strayed too much to the money side of the spectrum.
Yeah, very true
Good one. 100% agree
Im mad because they sell the T22 for 20K after 2 days I spend 70K on the new AMX
They could wait for a year. i only have 2 days of fun time
You can't be mad at them for that. They don't track everyone who spends a bunch of gold before they sell a new tank, they just go and sell it, but I understand the frustration.
How you like the T22
I like it; good brawler
What you think about the T22. Since they sell it cheap and tier 10 gonna be full of it. There's no balance at tier 10. What you think Blitz gonna do or they gonna let it be that way.
The latter. It makes them money and based on their current track record, they aren't likely to stop doing it anytime soon
I see. Appreciate you taking your time. I learned.
Please remove dynasty’s Pearl from high teir, replace it with mirage or lost temple. Both maps are not really good with mirage having very a cramped heavy and med side, lost temple having that round thing in the middle which makes whoever holds more dominant... but please anything is better than the dynasty’s Pearl we have right now.
I remember when lost temple was in tier X, chaotic, but fun
Somehow Campstilla does still with a lot of campers even in Gravity mode
I only remember when the old lost temple was in high teir, It wasnt that bad
Where is middleburg and Normandy in gravity force
Anyone remember the Warhammer 40k map?
Never got to play on it :”u
It isn't german capital it's "Berlin"
idk thats why I said german capital
Yes Berlin is the capital of Germany
Anybody vote for Sea of Tranquility as a original map for normal battle modes?
Why would you want it? It has no bushes
The map is so big that even a HT would be an easy damage farm, and a camper fest will began.
It works well in the fast pace gravity mode, but in regular the slow tanks and tanks with no gun depression would probably get wrecked
^
Imagine argonne as a map
Anybody else have major issues with dynasty’s pearl?
Wouldn't that basically be new bay
Extra indian ragdolls
Yes the map is terrible
Anything in particular?
It’s just generally bad at high tiers especially for any tank with poor armor.
I don't like the new gravity map lol, it takes the whole "free to fly around" away with the spikes wanting to hit you in the face
I really like the new map's layout and the art design
not correct, always go where the team guides u, especially if ur paper. else u get peppered, or worse.
use the 'crystals' (not spikes) as ramps to take off.
Which maps will I get more number of kills
And what statistics should I use for the Yukon map and himmesldorf
Map doesn't matter for the amount of kills.
Ok
And what statistics should I use for the Yukon map and himmesldorf
you mean tactics? Depends what type of tank u driving
For himmelsdorf I tend to go rails if team is heavy on mediums, if there are more heavies and TDs I usually go the other way and have meds flank around. For Yukon I really don't know there are many good ways
I have this corner on Yukon, between the B and C cap, right by the barn with the woodpile. I wait for people getting spotted either at A/D before poking the corner on C Cap.
WarGambling moment
I will never unsee
why score out name
I really wish they added the mines rework, The middle hill is much less dominant, the lighthouse is actually a spot to consider, and the town is more usable and the new rocks added to the side of the mountains allows you to progress through the town side easier. There is so much more opportunity in the reworked mines, why was it ditched?
Isn’t that what the old mines looked like?
this brings back so many memories, back when i was an idiot and had no idea how to play the game
I remember ramping up onto that corner and landing on unsuspecting TD’s in my RU 251 (before Russian lights)
when was the mines map updated
Somewhere in the 3’s maybe, I remember 2.10 was when Vineyards was added and I watched sk8’s vid on that on the Wg official channel
ah i see
This is old mines
That golden color is nostalgic
I hope they bring back this big old maps
old maps we're so big that we can even battle with more enemies and teammates
Old mines was tiny, the reworked mines is larger
Just look at the town side in old mines
I am pretty sure they are working on it)
Lol, when they reworked Mines they teased us with this nice open one, but apparently a lot of players liked the predictable and confined fighting in Mines, so instead of making this more open map they made it less open XD
Hey map idea Paris near the Eiffel tower like the Eiffel tower is at the center of the map and you got to go up a ramp to get to the flag
And on the right side you have the city go up left side the city is flat with the tower and there's alot of streets and some of the buildings are destroyed
And when ur in the battle about half way through the battle you have 2-4 fighters come in and now part of the tower is falling and if ur not carfel u can get urself destroyed if the tower is falling to the right side if ur not careful you will get destroyed so you kinda have it like well so you have the top of the tower falling to the right side or left side depends on what wg wants to do it but if your not careful to what side the tower is falling there's a 50/50 chance u will survive but ur badly damaged and ur stuckish or you get instantly killed
And there could be a day/night cycle that starts from noon and since it's a 7 minute battle most of the time it could go from 12:00pm to 7:00pm so it goes to bright and shiney to dusk
But it gets dark over time so it's not all at once
sounds cool, but way too ambitious for a mobile game, probably only the newest devices could run it. It would be impressive even for WoT PC.
