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Mines Encounter Insta-loss


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TungstenHitman #1 Posted 13 July 2018 - 12:05 PM

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"Don't play encounter then" Yes very good. No this is for devs to look at change hopefully and I'm sure you guys know all about it. Mines isn't very fun anyway but the North team has a win in the bag before any engagement even happens based on the placement of the cap and even the hill. I played it from both sides many times and when I'm north I only need drive across to the cap with another teammate or two and there's absolutely nothing the south team can do about.

 

Problem is the hill is a shorter distance to reach for the north team so that's always been a problem with this map and the north team(unless nubs) light tank will always win the race and take control of the hill which is usually the winning of this map regardless of battle mode. For encounter, it's a case of both the hill is usually lost and the cap is definitely lost very quickly. The south team can't reset the cap since it will be impossible to even try move into the cap and spot with heavy tanks on the north west corner of the hill all safe and hull down side scrapping and laughing at you. Even if you manage to lose most you hp and make it into the cap there it that TD hill looking at you, arty looking at you and the cappers themselves that will have the advantage of you being spotted as you arrive half dead and they will side scrape your demise. Total disaster of a map.

 

Can you please click and drag that hill south just a little but more, not much, just a little and also for encounter mode can you move the cap further south between the E and F lines to make it at least slightly fair pls? I mean, it isn't even much fun for the north team as it gets capped in a minute and nobody really wins anything barely managing a couple of shots each. Terrible layout. 



Solstad1069 #2 Posted 13 July 2018 - 12:16 PM

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Encounter on mines is a big failure, north team have ALL the advantages. (as you say)

No idea why WG havent done anything, or wait am i, no not really they are way too busy selling overprized premiums with different fantasy skins.

 

Arty is really the only effective factor to counter base cappers from north.



Thuis001 #3 Posted 13 July 2018 - 12:24 PM

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and don't get me started on spawning on the 2 spawn of the southern team in something slow. GAWD that's awfull, you're generally dead before you can reach the base of the hill or at least you lost a large portion of your HP. And that is besides the fact that the match is generally over before you get there. Why mines encounter (and mines above tier IV for that matter) is still a thing is something only the devs will ever know...

Captain_Kremen0 #4 Posted 13 July 2018 - 01:01 PM

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to be fair any perceived advantage on any map is lost on 99.9% of the player base who would rather blame haxxx and noobs for losing

lnfernaI #5 Posted 13 July 2018 - 01:06 PM

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The map is trash for high tiers regardless.

8126Jakobsson #6 Posted 13 July 2018 - 01:08 PM

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Go around to C9-8 instead of trying for hill. Hill isn't as good as it used to be so they have to expose themselves a bit more, making it easier for south to cope. I mean it's something.   

K_A #7 Posted 13 July 2018 - 01:42 PM

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There, I hotfixed it. A more permanent fix would be to remove Mines from tier 6 and up rotation, that would also remove Mines encounter altogether and only leave low tier random battles on Mines.



r0f #8 Posted 13 July 2018 - 02:22 PM

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The Mines map is now one of those older maps, one of those which just became part of WoT's soul over time I think, can't change / remove too much of those anymore without hurting what made WoT big over the years - at least that's what I think. Even though, if I recall correctly, Mines was a replacement already, for an even older map, Komarin. Why bring that up?

 

Well even though I think WG shouldn't change too much of what made WoT big - to be completely honest personally I believe slowing down and even reverting some recently seemingly important changes, including all the MM fuzz, would be a good thing, because I think it wasn't that bad for years, really, it wasn't, so in my opinion don't break what made you great -, I do believe some encounter setups do not fall under that category.

 

:)

 

Everyone has their own exceptions right, that's what makes bigger changes tricky to start with.... anyway if it comes down to encounter... There is still such huge potential for this game mode in my opinion, it's just that standard battles and encounters do not always fit well on the same map. What I'm saying is I very much like the encounter mode but I think it needs more love / dedicated maps!

 

Now for Mines I always thought that the encounter cap was off-placed for the map lay-out. I'm no specialist or claiming to be the authority on anything in WoT, but I do personally think something like this would suit at least encounter better off the bat, far from perfect, but better;

somwherearoundhere

 

 

And then back to Komarin, some of these old maps didn't fit normal battles, but really personally some of these look great as dedicated encounter maps?! How about we set up Mines new encounter on the old Komarin map? Could look like this:

Komarin-somwherearoundhere

 

Wouldn't that be a double whammy? Re-use old original and maybe even forgotten maps, that looked to suit encouter-battles better anyway?? Like, win / win? Heh heyy ehh yeahhh mani mani yeah what are you doing? :)

 

 


Edited by r0f, 13 July 2018 - 02:42 PM.


wEight_Tanker #9 Posted 13 July 2018 - 04:03 PM

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You either insta-loss or insta-win because of keptchur!

