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Fjords west spawn

map imbalance

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Nejeb #1 Posted 04 May 2018 - 10:22 AM

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I dont know how you imagined that both spawns have same advantages... but its totally imbalanced.
Not to waste so much words, here is a SHORT explanation from twitch 
https://clips.twitch...unnyDancingBaby

There could be even more things to add... this map is just COMPLETELY imbalanced

 

 



German_Dunc #2 Posted 04 May 2018 - 10:41 AM

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See also Live Oaks north spawn.

 

WG has never been able to balance asymetrical maps, partially because they design them to the lowest common denominator, and partially because they never seem to test them them properly 

 



Simeon85 #3 Posted 04 May 2018 - 10:58 AM

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Yep it's a super broken map now. 

Derethim #4 Posted 04 May 2018 - 11:01 AM

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View PostGerman_Dunc, on 04 May 2018 - 10:41 AM, said:

See also Live Oaks north spawn.

 

WG has never been able to balance asymetrical maps, partially because they design them to the lowest common denominator, and partially because they never seem to test them them properly 

 

 

Imo they should be community tested before release.

Bora_BOOM #5 Posted 04 May 2018 - 11:02 AM

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Yep, East better than West.

How is that the case?

Oh, wait....



Browarszky #6 Posted 04 May 2018 - 11:11 AM

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View PostBora_BOOM, on 04 May 2018 - 10:02 AM, said:

Yep, East better than West.

How is that the case?

Oh, wait....

 

:sceptic:

TungstenHitman #7 Posted 04 May 2018 - 11:15 AM

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Ya it's very very tough to win from the left side it took a 7vs1 Kolobs effort to do it lol. There are simply no places to push from the west side without being spotted and hammered back by double bushing enemy tanks. Not even pushing the north passage which is mostly safe from the forest of death is possible since there will be typically 2-3 tanks on the hill at E6 and the hill itself from which they are shooting and spotting from is well protected by solid cover so there are simply no options.

 

The best strategy with some realistic potential I could do was, when using a fast tank, as soon as the battle begins, go northwards as quickly as possible around the back of the west side hills where you remain unseen by the forest of death and drive towards the north passage opening. Now you should get there first before anyone on the enemy team spots you. From there do not go in but turn right and drive up the small hill which leads to a road and bush camp there. From this point at C7, there should be a rock directly in front of you with some small bushes in front and bushes now also behind you. From here you can overlook almost all the map area of this part and at least being here your team has a better chance as you will spot many enemy movements in all directions, all of them. You will also and most importantly light up pretty much all the forest of death enemy double bushers and they won't know what is happening lol. Also, when the enemy team try to push from the north passage you will be spotting them also and safely covered by bushes behind you. Your team should really be knocking these targets out and if you still lose then you have team of donkeys which is often the case. 

 

It is a risky spot of course and similar to the spot used before map change. I say risky because maybe an enemy tank proxy spots you or you chance a shot thinking you are going to not get spotted but always things can go wrong. If you don't try this position if you have a fast tank then have no complaints when your team are getting demolished by unseen targets from so many many possible places. Unlike other maps where you can use logic hone in on which bush the shots are coming from with Fjords its just not possible, there are too many

 

Edit- Just like this

 


Edited by TungstenHitman, 04 May 2018 - 11:22 AM.


unhappy_bunny #8 Posted 04 May 2018 - 11:27 AM

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It seems to me that a number of people, including the video maker, have decided that West spawn on Fjords is an instant defeat. If you go in with that mindset then it increases the chance of defeat, in the same way some players view XVM win chance as being accurate. It can hard to overcome that once the mind is working that way. 

Sometimes it needs a little paitience by one team, not rushing in "the way we have always done", and a change in the tactics. Maybe players need to be a little more defensive at certain spots, If the enemy has a naturally strong spot, avoid it, or lure them out from it. I am sure that the best players learn to adjust and relish the challenge to overcome these perceived disadvantages. 

Sometimes its not the map balance that is crutial, but the team balance that dictates the outcome.

Of course, I can only speak from my experiences, and it could well be that when playing at TX the tanks themselves could render this sort of map unplayable from certain spawns. 

 



Simeon85 #9 Posted 04 May 2018 - 12:16 PM

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from the West span IMO you need to do your best to contest and take the rock in the middle and you then have to hope some of your team push up north and win it. 

Balc0ra #10 Posted 04 May 2018 - 12:23 PM

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C4 alone ruins that map for me, and the battles I've seen on it. A8 stalls as they are waiting for spots. Middle road gets wrecked as they always push past the first stone and gets spotted every time. So the C4 push campers can lock down the entire area if they play it right. As in there is more then enough double bush there to even keep the worst camo tank hidden for long. A8 always gets locked down and camps a 8 vs 4 there for way to long, every time.

 

IMO they should reduce the C4 bushes down by half. There is no need for the 5 rows around the two towers either. I know WG loves soft cover on the mew maps. But that map has just way to much of it.

