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World of Tanks Console 3.2 Update - Maps feedback!

developer maps feedback 3.2 update

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RaiBOT01 #1 Posted 12 August 2016 - 07:36 PM

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Hell tankers!

 

You know the drill!  Please share your 3.2 update feedback regarding maps!

 

3.2 New Maps!

  • Ruinberg - Winter
    • After the war, Ruinberg Winter has frozen over from a cold winter featuring console exclusive snow drift terrain changes.
  • Skorpion Pass - 1 km x 1 km map size, now on all platforms!
    • The second exclusive console map finally makes it way to the Xbox and it’s just as deadly as the original.
  • Ardennes
    • Third Console Exclusive!  The center city layout was based on the town of Bastonge and features a frozen river.

 

3.2 Signifigant Map Updates

  • Live Oaks
    • The central water bed is now a traversable swamp with some rock cover which will give a whole new avenue of play!
  • Swamp
    • Swamp features some of the most densely detailed terrain we’ve seen to date on the XB1 and PS4.
  • Siegfried Line
    • Siegfried Line features a whole new design layout for the open field of the west portion of the map.
  • Siegfried Line - War!
    • Same as Siegfried Line, but with the war variant content updated.

 

ROLL OUT!! <3

 


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MaxChaos24 #2 Posted 16 August 2016 - 07:00 PM

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Please give us feedback! :honoring:

Not that proud #3 Posted 16 August 2016 - 11:42 PM

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Loving the maps so far. The middle of Live Oaks is really interesting. Very high risk area, but fun for scouts. I like the extra cover in the field in Siegfried Line. It's good too and should make that more dynamic. I like Ruinberg Winter since I still find Ruinberg Wat to be visually confusing sometimes. The look is simplified and easier to read. That's all I got so far. Good stuff.

GoblinTactics #4 Posted 18 August 2016 - 01:39 PM

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I love the new swamp and detailed map for it, had two fun battles last night in it.

I saw the new cover on live oaks, but the game was over a bit too fast for me to explore much. Very neat though.

Scorpion pass was a welcome sight, that map was just too large before. I feel like the Eastern spawn has a bit of an advantage with the southern ridge, as I didnt see an easy way up with my cromwell from the west, but I might just be blind.

Westfield spawns are terrible. I hate having to go up that initial hill to get north. I love hill fighting and now that map is just one huge frustration with only a few going north and the rest camping in the valley the entire time. Please change the spawns back.

JelliedPenny08 #5 Posted 18 August 2016 - 04:26 PM

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Thanks chaps - great update and appreciate the effort. I'm not so sure about the Westfield spawns - I think they need spacing as it's fine uphill in a fast tank, but I remember doing it in a Churchill and it was less fun.   :)

3.2 New Maps!

  • Ruinberg - Winter
    • I don't really like urban and war maps that much, but at least the snow makes Ruinberg Winter look a bit prettier. Snow drifts for cover seem good and less intrusive for driving, but that might just have been me. 
  • Skorpion Pass - 1 km x 1 km map size, now on all platforms!
    • I haven't played it yet but looking forward to it. Looks good but hope it's not too corridor-y. 
  • Ardennes
    • Haven't got the hang of it yet, but liking it a lot!  Less keen on the city element but liking the city layout and makes for a good battle. The mix of town and forest is great and I like the frozen river. Snow is great. 

 

3.2 Signifigant Map Updates

  • Live Oaks
    • The traversable swamp is great, rock cover and foliage camo helps!
  • Swamp
    • Haven't played it yet but seen a friend play it and it looks good.
  • Siegfried Line
    • Liking the new less barriered Siegfried Line and depressions in the west portion of the map.
  • Siegfried Line - War!
    • Haven't played it yet. 
       


EamonnanChnoic #6 Posted 19 August 2016 - 12:44 PM

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Good stuff! Thank you!

 

Only one snag: Westfield Spawns

 

Y'all put the spawns back down in the valleys again!

 

I thought we had gotten rid of 'Hill Climbing Simulator'!