I have more map ideas but I only felt like describing one today I'll describe another tomorrow
Paris is already in WoT PC, or are you talking about the extra effects, @loud marsh?
yeah. extra effects. it would not be hard to make a plain city map. @woeful stream
dynasty pearl = paris
A bit yeah
Hello
actual only way to have fun on dynasty’s Pearl and mines is to play tournament meta tanks, otherwise you lose because if you have no armour it ain’t gonna work, no gun dep, it ain’t gonna work
Look at it like a challenge, not a problem. How can I play better on this map? What good locations are there? Can I get to those locations?
how to play mines tier X
HTs: E5, Kran, IS-4, Maus
LTs: any of the 3
TDs: anything that does a lotta damage with good pen
But the thing is, you don’t pick the map, so if you’re just using any tank you might get it
No, don’t listen to this guy. You should rarely go town in your heavy on mines. 95% of the time you should go hill
If you heavy is fit for the hill go hill, but if you are driving a tank like the e100 or amx50b then go town
No I would 10/10 go hill in an e100
We need a map based off of Chernobyl
Everyone prammo pens you
@halcyon wren the trick is to not position yourself at the top. Stay low around the edges, they will expose themselves
@ocean ravine plus the bar on top of the tank
Still better than going town and being useless
You usually get stalled in town because of the tds sightlines and the enemies that turn around on the bottom of the hill. Then mid starts being collapsed on because the heavies are sitting in town
Zis (Marius)#4471 has been warned.
But you can only compare mines to a disease
Sounds more like you are a masochist
Mines is not a challenge as long as you realise what the tactical situation is
Keep calm and play hulldown tanks is the call on this map
Mines is a terrible map for high tier
Tactical situation on mines?
lights and fast meds rush to take hill and hope they don't get nuked
hulldown heavies + hulldown heaviums vertical hulldown on ridge outside of hill
frontline non-hulldown heavies peekaboom by the two rocks (actually three, there's two on each side) directly outside of hill
other meds cross river and farm damage on the heavies hulldowning on the other side of hill while peeking in and out of cover
td's take the traditional td camping spots at the back of the map. south spawn also has a viable camping position in the southwest corner crossing the river that has line of sight on the ridge outside hill
the hill is the dominant feature on mines, and if the lights and fast meds can take control of the hill it improves that teams chance of winning ~10-20%, as they can harass everyone else fighting over the hill while spotting the td's
also, note that there is no place for support heavies, as there is no way to get shots in without hulldowning, which requires depression, or frontlining, which requires armor
town is useless, there is no reason for heavies to go town in earlygame, although going town is acceptable midgame to flank
do not go to town in earlygame, as by the time you flank the enemy control of the hill will already have been decided, and, if the enemy meds and lights have control of the hill, they can shoot down on you and you will have no support
unicums, is there anything i missed?
No you should just yolo
i mean, the lights and meds literally have to yolo to take control of the hill
they have to count on the hope that the other meds arent also trying to take the hill, the heavies being out of position, and the tds not yet reaching their camping position
if two of those three are true, then it is entirely possible for a light to get nuked 30 seconds into a battle taking the hill
@cold steppe Usually the enemy TDs are already in place when meds get to hill, when you go on top, not being shot by everyone at the same time is rare. Its better for the enemy to come to hill after you so you can kill them off while getting control of the hill, sniping town and enemy spawn.
yeah, in the first line i referred to them as lights and fast meds, but later i just referred to them as lights and meds, so my bad for not clarifying.
when i say fast meds, i mean the meds that are basically lights, like drac, cdc, leo 1 and pta, bromwell and the meds that are reasonably fast, like prog 46, comet, or most of the russian med clones
the slower meds can either help contesting the hill, but without entering the hill, or can cross the river and shoot the heavies through the rocks
Imo it’s definitely worth it taking the inside part of the hill. usually I only take like 1 shot and basically the other team can’t push up the hill anymore
hello
Meds dont farm more than 2 shots from the river
Hill is captured by someone who loves to gamble and opens stg crates
The map is barely good with its size for tier 1 battles there you may farm shots from river
I dont go to highest hill with my meds if i dont have medium tank advantage in my team
I dont give my hp
yeah
thanks for the quality texture
Obj was blocking you*
Yes, only shoot if you can see the outline in such situations
@midnight escarp
Can we please have night versions of existing maps?
Well....vineyards once had this night feel
But for whatever reason they removed it
But it looked really nice, yeah
the only night map that we have nowadays is Faust, but I wouldn't like another night map with that horrible sky quality
Night rockfield when
Please, never. That map already has too many sniper spots.
It was actually a thing in past halloween events
Yep, in 2019 (or 2020, I don't remember correctly) Alpenstadt had a night version with halloween decorations, this version had Horrorstadt as official nickname
It was 2019 halloween
pretty sure it was also before that
2016 or 2017?
Nah I just wanted to point out that Horrorstadt was in 2019 Halloween
Good afternoon, I’d like to share a relevant point about the map named “Mines” because (by what I see) it is far from being a map able to hold fair and balanced tier 10 battles, let me explain why
-The random matchmaker doesn’t take in consideration the amount of hulldown heavies spread between both teams (not caring about the map either) that makes that in some maps a team can have a slight advantage over the other
-Mines is a strictly hulldown map (besides the possible counter push through the base cap area, which still has a lot of hulldown positions)
-This two factors combined makes very often matches like this that I’m sharing below where a team finds itself in really HUGE disadvantage (in this chase my team, some other times has been the enemy)
-There’s 4 highly effective hulldown tanks in the enemy team (M4 54, 215b, E3 and the ST-1), in my team there is a T62 and a T22 and even if they penetrated every shot they would lose by hp, m103 is an easy pen in front of skilled players and falls apart on dpm and hp as well
It's funny that you bring this up, because I was just going to post on Mines here lol
Losing the hill on Mines to the enemy team? No biggie
Who needs the hill when you can have the island?
