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Full Desert Sands 2.2 Review!


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alexbuildit #1 Posted 05 October 2015 - 06:58 AM

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Here's some 2.2 CWG content. Enjoy!

Edited by alexbuildit, 05 October 2015 - 10:21 PM.

 


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_aura #2 Posted 05 October 2015 - 07:25 AM

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Nice map overview! For some strange reason, your voice reminds me of Steve from Blues Clues...
                                                                                                                    

 

 


APaperTiger #3 Posted 05 October 2015 - 07:27 AM

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Thank you for the sneak peek, Alexbuildit!

 

Wargaming: PLEASE stop eliminating cool sniping positions from our maps. I understand that Oasis Palms had too many draws (I read that as "too many people drive slow tanks," but whatever) but NOT EVERY map needs to be a wild terrain of hills, dunes, rocks, and buildings. Not all of us drive medium tanks! Not all maps need to cater to circling mediums and brawling heavies!

 

  • Old Rockfield had bushes, so it was a light tank and TD playground. Now mediums and heavies rule the roost. Who needs scouts when you can just SEE the red tanks from 250m away?
  • Old Oasis Palms was MADE for light tanks to earn Scout and Patrol Duty medals. It was MADE for TDs to earn Top Gun and Radley-Walters's Medals. Now the epic corner dunes are gone, as are the EPIC 600m kill shots.
  • Current Desert Sands offers TDs AMAZING long-distance shots and forces mediums to risk the edge trench if they want to cross the desert. New Desert Sands sounds as if the sniping positions are gone and it's yet-another hull-down mid-range dueling area. Don't we already HAVE maps for that?

 

 I love that you guys are still working on old maps to freshen them up. But there are FOUR classes of tank in this game. You just rolled out a whole tree branch full of British TDs….and now you're taking away some of the best TD sniping perches?



_bel #4 Posted 05 October 2015 - 07:44 AM

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Hmmmm I dunno... Have to wait to see how it plays..

Edited by _bel, 05 October 2015 - 07:45 AM.

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Gib_Savages #5 Posted 05 October 2015 - 08:25 AM

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Nice walk through. So much easier to get a sense of it at ground level.


HanYOL0 #6 Posted 05 October 2015 - 09:17 AM

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View PostAPaperTiger, on 04 October 2015 - 11:27 PM, said:

Thank you for the sneak peek, Alexbuildit!

 

Wargaming: PLEASE stop eliminating cool sniping positions from our maps. I understand that Oasis Palms had too many draws (I read that as "too many people drive slow tanks," but whatever) but NOT EVERY map needs to be a wild terrain of hills, dunes, rocks, and buildings. Not all of us drive medium tanks! Not all maps need to cater to circling mediums and brawling heavies!

 

  • Old Rockfield had bushes, so it was a light tank and TD playground. Now mediums and heavies rule the roost. Who needs scouts when you can just SEE the red tanks from 250m away?
  • Old Oasis Palms was MADE for light tanks to earn Scout and Patrol Duty medals. It was MADE for TDs to earn Top Gun and Radley-Walters's Medals. Now the epic corner dunes are gone, as are the EPIC 600m kill shots.
  • Current Desert Sands offers TDs AMAZING long-distance shots and forces mediums to risk the edge trench if they want to cross the desert. New Desert Sands sounds as if the sniping positions are gone and it's yet-another hull-down mid-range dueling area. Don't we already HAVE maps for that?

 

 I love that you guys are still working on old maps to freshen them up. But there are FOUR classes of tank in this game. You just rolled out a whole tree branch full of British TDs….and now you're taking away some of the best TD sniping perches?

 

Gotta say, I agree with much of this. I dislike the changes made to Rockfield and I'm on the fence about the changes to Oasis Palms and now Desert Sands. TDs seem to have been forgotten in the game. 

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evil00genius #7 Posted 05 October 2015 - 09:34 AM

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Have to agree with the sentiment here.  I too am sick of maps being flattened out and turned into a playground for medium drivers.  Just because they don't know what they are doing and drive a weak tank does not mean that all terrain needs to be altered to cater to their lack of ability. ;)


mike82198 #8 Posted 05 October 2015 - 10:07 AM

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Looks much better. This map has been lemming train to desert for months now, because town was worthless. With the crescent, a better protected cap and the two new entries into town from desert we may finally see some variety. It was getting painfully dull. 

I definitely needed this map flattened to offset my inability to take out predictable TD campers. Thank you WG for catering to this noob's limitations.

Edited by mike82198, 05 October 2015 - 10:10 AM.


CalmSeasQuest #9 Posted 05 October 2015 - 11:22 AM

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Thanks for the preview Alex. Overall, I think I like the changes. It will probably keep heavies and those without stellar gun depression in town more often.

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forwhomtheshelltolls #10 Posted 05 October 2015 - 11:42 AM

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Another map changed to help mediums. Great. :sceptic:

 

 

As always, thanks for the preview!  :B



CalmSeasQuest #11 Posted 05 October 2015 - 11:49 AM

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View Postforwhomtheshelltolls, on 05 October 2015 - 06:42 AM, said:

Another map changed to help mediums. Great. :sceptic:

 

 

As always, thanks for the preview!  :B

 

I agree the desert is a huge win for Meds, but the changes to town clearly benefit heavies. I'm looking forward to side-scraping my trusty Maus through town with all the new building placements and the removal of the TD sniping spots.

Edited by CalmSeasQuest, 05 October 2015 - 02:44 PM.

The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man. - George Bernard Shaw

 

https://www.blitzsta.../1009432656.png


christian1470 #12 Posted 05 October 2015 - 12:27 PM

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View PostAPaperTiger, on 05 October 2015 - 02:27 AM, said:

Thank you for the sneak peek, Alexbuildit!

