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[ST] Province


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Gnomon #1 Posted Jun 22 2018 - 14:14

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Hey, everyone!
 
Hope that you're having a good Friday.
 
I've got some Supertest news for you, and it's that we’re balancing the Province map.
 
Province has always been a special map. Some loved it, some hated it, some were always getting killed by invisible foes. It seemed there were no tankers with a neutral opinion on Province. When we took Province out of the game in 2015, the reaction was mixed. Quite a lot of people were actively demanding that we return it.
 
The map made its comeback in May 2018 and received some mixed feedback. The feebdack is split: some are grateful for having the legendary location back (these people exist, we promise), and some are asking us to introduce tier limitations. The latter are saying that the map is too small top-tier vehicles with great spotting ranges, and that the teams spend the battle being constantly lit up by the enemy. This opinion is expressed via the forums, social networks, and YouTube. We want to assure you that we are following the situation and examining the feedback very closely. We do think that some time is needed for the Province gameplay ‘stabilization’: the player base can get used to the location and develop map-specific tactics.
 
How long will it take? There’s no exact answer; still, when the audience adapts to a location, we dp see this on our end, because the map’s overall stats stabilize. Usually, this happens in 2 to 3 months after a map’s release. So, in Province’s case, we’re not yet ready to introduce any tier limitations: we need more data to support the feedback. We’re going to monitor the average battle duration, how long different tanks survive on Province, what firing positions are most popular, and where vehicles are destroyed most often. The info we collect will influence the decision we take, together with your feedback. If the data supports the feedback that the map isn’t suitable for top tiers, and if the community members continue to have this feedback, we’ll introduce the limitations by tier. Until then we kindly ask you to be patient, and share your reasoning in support (or against) the said limitations. The more info the better! 
 
So what are we changing now if we’re not introducing limitations by tier?
Well there’s a certain imbalance in team positions, and we intend to get rid of it. The eastern side currently has an upper hand and wins more often. The western team has less firing positions so they have fewer opportunities for building up and coordinating attacks. Today, we’ll try the improvements that should set the balance right.
 
 
 
They are:
 

 

  1. The southwestern corner of the map. Several houses have been moved so it’s easier for the western team to shoot at their opponents right from the start (which the eastern side already had the ability to do.)
  2. Near the monastery, on the eastern side’s mountain slope. The nearby buildings’ geometry has changed, allowing the team attacking from below and firing from behind them to be more efficient.
  3. We’ve added a cover that will help the western team in a fight for the eastern team’s mountain slope.
  4. After the western side takes the position mentioned in (3), they can advance to a large rock which now is more comfortable as a cover and offers better protection from tank destroyer fire.
  5. Both teams’ bases. We’ve added several covered positions inside the capture circles to decrease the number of draws. In the current map setup, it’s almost impossible to capture a base, as both teams can be shoot from any slope. Cover will increase your chances to grab a base, and will also make the defending team play more active. We’ll see whether this works; we know that lots of people dislike base cover so we’ll follow the issue closely.
  6. We’ll cover the backs of tankers from the western team defending the uphill road from the eastern attackers. Currently, they are often shot at from the opposing slope.

 

Province Screenshots
 
The Supertest starts today, and we need some time to analyze the results. We hope we’ll be able to eliminate the existing imbalance.
As soon as we decide the fate of Province, we’ll make an announcement. Let us know what you think! 
 
Make sure to follow the news, and best of luck in battle! 


JLdragon #2 Posted Jun 22 2018 - 15:19

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Thank you for your much for taking a look at this map and hopefully improving it for the future of all players. We are still hoping to see some of the old Maps brought back soon though the maps are starting to get stale a little bit but we can only wait patiently for the improvements overall. Good work and good job thank you.

V_A_C_A #3 Posted Jun 22 2018 - 15:32

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I'm a really fan of this map.
Thank you for returning it!

YANKEE137 #4 Posted Jun 22 2018 - 15:36

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The map is a donut: a raised round playable track with a deadly low ground open hole in the center.  I'd suggest reducing the height difference and adding cover to the donut hole- maybe an orchard, some barns and thick briar patches along the water.

 

So fill this donut with Jelly and add sprinkles. Homer knows these things.


Edited by YANKEE137, Jun 22 2018 - 15:37.


YANKEE137 #5 Posted Jun 22 2018 - 15:41

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Or how about this: Fill the low ground with morning fog. Sort of a permanent version of the frontline smokescreen. Tanks would disappear in there and only spot each other at point blank. Would be crazy AF.

