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Supertest news 04/10 - Fisherman's Bay Map Revision

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Kandly #1 Posted 04 October 2018 - 11:39 AM

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Hello, tankers!


Today we’re commencing the Supertest of the Fisherman’s Bay map revision, aimed at improving the balance between the teams. The game stats show that currently it’s slightly biased to favor the southern side which has better spotting and firing positions versus enemy vehicles trying to enter the city blocks in the east. The problem of being ‘lit up’ and getting damaged very early when driving to the town exists for both teams (and we plan to address it by making the approaches safer). Yet, the combatants hailing from the north have it worse.

 

001.png

 

We’ll also improve the interplay between the town and the village in the center of the map.

 

So what changes are we going to test?

The approaches to the town will be protected from early spotting from the village. We’ve added new covered positions and trees, and we’ve also changed the landscape here.
The defensive positions in the outskirts of the town which are controlled by the northern side in the beginning of a battle have been improved. We’ve removed shoot-throughs from the northern part of the town so that you can contain an attack from the south more efficiently.
The spawn points for both teams have been moved closer to the red lines. This will make driving off them less stressful.
The eastern side of the village now has a new building. It’ll partially block the vehicles en route to the town from spotting and long shots. It also will make your village-town transfers safer.
As you can see, there are several modifications and their primary purpose is to make the map more playable for both teams. At the same time, some of the changes are to alleviate the advantage of the southern team in a separate part of the map. The test results will show what will come out of it.

 

Fishing_bay_01_ULTRA_001.jpgFishing_bay_02_ULTRA_001.jpgFishing_bay_03_ULTRA_001.jpgFishing_bay_04_ULTRA_001.jpgFishing_bay_05_ULTRA_001.jpg

 

Make sure to follow the news and good luck in every battle!



bubyy #2 Posted 04 October 2018 - 05:28 PM

    Lance-corporal

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Hi nice news I hope that you and ENSK map will be slightly increase though for tier X IX VIII little before a little thank you space.Roll out

fighting_falcon93 #3 Posted 05 October 2018 - 02:20 PM

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Looks like nice changes :great:

 

I know this is a bit off-topic, but can we please have some super test news regarding premium ammo/consumables rework? :hiding:



masheene #4 Posted 06 October 2018 - 07:32 PM

    Warrant Officer

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Another try for World of broken Crap.

Bordhaw #5 Posted 07 October 2018 - 06:28 PM

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The last map that needed any changes lol 

sokolicc #6 Posted 08 October 2018 - 08:51 AM

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Let me translate what you did here:
You have nice, good, great map before 1.0. After that you decided it needs some changes to make gameplay a bti different ( Why not making new map, FFS, where are old developers that made those beautiful maps?). After that, you reworked it and changed completely, you left only name. New bushes, new terrain... Dumb changes.
After that, you saw that's not working and you're bringing it back slowly to old look and gameplay by bringing few buildings down the mid ridge. 


Lol. you should leave map same as before 1.0. You haven't those issues now, and that flat ridge in the middle where scouting or any activity is possible because arty slams you and camping TDs remove your HP unless you poke with russian tank or super conqueror...
Bring back old Fisherman's bay, and please, make it brighter. This thing is too dark, with ugly dark green. Before, it has same coloring and weather setup as Prokhorovka and was pleasant for eyes, as much as it was pleasant for gameplay.

Just... Bring back old Fisherman's bay from 0.9.x patches, that was the last map that needed changes. Thanks.


Edited by sokolicc, 08 October 2018 - 08:54 AM.


bubyy #7 Posted 08 October 2018 - 06:32 PM

    Lance-corporal

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Fjord map should be changed

Inappropriate_noob #8 Posted 09 October 2018 - 05:41 PM

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Mines and Ensk need to limited to no higher than 6. Steppes needs, well a few more steppes in them, plus a few more bush's.





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