@river canopy I was in red team the match I had, I couldn’t even try to flank like that
another reason why mines sucks, because south team has an island on the southwest corner of the map that can shoot the hulldown tanks and the tanks in the hill in addition to the traditional camping spots, while the north spawn doesn't, and only has the rock directly above spawn for a td camping position
That’s actually an advantage for the north though because they can go to said southwestern position and crossfire the southern team
Having the hill is a lot less important than having the lighthouse clean, and as long as you have one or two camping tds and two heavies holding at the hill you are basically free to do whatever you like
Why does Mines exist?
lots of us don't want it in high tier battles
imo it shouldn't be in T8-10 or in ratings
I only realised how bad dynasty’s Pearl is after play ratings
yea dynast'y pearl is quite a bad map overall (my opinion of course)
I'd rather Dynasty's pearl than Castilla
I'm one of the people that like mines at high tier, gives you a break from the more complex maps
Just because you like it doesn’t mean it’s fair for any tank besides hulldown tanks, paper TD’s get spotted to easy, lights are only effective at light house and the map overall sucks
Is there somebody who speaks fluently german? pm me pls
i know someone
I'm just wondering how in the heck RIbble didn't put Middleburg in that list of maps
ooh, 165 more additions to the hitlist
Middleburg makes Mines look like a fantastic map
Atleast middleburg can be played with tanks that have no gun depression
Everyone will go hill anyway
(Same as mines of course :dead:)
U dont need gd to win in mines.
Bait and let TDs smash the pushers
Or just let the nubs rush hill
I always like going in my E4 to Town, works pretty well
So basically all maps suck until they don’t
"All maps suck, because of the player base."
Done
legit tho, a lot of maps are biased to one flank or to one spawn over the other
Campstilla wouldn't be bad if the meds flank correctly instead of camp
campstilla also wouldn’t be bad if the HTs could do their job of holding their ground
True !
If all maps suck, which is the one that sucks the least?
@tired folio Himmelsdorf. Only map I'm genuinely excited to play on when I see it in the loading screen
Every battle in Himmels is different, can can either take the medium flank and have to deal with a genuine 7 vs 7 battle in only 3 sectors, or take the heavy flank and find even the lights flanking you through the center
Canal is pretty good too.
Would a map like this work well for blitz?
Both teams spawn in trenches so they can either stay there and perform ww1-style trench warfare using tanks or have a duel in the city, tank destroyers can alsp position themselves up the hill present for both teams so they can snipe enemies from afar
This would be a nightmare for slow tanks like heavies to take positions
It's not that big, compare those buildings to the sizes you find on himmelsdorf
seems pretty terrible for meds/lights, having to cross a huge open spot in front of a line of tds
I'm not talking about the size of the map
It's the slopes
If they are trenches it can have some difficulty for slow tanks to move upwards to take positions
And i swear to god this is giving me Call of duty WW2 vibe
Any suggestions on what to add on the map?
Added a Tiger 1
Maybe bushes or a forest in the middle?
The map is very very small. No sniping possible at all. I think a lot of tanks will have a serious problem fighting there because this make basically boils down to the classical medium hulldown peeking or city close quarter brawls and nothing else. If you don’t have gundepression + turret armour or good armour you’ll have trouble performing on that map
My first action would be to enlarge the map. The map you proposed would only be a sector amongst like four of similar size
I think what you proposed could work well if it was just the heavy side of the map
Why does this look exactly like Middleburg?
so uhhh, mittengard
@flint turtle Mixed type maps are terrible, because the town area always ends up being worthless ground. Either make it fully urban like Himmelsdorf, or fully open like Normandy.
Town is literally the only option on that map because the rest is open ground
Aside from that going to the town is a perfectly fine option on the vast majority of maps
ghost town would like to know your location
lol, they should make a map for fun thats literally just a giant flat plane
fun
Prokhorovka would like to know your location
please more maps like oasis palms, this map is literally PERFECT
A giant flat plain where both teams spawn 100m away from each other
To make it more awful
Say good bye to your lightly armoured tanks
i finally found the old lost temple minimap.. but its a gif
new lost temple has one of the worst medium sides i have ever played on
i really wonder why they reworked this map
i want a map that is consistently night, why was night vineyards turned to day
@stone tendon They reworked it because the “medium side” was even worse in the past lol
Pulled out the image so I can properly look at the map
As i see it, 2 clear pathways are much better than the jumble of bridges and hills on the new lost temple. The hills that you can sit upon on the medium side have a large enough distance for you to remain unspotted after firing towards the tower, while most of the hills on the new lost temple would leave you spotted after firing.
Of course if I could play on the map again I might change my mind, since I am just saying this by looking at an image and trying to remember myself playing on this map 5 years ago
I didn’t like the med side at all back then, but the current version isn’t more fun for me either so ye..
