Straight Outta Supertest: 9.6 Swamp

Hello everyone,

in the future (possibly 9.6, although this is not confirmed), the map Swamp will be rebalanced as such:

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- starting point of the left team was moved more to the center
- bases were moved to more vulnerable areas
- white line zones were changed (terrain, cover)
- the middle “swampy” part had its terrain passability improved

33 thoughts on “Straight Outta Supertest: 9.6 Swamp

  1. Pos map, they should have removed this one, instead of Severogorsk, campy maps like this or Prokorovka are a disgrace.

    • this map is hundreds of times better than:

      severogorsk
      jarkov
      tundra
      windstorm
      komarin
      hidden village
      northwest ( because people are stupid and they lemmingtrain the south part of the map)
      stalingrad9

      but hey, lets destroy the few open maps that are left, and keep adding maps where you can only fight face to face, because there isnt a single place to snipe or flank.

      • Komarin used to be the best map for attack and IMHO one of the best in the game! But before the last change, it was a time when everybody was camping (NOOBS!, even with unicuum stats).
        Now it’s averrage.
        And Swamp DOES need rebalance.

    • Its only campy when there are arties present.

      I’ve been unfortunate enough to have this map 2 times a row, with several arties, both where draws!

      Without, its very easy to crack open anyone who is camping.

    • Players that cannot handle a challenge (if a slightly different play style already challenges you) are the true disgrace.

    • yeah, just remove all the camo and sniping maps, so i can brawl in my IS-7 everywhere whithout being shot by imvisible camping hackers!!!!!!!

      Fuck you and all the retards who cannot adapt to like fucking 5 maps with different playstyle than your beloved corridor bullshit.

    • Let me guess. Orange, yellow noob who has no idea how to play and like to play trench maps so they dont even have to think where to go.

      Fuck all of you lowskill monkeys.

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    • So if someone is in can they talk about the game or is the same as alpha, meaning they have to keep everything secret?

      I’m just wondering if we’ll see any game footage.

      • Or you could just sign up for it on the website… I did that and got in in less than an hour.

    • Yes, I got into the WoWs Beta…
      Thank a lot, you life savior :3

      As Takeda say, are we need to stay quiet about the Beta Result and not telling to outsider?

      • Remember that by following the procedure you will be entering a Non-Disclosure Agreement concerning the contents of the game. You are prohibited from posting any visual materials from the game outside of the hidden forum section, as well as using any file-sharing services to store those materials.

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  4. Cap switch does nothing, in majority of cases doesn’t matter whether cap is ahead or behind campers.
    Moving left spawn point upwards sucks, since they are easily spoted even now – try to move arty from spawn to safe zone, good luck.

    Early Komarin version II.

    • I really don’t understand that reposition of the west spawn closer to the swamp. It seems like it would make any slow tanks far more vulnerable to early spots. Faster arties won’t have too much problem getting safe, but the slow ones could be in deep trouble. Also, if the east spawn isn’t moved, any arties on its side can still get into cover behind the spawn more quickly than west spawning arties.

      Honestly, with the repositioning of the cap circles, I don’t understand the positioning of the spawns at all. Why aren’t the spawns in the NE and SW where the current cap circles are, for example?

      One suggestion that I’d make to try to reduce campiness on this map would be to remove the two sniper’s nests in the NE and SW. Those are two overpowered locations that are camped very hard… sometimes by TDs that are there legitimately, sometimes by noobs in mediums and heavies that should really be elsewhere.

  5. So they are going to ruin another good map….
    Probably they ill make some corridors, so that tomato players will not have to think much where they must go…

  6. The way they moved spawns on swamp seems like it still advantages south to me. They can still defend it from ridgeline whereas north side ridgeline barely has any hulldown possibilities.

  7. WG fucking another map! after many fail changes i started liking this map! now it will be shit again! even more camping!

  8. Moving bases may not be a bad idea, they will be heavily covered anyway.

    Moving spawn? It is currently there, so that’s strange. Anyway, i’d move them even further away to avoid insta-spots by suicide scouts, since moving bases will change gameplay a bit.

  9. Moving the bases is not that bad idea, although, those spots now are totally pointless on the map. And the north bridge is useless now, after you cross it, there will be no cover for you. They should add some higher grounds there. That way, the can be fought from at least 3 routes. Right now, going there with these map changes is equal to suicide.

  10. I like this map however it has one problem – if you are starting at the left spawn, you can in +/- 80% cases win the game easily. Send sm1 to scout the upper’n’lower bridge and just camp near the base and at the hill’n’rock at the left. If the enemy is not a mastermind then they will just simply ride onto the upper center hill and lower city – and those are the areas they can be eaasily sniped and destroyed by the team.

  11. Another good map where you could actually engage enemies further than 300m is gonna get unnaturally looking cover in terms of retarded hills and rocks so you wouldn’t be able to snipe anything and will be forced in retarded chokepoints. YAY, another map for braindead monkeys who literally can’t play the map unless it’s made in a way to funnel them where to go. Fuck WG, fuck their balancing department, fuck Veider fag, fuck the map making department. Bunch of cocksucking fags.

  12. They really fixed nothing.

    The river crossings and the fields with zero cover are the problem.

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  14. We can expect that, from now on, all players to use RU251, M41 Bulldog, T49.
    They put these tanks, just to play in speed. This is the future, their future.
    More money in the game