harley001, on Mar 20 2017 - 11:53, said:
Yes I am aware other maps are bad for other types of tanks. Like arty gets it bad on himmels as well. But at the moment, I am just focusing on light tanks. Mainly scout tanks. I feel like map issues never get addressed because every time they get brought up. Someone says "BUT THIS TANK ON THIS MAP IS BAD TOO!" That doesn't justify or excuse bad map design, which sadly is rampant in WOT. Almost all the maps are bias towards one tank type or another, and shooting down every attempt to discuss the biases isn't going to help, it will make them go ignored.
I feel like on some maps wargaming legit forgets that light tanks exist and doesn't put scouting spots. Sure some light tanks work as harassers and flankers, but not all.
Maps like Abbey, Himmelsdorf, Paris, Stalingrad, Kharkov, (and many others) prevent or very much limit scouting. Forcing light tanks to serve as a harassment role, even if that tank is not meant for that role. This often means light tanks are either the first ones to die or just wait until allied tanks have either lost the game or made a opening for them to exploit. So they may come in handy in the endgame but not in the early and unlikely in the mid game.
At the very least they could put some active scouting spots that work. AND NO running at the enemy max speed or driving in front of them in the open is not active scouting. That is suicide scouting, active scouting means using lots of cover to prevent them from getting decent shots on you.
I was just wondering if any other light tanks players feel like too many maps make it hard to passive scout. OR even active scout sometimes.
It is in my opinion that if a light is getting the short end, so is arty and TD's.
No straight opened areas on maps means TD's can't line up shots from back in camo land, and arty can't hit with small hills and buildings everywhere (not that arty will matter much longer).
Also WG doesn't seem to like maps that actually are fun to play and have MULTIPLE areas where each tank class can go and still be effective without losing the game just because say the Heavies didn't go to the 1 line.
Think about all the maps removed they all offered multiple routes big open areas, they were great maps for all classes and again you didn't have to play them the same way over and over again (not doing so putting your team in a deficit).
Also you should check out my thread suggesting the removal of 6th sense.
I have updated to ONLY have 6th sense NOT go off IF the tank spotting you is NOT spotted by your team. You shouldn't know if you are spotted by a tank that isn't even on the map at the time.
This would make it more balanced for Passive Scout Tank Players. Those who actively scout would still set off enemy tanks sixth sense if they were spotted (which they usually are).
With arty getting the stun mechanic the need for 6th sense isn't justified anymore (was brought in due to arty complaints in the first place).
Trying to be fair to all I changed the suggestion to only not spotted tanks.
I think that would help out Scout Tanks a lot! These maps with very little room to scout it makes it very hard on the passive scout to ever get any assisted damage. Tankers sixth sense goes off before they even take a shot most times and they quickly back up to cover before anyone can even get their turrets turned and aimed in.
As far as you passive vrs. active scouting I feel that most maps even in their current form deal well with the active scout as they have the same ridges and such that give the enemy cover and make it hard for TD's and Arty to get shots off. However, the passive scout cannot see over that ridge through those buildings, over those rocks and thus he cannot effectively scout passively.
Again when a passive actually does like say Air Field as a great example going out into danger zone to hopefully get a spot as soon as the enemies sixth sense goes off they always back up before the TD's even get shots. Whereas before that same tanker would have unknowingly kept going forward beyond the zone of being able to safely back up without taking a single shot, thus giving the passive scouter some assisted damage and allowing him to do his job.
Another great example is Prokhorovka and Fiery Salient which on the 1 line has the very well known spot for passive scouts, HOWEVER as soon as an enemy tanks sixth sense goes off they ping the map and everyone shoots blind at that bush, totally making it 100% unfair for the scout.
Anyways I am bringing up the Sixth Sense because while I 100% agree with the lack of open maps for light tanks to be effective at their roles I strongly feel that sixth sense also hinders the Current map selection and putting in a fix for at least passive scouts would make them at the very least a bit more effective if they are willing to risk it all to get up into enemy lines on these very limited maps that we currently have.
Edited by Skeleton, Mar 20 2017 - 14:04.