Blackhorse_One_ #6 Posted Jun 22 2018 - 15:44

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Really hate it when maps are engineered for AFV class

YANKEE137 #7 Posted Jun 22 2018 - 15:45

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When Soccer mode ends the giant ball can go live there.

Lesser_Spotted_Panzer #8 Posted Jun 22 2018 - 16:10

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I love this map. Good to change it for balance, but otherwise it is great.


 

Now Ensk on the other hand, why the F don't you limit that to lower tiers? That map is just so dumb since it is so small and suck big time if you are arty.



Dracheherr #9 Posted Jun 22 2018 - 16:10

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Looks VERY promising.

webco_2_75 #10 Posted Jun 22 2018 - 16:24

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I miss the scouting battle in the donut with the opportunity after you win the valley battle to climb the middle hillside to scout the other teams ridge...  

Blackhorse_One_ #11 Posted Jun 22 2018 - 17:17

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View Postwebco_2_75, on Jun 22 2018 - 10:24, said:

I miss the scouting battle in the donut with the opportunity after you win the valley battle to climb the middle hillside to scout the other teams ridge...

 

But the clueless masses would rather yolo or whine about the map instead of learning how to use the terrain.

 

Actual thinking?

 

Nah, we don't need no steeenking theeenking ...


We don't have the patience


Edited by Blackhorse_One_, Jun 22 2018 - 17:21.


Mikosah #12 Posted Jun 22 2018 - 23:32

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Province would make much more sense for low tiers only, I don't know why the devs still insist that tier 10s have to be crammed together into this tiny little map.

sailorboy7982 #13 Posted Jun 23 2018 - 09:38

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I've played about 30 battles in the last 2 days and have seen Province twice. Gonna take you a long time to gather data at that rate.

Gral_Seineldin #14 Posted Jun 24 2018 - 23:27

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This map is the most static gameplay in the game for higher tiers. Maybe and only maybe its allright for lower tiers, but seen a tier 10 invisible td fireyiing from the other side of the map killing and damaging with out moving in the entire game its HORRIBLE!!! Please, please, please remove it for tier 5 and above. a med with full vision spots from one side to another its ridiculous and frustating if you play that map with anything but a TD or an arty. Sorry for my english, i hope its understandable.

Xenuex #15 Posted Jun 25 2018 - 02:45

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You all should feel bad for letting province back in the rotation at tier 10. Worst-decision- ever.

 

 

That map is so far from balanced and dynamic.



Fat_Bob_1 #16 Posted Jun 25 2018 - 15:04

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Thanks for the update Gnomon.

I see two "6's" and no #3 in your screenshot. I assume the right hand 6 is suppose to be number 3?



Gnomon #17 Posted Jun 25 2018 - 15:11

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View PostFat_Bob_1, on Jun 25 2018 - 08:04, said:

Thanks for the update Gnomon.

I see two "6's" and no #3 in your screenshot. I assume the right hand 6 is suppose to be number 3?

 

Hiya! Do you mean on the screenshots with the numbers? #3 is all the way to the right on the eastern hill. 

 

It should also be the second screenshot in the spoiler drop-down. 



Kehox #18 Posted Jun 25 2018 - 15:23

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Tier Limitations : ... something like ? tier 4 up to tier 7 ( with atleast 1 scout top tier with PMM like amx 13 57 as exemple ) higher tier(8-9-10) is not worth it to cross the map... ( if tier 8 remain with this map .. ill sit in a corner and wait ) ... 

Blackhorse_One_ #19 Posted Jun 25 2018 - 15:39

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Not a great fan of New Province - the sheer drops in stupid places and invisible walls in other stupid places effectively limit the maneuver space on this map to less than half the total map area, with two forced corridors for combat. Who in their right mind would play the middle valley floor, where there is zero cover?

 

At least on Old Province, there was some way off either side of the valley, without all that hairpin crap, to bound from cover to cover on the valley floor.


It's pretty clear to me that a lot of these maps, like New Province, are designed by folks with just about zero tactical talent.


Edited by Blackhorse_One_, Jun 26 2018 - 00:43.


pickpocket293 #20 Posted Jun 25 2018 - 16:26

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Most of the new maps have a large amount of "unplayable" space... whether it's covered by water or impassable terrain (mountains, etc) or it's a wide open space that's an instant kill-zone for anyone who goes there... Big maps are only big if you can use them all. Look at Murovanka as a good example of how to make a good map. It's big, there's something for everyone to do in a few different places and there's no "dead" areas of the map. Even the middle is viable because of the building cover.




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