@stone tendon Med side was worthless back then for the pure reason that it offers exactly 0 strategic value. Nowadays, it's possible to shoot at tanks on the temple from the meds side. Back then, there were essentially no angles where that was possible because the "med side" was placed so far down in the low ground, so the entire side of the map was completely dominated by the temple
Even now on lost temple, even though you can make some sort of crossfire, med side is still mostly worthless, and the side that wins the temple will win the game
Oh ok if it was too low down that you couldn’t even crossfire then I can see why they reworked it, but I would have preferred if they just elevated the old medium side so cross fire was possible
Yeah, the big change on Lost Temple was that you could actually drive to the medium side and actually contribute to the victory
Old lost temple med side was the most pointless part of a map to ever exist
I made a map concept since some one else did... rate it :V
Where are the spawns?
I think this map will result in everyone camping on the hills
The idea of the map is that the hills are used to cover, the towns are to be used to push the enemies hill, the bridge is only to be pushed through when the enemies no longer have the firepower to hold back the push
The "unclimbable hills" are there so tanks travelling to the towns have cover; so the tanks are not just going through an open field where the enemies can farm them
also the deep blue is where you can drown in the water
the dips provide a hull down area for flankers
I think the actual gameplay will be quite slow. Everyone will just dig into the hills. Any push to counter the hill will likely be difficult. The higher ground the hill would give you means the people trying to attack the hill are already at a disadvantage.
I’m also willing to bet you’ll have players just camp in their own dip to have shooting angles into the town and also to defend their hill from flanks.
The cap also seems it will be useless as it’s quite exposed. The hills are very close to the cap, so it doesn’t take much to go and counter it. The people in town and even at the back of their base in the dip can also have angles straight into the cap.
The hills should be further away from the cap, and the cap should be less exposed to make it more viable to actually cap so it acts as a better counter to all the camping there inevitably would be
Agree with you on the cap being too exposed, and the dips just encouraging camping: preventing any progression through the town. I will change the map later.
Though I put the hills close to the cap so any tanks that are trying to depress their gun down to the cap, need to move forward and expose themselves, leaving them spotted and an easy target
the hills are quite high and steeper where the lines are closer together
Why people say Malinkova is Campingkova? I legit don't get it why
On pc it is
tried to fix it, but the hills still remain to be a very dominant area. Especially if the tanks there are able to remain unspotted.
How big are those buildings in comparison to the tanks? Let's say a Panzer IV G
Paper tank destroyers are gonna have a hard time trying to snipe in the map unless they take the city in Sector 7 and maybe then they can snipe at enemy tanks that attempt to capture base
The cap circle is 50 meters in diameter, the Pz Iv G is 5 x 2 meters in area. Easiest way of getting an idea of the scale of things.
I was thinking of adding TD locations at each spawn, but that would make the dips that are used in flanking impossible to cross
Since this channel is basically dead Im just put map ideas here
Good idea keep doing,
what are the best maps for hulldown?
Mines is probably the best
But all maps have good hulldown spots, it just depends on where you go
tbh I don't really know where you can hulldown. Like behind rocks and formations that only expose your turret?
In the most basic form, yes
Anything from rubble over tank wrecks to ridges goes
The only thing that you should be a bit cautious with is using alive allied tanks as extra armour. You could very quickly block them or they might move away, exposing your hull
ohhhh. dude that makes a ton more sense. thanks so much. The M6 has been such a pain but now I actually get what people mean when they say hulldown
I think that map will have a lot of no-go areas and a lot of action in the middle. Would definitely be different to all the other maps we have which usually go for a strict heavy and medium lane. I think it could turn out like Mines where only really the middle is feasible for controlling the game
He basically copied alpenstdat
Actually yeah it does look like alpenstdat
I tried to fix the no go areas on the south west side by raising the ground near the roads, but its still a dominant area since you have vison on almost the entire map.
i need to stop making dominant hills : P
Yeah, that's another easter egg
There is another circle near ur spawn on a bunch of rocks
there are 2 LoTR easter eggs on that map
I think there was the ring on one of the rocks, I think south spawn
It’s a staff
Who else would like to be able to do battles on the starting map would be fun
The starting map has like 200m^2 of useable space, and barely any bushes.
Maybe for 3v3
I dont even remember the starting map ._.
The spawns are very separate if I remember right?
It would be cool to see it for skirmish mode
Trial By Fire, as observed today
I now have a player account on NA with 100% winrate
But I think I lost it already due to logging in with a WG account later on
Last time I was on that map I used a trick with the british tier 1 to get over the boundary and out of map. They probably fixed that lol
That must have been the proving grounds. On that map the games barely last 3 minutes even if you do nothing and just survive
I put some thought into this map, unlike the last one I made
The middle looks a litttle like yukon, and the two right corners
Just so I get this right: is the middle a depression or an elevation?
I’ll be honest, that map will probably be a mix of Mines and Yukon and I really like that thought
It looks interesting
I think it would be fun
But there is probably some way players will find a way to ruin the intended gameplay
Light green for elevation, yellowish green for depression
So middle area is elevated, and those hills in the middle are steeper infront than behind
@stone tendon concept, to the left you could do a dense forest, allowing for close combat with low vision
so..... y'all ever notice that Port Bay has a tendency to devolve into a camp off?
for me it always devolves into 2 enemy KV-2s rushing through the left sectors and destroying the lights who flank that way, causing our TDs to run down far right and get destroyed by a Tiger 1 and a VK 36 H
and then here I am in the middle of it all with an M6
what if WG put some user made maps in training rooms ?
I think it would be cool no ?
