SIMPLE ... GET IT OUT OF THAT GAME !!!!! :'(
Malinovka Defend map needs to be changed
Started by
Siegewolf
, Jun 21 2012 - 17:08
Malinovka Defense
38 replies to this topic
#22 Posted Jun 29 2012 - 10:59
Yes "THE ENTIRE MAP" out of the game. They take Swamp out and leave us this really awful thing, makes my blood boil.
#23 Posted Jun 29 2012 - 23:01
yup and swamp was all right anyway just needed to know where to go ... thats it :O
#25 Posted Jul 07 2012 - 22:41
This is the most 1 sided map I have EVER played on any game. Attackers will lose every time unless the defenders get the 45%er tards that handicap the team. No competent team will ever lose while defending. Seriously, scouts and meds defending can just rush down to the key choke points and sit in a bush proxy spotting for arty and rest of them. There is no cover anywhere that the attackers can get to, and they have to drive uphill the whole time. My platoons have pulled off numerous 15-0 games when defending that its really sad WG would implement such a horrid map.
#26 Posted Jul 12 2012 - 05:43
I say keep it. I've won attacking it, defending as well. 50/50 lets say. Its no different than any standard map. If you're on a fail team your gonna fail.
#27 Posted Jul 12 2012 - 06:09
mattscooby, on Jun 22 2012 - 07:15, said:
new game modes means new tactics, sitting and saying oh we defend, so we will all sit on cap.
dumbest thing ever.
lights need to move off , get early spots in , and not suicide it, meds need to push in there on the flanks to slow down a push.
heavies in a position forwards for long range suport.
tds at the rear to polish off the tanks at a 1 shot 1 kill hit.
artys , well watch the mini map.
is that so hard?
no , but people suffer as they are all sat on the cap camping it up saying dont rush out there , sit back here, let there arty rain on us all for 10 minutes , then when we down to 2 tanks attack .
dumbest thing ever.
lights need to move off , get early spots in , and not suicide it, meds need to push in there on the flanks to slow down a push.
heavies in a position forwards for long range suport.
tds at the rear to polish off the tanks at a 1 shot 1 kill hit.
artys , well watch the mini map.
is that so hard?
no , but people suffer as they are all sat on the cap camping it up saying dont rush out there , sit back here, let there arty rain on us all for 10 minutes , then when we down to 2 tanks attack .
#28 Posted Jul 18 2012 - 03:15
This is the most insanely unbalanced scenario in gaming. I refuse to play this map again as an Attacker. I have NEVER won it on attack and have NEVER lost it on defense.
#30 Posted Jul 30 2012 - 13:35
This is a pretty easy map to play as long as you have scouts that can play. In my Chaffee I sprint to the north side of the lake find a bush up periscope and I light up the entire hill. So long as my team protects me from pesky wandering T-50's it will be a win.
#31 Posted Jul 30 2012 - 14:05
Just have some meds on the East side of the water waiting for the inevitable over-eager defender scout to rush out then waste it. Slowly move up to the left using cover till you light up the hill. All this of course assumes that you have decent arty.
Edited by Cookie899, Jul 30 2012 - 14:05.
#32 Posted Jul 30 2012 - 18:24
I love being on the attacking side in my Panther on Malinovka because there are some very sneaky sniping positions you can take up. Maybe they wouldn't work against everyone, but when they do work, it's hilarious.
In one match, I was towards the bottom of our team. I stayed on the west half of the map, and hid behind some bushes above the swamp next to the lake. I was pretty much right opposite their flag, but I moved a bit. I don't think anyone expected me to be there at all. We had a passive scout doing a good job. A KV-3 poked his head out from somewhere near the flag every thirty seconds and I wore him down (though didn't kill him). I could see him turning his turret every which way trying to figure out who was hitting him. Later, our southern flank in the forest crumbled and a couple of their heavies or higher tier mediums rolled down to the buildings, thinking they were going to eat our arty alive in the field. As one emerged from the buildings, I killed him. I got a shot or two on the other, and our arty had already moved north by this point. So, doggedly, he was going after where he thought they should be and I got some more shots on him (again, he did the swivel with his turret unable to figure out who was hitting him, especially since I ducked into the swamp and relocated to different bushes between shots). I was just about to finish him off when someone else got him just before he got across the field. It was hilarious to watch the confusion. Our team ended up rolling the north, arty intact.
