Ham_

December 2018 Map Elimination

48 posts in this topic

2 hours ago, Assassin7 said:

I only ever really go forest no matter what side of the map or tank I am in, so no not really unfortunate

Good Map Design™

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Going to be out tomorrow so:

 

  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 9
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 9
  • Fjords - 15
  • Glacier - 12
  • Highway - 9 -3 = 6 Of all the maps that I haven't already downvoted, I have the least feeling for this one.
  • Himmelsdorf - 15
  • Karelia - 15
  • Lakeville - 15
  • Live Oaks - 12
  • Malinovka - 16
  • Mannerheim Line - 15
  • Mines - 6
  • Minsk - 15
  • Mountain Pass -  7
  • Murovanka - 18 + 1 = 19 Also one of the more playable maps.
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 19
  • Province - 13. 
  • Redshire - 15
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 9 - 3 = 6 90% of the map is useless early game, the other 10% is a small area in the middle of the city
  • Steppes  - 17 
  • Studzianki -  6
  • Tundra - 15
  • Westfield - 15
  • Widepark - 15

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  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 9
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 9
  • Fjords - 15 - 3 = 12 Still bad and imbalanced as fuck. A tiny bit better than initial 1.0 release but that's like saying that arty was better post 8.6 compared to pre 8.6. Love how they still haven't changed it. 
  • Glacier - 12
  • Highway - 6 
  • Himmelsdorf - 15
  • Karelia - 15
  • Lakeville - 15
  • Live Oaks - 12
  • Malinovka - 16
  • Mannerheim Line - 15 - 3 = 12 Spawn south = lose. Most imbalanced map in the game. Comparable to Mines encounter level bad. Still no changes to it because reasons.
  • Mines - 6
  • Minsk - 15
  • Mountain Pass -  7
  • Murovanka - 19 
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 19
  • Province - 13. 
  • Redshire - 15 + 1 = 16 Actually not terrible. No matter the spawn, I can do well regardless of the tank I am playing, even with 6 arty. 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 17 
  • Studzianki -  6
  • Tundra - 15
  • Westfield - 15
  • Widepark - 15

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On 12/22/2018 at 10:58 AM, Assassin7 said:

Im also going to go out on a limb here and say that I don't think WG have actually IMPROVED any map with any of the 1.0 changes they made when HDing all the maps. At best they made the maps the same, but for most of them they've added some stupid places that didn't need to exist, or removed some areas, even small, that didn't need to be removed (E.G lots of rock terrain making dropping off hills almost impossible now without killing yourself such as going down that cliff in the dip on the north of El halluf, or even dropping off the mines hill)

I was saying that right after 1.0 release. Nobody listen to me then. 

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  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 9
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 9
  • Fjords - 12 
  • Glacier - 12
  • Highway - 6-3 = 3. I like maps that encourage the teams to deploy in different directions instead of just facing off in even numbers down fixed corridors, but instead of pulling that off Wargaming just made this map imbalanced. 
  • Himmelsdorf - 15
  • Karelia - 15
  • Lakeville - 15
  • Live Oaks - 12-3 = 9. The tracks are still a mess. The city gets cramped and plays very slowly. The map seems to encourage people to camp in the least effective spots. 
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Mountain Pass -  7
  • Murovanka - 19 
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 19
  • Province - 13. 
  • Redshire - 16 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 17+1 = 18. This map feels pretty good now. Campers are encouraged to snipe from locations where they will actually see targets now, which is nice. 
  • Studzianki -  6
  • Tundra - 15
  • Westfield - 15
  • Widepark - 15

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  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 9
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 9 - 3 = 6 This map is not terrible, but its so much worse than it used to be. Every game ends up being lots of early bloodletting followed by an 8 v 8 TD campfest with a ton of draws.  The TD perch's on this map are broken 
  • Fjords - 12 
  • Glacier - 12
  • Highway -  3
  • Himmelsdorf - 15
  • Karelia - 15 + 1 = 16 If any map could be considered improved after 1.0 I think its this one. They made TDs and arty a bit less powerful and made the middle much more playable for LTs and stealthy meds
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Mountain Pass -  7
  • Murovanka - 19 
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 19
  • Province - 13. 
  • Redshire - 16 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 18
  • Studzianki -  6 - 3 = 3 Another map that has way too OP TD campgrounds.  The entire theme after 1.0 seems like its been to make TD camping great again, and this map certainly encourages roasting marshmallows.
  • Tundra - 15
  • Westfield - 15
  • Widepark - 15

