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Supertest News 12/07 - KHARKOV


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vuque #1 Posted 12 July 2018 - 01:09 PM

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In Supertest: Kharkov

 

Today we're commencing a new stage of the Kharkov map test. This time, we're going to try a version similar to the last one but stripped of its drawbacks. We plan to get rid of super-fast battles, to give every class a chance to shine, and to increase the playability of the open space by making it more suitable for mobile light and medium tanks.
So what does the new version of the map look like?


1. The central square now has less entrances and even less exits. There are a couple of two-way passages (marked in green on the minimap) and also two one-way access points (marked in red; you can only drive in through these, not out). It's much easier now to control the square's exits, and this should decrease the amount of unexpected flanking manoeuvres and breakthroughs behind the lines—even if one of the sides has ignored this corner of the map completely.
2. The central city blocks haven't changed. It's this particular part of the locale that creates Kharkov's signature gameplay: close quarters combat that can unfold in a myriad of ways. We'll try to keep the central city blocks as they were on the previous release version of the map.
3. The city blocks near the bases have lost many buildings and piles of rubble. They were making this zone a labyrinth and impeding vehicle movement.
4. The outskirts of the city have received several covered positions on each side, allowing you to control or 'light up' the open part of the map. From here you'll also be able to support your allies  who are engaged in urban warfare.
5. The open part of the map now offers more cover and has more key points. The changes applied should help light tanks and mobile mediums use this zone for flanking moves or for dashing into the enemy base. We've also added some bushes that may serve as spotting or firing positions (rather risky ones because the distance to foes is going to be small).

 

Depending on test results, we'll decide which revision of Kharkov works the best. Follow the news and best of luck in your battles!

 

image2018-7-6_16-37-19.pngimage2018-7-6_16-38-41.png85a3bb3c-a526-4400-a9be-ea01c702d1c2.pngKharkiv_3_01_ULTRA_001.pngKharkiv_3_02_ULTRA_001.pngKharkiv_3_03_ULTRA_001.pngKharkiv_3_04_ULTRA_001.pngKharkiv_3_05_ULTRA_001.pngKharkiv_3_07_ULTRA_001.pngKharkiv_3_08_ULTRA_001.pngKharkiv_3_09_ULTRA_001.png



XxKuzkina_MatxX #2 Posted 12 July 2018 - 01:26 PM

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Nice changes but I've noticed from the images that the lighting is different from the old Kharkov? Old Kharkov was dimly lit to the point of not recognizing a tank outline from the buildings contours.

unhappy__bunny #3 Posted 13 July 2018 - 10:46 AM

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It's much easier now to control the square's exits, and this should decrease the amount of unexpected flanking manoeuvres and breakthroughs behind the lines—even if one of the sides has ignored this corner of the map completely.

 

Why does WG want to remove this feature of the game. Flanking and out-manoeuvering the enemy should be an integral part of the game surely. Not everyone wants to be funnelled into a central area and just brawl face to face in heavy tanks. This map may not have been perfect, but at least it gave players a choice of how to battle. To me, this looks like dumbing down not improving the game.



Simeon85 #4 Posted 13 July 2018 - 11:10 AM

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The 'square' (which is round) having entrances you can't get out of just seems silly, we should have more flanking routes not less.

 

Those drops also look like they will favour trolls. 



LordMuffin #5 Posted 15 July 2018 - 10:10 AM

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So you have created a map where the square is a useless area to go to.
Hulldown and sidescraping arty safe positions at the exits.
The inside is open without cover.
So that area is completely useless to go into.

The top left is another area which is badly designed.
It has hulldown positions covered at both ends with bushes. So it will be just like Malinovka field. No one will go through there.

So we have approximately the mid half circle to play around in.

All in all, the design is garbage, r ego everything you have made starting over from the first version you had.
Otherwise you can just create 2 long corridors covered with buildings on both sides and call that an excellent map


4nt #6 Posted 15 July 2018 - 04:53 PM

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Well, I've looked at these pics and looked again... And in my below average player's view this will be barely above Abbey as second worst map, slightly below Paris. One way streets are very short-sighted design, especially in such a covered position as these are. Whole of the town square is dead zone where no sane person goes, much like beach on Overlord.

The north 'open' section seems another Paris north, totally useful as campfest, where no one wants to advance. Old design was, in this case too, superior.

Center seems same as before, but as things go I really can see that those portculls will be blocked for movement in some point of testing (since god forbid anyone making flanking moves). Not to mention removal of current situational hulldown positions that made the map slightly playable as other classes than HT.

Nice.

Max_Calibre #7 Posted 05 August 2018 - 04:33 PM

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It it AGAIN just a re-draw City map for brawling  with hull down Heavy Tanks to farm free damage for FUN and loll's on anything that doesn't have armour?

You know the reason why NOBODY liked this map ~ full of Corridors simple Brawling, no Brain required, no Skills required just a Heavy Tank

 

So all the other classes (Light tanks, TD's most MT's) can just go and F*** themselves , as before and before that …… :(

Map looks very open no cover just buildings a few here & there

 

looks more like Heavy Tank heaven on a stick!

if your in a Heavy Tank nothing else

 


Edited by Max_Calibre, 05 August 2018 - 04:36 PM.





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