- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
This is one more step along the War Thunder roadmap and a lot of important steps across many locations of the game. Today, we are going to tell you about the improvements to locations within the game based on your feedback. Fixes of overshots, imbalanced positions, vulnerable respawn zones and other improvements which we promised in our big roadmap that we released in June.
Positions
Let’s start with some good news for those who drive near the “A” point of the map. Vietnam has changed - but how? The swamp has dried up and the road to point “A” has become noticeably faster, with the location itself looking more contrasted to make your eyes feel more comfortable. We have also improved the minimap on this map.
Eastern Europe now has a lot of new natural shelters and landscape changes, which means moving between capture points will be much more secure. These changes have mainly affected the suburbs — the city is still recognizable to those familiar with it.
El Alamein has been improved: effective positions on the tops of mountains as well as several zones have been corrected that were unavailable in the SB version of the map. And Jungle has been thinned down a bit so that battling on the map doesn’t turn into a tedious round of looking for a moving bush. We have also blocked some known passages outside the playable map zone.
Protecting respawn points
One death isn’t a problem in most of the game modes within the game. Although, this can’t be said about death instantly upon respawn. Of course, if the enemy team honestly pushed through your defense and reached your respawn point - this situation is a bit different. We are correcting obvious positions which can get on the nerves of the enemy, even at the very beginning of the battle.
On Normandy, we have blocked the ability to shoot from respawn to respawn from the edges of the play area. This has been one of the maps where the problem was particularly obvious.
A similar problem affected Stalingrad, but on this map it was less obvious. On this map we have also blocked such shots.
On Alaska, you used to have to drive up a wooded mountain to reach a similar position. Not anymore - the drive up has been blocked.
Landscape design
We are regularly making small tweaks to locations — the most attentive of you may have noticed that your favourite positions after the next update may have changed, such as a moved bush or a tree may have “grown” in a new place. Here are a few more of them, where we’ll show them with screenshots.
There was a house close to the spawn point on Iberian Fortress that, according to our analysis, made for an exceptionally effective position for one team within the match. We've removed the house, so that there is now one less point on the map from which a shell can fly towards you unexpectedly.
Much more complex changes have taken place on the map Seversk-13 — we have towed away police cars that posed a problem: even after being destroyed, they left behind an invisible collision model which shells hit. And on Jungle, which we told you about in the beginning of this blog, has had some small changes: we also worked on the shade of vegetation and some other visuals.
The most noticeable changes have taken place on Sun City. The architecture of the whole city has changed very noticeably — objects, buildings and the environment as a whole have become more diverse and modern. We have improved some textures and didn’t touch the sun — it continues to shine.
We continue to refine
While we've worked diligently to refine and improve the maps based on your feedback, we recognize that in the process, some new bugs or issues may inadvertently arise. We genuinely value and appreciate your continued feedback in identifying these challenges, as it aids in our ongoing commitment to enhance your experience in War Thunder. Feel free to let us know about any balance issues and bugs you may find on War Thunder maps - we will continue similar work to improve map balance in the future.
Comments (50)
Comments will be premoderatedLooking good, some people hate the maps being cut off more but honestly I never understood why they were like that in the first place. Like normandy having 40% extra map in the bottom where it was so frustrating to get sniped from when some gokart went there. Also hoping maginot rework means cutting off a large portion of the east side, where it's also very frustrating to get sniped in north spawn from. People going to the top right corner there and third person peeking was very annoying.
No one snipes you from there, it doesn't solve spawncamping, they just take a slightly different route.
You haven't fixed anything in Normandy, players from point C can spawncamp even easier. You have just removed the only way to counter players on hill C. These maps must have the hills near C completely removed! And removing half the map is not the solution.
Still haven't fixed the obnixious amount of palms in Jungle?
What are you talking about, that map is literally called JUNGLE, not TROPICAL PLAINS. There are enough flatland maps in the game already.
As the famous Borat once said: “Great success!”
My friend and I are a bit curious, under the summer updates section for matchmaking it states "Reduction of research and purchase costs of rank VI and VII vehicles" and we're both wondering what it means in the context of matchmaking or this category
making a few maps "broken in a bit different way than before" really isn't the same as fixing them. And the maps that were changed aren't even the worst ones in rotation. Sadly, it looks that writing this article to pat yourself on the back took you way more time and effort than what you spent on fixing maps.
You forgot to leave feedback on what exactly in you opinion is broken on specific map.
Finally changes happened after years and years. This would be awesome if the Refined RP system could reach to the playerbase a little bit faster as currently the progression of the game is still penalizing players with good performances. ESPECIALLY the Reward Softcap is absolute unnecessary for both the players and gaijin for it kills the passion to play and reach the target and willing to buy products from the developer as it still provide more frustration than rewarding.
These roadmap style update new are really good! Very good job!
Love everything about this article.
If only it was as easy to deal with some of the spawn camping in Air AB, it's one thing when the match gets down to 5v2 cause everyone's shot down and well - the spawn gets pushed. But the guys literally going out of their way from match start to camp up on the spawn, or more annoying at higher BR's up high or on the edges with actual decent radar guided missiles when all you have is flares cause no upgrades yet, beyond frustrating, much as they lack any actual skill if you can force a fight.
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