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someone count my votes for me please

-3 = 0 Studzianki, WG decided to make more than 50% of the map effectively pointless but joke's on them, it's 100%, die in a fire

-3 = 4 Mountain Pass aka shitstain pass where marks of excellence go to die

+1 = 20 Prokhorovka, something for everyone except when there's 3 arty

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34 minutes ago, _Steve said:

someone count my votes for me please

-3 = 0 Studzianki, WG decided to make more than 50% of the map effectively pointless but joke's on them, it's 100%, die in a fire

-3 = 4 Mountain Pass aka shitstain pass where marks of excellence go to die

+1 = 20 Prokhorovka, something for everyone except when there's 3 arty

Got yer back there buddy. 1... 2... 3 votes.

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Updated list with @_Steve's votes. 

  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 9
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 6
  • Fjords - 12 
  • Glacier - 12
  • Highway -  3
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Mountain Pass -  4
  • Murovanka - 19 
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 20
  • Province - 13. 
  • Redshire - 16 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 18
  • Studzianki - 0
  • Tundra - 15
  • Westfield - 15
  • Widepark - 15

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Hey, I have editable colours again!

  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 9 - 3 = 6   Cant believe Highway and Fish Bay are going before this monstrosity that got run out of console....
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 6
  • Fjords - 12 
  • Glacier - 12
  • Highway -  3
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Mountain Pass -  4 - 3 = 1  Pretty easy to win if your team deploys properly, but lets be honest that never happens.  WG must put pubbie nip on the god dam ice road.
  • Murovanka - 19 
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 20
  • Province - 13. 
  • Redshire - 16  + 1 = 17 I like options to flex on Redshire.
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 18
  • Studzianki - 0
  • Tundra - 15
  • Westfield - 15
  • Widepark - 15

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  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 6 
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 6
  • Fjords - 12 
  • Glacier - 12
  • Highway -  3-3 = 0 Another one bites the dust.
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Mountain Pass -  1-3 = -2 Yeah, let's kill this. Bits of the map have always felt good to me, but the whole package leads to some lousy gameplay too often. 
  • Murovanka - 19 
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 20
  • Province - 13. 
  • Redshire - 17 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 18
  • Tundra - 15
  • Westfield - 15+1 = 16 This remains one of my favorite maps. Arty focus can make it hellish, but that's true of most of the maps I otherwise enjoy. There's a good mix of terrain, decent opportunities for cross fire, more than one option for where to deploy for many vehicles depending on lineup, and I usually expect to have a good game here.
  • Widepark - 15

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  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 6 -3 = 3 Corridor in all of its braindead glory, where the optimal strategy is to tap 22. Outside of corridors, the map is (mostly)decorative -- unclimbable hills and a bowl of the forsaken. Flexing & switching lanes is counter-productive when there are 7-8 enemy tanks at one corner. Flanking only happens when you capture enemy base, or win the middle hill brawl with brute force. This is a hallmark of lazy corridor map design. The cerebral part of the game is rendered nonexistent when all you need is muscle memory. As a result the gameplay is very monotonous and shallow.
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 6 - 3 = 3 On the other end of the "corridor-ness" spectrum, we have this open map. So open, in fact, that aggressive play is penalized too harshly. As a pub player, if you want to make things happen, you have three options: (1) rush 1 line, (2) push city and (3) proxy-spot mid. (1) will not work without either dedicated arty support or huge heavium overmatch, which almost never happens in 3/5/7. (2) is suicide when there are red tanks in the city to delay you -- middle campers will rip you a new hole. In (3), you spot campers and open up city, but as a solo player yourself will be rewarded with little -- No free shots, and only when city folks push far enough can they give you asst dmg. In the end, if you have no coordination, all aggressive options are shite. Without trustworthy mates, the best option for most people is to "pick a lane to camp" -- a very boring experience.
  • Fjords - 12 
  • Glacier - 12
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Murovanka - 19 + 1 = 20 DYNAMIC GAMEPLAY BLIN:nyes:great balance between brawl and flex. Even one flank falls, there's a great deal of game left.
  • Overlord - 16
  • Pilsen - 9 
  • Prokhorovka - 20
  • Province - 13. 
  • Redshire - 17 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 18
  • Tundra - 15
  • Westfield- 16
  • Widepark - 15 