 

:trollface:


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Not that proud #7 Posted 22 August 2016 - 03:05 AM

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Swamp is a real problem for me. You took a vision map and turned it into a corridor map. I know you all know the corridor map problem exists and I don't understand why you changed this map at all. The current design just funnels the teams into two points of conflict and there is no way to scout the map at all.  It really punishes aggressive players and people who use mediums tanks. I don't understand why the game design overall assumes that forcing players into close brawls is fun. I honestly don't get that.  Some tanks in the game can't brawl. The Centurion 7/1 is really accurate and has an exceptionally long reload. It can't brawl at all. The M48 Patton has a big view range, a slow reload for its tier, and weak armor. It needs distance to work well. So, it honestly bums me out that you are taking away vision maps where I can play my preferred tanks effectively and replacing them with corridor maps where you never know what you're going to run into and that favor heavily armored tanks. It feels unfair to those of us who don't want to play heavies all the time. 

 

Anyway, I took this screenshot:

 

This is how the map plays now. I tried to work some vision from the middle, but it's blocked by hills, and you can't spot anything. Everyone pushes to the fights in the destroyed castle to the south and the choke point at A0. This isn't fun for me. 

 

 



RaiBOT01 #8 Posted 29 August 2016 - 03:00 PM

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View PostNot that proud, on 21 August 2016 - 09:05 PM, said:

Swamp is a real problem for me. You took a vision map and turned it into a corridor map. I know you all know the corridor map problem exists and I don't understand why you changed this map at all. The current design just funnels the teams into two points of conflict and there is no way to scout the map at all.  It really punishes aggressive players and people who use mediums tanks. I don't understand why the game design overall assumes that forcing players into close brawls is fun. I honestly don't get that.  Some tanks in the game can't brawl. The Centurion 7/1 is really accurate and has an exceptionally long reload. It can't brawl at all. The M48 Patton has a big view range, a slow reload for its tier, and weak armor. It needs distance to work well. So, it honestly bums me out that you are taking away vision maps where I can play my preferred tanks effectively and replacing them with corridor maps where you never know what you're going to run into and that favor heavily armored tanks. It feels unfair to those of us who don't want to play heavies all the time. 

 

Anyway, I took this screenshot:

 

This is how the map plays now. I tried to work some vision from the middle, but it's blocked by hills, and you can't spot anything. Everyone pushes to the fights in the destroyed castle to the south and the choke point at A0. This isn't fun for me. 

 

 

 

Im unable to see the screenshot :(

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DeFuZed WrAiTh #9 Posted 29 August 2016 - 04:09 PM

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^^^^The ruined village next to the new castle structure in Swamp 

View PostNot that proud, on 22 August 2016 - 03:05 AM, said:

Swamp is a real problem for me. You took a vision map and turned it into a corridor map. I know you all know the corridor map problem exists and I don't understand why you changed this map at all. The current design just funnels the teams into two points of conflict and there is no way to scout the map at all.  It really punishes aggressive players and people who use mediums tanks. I don't understand why the game design overall assumes that forcing players into close brawls is fun. I honestly don't get that.  Some tanks in the game can't brawl. The Centurion 7/1 is really accurate and has an exceptionally long reload. It can't brawl at all. The M48 Patton has a big view range, a slow reload for its tier, and weak armor. It needs distance to work well. So, it honestly bums me out that you are taking away vision maps where I can play my preferred tanks effectively and replacing them with corridor maps where you never know what you're going to run into and that favor heavily armored tanks. It feels unfair to those of us who don't want to play heavies all the time. 

 

Anyway, I took this screenshot:

 

This is how the map plays now. I tried to work some vision from the middle, but it's blocked by hills, and you can't spot anything. Everyone pushes to the fights in the destroyed castle to the south and the choke point at A0. This isn't fun for me. 

 

 

I think this could be solved if the small ruined village was removed from next to the castle in the bottom-left of the map, this would give a more open range for spotting and sniping. The castle area is ruined by light and medium flankers coming through this dense area and shooting enemies from behind, they can do this easily because many of the buildings preventanyone from getting a shot at them, not sure if WG intended this but it kinda ruins the brawling gameplay for heavies and TDs.


