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Updated maps and X3 Mission chain rewards


r_Nives5
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Ahh... the active word... "crowded."

That explains deleting Lost Temple..... a nice big map with plenty of hunting room with space to plan ahead.

It also explains why the only maps left are now spawn-die-spawn-die in small crowded maps.

 

Uh, I think I'll save my money.  A PS4 or Xbox are suddenly looking rather appealing.

Tanki has lost my trust.

I agree.

 

Matchmaking or no matchmaking I don't understand why they are taking a one-size-fits-all approach.

 

You can still have matchmaking on medium-sized maps with 7 vs 7.

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Desert now gets a negative review. Magnum packs had already ruined that map. Now they've added better cover and sightlines for the Magnum packs. Just had another Desert game with 4 magnums on one side and a couple on ours.  

 

My favorite map Massacre must now be said to be a failure in redesign. It used to be a real challenge for aim-by-eye midfielders. But if you were good at aiming by eye at speed on rough terrain you were a force to reckon with.  On the new map those skills still apply but the enemy has no problem in the reckoning with you department.  Midfielders are being rendered extinct by the long range weapons.  On old Massacre the middle ridge meant there were a few 'dead zones' where you could be seen but it was hard to draw bead on you. Now you can be sniped across the longest map in the game.

 

The midfielder gets killed much more often just getting into an effective range.  Then after respawning the longer map means more time to close to range again which means more chances of being sniped en-route. Bottom line is the midfielder spends far less time per game in their effective zones. 

 

Also this map was changed from an "bring-flag-there" flag position to a conventional "Get-it-there-then-return" position. This meant defense was an active thing. Someone had to hold the flag on the defending team even in full defense mode. Now defnse means the same on any map. 

 

Add it all together and the most challenging  dynamic map from before is turning into another dull map dominated by long-range campers.  When a team fills up with 5, 6, 7 long range snipers there is no one left to go take the flag. In CP it's nearly as bad, in TDM the effect is even worse.

 

*****

 

I have played at least 7 or 8 games on new Massacre with my Titan / Smoky. This unit was often a major force in a Massacre battle. On new Massacre there were a coupl games where that combination did very well. But most game iI has fighting like crazy just to stay about even.  Then I'd go t the garage, drop in my Shaft, and get 6 kills in a couple minutes.  Same game same team, night and day in terms of ease. 

 

****

 

Massacre is a map that needs to go back to the drawing board. It is a major let down for me to see the best map in the bunch turn into another Avoid It map. :(

Edited by LittleWillie
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Where is Lost Temple?

 

Where is Novel?

Just had a quick look at the battle list and didn't see any battles on maps that have not been upgraded in this update. So perhaps unchanged maps have been removed temporarily while the devs get feedback on these map changes(would make sense TBH).

 

Hopefully it's temporary (or they haven't been removed at all) cos the more map variety the better IMO.

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Perhaps a dozen maps have been removed from circulation. That much is true. The questions are,

 

Will this be permanent?

Or was this done just so we'd get maximum exposure to the new maps ASAP? 

Will the be returned to play in a week or so?

Will they be back only after their own re-design?

 

It hasn't been a week and already the lack of variety is apparent,

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Perhaps a dozen maps have been removed from circulation. That much is true. The questions are,

 

Will this be permanent?

Or was this done just so we'd get maximum exposure to the n̶e̶w̶ rehashed OLD maps ASAP? 

Will the be returned to play in a week or so?

Will they be back only after their own re-design?

 

It hasn't been a week and already the lack of variety is apparent,

Corrected.

 

It still doesn't answer one fact:

 

WHY DIDN'T TANKI MENTION ANY OF THIS AT ALL?

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OK to be fair just played a game and a half on Massacre with smoky/titan. And it was great fun. Had a good team. And then I noticed the their team did not have any Shafts or Magnums. My team had two Shafts OTOH that never moved off our home base.  The map  is still grea fun when theres a lot of open field maneuver taking place.

 

So TO just take a look at the long sight;lines. Cut down the sight alleys bu extending the ridges w/overlap.  (zipper concept) Just make the long-rangers have an incentive to keep moving up with the offense.  The map is great with a mix of long-rangers and fast-movers. Dont let it stagnate inot a map dominated by static long-rangers.

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I agree.

 

Matchmaking or no matchmaking I don't understand why they are taking a one-size-fits-all approach.

 

You can still have matchmaking on medium-sized maps with 7 vs 7.

They want a one size fits all, because Matchmaking has to work for most tank configurations, be it a Titan/Fire or a Hornet/Railgun.

 

Where is Lost Temple?

 

Where is Novel?

One is Lost the other too Novel.

 

Corrected.

 

It still doesn't answer one fact:

 

WHY DIDN'T TANKI MENTION ANY OF THIS AT ALL?

They usually don't make big announcements for map rotations. But while there is a Battle List they should add that map back for the few of you. ;)

OK to be fair just played a game and a half on Massacre with smoky/titan. And it was great fun. Had a good team. And then I noticed the their team did not have any Shafts or Magnums. My team had two Shafts OTOH that never moved off our home base.  The map  is still grea fun when theres a lot of open field maneuver taking place.

 

So TO just take a look at the long sight;lines. Cut down the sight alleys bu extending the ridges w/overlap.  (zipper concept) Just make the long-rangers have an incentive to keep moving up with the offense.  The map is great with a mix of long-rangers and fast-movers. Dont let it stagnate inot a map dominated by static long-rangers.

