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Krapov being altered and supertested


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Aleo #41 Posted 15 July 2018 - 01:23 AM

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Its like being given only a choice of what STD you want? "So? What do you prefer today? Chlamydia or gonorrhoea?" 

Bordhaw #42 Posted 15 July 2018 - 11:02 AM

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Block Quote

 

 

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).

 

 

 



LCpl_Jones #43 Posted 15 July 2018 - 11:15 AM

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well at least they've introduced something new

 

one way corridors :facepalm:



vixu #44 Posted 15 July 2018 - 11:38 AM

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So... now you have positions around the square that are covered from arty and which you cannot even breach. I can already imagine t95 sitting in there.

Yet, the biggest problem of the map was never about the square, about about the middle corridors of the map.

Browarszky #45 Posted 15 July 2018 - 12:34 PM

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View PostLCpl_Jones, on 15 July 2018 - 10:15 AM, said:

well at least they've introduced something new

 

one way corridors :facepalm:

 

Well.. the map has a round area, so the next stage of evolution will introduce a merry-go-round....:sceptic:




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