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amanwiththree #10 Posted 29 August 2016 - 05:23 PM

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I thought I'd play them a fair bit before commenting. 

Overall i am disappointed, and I'll be concise.

Swamp is now another corridor map. Ruined it.

Ardennes is just a mess of hills and buildings and is basically another urban map.

Skorpion Pass completely underwhelms and is a shadow of it's former self. It does not play like an "open" map.

I don't care for war maps or weather variations and see neither as a step forward in terms of game play. You're just making bad maps even worse.

 

You seem to concentrate on making everything look "beautiful" with the addition of flora & fauna as well as emphasis on overly-detailed eye candy.

I don't care for any of this and again don't see the beautification of maps as being a step forward in terms of game play.

I doubt very much that when the maps rotation cones around you'll hear "Oooh Swamp that map is just so pretty, with all the likkle flowers. I love pwetty maps!"

 

Really, what this game needs is bigger maps with less clutter.

You are making certain tank classes irrelevant, why play as a scout if the likelihood of getting a map where you can shine is diminishing every update? 

 

 

 

 

 

 


 

Camping is killing this game

 

 


shirkamon #11 Posted 31 August 2016 - 09:27 AM

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All of the map updates are great except Scorpion Pass.  The map is too small, now.  The layout promotes a more agressive battle as opposed to a strategic battle.   if you could bring back another 25% of the map, it would be the perfect size.

 

I don't remember my WWII history much, but a nice sicillian country side would make a good map.  Just a thought

 

S



Not that proud #12 Posted 31 August 2016 - 11:04 AM

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View PostRaiBOT01, on 29 August 2016 - 10:00 AM, said:

 

Im unable to see the screenshot :(

 

Here's a direct link: http://xboxdvr.com/g...eenshot/4674117

 

And I would guess that the green team on the west side had probably not been spotted except by the Reds directly in front of them. I have tried it from the other side, the south spawn, and it's not possible to spot the enemy using that western depression until they get to the buildings. The ridge line at G/H6 doesn't have line of sight on the depression. 

 

Let me apologize to you all though. I had a serious "Change is Bad!" moment with this map. I still don't like it as I play mostly mediums and lights and like using vision to get an early advantage. I don't feel like this map offers those opportunities, at least not with these spawn points. The encounter battle works differently. I will eventually figure it out. So, my apologies for being a big baby. But if there is a way to clean up this map and some others to give us clearer sight lines, I would like that. 

 



RaiBOT01 #13 Posted 31 August 2016 - 01:22 PM

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View PostNot that proud, on 31 August 2016 - 05:04 AM, said:

 

Here's a direct link: http://xboxdvr.com/g...eenshot/4674117

 

And I would guess that the green team on the west side had probably not been spotted except by the Reds directly in front of them. I have tried it from the other side, the south spawn, and it's not possible to spot the enemy using that western depression until they get to the buildings. The ridge line at G/H6 doesn't have line of sight on the depression. 

 

Let me apologize to you all though. I had a serious "Change is Bad!" moment with this map. I still don't like it as I play mostly mediums and lights and like using vision to get an early advantage. I don't feel like this map offers those opportunities, at least not with these spawn points. The encounter battle works differently. I will eventually figure it out. So, my apologies for being a big baby. But if there is a way to clean up this map and some others to give us clearer sight lines, I would like that. 

 

 

thank you! :)

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DANCING FLAMES #14 Posted 31 August 2016 - 01:53 PM

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The maps are good. I like Ardennes its nice. Skorpion pass is nice as well. The size reduction is fine, any larger and it would be too big. 

 



Sapper Jay 12B #15 Posted 09 September 2016 - 08:29 PM

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I'm cool with all maps/changes in new update.  I like Ardennes a bunch.  Games there are usually a lot of fun because of all the play styles that can succeed there and its awesome to look at.

Dragon Ridge & Northwest need to die in a fire though.  Especially Dragon Ridge, I don't think I have enjoyed a single game on the map.  I have had good games on map but I absolutely hate the terrain.  





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