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	<title>Comments on: Straight Outta Supertest: 9.6 Steppes and Karelia</title>
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	<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/</link>
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		<title>By: Mapy v budoucnu, změny vozidel a ženy - Rychlá Rota</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234531</link>
		<dc:creator><![CDATA[Mapy v budoucnu, změny vozidel a ženy - Rychlá Rota]]></dc:creator>
		<pubDate>Thu, 11 Dec 2014 21:51:38 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234531</guid>
		<description><![CDATA[[&#8230;] Zdroj: http://ftr.wot-news.com/2014/12/08/straight-outta-supertest-upcoming-map-changes/ http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-swamp/ http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/ [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] Zdroj: <a href="http://ftr.wot-news.com/2014/12/08/straight-outta-supertest-upcoming-map-changes/" rel="nofollow">http://ftr.wot-news.com/2014/12/08/straight-outta-supertest-upcoming-map-changes/</a> <a href="http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-swamp/" rel="nofollow">http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-swamp/</a> <a href="http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/" rel="nofollow">http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/</a> [&#8230;]</p>
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		<title>By: Spithas</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234135</link>
		<dc:creator><![CDATA[Spithas]]></dc:creator>
		<pubDate>Thu, 11 Dec 2014 09:09:48 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234135</guid>
		<description><![CDATA[Anyone who is advocating for the removal of Prokhorovka is truly clueless about  this game with extremely poor knowledge on how to play a medium or light tank.

&quot;One massive corridor with snipers&quot;... lol epic.]]></description>
		<content:encoded><![CDATA[<p>Anyone who is advocating for the removal of Prokhorovka is truly clueless about  this game with extremely poor knowledge on how to play a medium or light tank.</p>
<p>&#8220;One massive corridor with snipers&#8221;&#8230; lol epic.</p>
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		<title>By: Summerz</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234109</link>
		<dc:creator><![CDATA[Summerz]]></dc:creator>
		<pubDate>Thu, 11 Dec 2014 08:07:34 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234109</guid>
		<description><![CDATA[The only ever problem I have had with &quot;Steppes&quot; is that everyone and their granny runs off to try capping during &quot;Encounter Mode&quot;, entirely ignoring the West and Centre of the map - only to then be sitting right inside of the cap circle as though it were a silver platter and to getting squished by the enemy as a result.

With people being too idiotic to get (no matter whether they start north or south or what tier they are playing ) how to play this map to begin with, tampering with the features of this map isn&#039;t going to improve anything... it is merely rewarding thos too stupid to play it.

Dumbing down the game doesn&#039;t cut the custard.]]></description>
		<content:encoded><![CDATA[<p>The only ever problem I have had with &#8220;Steppes&#8221; is that everyone and their granny runs off to try capping during &#8220;Encounter Mode&#8221;, entirely ignoring the West and Centre of the map &#8211; only to then be sitting right inside of the cap circle as though it were a silver platter and to getting squished by the enemy as a result.</p>
<p>With people being too idiotic to get (no matter whether they start north or south or what tier they are playing ) how to play this map to begin with, tampering with the features of this map isn&#8217;t going to improve anything&#8230; it is merely rewarding thos too stupid to play it.</p>
<p>Dumbing down the game doesn&#8217;t cut the custard.</p>
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		<title>By: nighttrain123</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234101</link>
		<dc:creator><![CDATA[nighttrain123]]></dc:creator>
		<pubDate>Thu, 11 Dec 2014 01:33:26 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234101</guid>
		<description><![CDATA[Flatter maps? More pro-Russian power creep!]]></description>
		<content:encoded><![CDATA[<p>Flatter maps? More pro-Russian power creep!</p>
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		<title>By: V1g1l4nc3</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234096</link>
		<dc:creator><![CDATA[V1g1l4nc3]]></dc:creator>
		<pubDate>Thu, 11 Dec 2014 00:28:20 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234096</guid>
		<description><![CDATA[Theyre already 3/4 or the way there. 9.8 will rework all maps to flat, barren maps at this rate.]]></description>
		<content:encoded><![CDATA[<p>Theyre already 3/4 or the way there. 9.8 will rework all maps to flat, barren maps at this rate.</p>
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		<title>By: Nadeah</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234095</link>
		<dc:creator><![CDATA[Nadeah]]></dc:creator>
		<pubDate>Wed, 10 Dec 2014 23:50:36 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234095</guid>
		<description><![CDATA[Karelia has always been shit. Assault on that map is better than Standard Battle because of how shit Standard Battle on that map is. With the excemption for TD&#039;s who have no cover what so ever unless they crawl behind the giant rock north-west. The middle section is a waste of time. It&#039;s lower ground AND soft ground. Meaning that you both have a height disadvantage and a speed disadvantage while the is little hardcover or softcover other than against the mountain ridge. On both ends to boot there&#039;s bushes to fire from and not get spotted so the area can easily be locked down by one bushcamper since the middle is open soft ground. Fantastic. 