Definitely there would be some trees and bushes, but I would not want the left side to be a dominant area. It is more of an area for spotting/getting early shots, then can be used by glass cannon tds mid/late game. It would also be a position to slow down heavies going to the middle through the bridges.
That would be really cool
the TD tactic on the red side is to hide behind buidings and deliver heavy strikes before returning to cover right ?
This is the only thing that's missing from blitz
Not necessarily Arty but tds with huge guns that take 20 odd seconds to reload, you hide behind cover, pull out deal a meaty smack into the enemy, pull back
= FV215b(183)
@sly cosmos yeah but that's a rare example at tier 10
The same could be said on the Su-152, I'm thinking the commonality through tiers should be improved
I suppose you could do that if you are going to get spotted if you shoot. The red TD hill has a bit of an advantage compared to the green TD hill on the opposite side: it has a large field of view on the green town. On the east side of the map the green side has 2 hills that can be used by TDs, while reds only have an elevated town area that TDs can use to cover tanks in the dip.
ok
@warm hatch yes that could be another one
Absolut unicum vodka
Anyone want trial by fire to be a normal map from tier 1 to like tier 4?
the usable space in the map is 200-200 meters, maybe for 3v3s if the server population is low
yea why not enlarge it a bit and it can be a fine map for low tiers
at least in training rooms
@bitter panther do you think that himmelsdorf should be in the tournaments map pool
Castilla needs to be seriously reworked. The side of the biggest hill base is the worst spawn in any map. The HT sucks. There’s no cover and unless you hug the red line enemy TDs will constantly punch your sides. But then the MT on the castle place will pew pew pew you to death and you can’t hide because if you try you run into the TD and the cycle repeats. The LT side is somewhat as bad but it depends.
The map suffers from huge sight lines which means anywhere there can be some jageroo or Death Star waiting to snipe halfway across the map. No one TD should have the power to watch over the entire map. The HT side needs to be revamped.
@stray ember that's so much maps related...
Seems like alpenstadt (aka capenstadt) with more steps
clock#2079 has been warned.
This rather reminds me of the WoT PC map “Erlenberg” that usually ends in a ‘left side vs right side’ battle because both sides are equally strong so there is not that one game deciding side most people go to (and you can fight very well against the other side of the map because of the arrangement of the town (it’s also a river on Erlenberg) in the middle)
And erlenberg is one of the worst maps on pc currently
Aah the nostalgia
the good old times
Imagine going city on middle burg
city on vineyards
Imagine playing on middleburg
I always yeet my device when that map comes up
Me but Dynasty's Pearl
hello its been long since ive chatted here
What is the size of the largest map in blitz? WG said they could do 1k meters by 1k meters... not sure if it’s true
one of the newer ones, idk the name
The newest are Hellas and Yukon plus the gravity mode only maps
Yukon is one of the biggest I think
It’s around 525 meters
Normandy, it is 555 meters
Which map is best for powersliding all over the place with a Tier V leopard
powersliding?
If wargaming does 1k by 1k that would be awesome, I would settle for like 700 by 700 or 800 by 800 tho
You do realise that this game is a 7v7
Also a mainly mobile game and they refuse every change that negatively affect device performance
Hej
Blitz was always meant to be a faster, simpler and in smaller places. You guys remember the Skirmish mode? Wot Blitz is basically the Skirmish mode from WOT.
Bigger maps and more players are against the concept of Blitz, it takes more time, it'll make the games even more complex, the number of campers will increase, slower tanks will have more disvantage, etc.
Bigger matches aren't Blitz at all.
A map with 800m is an interesting idea, but only in a certain condition; if the map design be smart enough to don't make it a camper paradise or the games too slow
If the devs could add a map like Lakeville to blitz (but smaller like 1Km - 1.2Km) with the same kind of concept but they should have to make some changes to it to decrease camping bc there's already and average of 3 TD's in most T10 games. But if they could do something like that, I think it would be a better addition. As long as they add like 10 tanks to each team or something
Or TD's in small maps only
I wish the beach was useful on Normandy
it's useful if you're a light that's trying to run away
It is
The only reason beach is used in wot pc is because it is a path to the base cap
The beach is helpful because if your enemies go down there you know u won
Add another map pls
There is going to be a new map coming soon
Is it a school map
A school map? what?
Yesss we drive vk1602 leopard and autocannon them all down
another city map would be nice like Paris or something new
It looks like the new one on pc
It isnt in coming soon
It is, just be patient, they're looking for a specific time to put it on blitz and that seems to be an asian-oriented map which the next battle pass is about
Epic
Why is there a bush here if it's unreachable? make this climbable please WG!
aesthetics
It used to be climbable but they put invisible walls
That bush is for big brain shots
Not that it will do you any good because all enemies you could hit when shooting through that bush are so far away that you wouldn't need the bush to begin with
Remove port bay, it only favours hulldown tanks and everything else is left to suffer
Most tanks can be played hulldown
Is that the derp gun on the WT auf. PZ. IV?
yes it is
My brain was dry for a bit but here is a new map
they should add td spots on new maps
2 corridor map?
