←  Map Discussion

Main page

»

Malinovka - Assault - Change it or remove it

Annihilism's Photo Annihilism 07 Sep 2012

At the moment this map has come to a point for me where i don't even bother anymore. If i see that im attacker and my team decides to go camp i just rush towards enemy base in the 2nd minute and get myself killed. Malinovka standard battle was already ridicilous in randoms, but this... This map takes annoyance and unbalance to a whole new level.

Selfish? Yes. But im just sick and tired of this bullshit map combined with assault gamemode. It simply doesn't work on this map, even with a good team you still only have like what 20% chance to win? Waiting and trying to get some hits off just isn't rewarding because it doesnt change the fact that you are better of dying and getting into another tank and another match/map where you can possibly score 3x as much XP and credits. Not to mention that any other map is way more fun that this turd of a map+assault.

It's either camping and dying after 10 minutes because of your team (forcing yourself to camp as well) and recieving a whopping 200 xp or suicide rush in the first minute and recieve the same amount of XP. Don't even get me started on how horrible this map is for tanks that have an inability to snipe (like basically any russian tank).

This map is an insult to scouts as well since spotting mechanics don't work here because of the "magical forest" where even a Maus can go randomly invisible.

In fact, this map in combination with this gamemode is so unbalanced that the attacking team should recieve 600 XP just because they're attacking and have slim to none chance to win. Not even to mention the fact that i seem to get this map every 1 out of 4 games i play. Whenever I'm the defending party i always feel sad for the attacking team wasting so much of their time trying to fight a battle they have already lost (unless me and my team are performing exceptionally bad).

I really like World of Tanks and i will definitely keep on playing but this combination of map and gamemode is truly a stain on an otherwise very good game.
Quote

KillRoya's Photo KillRoya 09 Sep 2012

Attack on this map is i agree almost impossible, the guy who figured that out didnt drink normal vodka :Smile_veryhappy:
Quote

seaeagle's Photo seaeagle 09 Sep 2012

Malinovka assault is crap.
Quote

rodier's Photo rodier 10 Sep 2012

in 8.0 you can choose. I chosed standard + encounter and im fine :)  + encounter on Malinovka is great!
Quote

Watcherzero's Photo Watcherzero 10 Sep 2012

While I dread the map and think its fundamentally unbalanced there does seem to be a high chance of getting a lucky win because sometimes the defender just cant see units advancing past the church even when you have a tank right in front of them to spot, theres also little cover for those on the hill meaning a scout getting near the ridge line lights up everyone on it like a Christmas tree. Ultimately though if the defending teams dont deploy a skirmish line they will lose.
Quote

morzor's Photo morzor 10 Sep 2012

first of all, i've seen them won - both prokhovka and malinovlka - from the assaulting side, countless times.

secondly - to disperse some pretentious guy's sun tzu reference :

•You do not hold the initiative (as you are pressed by time and the Defenders chose the position).
- the defenders have a fixed position too, they cannot escape from there, it's only a matter of scouting them. Assault team holds the initiative as to where it wants to place its main attack. That would leave the defenders sepparated

•You do not hold a favourable position (enemy holds the high ground).
- in suntzu's time, they didnt have arty. you get cover most of the way up that hill, from both sides, and the defending side has no way to cover. Also you don't have anything to defend, as opposed to them - this makes assaulters even more flexible.

•You can not outmanoeuvre the enemy (red map borders right behind the Defenders' hill).
- you get plenty of room to outmaneuvre, as they can't hold the "proper" bottlenecks - the b-necks are too low to be properly supported from uphill and allows the assaulters to disperse after passing them.

•You can not conceal where you will attack because the options are few (two, both of them bottlenecks), while it is easy for the Defenders to stay camouflaged.

- you got plenty of natural cover on the way up and if you respect the common sense law to make contact with the enemy at the lowest possible level, you will send out scouts that will identify targets for arty support and will help dismantle the lines one by one - remember, when a defender's cammo is compromised he is most likely dead, if not forced to relocate further up thus surrendering the initiative.


Both can be won by proper placement of artillery and, not lastly, by the number of arties present. Of what i've seen so far (hight tier battles almost exclusively), the chance for the assaulting side to win increases proportionally with the number of arties.

Also
Quote

burocracy's Photo burocracy 10 Sep 2012

I've played both assault and defence on Malinovka, most of it in Mediums or TDs, and  all else being equal, defence has the advantage....theoretically.
The big issue for me is that assault has a good chance of  winning if more than half  of the assaulting team knows how to play it, especially mediums/ recce and arty. recce/mediums must rush north for the small hill next to the chapel, in the woods right next to the map limit, and south for the forest abutting the map limit, and work up from these two points, when the heavies have caught up. Mediums must refrain from moving/shooting until the heavies have caught up unless it's for killing enemy medium/recce assets.

Defence, on the other hand, needs only three-four smarties, one or two  to go north to the same spot where the assault recce mediums should be going,  and another couple south to the small forest just down right from the spawn to spot. after that, if the rest of the team is not asleep at the wheel, it's all mopping up.

Having said that, on both sides the defect of this type of game is this: within 90 seconds, you know if your side has a strong chance to win or not. after that is only agony, if you're on the losing side, or drudge if you are on the winner's side, especially on defence, where if the middies have done their bit it's a turkey shoot, not fun at all.
Quote
Get the IPS Communities App for iPhone now!