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Supertest News: Reworked Minsk Map


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vuque #1 Posted 23 May 2019 - 01:09 PM

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Hello Commanders,

 

Today we’re launching the closed test of the adjustments to the Minsk map. They should provide more tactical variation around Victory Square (in the eastern part of the map), add a safe route at the center of the map, and improve both the offensive and the defensive potential of Minsk’s northern part.

 

So what has changed?

  • The buildings bearing the “People’s Deeds Are Immortal” installation (those huge red letters on the roofs) now have accessible backyards. This will let heavily armored vehicles get into short range with more ease, and also provide additional opportunities for attacking and taking enemy positions. This extension will make the map a bit larger (1,050 by 1,050 meters).
  • The terrain in the northern part of the map has been raised to create a fold, and the shrubbery is thicker now. This should create more tactical options for both the attacking and the defending side.
  • A ford has been added to the northwestern part of the map. The ford makes crossing the river safer (for either team) than the bridge which is currently well exposed to fire.

 

By introducing these changes, we intend to make the gameplay more variable and fun while keeping intact the historical accuracy of the map. Whether we go forward with them, depends on the test results.

 

mmap.jpg

More Pictures

 



Geno1isme #2 Posted 23 May 2019 - 01:52 PM

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View Postvuque, on 23 May 2019 - 02:09 PM, said:

So what has changed?
  • The buildings bearing the “People’s Deeds Are Immortal” installation (those huge red letters on the roofs) now have accessible backyards. This will let heavily armored vehicles get into short range with more ease, and also provide additional opportunities for attacking and taking enemy positions. This extension will make the map a bit larger (1,050 by 1,050 meters).

Am I mistaken, or would that make it nominally the largest map outside Frontline and Grand Battles?



KanonenVogel19 #3 Posted 23 May 2019 - 03:05 PM

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Sorry, but I'm not sure that I like this. You're creating 2 massive bottlenecks in the west and east parts of the map. These areas are tiny, and offer just a single thin "lane" of combat. It will be a sidescraping premium ammo fest. Since all heavy tanks will go to the brawling area in west or east, what are LTs, TDs and SPGs supposed to do?

 

Please WG, you need to drop these close quarters corridor brawls. They only favour heavily armored tanks.



Homer_J #4 Posted 23 May 2019 - 03:13 PM

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I prefer this change to the previous idea of moving everything North by half a km.

Bordhaw #5 Posted 23 May 2019 - 07:25 PM

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bbmoose #6 Posted 24 May 2019 - 10:41 AM

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It will still be a close-quarters edited. One chokepoint on each flank where heavies have to shoot at each other from their own puddle of drool. The field will still be unplayable.

 

I still don't get it. Every new map that entered this game is crap. Paris, Pilsen, Studwanky, Minsk. All are garbage and disliked by a lot of players.


Edited by Sernik_Z_Rodzynkami, 25 May 2019 - 11:27 AM.
inappropriate language


xx984 #7 Posted 26 May 2019 - 06:48 PM

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View PostKanonenVogel19, on 23 May 2019 - 02:05 PM, said:

 

Please WG, you need to drop these close quarters corridor brawls. They only favour heavily armored tanks.

Ok, then please remove all open maps as they favour fast mobile tanks, artillery, TD's 



KanonenVogel19 #8 Posted 26 May 2019 - 06:52 PM

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View Postxx984, on 26 May 2019 - 06:48 PM, said:

Ok, then please remove all open maps as they favour fast mobile tanks, artillery, TD's 

 

Tank combat is supposed to take place in the open. And to be fair, open environments can work for HTs aswell, if they just go hulldown :)

bbmoose #9 Posted 27 May 2019 - 09:57 AM

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View Postxx984, on 26 May 2019 - 05:48 PM, said:

Ok, then please remove all open maps as they favour fast mobile tanks, artillery, TD's 

 

Open maps are only bad for heavies because of arty. If they just do something about that, open maps will be viable for all classes. Way better gameplay on those open maps.

K1Lc4m #10 Posted 29 May 2019 - 09:28 AM

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View PostKanonenVogel19, on 26 May 2019 - 06:52 PM, said:

 

Tank combat is supposed to take place in the open. And to be fair, open environments can work for HTs aswell, if they just go hulldown :)

 

You forgot a lot of urban battle

Horcan #11 Posted 29 May 2019 - 02:38 PM

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https://www.youtube.com/watch?v=MaN4sboc7E8

KanonenVogel19 #12 Posted 29 May 2019 - 04:16 PM

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View PostK1Lc4m, on 29 May 2019 - 09:28 AM, said:

You forgot a lot of urban battle

 

Nope. Tanks during WW2 tried to avoid urban combat because they were clumpsy in that kind of environment. Narrow steets that hinder quick manouvers and turret rotation, and on top of that, infantry that hides in buildings and shoot the tank in the side as it drives by. This whole "HT go city" is a completely made up idea in World of Tanks.



XxKuzkina_MatxX #13 Posted 18 June 2019 - 12:00 PM

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A new video was released about these changes...

 



BoGustavus #14 Posted 07 July 2019 - 09:28 PM

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View Postbbmoose, on 27 May 2019 - 08:57 AM, said:

 

Open maps are only bad for heavies because of arty. If they just do something about that, open maps will be viable for all classes. Way better gameplay on those open maps.

 

Open maps are only bad for SLOW tanks of any kind.. except arty if there is cover near the spawn :)




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