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翻訳の問題を報告
You'd think after so much time Gaijin would realize that open field maps suck, but no, their most recent one proves they'd rather double down on bloating the already garbage map selection with more of them.
That said, I can see why people feel the way they do about the more open maps and prefer the clutch that is dropping in random city blocks in lieu of proper map design.
Game needs a complete rework of the ground maps, imho.
There is simply more room for tactical gameplay, and flanking is far more involved in open maps compared to the corner cheese it mainly revolves around on city maps.
Don't get me wrong, there are actually good city maps, e.g. the new one whose name currently escapes me, but most are raging dumpster fires, e.g. Breslau, Advance to Rhine, Sweden, etc.
Edit: I'm not saying the open maps we have are perfect, far from it actually, but that is an issue with specific map design, not the general style of map.
No worries. I am used to fanboys defending the game and attacking people with the slightest message of criticism. lmao.
I hate city maps as well, but how about having a more balanced map ? Or an open field map that does not allow you to shoot into the enemy's spawn ?
Absolutely, it truly baffles me how a map designer can't see obvious issues like these.
Being able to shoot into the spawn area isn't a problem in itself, but being able to do so after driving for just 10 seconds... meh.
Another thing is the random bits of cover, trenches and whatnot that seem to be spread without any rhyme or reason, most are completely useless or worse, are actually in your way and force you into vulnerable positions instead of providing cover.
In short, making an open field map is not an excuse for simply making a FLAT map. However, it is also not good to make constant hill and gully maps. It can be difficult to pull off, but having a map with different areas that cater to different playstyles is vital for balance.
Exactly this.
This is especially horrible at top tier with thermal sights.