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  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 3
  • Ensk - 12. 
  • Erlenberg - 10
  • Fisherman's Bay - 3 - 0 = 0 Bye, you will not be missed. 100% agree with run the gears. The redesigns make it so any sort of proactive play is punished which results in hard camping. The only time this map is remotely enjoyable is in arty or an extreme active scout. And what does that say?
  • Fjords - 12 
  • Glacier - 12
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Murovanka - 20 + 1 = 21 Not only does it have a balance between brawling and vision games, I feel the design of this map results in less steamrolls. Unlike many other maps, winning one flank decisively does not automatically transition to mop-up damage farm. I think I've seen more losing teams comeback on this map than any other because you can punish a winning team that plays stupidly aggressive from their advantageous position. At the same time, if they play methodically, it feels like a noose closing around you which is perfectly fair.
  • Overlord - 16 - 3 = 13 I swear the beach attracts more reds than Lakeville valley and is even more useless. Too many TD bushes encourages shitty camping as well. It's also hard to be aggressive without heavy co-ordination which rarely happens in pubs.
  • Pilsen - 9 
  • Prokhorovka - 20
  • Province - 13. 
  • Redshire - 17 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6
  • Steppes  - 18
  • Tundra - 15
  • Westfield- 16
  • Widepark - 15 

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I don't think voting for it would be in the spirit of the thread, but I kind of like Son of Swamp: Empire's Border@RunTheGears08 is right that it represents lazy corridor map design, but it's one of my favorite lazy corridor map designs. 

  • Abbey - 12 
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 3
  • Ensk - 12 
  • Erlenberg - 10
  • Fjords - 12 
  • Glacier - 12+1 = 13. The spawns are probably imbalanced, but I like this map. The TD camping positions aren't overly powerful and arty isn't a huge problem. The middle ridge is pretty nice, as ridges go. Battles on this map seem to have a slower average pace without just being a standoff like Fisherman's Bay. Winning one flank isn't an automatic victory, but pushing into the enemy base isn't an automatic defeat. And I like the look of the map. 
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 
  • Mines - 6
  • Minsk - 15
  • Murovanka - 21 
  • Overlord - 13 
  • Pilsen - 9-3 = 6. Parts of this map got better in the rework, parts of it got worse. The 0 line is an interesting gamble, but the coal heaps and TD roosts are just annoying. Enlarging the playable area of the map was the right move, but this was a lousy way to do it. 
  • Prokhorovka - 20
  • Province - 13 
  • Redshire - 17
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 6-3 = 3. It feels like a chore to maneuver through the cramped early and middle of the game on this map. On the rare occasions that I can get allies to join me and make a flanking play through the field, I have fun. But the field seems to have gotten more bare and vulnerable than it used to be. Teammates start shooting each other as they get frustrated jockeying for shots around the same corners. Not even the entire city is playable for most of the game. 
  • Steppes  - 18
  • Tundra - 15
  • Westfield - 16
  • Widepark - 15 

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I came here just to bitch about Studzianki, but it's already gone. :)

  • Abbey - 12
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Empire's Border - 3 - 3 = 0. Buh, bye!
  • Ensk - 12
  • Erlenberg - 10
  • Fjords - 12
  • Glacier - 13
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12
  • Mines - 6
  • Minsk - 15
  • Murovanka - 21
  • Overlord - 13
  • Pilsen - 6
  • Prokhorovka - 20 + 1 = 21. If only I could turn it off in brick heavies...
  • Province - 13
  • Redshire - 17
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Siegfried Line - 3 - 3 = 0. Unbalanced.
  • Steppes  - 18
  • Tundra - 15
  • Westfield - 16
  • Widepark - 15  

