We are constantly working on making the gameplay on Random Battles maps more enjoyable and comfortable than ever before. In Update 1.18, we will improve a total of 14 locations, including Berlin, Himmelsdorf, Pearl River, Murovanka, and many more. Some of the maps have been noticeably reworked, while others have undergone less significant or even selective balance adjustments. During the Common Test of Update 1.18, you will have the opportunity to assess all of these improvements and share your feedback.
Extensive Map Changes
The most extensive changes have been made to the following six maps. Check them out below!
This map underwent changes meant to make gameplay more comfortable for slow vehicles moving toward the clash area at the aircraft carrier. The number of covers on the way has been increased, allowing players to lose fewer hit points or even pass without taking any damage at all. Covers have been added in squares D1–D2 and E1–E2.
Covers have been added in squares C5–C6 and B5–B6.
In square K6, SPGs on the southern team can provide better support to their allies on the serpentine road. (The same is also true for the opposite side.)
A small cover—a rock—has been added for playing hull-down and controlling the central position.
The central passageway has been improved. The access route to the mountain from the southern base has been balanced (for both MTs and LTs), and the central way has been broadened to ensure easier maneuvers and better access to the mountain.
In square E8, the shape of the slope has been changed to make the way down toward the center of the map easier.
The mountain terrain allows for approach from all directions. The team that captures the mountain can see the entire map and fire at enemy vehicles far away. This area is best suited for medium tanks, as well as vehicles with good depression/elevation angles and a sturdy turret.
For the northern team, a cavity has been added in squares D9–D0 for an easier approach to the positions behind the castle, as well as for taking a defensive position or retreating in case of an attack by the southern team.
In square E9 on the northern team's side, a position for hull-down play has been added. It allows for repelling the southern team's attacks. (The same is also true for the opposite side.)
The shape of the castle's corner in square E9 has been changed for easier sidescraping. A wall section that complicated attacks from both sides has been removed.
The cover to make combat more playable has been reworked. A space has been created to support the central courtyard and to hold off an attack across the bridge. (The same is also true for the opposite side.)
Debris has been added at the corner of the building. This improves defense capabilities and reduces the area exposed to fire from the opposite side.
The area between buildings has been expanded for more comfortable vehicle movement.
The shape of the balcony in square C6 has been changed to provide opportunities that are similar to those of the balcony in square C5.
For the northern team, a way to safely leave the scouting positions in squares D6–D7 has been added.
The access route to the zeppelin for heavy tanks has been covered. The main combat positions along this direction are protected from enemy fire.
In square B9, the position for the northern team's tank destroyers has been reworked. The number of trees that made it possible to fire at the main point of encounter for heavy tanks (under the zeppelin) without being spotted has been decreased.
The area along the western border of the map has been reworked. It now provides enough room for the maneuvers of more vehicles (both HTs and MTs).
The arrival of slow vehicles has become safer due to the changed terrain and covers added in squares C3, D2, F2, and G2. The terrain in the clash areas now provides more intermediate covers in squares E3 and F3.
The terrain in square F8 has been changed to keep the southern team's vehicles from being spotted too early and during maneuvers.
Some foliage has been removed so that players can see the positions from which the enemy can fire at them.
The terrain in square H9 has been reworked to protect the point of encounter in the forest from fire from square K9.
Improvements to Gameplay Experience
We have also improved several other battlefields. These changes are less significant, but they are noteworthy nonetheless.
1. Ghost Town
The main clash area for heavy vehicles has been covered from the shells of tank destroyers firing from the map border. Structures have been added in squares H7 and C7.
Also, certain structures have been moved in squares E7 and F7.
For the initial stage of the battle, the time interval for shooting from square E3 at heavy tanks moving in square J7 has been reduced. In square H7, a platform (balcony) has been added that completely or partially covers vehicles moving toward the clash area of heavy tanks. The platform itself is also accessible.
The corner building in square G6 has been moved closer to the edge of the square.
The ability to “hoist up” to an area not intended for playing has been removed in square E5.
Selective Balance Adjustments
The following group includes maps that received selective balance changes:
A position for light tanks next to the structure in square G7 has been improved. This small structure shift now allows scouts to track enemy vehicle maneuvers in the urban area. In this square, we have also added a bush to facilitate recon in the map center.
The terrain has been reworked in square F2. Now, vehicles on the southern team can move along the mountain.
The distance between the rocks in squares A3 and C1 has been changed.
The shape of the rocks has been changed, and a gameplay bush has been added in square B4.
3. El Halluf
A rock has been added in square A1, allowing players on the southern team to play hull-down and fire at the opponents along line A. The northern team has a similar position in this square.
4. Serene Coast
Vehicles that fall into the water in square J7 are now able to drive out.
5. Siegfried Line
The spawn points for vehicles in Assault Battles have been changed to allow the attacking team to take control of a bigger map area than before. The capture circle has been moved closer to the center of the urban area.
The terrain has been reworked in square A6.
For Encounter Battles in squares E3–F4, the base has been moved in order to improve the balance of the position that allows for control of the capture circle.
For Assault Battles, some balance changes have been made to improve the positions of the defending team. The base and spawn points of vehicles on both teams have been moved.
Join the Common Test to explore these improved maps before the official release of Update 1.18! We are excited to see how teams will use these changes to their advantage and implement new tactics in battles. So, as soon as the update goes live, roll out and share your feedback!
Stay tuned as we keep improving the maps for Random Battles!