Jump to content


Kharkov... is... BACK! And the intro is even better!

Kharkov Next Update Common Test

  • Please log in to reply
22 replies to this topic

NekoPuffer_PPP #1 Posted 16 May 2019 - 07:36 PM

    Lieutenant Сolonel

  • Player
  • 32880 battles
  • 3,371
  • [VRTC] VRTC
  • Member since:
    09-13-2013

https://worldoftanks.eu/en/news/general-news/1-5-1-common-test-1/

 

There's the next update! :)

 

I just have to say, I'm absolutely thrilled by the fact it has kept its old intro theme, which now sounds even more epic, something I never thought could even be possible...

 

About the changes made to the map...I'm not sure, let's just say I hope it plays as well as it sounds. :harp:



Dava_117 #2 Posted 17 May 2019 - 06:32 AM

    Brigadier

  • Player
  • 21473 battles
  • 4,165
  • [T-D-U] T-D-U
  • Member since:
    12-17-2014

Yay, was one of my favourite map! Nice to see it back.

Still WG managed to add their classical free camping spots for basecampers in a map based on active fight and flanking, but if the town keep the old importance, it may reduce this positions tactical advantage. Can't wait to try it on the live server! :)


Edited by Dava_117, 17 May 2019 - 06:33 AM.


dex_1950 #3 Posted 17 May 2019 - 06:47 AM

    Sergeant

  • Player
  • 33824 battles
  • 289
  • [NIGER] NIGER
  • Member since:
    11-16-2014
I believe they will slap no go zones with heavy bushes like they did on the Pilsen. 

staurinsh #4 Posted 17 May 2019 - 07:05 AM

    Sergeant

  • Player
  • 33314 battles
  • 219
  • Member since:
    01-21-2012
Thei ruined that map, before it was much better.

1ncompetenc3 #5 Posted 17 May 2019 - 07:08 AM

    Field Marshal

  • Player
  • 38062 battles
  • 11,986
  • Member since:
    03-18-2013
Doubt it'll play very differently from its original design. We'll see.

shikaka9 #6 Posted 17 May 2019 - 07:21 AM

    Staff Sergeant

  • Player
  • 67191 battles
  • 466
  • [SWM] SWM
  • Member since:
    02-27-2013
it was my fav map, all hopes and fingaz crossed it's not ruined :) 

Siitin #7 Posted 17 May 2019 - 07:42 AM

    Lance-corporal

  • Player
  • 47982 battles
  • 67
  • [KOFF] KOFF
  • Member since:
    06-04-2011
Best maps are balanced and without chokepoints . This one looks promising....

DuncaN_101 #8 Posted 17 May 2019 - 07:48 AM

    Major

  • Player
  • 54994 battles
  • 2,718
  • [TEC] TEC
  • Member since:
    07-29-2011
It now looks like ruinberg 2.0

But yeah I'm happy it's back it wasn't a bad map to begin with.

ThinGun #9 Posted 17 May 2019 - 01:09 PM

    Lieutenant

  • Player
  • 38059 battles
  • 1,976
  • [SHYLO] SHYLO
  • Member since:
    12-08-2014
Heh, nice to see it back.  Interesting to see the bases are almost totally out in the open, with a lovely killing ground in front of them

DuncaN_101 #10 Posted 17 May 2019 - 01:10 PM

    Major

  • Player
  • 54994 battles
  • 2,718
  • [TEC] TEC
  • Member since:
    07-29-2011
So basically no need to move far for 75% of the players...

Schepel #11 Posted 17 May 2019 - 02:30 PM

    Lieutenant Сolonel

  • Player
  • 63650 battles
  • 3,297
  • Member since:
    05-13-2013
Have to see what it will be like in game. It doesn't look like it got really 'fixed', though. It appears to be the same old corridor map, only now it has been 'improved' with td spots. So one can still forget about light and/or medium gameplay. Lovely.

Gruff_ #12 Posted 17 May 2019 - 03:37 PM

    Staff Sergeant

  • Player
  • 18606 battles
  • 427
  • [WJDE] WJDE
  • Member since:
    09-22-2011

The blurb saysone ofthe changes was to improve light tank game play as the old map didn't have much space, I see less flanking space on this new map?  Ruinberg 2.0 is a good call, North spawn looks to have an advantage also.

 

Edit ignore the less flanking space I didn't know I had to interact with the map slider to see actually the full map on the main page, really why show the 2 maps next to each other when you can complicate things and show half of each with a slider... stupid


Edited by Gruff_, 18 May 2019 - 02:22 AM.


Aimless #13 Posted 17 May 2019 - 04:52 PM

    Major

  • Beta Tester
  • 23648 battles
  • 2,630
  • [WJDE] WJDE
  • Member since:
    12-19-2010
So are the three corridors going from north to south or from the east to the west?

ederfe #14 Posted 17 May 2019 - 06:54 PM

    Staff Sergeant

  • Player
  • 16577 battles
  • 371
  • Member since:
    01-13-2015

"You can play at work ( for example) and then pick up where you left off at home"

 

Not everyone works at WG so I don't know how many this applies to. :)


Edited by ederfe, 17 May 2019 - 06:56 PM.


Laatikkomafia #15 Posted 17 May 2019 - 08:04 PM

    Brigadier

  • Beta Tester
  • 23076 battles
  • 4,949
  • [WJDE] WJDE
  • Member since:
    12-27-2010

So a map that didn't need a rework got a rework, meanwhile O430s need more statistics?



8126Jakobsson #16 Posted 17 May 2019 - 09:56 PM

    Brigadier

  • Player
  • 74702 battles
  • 4,258
  • Member since:
    12-20-2014


KillingJoker #17 Posted 17 May 2019 - 10:20 PM

    Lieutenant

  • Player
  • 38278 battles
  • 1,682
  • Member since:
    09-07-2015

Not very excited after seing the video above, the town seems to be oriented as a stronghold for both teams and the field is very open and pretty much a deadzone...

 

i hope i am wrong, but i think this will be another map where the heavies end up being stuck in corners and then one of the teams totaly collapses when the other gets the flank..



evilchaosmonkey #18 Posted 17 May 2019 - 11:56 PM

    Lieutenant

  • Player
  • 17677 battles
  • 1,937
  • [EIGHT] EIGHT
  • Member since:
    05-04-2013

Won't the wheelies just drive down that protected ditch at the start in the ultimate suicide run, causing mass confusion and paper tank deaths?

 

Or

 

Is that a subtle and clever trap to ensure they go there to their certain death and no longer spoil the game for the others?



HundeWurst #19 Posted 17 May 2019 - 11:58 PM

    Brigadier

  • Player
  • 73557 battles
  • 4,532
  • [FAME] FAME
  • Member since:
    02-06-2012

View PostDuncaN_101, on 17 May 2019 - 01:10 PM, said:

So basically no need to move far for 75% of the players...

 

Its gonna be terrible to play... Everything is locked down by OP camp spots.

MeNoobTank #20 Posted 18 May 2019 - 12:44 AM

    Warrant Officer

  • Player
  • 15156 battles
  • 846
  • [GT_WC] GT_WC
  • Member since:
    02-16-2017
They blocked some flanking entrences in the city for no reason. They made the city more corridor than before GJ WG you do your best to ruin maps like only you know ! I also liked alot Elenberg in SD, now in HD it is my most hated map. Same thing they did now to this map.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users