The snipernest controlls the whole map and the northwest has giant rocks which give no protection from the snipers nest or middle while still functioning like a giant single stale mate inducing corridor and impressive feat. A designer couldn&#039;t have planned it to be worse. 

The South East is not better in any way having single corridor fight over the sniper nest and both spawns are uphill battles. Which is just handy dandy for all those who love to camp spawn locations.]]></description>
		<content:encoded><![CDATA[<p>Karelia has always been shit. Assault on that map is better than Standard Battle because of how shit Standard Battle on that map is. With the excemption for TD&#8217;s who have no cover what so ever unless they crawl behind the giant rock north-west. The middle section is a waste of time. It&#8217;s lower ground AND soft ground. Meaning that you both have a height disadvantage and a speed disadvantage while the is little hardcover or softcover other than against the mountain ridge. On both ends to boot there&#8217;s bushes to fire from and not get spotted so the area can easily be locked down by one bushcamper since the middle is open soft ground. Fantastic. </p>
<p>The snipernest controlls the whole map and the northwest has giant rocks which give no protection from the snipers nest or middle while still functioning like a giant single stale mate inducing corridor and impressive feat. A designer couldn&#8217;t have planned it to be worse. </p>
<p>The South East is not better in any way having single corridor fight over the sniper nest and both spawns are uphill battles. Which is just handy dandy for all those who love to camp spawn locations.</p>
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		<title>By: Nadeah</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234094</link>
		<dc:creator><![CDATA[Nadeah]]></dc:creator>
		<pubDate>Wed, 10 Dec 2014 23:40:33 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234094</guid>
		<description><![CDATA[Prokhorovka unlike steps is very much a camping map where both sides have  sniper-nests controlling the capture-points. The sniper-nests are also too far apart and too well covered for lights to do anything but spot other tanks who are spotting. Meaning that it becomes game where you simply exchange spotters between teams on the west side of the map. The team with the best spotter will eventually win, yes. But before all other spotters are dead because of how retardedly far the sniper-nests are apart. When arty is on the map the maps middle ridge becomes almost unusable to anything but lights due to lacking arty cover. 