LordMuffin #10 Posted 13 July 2018 - 04:51 PM

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Which is Obe of the stupid thing with mines.
Another is that you can't drive down anymore.

Dr_ownape #11 Posted 13 July 2018 - 05:47 PM

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this is the reason i turned off encounter.

 

Then when they changed sand river i turned of assault



Procjon #12 Posted 13 July 2018 - 06:02 PM

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It is easy to see when the map is unbalanced and i don't know why WG has problems to fix such maps.

 

In Mines:

  1. North has closer distance to the hill - main choke-point - most of the time whoever controls a hill wins a game.
  2. North has closer distance to the Flag area.
  3. North has an advantage if it pushes Island flank all the way to the south - South has not the same easy job as it has too much open field to pass in order to move all the way up north.

 

So basically North has 3x advantages in all 3 corridors and if teams are balanced the only choice for South is to camp and wait for North mistakes. Many times the island is real choke point and not much happens there until the late of the battle but even though North still has 2x advantages over South. 

 

HF

 



tankqull #13 Posted 13 July 2018 - 06:07 PM

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View PostProcjon, on 13 July 2018 - 05:02 PM, said:

It is easy to see when the map is unbalanced and i don't know why WG has problems to fix such maps.

 

In Mines:

  1. North has closer distance to the hill - main choke-point - most of the time whoever controls a hill wins a game.
  2. North has closer distance to the Flag area.
  3. North has an advantage if it pushes Island flank all the way to the south - South has not the same easy job as it has too much open field to pass in order to move all the way up north.

 

So basically North has 3x advantages in all 3 corridors and if teams are balanced the only choice for South is to camp and wait for North mistakes. Many times the island is real choke point and not much happens there until the late of the battle but even though North still has 2x advantages over South. 

 

HF

 

 

you forgot to mention the rather arty safe position of the north spawn when contesting the hill due to usual positions of the arties...

Procjon #14 Posted 13 July 2018 - 06:13 PM

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View Posttankqull, on 13 July 2018 - 05:07 PM, said:

 

you forgot to mention the rather arty safe position of the north spawn when contesting the hill due to usual positions of the arties...

 

Yup...same as north is safer from arty fire as well.

 

HF

 



TungstenHitman #15 Posted 13 July 2018 - 11:14 PM

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View PostProcjon, on 13 July 2018 - 05:02 PM, said:

It is easy to see when the map is unbalanced and i don't know why WG has problems to fix such maps.

 

In Mines:

  1. North has closer distance to the hill - main choke-point - most of the time whoever controls a hill wins a game.
  2. North has closer distance to the Flag area.
  3. North has an advantage if it pushes Island flank all the way to the south - South has not the same easy job as it has too much open field to pass in order to move all the way up north.

 

So basically North has 3x advantages in all 3 corridors and if teams are balanced the only choice for South is to camp and wait for North mistakes. Many times the island is real choke point and not much happens there until the late of the battle but even though North still has 2x advantages over South. 

 

HF

 

 

View Posttankqull, on 13 July 2018 - 05:07 PM, said:

 

you forgot to mention the rather arty safe position of the north spawn when contesting the hill due to usual positions of the arties...

 

and come to think of it, if you are starting south on the left side little island thingy you will also most likely get raped as you cross the river in a heavy tank or even a medium lol... so it's a case of 3...2....1... battle begins, I cross the river, yay I have now lost half my hp and repair kit and probably medikit too, fun times!! lol!!

Temid23 #16 Posted 14 July 2018 - 12:35 AM

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This map is balanced by very cleaver mechanism: RNG

You spawn ¬50% time on north and ¬50% on south. Therefore by Russian logic and holy rule of WG staff avoiding any work that require common sense or tiniest effort: The Mines encounter is fine DA! :bajan:

 

Normal company would long time ago done one of this things:

You can move the cap circle, adjust the spawn points, get the f out that map from MM rotation for anything above tier 5-6, open more ways to get on to the hill, and possibly many more minor or major tweaks.

But this is WG so you can really just turn off encounter or accept the idea that from time to time You lose before game even starts.



Wintermute_1 #17 Posted 14 July 2018 - 09:23 AM

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Vba addict show winrate is 50.01% team 1 and 49.41% team 2 for Mines encounter. Pretty balanced.

Browarszky #18 Posted 14 July 2018 - 11:22 AM

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I just played this map being on the south team. The north team made a tactical **** up and ignored the hill for the most part so our fastest LT's were able to take the hill. Apart from that, though, there were some other anomalies compared to normal battles. There was no arty, and only one TD. That meant that I could push my Tiger 1 past the hill and start hitting the enemy tanks in the rear as they got pinned down near the cap zone.

 

We won, by the way, in case anyone is wondering. :)






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