[ST] Province
Дата: 22.06.2018 16:14:25
Gnomon: Hey, everyone! Hope that you're having a good
Friday. I've got some Supertest news for you, and it's that
we’re balancing the Province map. Province has always been a
special map. Some loved it, some hated it, some were always getting
killed by invisible foes. It seemed there were no tankers with a
neutral opinion on Province. When we took Province out of the game
in 2015, the reaction was mixed. Quite a lot of people were
actively demanding that we return it. The map made its
comeback in May 2018, and received some mixed feebdack. The
audience is split: some are grateful for having the legendary
location back (these people exist, we promise), and some are asking
us to introduce tier limitations. The latter are saying that the
map is too crammed for top tier vehicles with great spotting
ranges, and that the teams spend the battle being constantly lit up
by the enemy. This opinion is expressed via the forums, social
networks, and YouTube. We want to assure you that we are following
the situation and examining the feedback very closely. We do think
that some time is needed for the Province gameplay ‘stabilization’:
the player base can get used to the location and develop
map-specific tactics. How long will it take? There’s no exact
answer; still, when the audience adapts to a location, we dp see
this on our end, because the map’s overall stats stabilize. Usually
this happens in 2 to 3 months after a map’s release. So, in
Province’s case, we’re not yet ready to introduce any tier
limitations: we need more data to support the feedback. We’re going
to monitor the average battle duration, how long different tanks
survive on Province, what firing positions are most popular, and
where vehicles are destroyed most often. The info we collect will
influence the decision we take, together with your feedback. If the
data supports the feedback that the map isn’t suitable for top
tiers, and if the community members continue to have this feedback,
we’ll introduce the limitations by tier. Until then we kindly ask
you to be patient, and share your reasoning in support (or against)
the said limitations. The more info the better! So what
are we changing now if we’re not introducing limitations by
tier?Well there’s a certain imbalance in team positions, and we
intend to get rid of it. The eastern side currently has an upper
hand and wins more often. The western team has less firing
positions so they have fewer opportunities for building up and
coordinating attacks. Today, we’ll try the improvements that should
set the balance right. They are:
The southwestern corner of the
map. Several houses have been moved so it’s easier for the western
team to shoot at their opponents right from the start (which the
eastern side already had the ability to do.) Near the monastery, on
the eastern side’s mountain slope. The nearby buildings’ geometry
has changed, allowing the team attacking from below and firing from
behind them to be more efficient. We’ve added a cover that will
help the western team in a fight for the eastern team’s mountain
slope. After the western side takes the position mentioned in (3),
they can advance to a large rock which now is more comfortable as a
cover and offers better protection from tank destroyer fire. Both
teams’ bases. We’ve added several covered positions inside the
capture circles to decrease the number of draws. In the current map
setup, it’s almost impossible to capture a base, as both teams can
be shoot from any slope. Cover will increase your chances to
grab a base, and will also make the defending team play more
active. We’ll see whether this works; we know that lots of people
dislike base cover so we’ll follow the issue closely. We’ll cover
the backs of tankers from the western team defending the uphill
road from the eastern attackers. Currently, they are often shot at
from the opposing slope. Province Screenshots
The Supertest starts today,
and we need some time to analyze the results. We hope we’ll be able
to eliminate the existing imbalance.As soon as we decide the fate
of Province, we’ll make an announcement shortly. Let us know what
you think! Make sure to follow the news, and best of
luck in battle!
The southwestern corner of the
map. Several houses have been moved so it’s easier for the western
team to shoot at their opponents right from the start (which the
eastern side already had the ability to do.) Near the monastery, on
the eastern side’s mountain slope. The nearby buildings’ geometry
has changed, allowing the team attacking from below and firing from
behind them to be more efficient. We’ve added a cover that will
help the western team in a fight for the eastern team’s mountain
slope. After the western side takes the position mentioned in (3),
they can advance to a large rock which now is more comfortable as a
cover and offers better protection from tank destroyer fire. Both
teams’ bases. We’ve added several covered positions inside the
capture circles to decrease the number of draws. In the current map
setup, it’s almost impossible to capture a base, as both teams can
be shoot from any slope. Cover will increase your chances to
grab a base, and will also make the defending team play more
active. We’ll see whether this works; we know that lots of people
dislike base cover so we’ll follow the issue closely. We’ll cover
the backs of tankers from the western team defending the uphill
road from the eastern attackers. Currently, they are often shot at
from the opposing slope. Province Screenshots
The Supertest starts today,
and we need some time to analyze the results. We hope we’ll be able
to eliminate the existing imbalance.As soon as we decide the fate
of Province, we’ll make an announcement shortly. Let us know what
you think! Make sure to follow the news, and best of
luck in battle! [ST] Province














