WoT Supertest: Mines Balancing Changes

Now it‘s more difficult for the players on the southern team to fire over the central hill from the H1 and H2 squares. The northern team‘s heavies have a new position in the E3 square that allows them to interact with the direction partially covered by water.

1.
The E3 square has a new position on the northern team’s side, allowing you to fire at the enemies on the small isle (squares H1 and H2) on the southern team‘s side.

Before:After:Before:After:

2.
The shrub-covered position on the small isle (squares H1 and H2) has been weakened: Now it is harder to shoot from there at the hill slope (where heavy tanks usually clash).

Before:After:

22 thoughts on “WoT Supertest: Mines Balancing Changes

  1. cant comprehend why this map isnt limited to like tier 5 max or removed because its an unbalanced dogshit anyway

    1. Unbalanced tanks can be made balanced.
      Same for the maps.

      Removing existing contents instead of improving them is a waste of resource and a stupid idea.

      Making entirely new maps is very difficult.
      Making them interesting and balanced is even more difficult.

      Outpost & Oyster Bay are the perfect examples.

      1. so?
        a company like wg should have the resources for shit like map creating and balancing. there are no excuses for maps like mines

        1. Having plenty of resources doesn’t mean you have to waste it. That’s just stupid.

          The map is bad but it’s not total trash, and the most important thing is that gameplay on Mines is pretty unique to be fair.

  2. This contributes to even more premium ammo spam. By plugging good flanking spots, WG forces players to fight face to face even though a lot of tanks aren’t supposed to do that. What lets them do so? Premium ammo.

  3. WOT is now just a Heavy Tank game the never fucking ending ‘rebalancing for Map player heavy Tank comfort’

    WG you assholes, yes you!
    just be honest call your unbalanced pay to win game “World of Heavy Tanks”

    stop lying! and pretending that Light Tanks Medium Tanks, and Tank Destroyer classes now have anywhere on these heavily edited/nerfed Maps to fucking go or to play usefully, or even for fun on your small no cover flat big empty spaces shit Maps anymore.

    1. Some tank destroyers won’t care, they love corridors and frontal engagements and can’t do anything if flanked. Minotauro, T110E3, the PL line, etc.

    1. This is the only reasonable comment here.

      And yes, the map needs to be bigger, but unlike to happen as it’s WG that we’re talking about.

      They never miss an opportunity to sell lootboxes, but it takes them ages to make some changes.

  4. All the commenters here are simply clueless and have no idea what they’re talking about.

    This map is currently the most unbalanced map in the game, because of 2 reasons, South spawn’s faster hill timing & safe flanking positions in both western & eastern sides.

    If you spawn North, all you can do is pray you have a few teammates who have some balls to take the hill, even when you’re playing the CS-63. A single tank is not enough.

    Because if you lose the hill, it’ll be 3-15 in no time with no way to fight back, unless the South team is full of paid actors.

    If you spawn South, you have downhill starting position, you reach topspeed with every tank in a second.
    That’s why it’s actually faster taking the hill from the South for most tanks.

    South spawn has side shots at HTs hugging the middle rock from the South isle.
    South spawn also have side shots at those campers at the North base from the right flank.
    Both of the positions have bushes.

    It’s crazy how unbalanced this map is, even crazier how long it has been like this yet most people are unaware.

    Now they add a defense position for the North + nerf a position of the South, which is obviously an improvement, but all these clueless people still complain.

    Trashtalk WG however you want, but denying good changes is simply stupid.

    1. You’re the clueless one, but you probably are one of those 8k DPG meta/stats slaves that over the years have ruined this game beyond any chance of recovery. No wonder you think weird.

      This map’s problem isn’t those two dots they changed. The right corridor is exposed to TD fire from the southern spawn, the left corridor is free for the northern spawn (dot 2 was a good defensive position for the southern team but got nerfed because lol), the middle is a farmfest for arty, the map is too small, and the team with better lights and mediums usually wins because they’ll win the hill early and control the match from there.

      This is another map that should be restricted to Tier 5 and below, simple as that. Trying to make it work for high tiers is a foolish waste of time.

      1. Left flank is free for North spawn? Who told you that?
        Try pushing that and see what those TDs camping at the South base will do before talking.

        Pushing the right flank is hard for North spawn is hard but it’s possible, but the problem is not how hard it is to push from either side.
        The problem is that it just becomes impossible for the side that loses the hill, which is very often the North spawn.

        If they add 2 more safe ways to contest the hill for both sides, the map will become infinitely better.

        Bad maps can be improved.
        Asking to delete certain contents just because they’re currently not the best doesn’t do anyone a favor.

  5. Honestly, I would have liked to see another way up the hill added on the town side for another option to contest it considering how influential it is to the outcome of the map

  6. Poor HTs, they get hit by enemies from the side, the game doesnt want that, all HT must be hit fron the front, so, we remove all key areas where side and rear HT are vulnerable..

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