It was going to be either this, a dominant hill area or a massive dip with ramps going up to the flat ground and giving shots across each corridor
but I decided the dominant hill would suck, and just leave a bunch of no go areas
Corridor fights are not really what you want though
Opinion on mines at high tiers?
hill or lose, if you wanna go town, you need the people staying at hill to hold their ground
How many times will we speak about mine, However there have been none change still
South side on mines is so much better
I absolutely detest South side
It's so much harder to have an influence on south side mines. You can't flank, so all you can really do is just camp it out and hope to dear god your teammates don't throw by going city
yeah north side is better
its much easier to get to the base or flank from the west
Lol true positive
Speaking of the west, I don't think I've ever lost on Mines North Spawn when playing a double medium platoon, since you can just rush the west island right off the rip, and basically just insta-win, since even if the enemy gets the hill, you can just farm them to pieces from the unspotted hulldown
remove Himmelsdorf from above tier 7. its just not a fun map for the tiers no matter where the fight is.
don't let positive hear that lol
Too late
Although I'll save him the usual tirade because I'm lazy today
F for him then
I dont mind high tier himmelsdorf. Definitely find it better than high tier mines or dynasty pearl
I don't mind any of the maps
avoid mines and dynasty's pearl by exclusively playing supremacy
damage per battle goes 🔻
• “New transparent consumables.”
• The new "Chinese / Japanese" map will go to the game "Soon".
• A new branch for a nation from the beginning of the game.
• In version 8.0 it is possible to add new physics to the game.
What is a transparent consumable?
Good question. Leaks aren't always accurate. But i am scared of that ominous name
invisible tanks
I was looking at some old posts on the forums, and saw that dead rail was actually supposed to be similar to Severogorsk and not prokhorovka
Map Focus: Dead Rail - posted in Announcements: A snow-swept train station with crisscrossed tracks, disused carriages and, of course, plenty of places to conceal heavy armour, Dead Rail is a map with lots to offer. While things a little bigger than snowballs will be flying at you, we’re sure that you’ll still have fun in World of Tanks Blitz’s ...
Yukon map sucks.
@cold steppe Google the original Russian word, not the translated one)
Its better than alot of the maps in the game... like dynasty's pearl, fort and middleburg
no.
ok how
did you just have a bad game in it or do you actually think its worse than the maps i just listed 0_0
I like how on yukon both sides of the map are viable
^^^
It's one of the few maps with no completely flat side "for hevies" which is pretty useless
Basically like castilla but without the cross fire
Yukon is currently one of my favourite maps
At the release it was just med side(d cap) meta. But now i am seeing more variety in routes which pub players take
Kinda refreshing with the slight uncertainty with what teams may do without the risk of completely losing because of it
i think you pinged the wrong guy
Are there any plans to add the night version of vineyards back?
Oh, sorry. I meant @fluid swan
Where is this unspotted hulldown?
@runic ivy The orange medium positions on E1/F1 here. If you play in the water, the island provides some measure of hulldown cover against the enemy, while you can pretty much just sit and farm the entirety of the red team that is on the hill. And if they try to go get you, they can't, since the TD position in A2 can hit them on the cross when they're in the water, leaving them on low HP to kill 2 hulldown mediums
Moreover, if any of those red heavy tanks turn their turrets to do anything about you, then the green tanks on the hill will put easy shots into their turret sides as they turn to look
And that's assuming they spot you, since there are bushes on the island that you can behind from
In a med platoon, getting 2 meds there essentially instantly ends the game
The only option they have is to just try to go up and over the top and kill your teammates on the hill, but that never happens in pubs since they lack coordination, and the TD in A2 suppresses them.
All they can really do is sit there and get farmed in the side, or YOLO and die to the mediums
And other than just mediums, if something like a 113 gets there, it's also GG
Thank you, I always go that way but I've always tried making shots work from the island and risk it with the south spawn TDs hitting me broadside. Looking forward to trying it.
Yeah, you can't really do anything if you stay on the B1/C1/D1 positions other than be somewhat annoying, because the South spawn TD at F3 will certainly pin you down. But getting your tank to E1/F1 changes the game. Just make sure to resist the temptation to stop and shoot when you're crossing through the water on D1/E1 since that crossing is exceptionally dangerous if you stay there
I usually counter these medium pushes by abandoning the hill
One medium alone can be countered, but if its 2 mediums, or something like a 113, it's very hard to get rid of him
On EU the medium positions there already fell out of meta because the south just retreats to the city as a whole making it pointless
If they go city, they're stuck. They're dominated by a crossfire from the hill and green spawn
The hill is not a good fighting platform, campers usually pick everyone on the hill apart if they try to fight the city
Also, nobody said that anyone starts to push. The city has the cap, so there is no rush getting to the enemy. What usually happen is that the enemy takes the hill and that those of the enemy who were at the hill start pushing into the southern spawn, allowing the people who retreated to the city to shoot them alongside the campers
There are two routes to push down there, so if they don’t split they push into a crossfire. And those on the hill are usually useless because they can only shoot people if they overexpose
I have literally never seen a South spawn team win by going city. Literally never. Even with the cap, since they're exposed from just far too many angles. Anything they had in their spawn will be quickly and easily dismantled with no hill presence, leaving them exposed to a 3 way crossfire
Also, you can sit on the hill and fight the flankers while being safe from the enemy on the hill if you have TD support
I never said that they should go city. What happens is that they fall back towards the city and then stop the push from the hill
If they pull underneath the hill, they can just get farmed from the island still. The only place safe from the island is in the city and the corner of South Spawn, but once you give up hill control, and have lost the island, it's essentially over
You’re hulldown towards the island if you are positioned just south of the hill
And the enemy typically starts to push once the hill is lost which allows you to pull back
Secrets of the maps ........ Check this "list with pictures" by me: http://forum.wotblitz.eu/index.php?/topic/54343-secrets-of-the-maps/
Secrets of the maps - posted in Gameplay: Almost all the maps have interesting secrets. You have to look carefully to find them.The following are the secrets I have seen yet.Maps
Secrets
Mirage
A yellow submarine underwater in the north east. Sea gulls roaming above in the sky. (Sea Gulls are not really a secret!)