Later that day or the next, I was the highest tier on my team. Having been on a few teams that camped the forest until there were only two minutes to go, I thought I should be bold, even if that meant us losing our biggest tank early on. I moved to the southern end of the lake as fast as I could and then up a little on the east side, hiding in a bush and/or kind of over the edge of the cliff. Once I figured I was safe, I moved up again. I eventually ended up quite close to their base and no one had found me at that point. Every time someone came vaguely in my direction, I picked them off or punched serious holes in them before someone in the forest finished them off. I took out three tanks, hit a few more, and spotted a couple. Eventually, the enemy did get wise to me and came to hunt me down with TDs. I died, but by coming after me, they exposed themselves completely (a big no-no for TDs) to the guys in the forest, who then rolled through for the win. Again, more fun and games being in a place no one expected me to be. Competent arty probably would have been a problem, but their arty was relatively low tier, if I remember correctly.
Good passive scouting for arty and/or snipers is the key to winning assault on this map. Likewise, not playing like a tard and either camping until two minutes to go or rushing the base without an idea of enemy positions helps. I like this mode for this map precisely because it does punish a defending team that thinks it's going to camp or an attacking team that thinks it's going to brawl.
In one match, I was towards the bottom of our team. I stayed on the west half of the map, and hid behind some bushes above the swamp next to the lake. I was pretty much right opposite their flag, but I moved a bit. I don't think anyone expected me to be there at all. We had a passive scout doing a good job. A KV-3 poked his head out from somewhere near the flag every thirty seconds and I wore him down (though didn't kill him). I could see him turning his turret every which way trying to figure out who was hitting him. Later, our southern flank in the forest crumbled and a couple of their heavies or higher tier mediums rolled down to the buildings, thinking they were going to eat our arty alive in the field. As one emerged from the buildings, I killed him. I got a shot or two on the other, and our arty had already moved north by this point. So, doggedly, he was going after where he thought they should be and I got some more shots on him (again, he did the swivel with his turret unable to figure out who was hitting him, especially since I ducked into the swamp and relocated to different bushes between shots). I was just about to finish him off when someone else got him just before he got across the field. It was hilarious to watch the confusion. Our team ended up rolling the north, arty intact.
Later that day or the next, I was the highest tier on my team. Having been on a few teams that camped the forest until there were only two minutes to go, I thought I should be bold, even if that meant us losing our biggest tank early on. I moved to the southern end of the lake as fast as I could and then up a little on the east side, hiding in a bush and/or kind of over the edge of the cliff. Once I figured I was safe, I moved up again. I eventually ended up quite close to their base and no one had found me at that point. Every time someone came vaguely in my direction, I picked them off or punched serious holes in them before someone in the forest finished them off. I took out three tanks, hit a few more, and spotted a couple. Eventually, the enemy did get wise to me and came to hunt me down with TDs. I died, but by coming after me, they exposed themselves completely (a big no-no for TDs) to the guys in the forest, who then rolled through for the win. Again, more fun and games being in a place no one expected me to be. Competent arty probably would have been a problem, but their arty was relatively low tier, if I remember correctly.
Good passive scouting for arty and/or snipers is the key to winning assault on this map. Likewise, not playing like a tard and either camping until two minutes to go or rushing the base without an idea of enemy positions helps. I like this mode for this map precisely because it does punish a defending team that thinks it's going to camp or an attacking team that thinks it's going to brawl.
#33 Posted Jul 30 2012 - 18:29
I've won and lost as defenders. Malinovka isn't like Prokhorovka where the defenders can camp behind the tracks in cover from all incoming fire except for strategically positioned artillery. It's all about position on that map, there needs to be an equal number of tanks on and off the hill.
#34 Posted Aug 02 2012 - 00:08
I've won this game attacking as much as I won defending.
The crux of the matter is that the attackers cannot just go in with guns blazing. You need a tank or two creeping forward to scout/spot, while the rest of the team slowly advances and backs them up, sniping the defenders and picking them off one by one.
A good player can advance under the cover of bushes to spot the church area from the woody/hill area below, and conversely from the woods in the east. (Actually, the woods in the east is usually easier, since defenders like to race down the hill into the woods on that side, unlike the other side where defenders like to stop at the church).
It is easier with arty, but arty isn't necesary.
The crux of the matter is that the attackers cannot just go in with guns blazing. You need a tank or two creeping forward to scout/spot, while the rest of the team slowly advances and backs them up, sniping the defenders and picking them off one by one.
A good player can advance under the cover of bushes to spot the church area from the woody/hill area below, and conversely from the woods in the east. (Actually, the woods in the east is usually easier, since defenders like to race down the hill into the woods on that side, unlike the other side where defenders like to stop at the church).
It is easier with arty, but arty isn't necesary.
Edited by dvang, Aug 02 2012 - 00:08.