 

View PostGerman_Dunc, on 04 May 2018 - 10:41 AM, said:

See also Live Oaks north spawn.

 

WG has never been able to balance asymetrical maps, partially because they design them to the lowest common denominator, and partially because they never seem to test them them properly 

 

 

That bush line near the building there overlooking the lake area should only be one bush on the side of the building, not so half the team can camp there on both sides of it like most are doing now.



ValkyrionX #11 Posted 04 May 2018 - 12:28 PM

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this map must be removed from the game like paris and pls give us in maps rotation ghost town for tier 1-7 battles

brumbarr #12 Posted 04 May 2018 - 12:53 PM

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Taking the hill from the west side is stupidly powerfull though.

vixu #13 Posted 04 May 2018 - 01:02 PM

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problem with this map is not only that it seem to be a bit unbalanced, but that with its new design it renders turretless TDs totally useless even compared to the previous iteration.

Simeon85 #14 Posted 04 May 2018 - 02:39 PM

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View Postbrumbarr, on 04 May 2018 - 12:53 PM, said:

Taking the hill from the west side is stupidly powerfull though.

 

It is but you are more dependent on your team doing well in the north, than the east team is when they take it. If the East team have the hill they can spot out the campers etc. and shoot the towards the hill, their team mates north only really have to be there, they don't need to do much because you will light them up targets and they light up targets going up towards them that you shoot.

 

When you get it west you'll get shot from the north if your team doesn't progress up to engage them properly and you have less dominance over the campers because many are on the peninsular unspotted, but can shoot you. 



brumbarr #15 Posted 04 May 2018 - 04:14 PM

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View PostSimeon85, on 04 May 2018 - 02:39 PM, said:

 

It is but you are more dependent on your team doing well in the north, than the east team is when they take it. If the East team have the hill they can spot out the campers etc. and shoot the towards the hill, their team mates north only really have to be there, they don't need to do much because you will light them up targets and they light up targets going up towards them that you shoot.

 

When you get it west you'll get shot from the north if your team doesn't progress up to engage them properly and you have less dominance over the campers because many are on the peninsular unspotted, but can shoot you. 

I think its the other way around. 

From the east the hill is pretty useless. You can never actually get on the hill, only half on it, and when you wanna go up and take a shot you get spotted everytime and shot at by the campers. You can also not spot the campers, way too many bushes there

 

From the west taking the hill gives you shots almost everywhere on the map and you can actually go up the hill, you can shoot heavys going south, spot campers in the middle bushes and  shoot everything that pops up in the north. All you need is your team to hang back in the norht and NOT do well, than you can support them easily.



Rooikat_ZA #16 Posted 04 May 2018 - 04:23 PM

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View PostNejeb, on 04 May 2018 - 10:22 AM, said:

I dont know how you imagined that both spawns have same advantages... but its totally imbalanced.
Not to waste so much words, here is a SHORT explanation from twitch 
https://clips.twitch...unnyDancingBaby

There could be even more things to add... this map is just COMPLETELY imbalanced

 

 

 

Not necessarily imbalanced, just different game styles....

 

West is spawn requires a more passive style of play, luring the enemy out of hiding.



Dava_117 #17 Posted 04 May 2018 - 05:25 PM

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Why did most people forgot about south lane? Sure East is in advantage on field, but West is in advantage here, because once won the corner, attackers can use the town to flanck fields or go to enemy base, kill artys and put some pressure on defenders.

leggasiini #18 Posted 04 May 2018 - 05:31 PM

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View PostDava_117, on 04 May 2018 - 06:25 PM, said:

Why did most people forgot about south lane? Sure East is in advantage on field, but West is in advantage here, because once won the corner, attackers can use the town to flanck fields or go to enemy base, kill artys and put some pressure on defenders.

 

Field is a much more significant flank, though, and no, West does not have advantage, cus it's risky to push with those possible campers on that peninsula. The other side does not have a such issue

Dava_117 #19 Posted 04 May 2018 - 05:46 PM

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View Postleggasiini, on 04 May 2018 - 05:31 PM, said:

 

Field is a much more significant flank, though, and no, West does not have advantage, cus it's risky to push with those possible campers on that peninsula. The other side does not have a such issue

 

For a single tank, yes. But I had far more push with 2-3 tanks than alone. Also the pebinsula it's somehow less populated now.

Maj_Solo #20 Posted 04 May 2018 - 07:12 PM

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WG have kept unbalanced maps in play for years.

Just look at Mines map.

Obviously unbalanced maps are a tool which MM uses.

If WG wanted it to be fair they fix ALL maps ASAP.

But that don't happen.

 

So there is no point in bringing up individual maps cause there is a whole group of maps that are unfair and WG do nothing.

So why even bother complaining. Spend more gold and you will spawn on the good side more then 50% of the time.

Do you believe me?

:)






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