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  • Abbey - 12
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16
  • Ensk - 12
  • Erlenberg - 10
  • Fjords - 12
  • Glacier - 13
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12
  • Mines - 6 - 3 = 3 Every game ends up either being a 15-3 route or a TD campfest that threatens to draw. This map is why I turned off encounter mode.
  • Minsk - 15
  • Murovanka - 21
  • Overlord - 13
  • Pilsen - 6 - 3 = Nobody that was involved in the redesign of this map had any playing experience. They greatly improved part of the map, but the made 1/2 of the map completely unplayable.  Now you get one good corridor to play with a huge abyss of death on the other side.
  • Prokhorovka - 21
  • Province - 13 
  • Redshire - 17
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Steppes  - 18 +1 = 19 The best map in the game before and after the redesigns. A role for every tank, flexing matters, arty and TDs can't dominate play.  Few maps rewards aggression as much as Steppes.
  • Tundra - 15
  • Westfield - 16
  • Widepark - 15  

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  • Abbey - 12
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 16 + 1 Playable although a lot of it is a giant brawl in the obvious corner.
  • Ensk - 12
  • Erlenberg - 10
  • Fjords - 12
  • Glacier - 13
  • Himmelsdorf - 15
  • Karelia -16
  • Lakeville - 15
  • Live Oaks -  9
  • Malinovka - 16
  • Mannerheim Line - 12 - 3 = 9 Punishes aggression like anything except in exceptional situations, countless games where one flank is won but can't push anyway because TDs/Arty.
  • Mines - 3
  • Minsk - 15
  • Murovanka - 21
  • Overlord - 13
  • Pilsen - 3
  • Prokhorovka - 21
  • Province - 13 
  • Redshire - 17
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Steppes  - 19
  • Tundra - 15 - 3 = 12 Arty is more annoying in this map than anything, and the map boils down to attrition once the initial hill rush has happened (and gotten punished, usually).
  • Westfield - 16
  • Widepark - 15  

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  • Abbey - 12
  • Airfield - 12
  • Cliff - 15
  • El Halluf - 17
  • Ensk - 12
  • Erlenberg - 10
  • Fjords - 12
  • Glacier - 13
  • Himmelsdorf - 15
  • Karelia - 16
  • Lakeville - 15
  • Live Oaks -  9-3 = 6. The defects have been covered pretty well already. This is one of those maps where it's particularly hard for me to deal with bad teams in random battles. If they all go one way and you win the flank, good luck getting them to push or flex safely. If they all go one way and then do nothing, good luck getting them to defend. 
  • Malinovka - 16
  • Mannerheim Line - 9-3 = 6. Imbalanced and turtle-y. 
  • Mines - 3
  • Minsk - 15
  • Murovanka - 21
  • Overlord - 13
  • Pilsen - 3
  • Prokhorovka - 21
  • Province - 13 
  • Redshire - 17+1 = 18. The crossfire isn't as good as in some past iterations, but it still has it. A less corridor-y corridor map that supports flexing and defending and spotting and mostly lacks OP TD nests (except that one climb that north spawn gets which I've never attempted). The zeppelin now helps a little bit vs. arty, which is nice. 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Steppes  - 19
  • Tundra - 12 
  • Westfield - 16
  • Widepark - 15 

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  • Abbey - 12-3= 9 It shows how bad WoT maps are when this and.....
  • Airfield - 12-3= 9 ...this were still holding double figures. 
  • Cliff - 15
  • El Halluf - 17
  • Ensk - 12
  • Erlenberg - 10
  • Fjords - 12
  • Glacier - 13
  • Himmelsdorf - 15
  • Karelia - 16
  • Lakeville - 15
  • Live Oaks - 6
  • Malinovka - 16
  • Mannerheim Line - 6
  • Mines - 3
  • Minsk - 15
  • Murovanka - 21
  • Overlord - 13
  • Pilsen - 3
  • Prokhorovka - 21
  • Province - 13 
  • Redshire - 18  
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Steppes  - 19
  • Tundra - 12 
  • Westfield - 16+1= 17 Wargaming improved a map! You can actually push through the SE corner now.
  • Widepark - 15 