Secret
...
K thx
🙂
Can they just hurry up and rework canyon
Such a badly designed map
There’s 3 garbage maps, Mines Fort Despair and Canyon
@shut creek None of them have anything on Middleburg though
Which one is middleburg again?
@shut creek The summer map with a town on bottom and a big hill on the other side
yah
Church in the middle?
No that's castilla. Middleburg is the one where heavies spawn next to a huge town, cap circle in town, and meds spawn on hills that make up an entire side of the map
middleburg has also a church in the middle
Middleburg has the Tankenstein easter egg. It’s the map that was plagued the most by ATGMs
I actually like Canyon a lot. Same for Mines and Fort Despair. Maybe I should say which maps I don’t like...
hi
( ͡° ͜ʖ ͡°)
so precisely how many maps are there in wotb?
Church in the divot near town
gonna be honest i almost never go town but here's what middleburg looks like
That’s the one
@cosmic sand If I know how to count properly, 29 standard maps.
Add another 4 for the gravity force, mad games and the tutorial maps
isnt there 2 tutorial maps?
Only 1 actually @stone tendon
Also, there's one more but I think it can't be considered. You remember Battle ducks event? Well, that had an exclusive map based in WOWs tho @compact cobalt
Wargaming loves making anti-TD maps
Do you want another Castilla?
It’s better than middleburg, Hellas and that stupid ‘prison’ map
Castilla is very static because of all the td positions
They make the heavy side basically unpushable
@quaint bay isnt faust everones fav map?
my favourite map is port bay 😅
Least hated map is actually himmelsdorf
sure
nah it’s the moon maps
For heavies, my favorite map is the good old Himmelsdorf
For meds and lights I'm pretty undecided, I like Yukon because I can use the whole map if I'm fast, but Campstilla is pretty relaxing in castle area
When using a TD, I like city area of Middleburg, Campstilla and Winter Malinovka
And yes, I'm the type of fool that goes to city in Middleburg
Canal is great for lights and TDs
I like Canal, but I feel that I can use better the Yukon's terrain
That's also fair. I prefer Canal because it's fairly open and there's lots of advantages to take full advantage of light tanks' power, which is arguably underestimated in Blitz
i swear its not mines
Add 2 map bans to blitz
I was side scraping against one of the blue houses on Yukon, and apparently you can hear a phone ringing every so often
Problem with Blitz is most positions in this game have more than 2, or even 1 firing lanes
make mm longer okay cool
What are you on about
How can I report this? Please someone who tells me
You should set down your graphic maybe, I mean your phone is not powerful enough to play with the set up you've put
phone player bruh
guys you should add some kind o of bigger maps [maybe other mode and 10 vs 10] for example look at pubg m they got 100 of players on big map and it hasn’t laggy so maybe take a map from big wot and put it on small wot 🗿
Why am I seeing a lot of stuff abt pubg m
- Excessive battle time due to the bigger number of players and possibly bigger number of heavies
- Longer matchmaker time because of a bigger number of players
- Bigger number of campers because of bigger maps
- Device problems (yes, bigger maps and more players WILL make problems to slower devices, no matter what you say. Some PCs struggle to run WOT even at minimal, why wouldn't cellphones do the same?)
- It's not what the game means after all. WOT blitz was made to be a simpler, faster and more tactical version of WOT (mobile too), more players and bigger maps are the exact opposite of this
- As like the marked comment says, some cellphones usually start to getting hot after only 1 hour of WOTB, what if we make it even heavier?
- Servers probably won't hold it. Let's remember when Uprising mose appeared for the second time and the whole EU server had problems, or what about the ping/loss spikes that happens every time the servers are crowded?
- Mobile games with 100 players usually aren't compatible with many devices (PUBG) or have poor graphics and gameplay (Free Fire) for a reason
Sorry for the essay, it's also a copy and paste from what I've said in #skirmish
-_-
tl;dr
If you want more players and a bigger map, go play WOT PC.
It's fine, WG doesn't mind. They're getting your money either way.
I think this is the old mines
I think maps like dead rail are stupidly predictable, there’s nothing fun about them
How is dead rail predictable
Heavies go valley, meds go hill, TDs usually go to hills overlooking the map but the same can be said for pretty much all the blitz maps
atleast the entire map is used, maps like rockfield leave the entire heavy flank unused
Rockfield needs a rework, but not an overhaul.
why cant wotb have bigger maps and more players for the maps
device limitations
@cunning pine this is the list of the problems that bigger battles will bring
Bruh,
The only thing wrong I see here is your team trying to go rails on Himmelsdorf
No camos smh
Wait are you not supposed to go rails on himmelsdorf?