 

Wargaming: PLEASE stop eliminating cool sniping positions from our maps. I understand that Oasis Palms had too many draws (I read that as "too many people drive slow tanks," but whatever) but NOT EVERY map needs to be a wild terrain of hills, dunes, rocks, and buildings. Not all of us drive medium tanks! Not all maps need to cater to circling mediums and brawling heavies!

 

  • Old Rockfield had bushes, so it was a light tank and TD playground. Now mediums and heavies rule the roost. Who needs scouts when you can just SEE the red tanks from 250m away?
  • Old Oasis Palms was MADE for light tanks to earn Scout and Patrol Duty medals. It was MADE for TDs to earn Top Gun and Radley-Walters's Medals. Now the epic corner dunes are gone, as are the EPIC 600m kill shots.
  • Current Desert Sands offers TDs AMAZING long-distance shots and forces mediums to risk the edge trench if they want to cross the desert. New Desert Sands sounds as if the sniping positions are gone and it's yet-another hull-down mid-range dueling area. Don't we already HAVE maps for that?

 

 I love that you guys are still working on old maps to freshen them up. But there are FOUR classes of tank in this game. You just rolled out a whole tree branch full of British TDs….and now you're taking away some of the best TD sniping perches?

I fell the same. Next they will flatten dead rail. No one will play tds, specially slow ones, if they keep this up. How about NEW maps? The old ones are fine as is, add variety, instead of work overtime to make all the maps the same. 



acrisis #13 Posted 05 October 2015 - 12:53 PM

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Thanks for the preview.

 

Suspicions confirmed that another map is giving TDs the short straw. WG seems bent on flat maps with a bunch of hills. Might just have to stop trying to get some TDs and trade in what TDs I have for mediums. If you can't brawl with your team AT style with loads of frontal armor, forget it. 


 

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CptCheez #14 Posted 05 October 2015 - 01:28 PM

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Whaaaaat?  Where's the footage I gave you of the T2 Light taking a ramp with Speed Boost?? :izmena:

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jdm7 #15 Posted 05 October 2015 - 01:43 PM

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Nice video guys! I share the same sentiment as others, looks like more fun for heavies in town and especially for the meds in the hills (yay British gun depression). Sadly we'll lose at least one noob teammate per battle looking to go dukes of hazard on that ramp.  :D

 

I'm a little on the fence on the TD end.  I will miss using the classic sniper spots with my Russian camo, but when that happened in the other reworked sand map I started learning to be better secondary support closer to the front lines, and still be a good contributor...


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WMd76 #16 Posted 05 October 2015 - 01:47 PM

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View PostAPaperTiger, on 05 October 2015 - 02:27 AM, said:

Thank you for the sneak peek, Alexbuildit!

 

Wargaming: PLEASE stop eliminating cool sniping positions from our maps. I understand that Oasis Palms had too many draws (I read that as "too many people drive slow tanks," but whatever) but NOT EVERY map needs to be a wild terrain of hills, dunes, rocks, and buildings. Not all of us drive medium tanks! Not all maps need to cater to circling mediums and brawling heavies!

 

  • Old Rockfield had bushes, so it was a light tank and TD playground. Now mediums and heavies rule the roost. Who needs scouts when you can just SEE the red tanks from 250m away?
  • Old Oasis Palms was MADE for light tanks to earn Scout and Patrol Duty medals. It was MADE for TDs to earn Top Gun and Radley-Walters's Medals. Now the epic corner dunes are gone, as are the EPIC 600m kill shots.
  • Current Desert Sands offers TDs AMAZING long-distance shots and forces mediums to risk the edge trench if they want to cross the desert. New Desert Sands sounds as if the sniping positions are gone and it's yet-another hull-down mid-range dueling area. Don't we already HAVE maps for that?

 

 I love that you guys are still working on old maps to freshen them up. But there are FOUR classes of tank in this game. You just rolled out a whole tree branch full of British TDs….and now you're taking away some of the best TD sniping perches?

They're almost ruining the maps, I honestly don't even know why they even need to rework this map, it's not unbalenced from a single spawn, I find copperfield needs reworking not this map, if you spawn on the high ground of copperfield and your whole team rushes hill, 90% chance you'll win, even with horrible teams


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pgrass101 #17 Posted 05 October 2015 - 01:56 PM

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Nice video, are the sandbags destroyable?

 

I would like to more about obstacles and cover.

 

Thanks guys just hints for future videos



jrock651 #18 Posted 05 October 2015 - 02:26 PM

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Great job commander!:honoring:

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someguyfromPitt #19 Posted 05 October 2015 - 02:34 PM

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Nice video. 

 

Ill be using the ramps for lots of jumps. 

 

Too bad bad you couldn't jump back and forth on both sides. Bo & Duke called and want a confederate flag on a T-20 for this map. While your at it, paint it orange. 


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ahredstealth #20 Posted 05 October 2015 - 02:47 PM

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View Postmike82198, on 05 October 2015 - 04:07 AM, said:

Looks much better. This map has been lemming train to desert for months now, because town was worthless. With the crescent, a better protected cap and the two new entries into town from desert we may finally see some variety. It was getting painfully dull. 

I definitely needed this map flattened to offset my inability to take out predictable TD campers. Thank you WG for catering to this noob's limitations.

 

Agreed.  I enjoyed the desert area in a fast medium.  The town where you went and humped a building in a heavy trading bounces until a TD finished climbing the hill and then kemper-blasted his way to victory unless a medium snuck around the outside and spotted him was... well...  blah.

 

Now it looks like there will be multiple ways to approach through the town, the desert fun is still there, and TDs will have to do more then climb a hill and cop a squat.


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