#35 Posted Aug 04 2012 - 20:22
10 minutes just isnt enough time to win this map against anything but incompetent defenders, we just had a game where we steadily made progress against the enemy who had come to meet us and we had 6 tanks to 1 at the end. They 'won' because a single heavy sat on top of the hill away from us and our tanks didn't reach him in time. Bear in mind we were dealing with decent but losing defenders who had come to meet us so getting up that hill was only started late in game, my E75 wasn't exactly sprinting up the hill.
It was pathetic that they won that map, we had several vehicles in their base, they were soundly defeated in any meaningful way but for the bloody clock. Games should not time out in any kind of normal play, we made steady progress and defeated enemies consistently, that should not cause us to lose just because the enemy played reasonably well but worse than us.
TL;DR Give us 15 minutes FFS.
It was pathetic that they won that map, we had several vehicles in their base, they were soundly defeated in any meaningful way but for the bloody clock. Games should not time out in any kind of normal play, we made steady progress and defeated enemies consistently, that should not cause us to lose just because the enemy played reasonably well but worse than us.
TL;DR Give us 15 minutes FFS.
Edited by Artyom_2033, Aug 04 2012 - 20:24.
#36 Posted Aug 05 2012 - 08:58
There have to be some hard covers added on the east of this map. The east side might be ok for a normal map but assult mode favors the defending side way too much.
Defense shooting down already has its own advantage. plus on the east there is no hard cover at all. If you are spotted pushing up the east, ur toasted.
You have to either take out the spotter very quickly before any serious damage is done, or you lose a few tanks before you even see an enemy tank and retreat.
if attack team didn't take out the spotter, they lose tanks and time.
Also, the attacking scouts have additional disadvantage of climbing up the hill(lower speed to dodge the enemy shell etc).
In reality, no sensible commander will assult a hill top unless they have artillary superiority or outnumber the defense greatly(which the attack team has neither advantage in WoT)
WG just got the brilliant idea of making a assault map and place the D on top while keeping it 15vs15.
If you want to simulate a assult/defend the hill battle, give a few hard covers to the east or better yet, give attacker superior artillary firepower
Defense shooting down already has its own advantage. plus on the east there is no hard cover at all. If you are spotted pushing up the east, ur toasted.
You have to either take out the spotter very quickly before any serious damage is done, or you lose a few tanks before you even see an enemy tank and retreat.
if attack team didn't take out the spotter, they lose tanks and time.
Also, the attacking scouts have additional disadvantage of climbing up the hill(lower speed to dodge the enemy shell etc).
In reality, no sensible commander will assult a hill top unless they have artillary superiority or outnumber the defense greatly(which the attack team has neither advantage in WoT)
WG just got the brilliant idea of making a assault map and place the D on top while keeping it 15vs15.
If you want to simulate a assult/defend the hill battle, give a few hard covers to the east or better yet, give attacker superior artillary firepower
#37 Posted Aug 07 2012 - 03:12
The biggest problem of this map, in my opinion, is that map awareness and mobility becomes meaningless. Which means good players are in general, just as effective as bad players, besides a little better positioning skills. It also means that tanks with worse frontal armor and worse guns will generally do terribly, because there's absolutely no way you can ensure flanking maneuvers (try flanking? get shot to pieces). This is frankly the best map for the poor hide-behind-a-bush-brain-dead player, because it actually works. In every other map that would be severely punished, even in Prohorovka. The map also means that mediums can generally do diddly squad, and TDs on the defensive side have a field day. Offensive success relies on whether there are tanks that can light up the hill or not. If they can, easy win for attackers. If they can't, easy win for defenders.
This is easily the worst assault map in the rotation. Even Prohorovka has places for the faster tanks, and map awareness is still important.
This is easily the worst assault map in the rotation. Even Prohorovka has places for the faster tanks, and map awareness is still important.
#38 Posted Aug 07 2012 - 03:49
Thinking about what the game is based on (hurr durr tank battles), I think not all battles should be evenly matched - even though I am sure Wargaming.net try to balance as much as possible.
It is nice to have a challenge, despite the frustration of lemming rushes and poor coordination.
I like Malinovka map in any modes. I have had a fair balance of wins and losses on standard, defend and assault.
It is nice to have a challenge, despite the frustration of lemming rushes and poor coordination.
I like Malinovka map in any modes. I have had a fair balance of wins and losses on standard, defend and assault.
#39 Posted Aug 07 2012 - 12:04
Just change this Game mode to "Encounter" and I'm pretty sure everything will be alright.
Both teams start at the old Spawning points (standard battles) and it will make the game pretty much exciting... less camping and more movement.
Both teams start at the old Spawning points (standard battles) and it will make the game pretty much exciting... less camping and more movement.