Of course not. Why would you take the part of the map with no cover that is completely isolated from the rest of the map?
Damn this is enlightenment
So heavy flank is actually the better flank on himmelsdorf? Because most of the time meds fight at rails and heavies go town
"rails" is actually town. Just because the meds spawn there doesn't mean it's not a town
Think about it. Corridor combat. No hull down cover. Isolated from the rest of the map. Lots of right angles everywhere...
It's actually the worst possible place to be in a med @minor prairie
There's the 2 little rubble piles on the side but that's about the only hulldown cover on that side of the map
🧠 I'll keep that it mind next time I play on himmelsdorf
Go rails because you can shoot between the carriages at blind reds and laugh at them when they don't realise what's happening ;)
Its the difference between EU and NA I guess. EU meta is rails while I guess NA goes town.
I play in ASIAN, what did you expect
Dead rails good for TDs because bushes
ah yes, absolutely cheesing shots and watching them call wallhacks in chat
Himmelsdorf is the epitome of corridors. The only real freedom of movement is in the middle but going there is just asking to be crossfired
And the only reason why Himmelsdorf isn’t an absolute campfest is because it’s so small that you can spot literally across more than half the map
The best course of action in a medium on Himmelsdorf is going where the enemy heavies are not, and then flanking
so that's basically rails 90% of the time
Yep
@tawny ridge
The thing about himmelsdorf is this. Rails might be worse but if all your team goes there and only the enemy mediums go there you win cause you can just push on them. And if your mediums go rails and your heavys dont and all the enemy go rails you lose.
So basically
The team that has the harder lemming push will probably win
Done
Can also be applied to most maps because yes
Yes, lemming trains are actually the standard strategy in Blitz
And they are very effective too because most players have no clue how to hold a position and you need several of them to do that together to successfully stop a push
In asia server if there are three heavies or more and 1 or 2 medium everyone goes ht at tier 10 n 9. Rest tiers go med side nevertheless.
If there are 3 TDs then either the whole team gets confused or everyone go through middle (TDs go mid to snipe. We just follow them). And more beautiful thing is that no one uses chat and just does this. We're all connected. (Majority of Viet, Indo, Philipino don't know english that's the real reason XD)
I wouldn't call everyone going on one side a lemming train necessarily, that implies the players doing this are dumb. I mean it would be dumb not to do this on some maps
It doesn’t really matter what you call it
What if there was a ho chi mihn trail map
is there somebody who speaks fluently english?
Any thoughts and ideas of where I should be at in naval frontier map?
Type of tanks that i usually suffered in is LT and MT, still blinded by many positions on where i should be at or any cheeky positions.
good turret mt-s should go to the south and peak their turret on that little hill I'd say. Lights can try to rush forward and peak from the dip on the left but it's risky
What tiers start playing on maps like hell haluf?
The New Map! Minimap of that new map:
Your map reminds me of a map from console @stone tendon
My map already exists? Cool
too in favor of green side
How? Because of the south east side?
This looks like a river delta to me, which would be a cool theme for a map. I generally think that it is open enough while providing lots of different approaches through the numerous bits of cover instead of big, separating elements. I am positive towards that map
Faust
I could see that
I think Castilla is the best bc I like playing lights and you can spot without being spotted easily. and i just like big maps
I hate castilla lol ... 60% of the time the mediums come in the heavy way and we get destroyed
yeah that's true
but i also like small maps in my T34-2G-FT bc i have it with a camo net and a 3% camo; it's at 71% camo when still. With a bush you can't get spotted until you get proxy spotted
I think it's better than e25 like that no ?
yeah but the tank i mentioned has 400 alfa with a 12 sec reload and i like big guns. and it's fast too
idk if it has better camo than E25 tho
Did you like the tier 8 too ?
don't have the Tier 8, i'm going up that line
Lol me too
you have the T34?
Which one
the chinese Tier 7 TD
Yeah I'm grinding it
what's your WoTB name? I'm at school rn but i'll add you once i get home
TheKingKen
Mine is Kgyy13, maybe Kgyy14
Ok I'll add you later cya
Bring back old maps
you can go to school? in this pandemic time?
not every country has enforced school lockdowns. many countries have opened up schools already
ohh i see..noted
Yeah and it depends on the part of the country also, for my part I still go to school
Same
are they revamping castillia?
My tank got stuck on an invisible wall. You can see the tank leaning on one side since it can rotate because of the invisble wall. Just a thing that WG should fix.
Its the house not an invisible wall, but yeah it is annoying
When will REALISTIC map be available?
mode*
why would they do that
Maps should be more td friendly like mines
do you want everyone to camp
im taking that as a yes
cool image i found
something seems off about oasis here
Prototype dynasty's pearl
cancelled map?
Looks like yukon prototype, idk.
Needs to be more fair
Which side is unbalanced?
North spawn has heavy side advantage, south spawn has medium side advantage
@stone tendon the mid, it's heavily covered in water which makes both side hard to push forward, other than shooting each other behind cover and that might cost into tie even more often than other map
Also right side have some small island with hills, it will be unbalanced for the red team since at that side green team have a climbale hill for TD to camp, and MT LT can actually goes to the right side and flank the red team HT while they cannot do anything
You are not supposed to push through the middle, it should only be crossed in the late game