When your team is dominating you can even have fun with Wasp and Fire.

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I agree for MM you do not want small 4v4 maps or very large 16v16 maps.  But MM in the 8v8, 10v10, and 12v12 range seem fine. Why not? Say 60% 10v10, 20% each of 8v8 and 12v12.

 

TO did say they were open to comment on the 10v10 concept. It seems reasonable to make that the most common offering but not the only offering.

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They want a one size fits all, because Matchmaking has to work for most tank configurations, be it a Titan/Fire or a Hornet/Railgun.

 

One is Lost the other too Novel.

 

They usually don't make big announcements for map rotations. But while there is a Battle List they should add that map back for the few of you. ;)

When your team is dominating you can even have fun with Wasp and Fire.

How does a Titan/Fire work well on Kunger?  Or Massacre (with no middle hill rail/shaft/magnum can hit almost anywhere).

 

The only thing it can do on those maps is camp on the flag (yawn).

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How does a Titan/Fire work well on Kunger?  Or Massacre (with no middle hill rail/shaft/magnum can hit almost anywhere).

 

The only thing it can do on those maps is camp on the flag (yawn).

It will not be perfect for all Tanks but it's closer.

 

Titan/Fire can defend base or flag, then advance if team is dominating, if you don't like that you should have a second turret or leave that battle to try another map.

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oh no, what have u done with Polygon. It was such a nice map. First butchered Silence and now this. I mean maybe its time to make just one big flat map with no buildings or any objects and call it, like, Yakutsk because it seems like the main goal of this is to make tanker as much exposed as possible. Yakutsk would fit in this beautifully. 

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oh no, what have u done with Polygon. It was such a nice map. First butchered Silence and now this. I mean maybe its time to make just one big flat map with no buildings or any objects and call it, like, Yakutsk because it seems like the main goal of this is to make tanker as much exposed as possible. Yakutsk would fit in this beautifully. 

Same for highland -__-

I dislike the new design 

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I guess with time we'll get used to the maps, but now it is frustrating when you are hit and you don't know where from with all the stuff, the walls, barriers, trees and bushes.

 

Remember that you are working for a mobile version of the game, that should work in small device, and small devices have small screens.

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The bunker platform in Industrial Park has to go. Seriously.  It is 100% immune from all firing angles. A flag holder can just sit up there protected by mines and allies. The entire game can bog down at 1-0 if a team just wants to protect their lead.  I have now made it an AVOID MAP for CTF games.

 

There are too many maps already on the AVOID list. Brest CTF and Highways CTF were on that list before the changes. Aftr the changes they seem worse.

 

Poly CP has gone from the NEVER list to the play list.  But there is a pressing need now to return the other maps taken out of circulations, like Parma, Bobrusk, Kolhoz and the other dozen or so that were not redesigned.

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There are too many maps already on the AVOID list. Brest CTF and Highways CTF were on that list before the changes. Aftr the changes they seem worse. 

Why don't you like Highways? I think it's far better since you actually need to have more than one defender and it a lot easier to steal the flags. Before most games would end 0 - 0 with no excitement. 

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Solimansk is way worse now.

 

More barriers for Magnums to hide behind.

 

And losing those north-south alleys on either side of map makes it harder to approach the base without losing half your health.

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Solimansk is way worse now.

More barriers for Magnums to hide behind.

And losing those north-south alleys on either side of map makes it harder to approach the base without losing half your health.

There's really no reason why larger maps shouldn't have been 12 v 12 instead of mutilated.

 

As for 10 v 10 being the "ideal" for battles, balance-wise it is about concentration of tanks in an area.   10 v 10 is not the ideal for Dusseldorf, nor is 10 v 10 the ideal for Island.   There is nothing inherent about 10 v 10 that makes it the ideal for battles.

 

This concentration affects balance.  When there is a higher concentration light tanks tend to underperform.  But the myth that larger maps are better for light hulls is just that: a myth.  This is because a light hull crossing ground has the same (or less because of impact force) odds of surviving as a heavy or medium crossing the same ground.

 

We need 12 v 12 and 14 v 14 even on larger maps, and more interesting maps, instead of butchering the larger ones.

Edited by r_I_already_won0
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Why don't you like Highways? I think it's far better since you actually need to have more than one defender and it a lot easier to steal the flags. Before most games would end 0 - 0 with no excitement. 

I don't like Highways CTF because I do not like getting spawn killed from across the map. Then have half my team sitting back sniping while a scant handful of us do the work of capturing the falg and getting spawn killed for our efforts. Before though if I broke thrpough I could run around the enemy rear making life miserable and short for their snipers. Since the change that is gone. But since I avoid Highways I have not played it much.  The changes make it likely I will avoid it more.

 

Poly CP before was not on the avoid list, it was on the NEVER list along with Noise.

 

I agree with I_A_W in that there is nothing magic about the 10x10 format.  The basic maps should include some maps in 8x8 and 12x12 at last.

 

If the basic game is limited to these few re-worked maps, players will quickly grow tired of the sameness..

 

The Pro list will as always be 95% Poly CP, Noise and the few other meatgrinder maps for PL.  That is even more boring than the basic game sameness. And to PL in TO is a mistake anyway.

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Why do a lot of new maps have some of those walls where ricochet balls goes to the sky and where magnum can hide :( If they want to make ricochet better they have to change those walls to normal ones without the slant sides.

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