The matches on Prokhorovka  take longer than average on higher tier because of the bullshit of exchanging scouts till one is left and then one scout rushes forward to spot the sniper nest which often means exposing itself to fire without being able to take effective cover along the way, just dodging enemy shells while spotting the camping scum. Scouts spotting scouts so that they can scout an enemy sniper nest makes the games extremely linear despite being open maps. It&#039;s like one massive corridor with &#039;&#039;snipers&#039;&#039;.]]></description>
		<content:encoded><![CDATA[<p>Prokhorovka unlike steps is very much a camping map where both sides have  sniper-nests controlling the capture-points. The sniper-nests are also too far apart and too well covered for lights to do anything but spot other tanks who are spotting. Meaning that it becomes game where you simply exchange spotters between teams on the west side of the map. The team with the best spotter will eventually win, yes. But before all other spotters are dead because of how retardedly far the sniper-nests are apart. When arty is on the map the maps middle ridge becomes almost unusable to anything but lights due to lacking arty cover. </p>
<p>The matches on Prokhorovka  take longer than average on higher tier because of the bullshit of exchanging scouts till one is left and then one scout rushes forward to spot the sniper nest which often means exposing itself to fire without being able to take effective cover along the way, just dodging enemy shells while spotting the camping scum. Scouts spotting scouts so that they can scout an enemy sniper nest makes the games extremely linear despite being open maps. It&#8217;s like one massive corridor with &#8221;snipers&#8221;.</p>
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		<title>By: Nadeah</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234093</link>
		<dc:creator><![CDATA[Nadeah]]></dc:creator>
		<pubDate>Wed, 10 Dec 2014 23:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234093</guid>
		<description><![CDATA[Murovanka has good sniping ranges only around the spawn area which only rewards waiting for the enemy to push out of the hill filled forest and camping harder. The North base actually has a ridge against the maps border perfect for sniping borsings and the like while the South has the forest at A-1 still be quite effective if you have gundepression. 

Still I feel like the map is very chaotic and most teams focus mostly on fighting in the forest even if most of their team is mediums. It isn&#039;t helped by the fact that the west is very unfriendly for tanks with bad gundepression making mediums prefer the forest just because they don&#039;t have to worry about random bumps in terrain. Still most good mediums go west, thankfully. The forest however is often lost while nobody is in the A-1 section of the map because A-1 is useless at influencing the west battle due to being lower ground. Meaning that tanks west have a harder time the guard against an assault on the cap-circle than tanks in the forest have guarding either cap circle. The importance of the forest on this map when used properly is still exceedingly high if a tank is in the forest or in one of the east area&#039;s near the forest they can guard the cap without taking damage far more easily than a tank can from the west of the map especially if the defending tank has bad gundepression.]]></description>
		<content:encoded><![CDATA[<p>Murovanka has good sniping ranges only around the spawn area which only rewards waiting for the enemy to push out of the hill filled forest and camping harder. The North base actually has a ridge against the maps border perfect for sniping borsings and the like while the South has the forest at A-1 still be quite effective if you have gundepression. </p>
<p>Still I feel like the map is very chaotic and most teams focus mostly on fighting in the forest even if most of their team is mediums. It isn&#8217;t helped by the fact that the west is very unfriendly for tanks with bad gundepression making mediums prefer the forest just because they don&#8217;t have to worry about random bumps in terrain. Still most good mediums go west, thankfully. The forest however is often lost while nobody is in the A-1 section of the map because A-1 is useless at influencing the west battle due to being lower ground. Meaning that tanks west have a harder time the guard against an assault on the cap-circle than tanks in the forest have guarding either cap circle. The importance of the forest on this map when used properly is still exceedingly high if a tank is in the forest or in one of the east area&#8217;s near the forest they can guard the cap without taking damage far more easily than a tank can from the west of the map especially if the defending tank has bad gundepression.</p>
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		<title>By: Nadeah</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234092</link>
		<dc:creator><![CDATA[Nadeah]]></dc:creator>
		<pubDate>Wed, 10 Dec 2014 23:25:29 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234092</guid>
		<description><![CDATA[Not completely true while there was a corridor added It was always quite a corridors map. It&#039;s just that the corridors were changed. The East corridor was split in two and lowered to ground level and the slightly overpowered sniper nest was removed. The west corridor was closed off a little more to make it less of a deathtrap. Building were added to the middle to make driving there actually less suicidal. 

