apparently, more screenies were leaked from the map supertests. This time, it’s about Highway and Northwest changes.
Warning, post is picture heavy
Highway
North-West
27 thoughts on “Straight outta Supertest: more map re-work”
Still that nice Design of Rails, that ends in houses windows!
Well, Wg is very creative!
Care to explain what you mean?
Ok, play training room and explore the Map
I think it is funny that every road in town is paved, except the one leading to the bridge. If you are going to build a bridge, would you not also pave the roads leading to and away from it?
Budget cuts?
I quite like the changes on highway, a popular tactic is scouting the city approach of the south team while TDs rape them. Now with more cover it seems more balanced.
I agree with that
Generally, highway was balanced, every time city is not rushed from southern spawn, we had a victory, but… pubbies almost all time rush and die. The problem is that some maps needs more tactical reflection then others.
“”Highway was balanced.””
Son, this is the most bullshit in a sentence I”ve heard all week!
try to read to the end, maybe?
Well, it is not balanced for tomatoes.
Game is designed around tomatoes, a map unbalanced for tomatoes is unbalanced.
:D
And this is sad at the same time
If it is not balanced for tomatoes it is NOT balanced. Tomatoes are the target audience for the game, regardless of how many good players we have on the servers. If one base is at disadvantage because the average players fail to “play it right” time over time again it is a clear sign of a bad design.
Since 90% of the player base are tomatoes you can call it imbalanced.
Highway: Well, maybe at last it will be wise to go to town, if you are spawned in southern side :) Yey!
Highway changes make a lot of sense. Looking forward to trying that map out in the upcoming 8.11 test.
Tanks/TDs with good gun depression will not be happy with this change.
Good to see that they extended Highway’s town a bit towards the South spawn, hopefully it means it won’t be such a one sided massacre since the North spawn lose their ability to pin the South outside the town and flank fire them to death.
Especially removing trees and bushes from southern cap – really great, now everything there can be shot from the middle of the map.
Good thing is that the map apparently got flattened, which means southern cap won’t have up the hill to everywhere.
im more interested in the other maps changes
Well at least WG took a step in the right direction in Highway.
Faith in WG ever so slightly restored. Maybe eventually they may take more steps to being better.
They have to compete with Gaijin, so obviously they’re gonna step up their game.
Like I always say, competition will be good for both WT and WoT.
Interesting solution with extending the city.
What I’m afraid of though is that the north base will push the city even harder now and will keep it’s advantage and then benefit from extra buildings to approach the south base under the cover.
As broken as it was before, one tactic for south was to push the north and keep some defenders to protect from anyone coming from the city. The attackers would then have to cross some open terrain and hopefully get all killed in the process.
Now, if the north end up with some fast tanks they will be able to win the city again and have even better terrain to attack from.
Probably not going to work out like that, as south should have time to make the cover of the houses.
Over in SEA/ASIA/Whatever the hell we’re called now, its very common for south to push town, for a couple of reasons (Strangely that map tends to see a low TD load, so covering it with TDs/sniper tanks isn’t always an option). The problems always start just outside the current entrance to town, from the sniper crossfire. This extension should provide the needed cover to even it out. And personally, I always thought that when both sides actually managed to get into town, the layout and destructible nature of the cover provided some very interesting and intense fights.
TL;DR, me likey.
they FINALY fix this broken map highway all battle was like all high efi players go snipe for k/j 8/9 and all heaves there was sueciding there driving uder td guns also anyone who dont like camp and go a/b 2 for spot was daying very fast cos dumb campers in a/b/c 6 dont have binacoulars this map can be at least playable now
In general, I would like to see all maps 20 – 40 % bigger, so that there is a more strategic element into gameplay.
For the rest: graphically, it’s getting better and better!
Still that nice Design of Rails, that ends in houses windows!
Well, Wg is very creative!
Care to explain what you mean?
Ok, play training room and explore the Map
I think it is funny that every road in town is paved, except the one leading to the bridge. If you are going to build a bridge, would you not also pave the roads leading to and away from it?
Budget cuts?
I quite like the changes on highway, a popular tactic is scouting the city approach of the south team while TDs rape them. Now with more cover it seems more balanced.
I agree with that
Generally, highway was balanced, every time city is not rushed from southern spawn, we had a victory, but… pubbies almost all time rush and die. The problem is that some maps needs more tactical reflection then others.
“”Highway was balanced.””
Son, this is the most bullshit in a sentence I”ve heard all week!
try to read to the end, maybe?
Well, it is not balanced for tomatoes.
Game is designed around tomatoes, a map unbalanced for tomatoes is unbalanced.
:D
And this is sad at the same time
If it is not balanced for tomatoes it is NOT balanced. Tomatoes are the target audience for the game, regardless of how many good players we have on the servers. If one base is at disadvantage because the average players fail to “play it right” time over time again it is a clear sign of a bad design.
Since 90% of the player base are tomatoes you can call it imbalanced.
Highway: Well, maybe at last it will be wise to go to town, if you are spawned in southern side :) Yey!
Highway changes make a lot of sense. Looking forward to trying that map out in the upcoming 8.11 test.
Tanks/TDs with good gun depression will not be happy with this change.
Good to see that they extended Highway’s town a bit towards the South spawn, hopefully it means it won’t be such a one sided massacre since the North spawn lose their ability to pin the South outside the town and flank fire them to death.
Especially removing trees and bushes from southern cap – really great, now everything there can be shot from the middle of the map.
Good thing is that the map apparently got flattened, which means southern cap won’t have up the hill to everywhere.
im more interested in the other maps changes
Well at least WG took a step in the right direction in Highway.
Faith in WG ever so slightly restored. Maybe eventually they may take more steps to being better.
They have to compete with Gaijin, so obviously they’re gonna step up their game.
Like I always say, competition will be good for both WT and WoT.
Interesting solution with extending the city.
What I’m afraid of though is that the north base will push the city even harder now and will keep it’s advantage and then benefit from extra buildings to approach the south base under the cover.
As broken as it was before, one tactic for south was to push the north and keep some defenders to protect from anyone coming from the city. The attackers would then have to cross some open terrain and hopefully get all killed in the process.
Now, if the north end up with some fast tanks they will be able to win the city again and have even better terrain to attack from.
Probably not going to work out like that, as south should have time to make the cover of the houses.
Over in SEA/ASIA/Whatever the hell we’re called now, its very common for south to push town, for a couple of reasons (Strangely that map tends to see a low TD load, so covering it with TDs/sniper tanks isn’t always an option). The problems always start just outside the current entrance to town, from the sniper crossfire. This extension should provide the needed cover to even it out. And personally, I always thought that when both sides actually managed to get into town, the layout and destructible nature of the cover provided some very interesting and intense fights.
TL;DR, me likey.
they FINALY fix this broken map highway all battle was like all high efi players go snipe for k/j 8/9 and all heaves there was sueciding there driving uder td guns also anyone who dont like camp and go a/b 2 for spot was daying very fast cos dumb campers in a/b/c 6 dont have binacoulars this map can be at least playable now
In general, I would like to see all maps 20 – 40 % bigger, so that there is a more strategic element into gameplay.
For the rest: graphically, it’s getting better and better!
20% would not change much. 50% however would.