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  • Abbey - 9 
  • Airfield - 9 
  • Cliff - 15
  • El Halluf - 17
  • Ensk - 12
  • Erlenberg - 10
  • Fjords - 12
  • Glacier - 13 - 3 = 10 As noted below, I am recently back after a long hiatus so for me this was a completely new map. WTF. Encourages one of 3 things: 1) western corridor poke fest; 2) try and poke middle ridge/make a run up the hill, at the risk of getting shit on by camping TDs or, worse, arty (also, yay for new stun mechanics. I am all for removing in most cases the 1 shot capabilities, but repeatedly getting splashed and stunned feels even worse, particularly when you get focused e.g.  Malinovka hill); or 3) be on of those base camping morons aiming for middle ridge/waiting for your team to lose the heavy area for a couple of shots of damage. I've never seen either team really push the eastern side of the map properly yet, but that may be because I'm still new to it. When I have gone that side I quickly get rekt through not knowing the firing spots/no support. No thanks.
  • Himmelsdorf - 15
  • Karelia - 16
  • Lakeville - 15
  • Live Oaks - 6
  • Malinovka - 16
  • Mannerheim Line - 6
  • Mines - 3 - 3 = 0 I have recently come back after 2+years away and I can't believe this is still in the game, at least on high tiers. Still broken, still shit and still way too team/composition dependent. Also, it's so bad I am tempted to turn encounter off, despite generally enjoying the rest of the encounter map rotation.
  • Minsk - 15
  • Murovanka - 21
  • Overlord - 13
  • Pilsen - 3
  • Prokhorovka - 21
  • Province - 13 
  • Redshire - 18 + 1 = 19 I liked this before the rework, and it still works now. There are ways to approach the TD spots without getting murdered, and it rewards knowing vision mechanics without it being OP. Also, a decent heavy brawl area that has a decent amount of arty protection and cover from TDs, until one side or the other wins and pushes through, which is fair most of the time. It also allows a decent defence if your team loses one flank or the other, or even the middle, provided you set up correctly and see it coming. As someone mentioned for Murovanka, it feels like a noose tightening rather than a steamroll, which is how it should be to prevent 15-1 scores.
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Steppes  - 19
  • Tundra - 12 
  • Westfield - 17
  • Widepark - 15 

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  • Abbey - 9 
  • Airfield - 9 
  • Cliff - 15
  • El Halluf - 17+1 = 18. As others have noted, the main brawl can get a little cramped, but it remains one of the solid maps that I typically enjoy playing. 
  • Ensk - 12
  • Erlenberg - 10
  • Fjords - 12
  • Glacier - 10 
  • Himmelsdorf - 15
  • Karelia - 16
  • Lakeville - 15
  • Live Oaks - 6
  • Malinovka - 16
  • Mannerheim Line - 6-3 = 3. The north spawn can scare the south spawn from deploying to the south flank, and most players have never figured out what to do about this. The map seems designed to encourage camping in precisely the areas where camping is the least useful for most of the battle. 
  • Minsk - 15-3 = 12. There are plans to rework this map. In terms of the newer city maps, it's loads better than Paris, but I'm still not a fan. There are invisible TDs in the bases and the west flank can't easily push because there will be invisible tanks sniping from the middle near the river when you cross. Pushing in either brawl zone quickly isolates you from allied support, so if you can't get people to join you in aggressive play then it seems unworkable. South spawn sometimes loses a tank early on to drowning. 
  • Murovanka - 21
  • Overlord - 13
  • Pilsen - 3
  • Prokhorovka - 21
  • Province - 13 
  • Redshire - 19 
  • Ruinberg - 15
  • Sand River - 16
  • Serene Coast - 15
  • Steppes  - 19
  • Tundra - 12 
  • Westfield - 17
  • Widepark - 15 

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