Jump to content


Grand Battle Map Layout

Grand Battle Map layout

  • Please log in to reply
8 replies to this topic

Rati_Festa #1 Posted 26 October 2017 - 12:37 PM

    Second Lieutenant

  • Player
  • 42894 battles
  • 1,389
  • Member since:
    02-10-2012

What do you all think about the Grand Battle map? I've played on it quite a lot now and it's progressively becoming more of a campfest and I've started to get quite a few draws ( = loses  ) on it as well.

 

For me the southernly east side needs more elevations, dips or substantial buildings currently there is a huge field that has a few houses in it that are basically a no mans land. It would also imo be a better map if there was a tunnel(s) under the main central castle, perhaps an abandoned railway track or something. Or perhaps a moat that could be driven down into, just something more than just a large hill.

 

Behind the spawn points on the cliffs and ridges are far to easy to camp and snipe, there needs more cover imo for meds in particular to approach.



xH4wK #2 Posted 26 October 2017 - 12:50 PM

    Private

  • Player
  • 1680 battles
  • 48
  • [-UM] -UM
  • Member since:
    01-28-2013

The map is great. But WG failed in one core aspect. DONT BLOODY PUT THE HIGHEST GROUND BEHIND THE DAMN CAP AND SPRINKLE IT WHIT BUSHES !!!

 

 

So yeah grand battle now is mostly 10 tanks per team playing the game and 22 sitting in a bush on the hill behind the cap.... 



Dava_117 #3 Posted 26 October 2017 - 12:51 PM

    Lieutenant Сolonel

  • Player
  • 19497 battles
  • 3,309
  • [T-D-U] T-D-U
  • Member since:
    12-17-2014

I substantially agree with you. North side is good. Mid spawn isn't that bad either, but some cover are needed on the castle courtyard, otherwise north campers can shoot to south tanks, while the opposit is negated by the castle itself. They can add a taller wall ruin with some holes, maybe.

South side could get indistructible buildings instead the ones that it has now, so even tanks not suited for ridgeline fight can perform well there.

Otherwise mm can spawn all low dep tanks on north, all TDs middle and all high dep south, but I prefere my first idea.



Junglist_ #4 Posted 26 October 2017 - 01:28 PM

    Second Lieutenant

  • Player
  • 37139 battles
  • 1,348
  • Member since:
    06-17-2013

IMO this map would be good for regular 15v15 or maybe even 20v20. For 30v30 it's just too small and the gameplay is the same shitfest as regular full tier 10 randoms on tiny corridor maps



Spurtung #5 Posted 26 October 2017 - 02:05 PM

    Major General

  • Player
  • 63775 battles
  • 5,900
  • [GW-UP] GW-UP
  • Member since:
    07-05-2013

People ask for bigger maps.

WG delivers bigger map.

WG takes the liberty to also double the amount of tanks in said map.

Nobody asked for that crap.



xH4wK #6 Posted 26 October 2017 - 03:54 PM

    Private

  • Player
  • 1680 battles
  • 48
  • [-UM] -UM
  • Member since:
    01-28-2013

View PostSpurtung, on 26 October 2017 - 01:05 PM, said:

People ask for bigger maps.

WG delivers bigger map.

WG takes the liberty to also double the amount of tanks in said map.

Nobody asked for that crap.

 

Double tanks are fine. 

Giving all the tools for campers to camp - now that was the wrong move. Once more there is high ground whit lots of hard cover and foilage behind each cap. I just dont know why WG did that - and then even advertised it via the Grand Battles promotion video.... its like "Hey you like to camp whit huge [edited]TD behind the cap ? Well you are in luck ! Also expect E-100 drivers to sit next to you ..... behind the base cap".



tajj7 #7 Posted 26 October 2017 - 03:57 PM

    Field Marshal

  • Player
  • 25429 battles
  • 13,836
  • [-MM] -MM
  • Member since:
    03-30-2014

The camping spots are the problem, you play games on this map and there are anything thing from 6-12 tier 10 TDs camping on those ridges that have hard cover, bush cover, elevation and open ground in pretty much every direction so digging them out is a complete pain and basically requires the attacking team to have half a dozen tanks to throw away just to win the game. 

 

Tale those red line camping spots out, literally take them away and not have anything there really (no ridges, hill, bushes, rocks etc.) and the map is instantly better and the base camping sh*tters either get farmed in the open or have to actually use their WASD keys. 



xH4wK #8 Posted 26 October 2017 - 04:00 PM

    Private

  • Player
  • 1680 battles
  • 48
  • [-UM] -UM
  • Member since:
    01-28-2013

View Posttajj7, on 26 October 2017 - 02:57 PM, said:

The camping spots are the problem, you play games on this map and there are anything thing from 6-12 tier 10 TDs camping on those ridges that have hard cover, bush cover, elevation and open ground in pretty much every direction so digging them out is a complete pain and basically requires the attacking team to have half a dozen tanks to throw away just to win the game. 

 

Tale those red line camping spots out, literally take them away and not have anything there really (no ridges, hill, bushes, rocks etc.) and the map is instantly better and the base camping sh*tters either get farmed in the open or have to actually use their WASD keys. 

 

That. But then you know the politics of WG "We care about all our players .... including the bots".

Anxter_ #9 Posted 26 October 2017 - 04:19 PM

    Sergeant

  • Player
  • 26589 battles
  • 250
  • Member since:
    10-12-2012

I'll keep saying it... The grand canyon map was the good one on the sandbox and they should've introduced that one and left this one gathering dust before a redesign. Like tajj said, those camping platforms are too strong. 

 

Basically grand canyon still had camping spots, but because they didn't have the highest elevation and there was a huge amount of verticality in that map they weren't nearly as all-powerful as the ones on the live map and there were loads of little fights going on where you could still flank and play over vision without necessarily being flanked by a basewanker. The current map just has the mines syndrome where there are a few areas where fights go on, but there's so much open ground between them that about 2 or 3  camping TDs could effectively shut down any flanking maneuvers on the entire map, meaning those few areas where you are fighting are basically straight pushes into enemy tanks in strong positions. 






1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users