On a closed test, testing of the Minsk card and another version of it continues, in addition to those shown in the previous publication.
1) Added river crossings near the central bridge on both sides in order to provide maneuvering possibilities in case of need to change position.

2) On the “green” large lush trees and some bushes have been removed

3) Positions for tank destroyers have become more convenient and understandable.

4) Removed long straight lumbago along the avenue on the green. Greenery redesigned to provide great opportunities. Now, some slopes and hills allow you to play with tanks that have strong turrets. Also, due to changes in the landscape, it is possible to move along almost the entire avenue from each side.

5) A new position (unfinished building) as a counterweight to the circus building.

6) To improve driving and provide additional maneuvers in the quarter, more fast rotation opportunities for the top team were added.

7) Opened quarters outside Victory Square for the possibility of reapprochement of tanks in the city.

8) The location of the bases has been changed and the terrain has been changed.


9) The ford at the upper base was expanded and some elements of the embankment were removed. Now driving is easier and more straightforward

10) The layout of the courtyards in the western part of the map were completely changed, the courtyards are made more spacious and suitable for maneuvers. Due to the historical layout of the quarters, the overall structure of the two openings is preserved, however, through the opening along the red line, it will become possible to shoot at an average distance. Medium tanks will become freer in these yards, there will be fewer cases of sudden collision with enemy groups, and it will be easier to retreat from them.


11) The columns of white fences that interfere with shooting and moving were removed on the green.

The further fate of the edits of all the Minsk map options depends on the test results.

Will they release the reworked Minsk before testing the 69th iteration?
My kids will be dead before this reaches the live server………
okok…WHAT ABOUT GOLD AMMO ??
Why do anything if you can Tickets and Dog Tags! WG good job. Also, another shop rework is in order.
Minsk
was always going to be a complete Turd of a Map
City only Maps are always bad nonmatter what WG tries to do to this Map, 10 changes or 100 changes, always be a Turd that\’s shit btw,
WG ram crap City maps down our throats and never learn Very Few players like Mega-Corridor City Maps,
\”City only Maps are always bad\”
Piss off, Himmelsdorf is amazing
Another 40k battles mostly Tier 3 unicum player seal clubbing new players with a 5 skills Girl crew on Himmelshit, Ensk & Ruinburgh is my guess… yes?
Buddy, you shouldn\’t play guessing games because you are pretty bad at them.
yeah let just call someone a seal clubber for defending a beloved classic map that is playable for everyone except arties because you cant come up with any good argument
Are you arty player?
with my 2 blacklist slots, I wish I could double-blacklist this soviet ass-fest of a map.
cant wait to try it, thank god they removed those annoying ass fences that screw with my third person playstyle sometimes
oh, all that hassel. Minsk would be sooo easy to fix.
/open code map_minsk
press Alt+A
press Del
/end of improvements.
Pros:
– frees one blacklist slot for 10+ million players
– WG doesn\’t have to be ashamed of their non-cyprus hometown anymore being a monument for their game development incompetence and ignorance when it comes to gameplay that is actual fun.
– frees server space to bring back maps that added some variety to the maps (instead of having one set of corridor maps with low cover (arty maps) and city corridor maps (hated by arty)), such as Port, Sacred Valley, Severogorsk or South Coast.
Cons:
none
3) Again with these elevated camping spots with soft cover. Those are the worst thing gameplay wise you can do.
It looks a lote more open and flexible, this i like very much. The map can be a bit stale, until there is suddenly a breakthrough