WoT Supertest News: Minsk Map

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The closed testing of the Minsk map continues with a different map variant aside from those shown in the previous news.

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  1. Added river crossings near both sides of the central bridge to provide opportunity for manoeuvring if you need to change positions.
  2. Large trees and some bushes from the landscape area were removed for easier driving and spotting.
  3. Positions for tank destroyers are now clearer and more comfortable.
  4. The long firing sectors on the landscape area along the avenue were removed. The landscape area was reworked to provide more tactical opportunities. Some hills allow to take advantage of the elevation/depression angles and strong turrets. Those changes in the landscape allow to move along the whole avenue on both sides.
  5. Added a new position – an unfinished building – as a counterpart to the circus.
  6. Added a path in the city for the team starting in the upper part to help them getting to positions easier and allow for additional manoeuvring in the city block.
  7. The city blocks behind the Victory Square were opened up; it’s now possible to engage vehicles in the city that way.
  8. The base positions were changed, and the landscape has been corrected.
  9. We expanded the ford near the top base and removed some embarkment area elements, so driving is easier and more straightforward now.
  10. We completely reworked the yard layouts in the western part of the map; they are now more spacious and fit for manoeuvring. To keep the historical layout, the structure of the two entrances remains, however it’s now possible to fire through the entrance near the red line at mid-range. Medium tanks will have more space in these yards, there will be fewer encounters with groups of enemies, and it will be easier to fall back from them.
  11. The white fence pillars at the landscape area blocking fire and movement were removed.

All changes above are subject to change, depending on the test results.

12 comments on “WoT Supertest News: Minsk Map

  1. Anonymous says:

    Broken map from the beginning. You could try more ground cover in the middle.

    How about bringing back our old maps you took out of the game that the community, along with the WoTs YouTube contributors have been asking for, for years now.

    People play for fun, and will spend money (or more money) and time with the game if it is enjoyable.

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    • Nice Try WG says:

      I miss Port. I miss South Coast. I miss Swamp. I miss Windstorm.

      I miss Erlenberg before it became a total camp fest in the bushes and not entirely about the crappy city section.

      I miss Kharkov when it had a decently open field to fight in and gave you good flanking opportunities.

      I miss Pilsen when the field was much flatter and the center wasn’t so campy because you can’t push anymore.

      I miss Ruinberg when it actually had some decent fights over the mid section because it was important to control and gun depression actually mattered when fighting over the center road.

      It just sucks that Wargaming constantly adds bad maps to the game or just took older maps, somehow made them worse, then added them back. Maps that desperately needed changes like Mines, Paris, Lakeville, etc, got literally nothing and the new maps they do add are awful like Minsk, Glacier, and Studzianki.

      Nobody cares how many times you change Minsk Wargaming, it’s just badly designed map.

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      • Robopon says:

        Wtf? Erlenberg is 1000 times better now, because it’s NOT a total campfest like it used to be. Kharkov actually have an open field now with enough use for lights and mediums and flanking options for the city. Yeah, it’s not perfect but we may see some changes soon. Pilsen is, hm, yeah, worse in some aspects, but at least it HAS a field now. And have you actually tried to learn Minsk? It’s not bad at all.

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      • Jon says:

        Erlenberg before the HD update was just fine. The original erlenberg sucked, this is 3.0 and it sucks again

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      • Tachenk0 says:

        You know what? I miss Stalingrad. I really liked that map.

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    • Anonymous says:

      The biggest mistake in your post is that you assume that WG cares about their players. If you happen to be russian then maybe but on any other server? They really don’t give a shit.

  2. ufk says:

    Who cares? Map excluded from MM and problem is fixed.

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  3. Anonymous says:

    And idiotic map ENSK – 600×600 m! Im spoted in 3 seconds from start, because we have idiotic french armoured cars. For God sake, remove ENSK from tier 6 and above! And what about Empire’s Border? Its must be reworked too. Totaly idiotic map. Old fisherman bay was much better. Studzianki need more bushes on middle. No way to attack from there. All goes on side and gameplay become very boring. Tundra need reworked also. Its imposible to play over tier 8. It is to small map with to much sharpe uphill / downhill, no way to some tanks to make anything because of lack of depresion of their guns

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    • Michael says:

      I preferred the older Fishermen’s Bay too, also the old Erlenberg (strange eh?), it sucks when WG constantly removes bushes, sightings, where there are bushes it’s not possible to sit 15m back from them. They need better map designers and better supertesters

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      • Anonymous says:

        You mean they need non-russian supertesters? Oh wait, that would require them to understand english and do their job and invest some actual money in development.

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    • Seth H says:

      Add to that Ghost Town, Mines, etc to the list of maps that shouldn’t be used above tier 6. 1000×1000 should be the smallest size for tiers 7-10. If WG were smart they would make all their maps the size of FL and then adjust the play area based on highest tier of tanks in the match and have it randomly select where the play area will be on the map (like have it able to overlap A & B areas, overlap B/CE/F area, etc).

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  4. Thagomizer says:

    It’s still a crap map. Heavies go east, meds west, and lights tit around in the middle. Looking at a list of removed maps shows what is wrong – a lot of the old maps allowed you to use terrain and hidden routes to flank. You had to think and you could try different strategies. Now it’s a case of dodging around in go-karts in an open area, or being a gold ammo piñata in some corridor.

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