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[ST] Fisherman's Bay


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Gnomon #1 Posted Oct 04 2018 - 16:51

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Hey, everyone! 
 
Hope that you’re having a great week so far! 
 
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 us, 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 receiving damage very early when driving to the town exits for both teams (and we plan to address this by making the approaches safer). Yet, the combatants hailing from the north have it worse.
 
Also, we’ll improve the interplay between the town and the village in the center of the map.
 
So, what changes are we going to test?
 
 
  1. 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.
  2. 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.
  3. The spawn points for both teams have been moved closer to the red lines. This will make driving off them less stressful.
  4. 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-to-town movements safer.
 
As you can see, there are several modifications in the works and their primary purpose is to make the map more playable and enjoyable 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.
 
Images
 
Make sure to follow the news and good luck in every battle!


H0D0R_ #2 Posted Oct 04 2018 - 16:55

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Please just revert the map to the old version, just HD that one.

dont_ping_me #3 Posted Oct 04 2018 - 17:07

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View Post_Promote_Synergy_, on Oct 04 2018 - 10:55, said:

Please just revert the map to the old version, just HD that one.

 

Yup, old map wasn't too bad. New one is just dumb. Everyone just camps in a couple of spots waiting for an enemy tank to actually move. Once he moves, he dies. Such fun.

There needs to be options for more strategic gameplay.



anonym_cEprx30FOUs7 #4 Posted Oct 04 2018 - 17:17

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Fix Fjords and revert back to the old Fishermans Bay

Bad_Oedipus #5 Posted Oct 04 2018 - 17:22

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View Post_Promote_Synergy_, on Oct 04 2018 - 10:55, said:

Please just revert the map to the old version, just HD that one.

 

You are right, I don't think they'll do it... it's the pride foching messing with them. 

MagillaGuerilla #6 Posted Oct 04 2018 - 17:27

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The map rework was just part of the master plan to sell more premium TD's.

__WarChild__ #7 Posted Oct 04 2018 - 17:33

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Old Fisherman's Bay would be a significant improvement over the current version. 

CW4_Retired96 #8 Posted Oct 04 2018 - 17:34

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I don’t know, Gnomon. I don’t seem to have too many problems getting into town when spawning north, as long as I don’t venture to far into the 6 Line too soon. Be interesting to see what temp changes have been made - guess I’ll visit the Supertest shortly.

CynicalDutchie #9 Posted Oct 04 2018 - 17:47

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No fixes to the west side of the map? They ruined that part too when they changed it to HD. As said before, the best way to improve fisherman's bay would be to revert it back to pre-1.0 conditions. 

 

These "fixes" are also taking way too long. It was pretty obvious right from the start that this map was problematic. The same goes for Erlenberg, when will you be fixing that map?



Zup77 #10 Posted Oct 04 2018 - 17:47

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View PostCW4_Retired96, on Oct 04 2018 - 08:34, said:

I don’t know, Gnomon. I don’t seem to have too many problems getting into town when spawning north, as long as I don’t venture to far into the 6 Line too soon. Be interesting to see what temp changes have been made - guess I’ll visit the Supertest shortly.

 

Sometimes you draw the short straw though and spawn in a pretty crappy spot where you have to drive backwards to get out of sight. With the speed of mids and lights, u can be spotted within 10 or 15 seconds and it can be over quickly. I was humiliated in my E5 yesterday in exactly that situation. I was probably not picking the best line (should have gone more north than I did to get to town) but I was spotted almost immediately. I was tracked twice and had my HP wiped out in seconds. Likely most of the shots were just blind fires by the BC and TVP but it didn't matter as I was done in less than 30 seconds. I'm glad to see it is being reworked from a HT and TD perspective but I love getting this map in my LT as it is really geared to getting in some great spotting dmg.

AndrewSledge #11 Posted Oct 04 2018 - 17:55

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I think the current map is fine; maybe need some changes in the middle to provide better spotting to the tanks heading to town.

 

I have no desire to make things any easier for the #$%  heavy tanks.



Edge_of_Insanity #12 Posted Oct 04 2018 - 18:18

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View PostAndrewSledge, on Oct 04 2018 - 11:55, said:

I think the current map is fine; maybe need some changes in the middle to provide better spotting to the tanks heading to town.

 

I have no desire to make things any easier for the #$%  heavy tanks.

 

You apparently haven't recently played Fishbay for Clan Wars have you.

AndrewSledge #13 Posted Oct 04 2018 - 18:58

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View PostEdge_of_Insanity, on Oct 04 2018 - 10:18, said:

 

You apparently haven't recently played Fishbay for Clan Wars have you.

 

Not good enough for clan wars skillwise or mentally.

TouchingPermanently #14 Posted Oct 04 2018 - 20:25

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To be honest I dont know why the new map design team love promoting camping in the game. any new map is either camper style or It is just utter stupid corridor i.e. Paris. Have you fired the old map designing team ?

YANKEE137 #15 Posted Oct 04 2018 - 20:31

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I miss the bottom corner where a single tank could hold off 5 or 6 enemies in a last stand. Blasting and drowning.  It didn't happen much but those were epic.

 

Maps used to have fun quirky bits. It's all homogeneous now.


Edited by YANKEE137, Oct 04 2018 - 20:33.


_Steel_Casket_ #16 Posted Nov 14 2018 - 22:02

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Totally worthless map now as the 7 line to the east is useless.

Belisarius71 #17 Posted Feb 01 2019 - 09:27

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View PostYANKEE137, on Oct 04 2018 - 19:31, said:

I miss the bottom corner where a single tank could hold off 5 or 6 enemies in a last stand. Blasting and drowning.  It didn't happen much but those were epic.

 

Maps used to have fun quirky bits. It's all homogeneous now.

 

The fights toward the end used to be FUN on that map. Now .... they really screwed this map over.

Tedsc #18 Posted Apr 27 2019 - 04:46

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I don't udnerstand why so many of the maps now punish you for moving away from the redline.  It seems like they all love to let you get shot from 3 different directions if you venture away from the cover at the redline.  Cannot even play heavy tanks anymore because the maps are so wide open and even the maps with a faux town are really just a funnel corridor like Fishermans bay or Sand river.  If you get bored enough to poke on sand river , yes you will be immediately destroyed by TDs and arty but you at least get close quarters combat.  Fishermans bay you are still 200 meters away from the enemy heavy tank with your massive aim time and horrible accuracy...

sailorboy7982 #19 Posted Apr 27 2019 - 09:19

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View PostGnomon, on Oct 04 2018 - 06:51, said:

 The problem of being ‘lit up’ and receiving damage very early when driving to the town exits for both teams (and we plan to address this by making the approaches safer). Yet, the combatants hailing from the north have it worse.

 

Getting rid of the French Clown cars will help alleviate a lot of this.




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