Supertest: Mines & Glacier Changes

After brand-vehicles, here’s a bit of info on maps you’re already familiar with. New versions of Mines and Glacier – slightly modified for balance purposes – are entering Supertest today.
Mines currently favors the team spawning in the north. They can reach the isle in the west of the map faster and often come to control the western flank entirely by moving to central hill positions from the isle. To offset this advantage, we’ve added multiple firing positions for the southern side.

  1. The smaller isle in the south-west will have several nice spots to dig in and contain the northern aggression.
  2. You’ll be able to shoot the enemies sitting on the larger isle from the designated TD positions of the southern side.
  3. The same trick will be possible if you get on the slope leading to the top of the central hill. Provide fire support for allies or prevent the enemy from taking control of the western flank.

On the Glacier map, the southern side now has an edge. This team has less trouble fighting around the frozen aircraft carrier, and they have better TD positions. On top of that, the northern team has problems defending the serpentine road in the north-east. To set everything right, we’ll try several changes to the map.
  1. Both teams will have equal opportunities to roll onto the carrier, and the northerners may try to dash to a small cover on the flight deck. The team that manages to take control of the area will be able to capitalize on their success by using a new covered position.
  2. The firing arc for the southern team TD position in G4 is too wide. Therefore, It will be limited on the modified map.
  3. Small ridges enabling terrain-based play will be added to the serpentine road area.

Depending on the results, we’ll decide whether to keep or ditch each of the changes. Our objective is to balance the teams’ chances to win, while keeping how the gameplay unfolds on these maps in different situations.

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3 thoughts on “Supertest: Mines & Glacier Changes

    1. Mines and maps like this are exactly what WG dev’s have been instructed to make, really they have, its the current WG meme and has been for 2 years or more

      Small maps = fast battles (tick!
      Small maps + corridoes = fast battles (tick!
      Large maps with 40% impassable terrain + corridors = fast battles (tick!
      Large maps with 60% open flat featureless middles kill zones + corridors = fast battles (tick!

      that just about covers all the maps in WOT’s
      excluding City maps where everything is a corridor

      WOT maps are all about creating fast battles
      Maps and the MM are engineered work together for = Fast battles

      do you see the pattern here?

      Liked by 1 person

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