The map did &#039;&#039;improve&#039;&#039;, but the east is still a ugly clusterfuck while the west corridor still functions almost the same with a linear imminent stale-mate type fight. The middle is still neglected. Paper starting south TD&#039;s still camp the bases because of the map design leaving little place for them to assist the east while the north TD&#039;s have not a much better time controlling the east and have no way of supporting the west unlike the south. 

The map has too many sealed off sections and the clusterfuck east doesn&#039;t actually improve flanking options all that much due to simply being 2 stalemate corridors with a connection to the middle of the map. The only sniping positions are near the spawns which makes for very passive TD play. The west part is simply heavily armoured TD&#039;s and heavies derping each other in the face till they gain a number advantage without any real means of ending a stale-mate forming there. The clusterfuck north isn&#039;t much better but instead of 1 corridor there&#039;s 2. The middle is complete chaos where mediums generally fight over who gets the use the central entrance to flank heavies using the east corridors. The river manages to lure heavies to their deaths as they drive straight into the fire line of the only TD nests in the map while being open to flanking from the river sides thanks to how deep the river is. It just depends which flank falls first. The South has it&#039;s TD nest generally in west while the North has  it generally in the east which makes the ridge more important for the south team while the clusterfuck east is important to the north team. 

It&#039;s just a terrible map. Most flanking options are fake and after the corridors you end up in a TD sniping range on both sides of the map.]]></description>
		<content:encoded><![CDATA[<p>Not completely true while there was a corridor added It was always quite a corridors map. It&#8217;s just that the corridors were changed. The East corridor was split in two and lowered to ground level and the slightly overpowered sniper nest was removed. The west corridor was closed off a little more to make it less of a deathtrap. Building were added to the middle to make driving there actually less suicidal. </p>
<p>The map did &#8221;improve&#8221;, but the east is still a ugly clusterfuck while the west corridor still functions almost the same with a linear imminent stale-mate type fight. The middle is still neglected. Paper starting south TD&#8217;s still camp the bases because of the map design leaving little place for them to assist the east while the north TD&#8217;s have not a much better time controlling the east and have no way of supporting the west unlike the south. </p>
<p>The map has too many sealed off sections and the clusterfuck east doesn&#8217;t actually improve flanking options all that much due to simply being 2 stalemate corridors with a connection to the middle of the map. The only sniping positions are near the spawns which makes for very passive TD play. The west part is simply heavily armoured TD&#8217;s and heavies derping each other in the face till they gain a number advantage without any real means of ending a stale-mate forming there. The clusterfuck north isn&#8217;t much better but instead of 1 corridor there&#8217;s 2. The middle is complete chaos where mediums generally fight over who gets the use the central entrance to flank heavies using the east corridors. The river manages to lure heavies to their deaths as they drive straight into the fire line of the only TD nests in the map while being open to flanking from the river sides thanks to how deep the river is. It just depends which flank falls first. The South has it&#8217;s TD nest generally in west while the North has  it generally in the east which makes the ridge more important for the south team while the clusterfuck east is important to the north team. </p>
<p>It&#8217;s just a terrible map. Most flanking options are fake and after the corridors you end up in a TD sniping range on both sides of the map.</p>
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		<title>By: Tpaktop2_1</title>
		<link>http://ftr.wot-news.com/2014/12/10/straight-outta-supertest-9-6-steppes-and-karelia/#comment-234081</link>
		<dc:creator><![CDATA[Tpaktop2_1]]></dc:creator>
		<pubDate>Wed, 10 Dec 2014 20:30:23 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=20277#comment-234081</guid>
		<description><![CDATA[This is a crack plan WG.  And by what I mean, is that is you make a plan after smoking lots of crack cocaine. You WoT map developers need to go to Detox rehab because this stuff is not working for you or the WoT players.]]></description>
		<content:encoded><![CDATA[<p>This is a crack plan WG.  And by what I mean, is that is you make a plan after smoking lots of crack cocaine. You WoT map developers need to go to Detox rehab because this stuff is not working for you or the WoT players.</p>
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