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[Supertest] Kharkov Updates


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CabbageMechanic #1 Posted Mar 02 2018 - 22:34

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Hey Tankers,

Today the Supertest is getting an updated Kharkov map. We’ve made some changes that will make the map playable for all vehicles classes, including weak-armored vehicles that had problems on this location. The open part of the map (points 1 and 2) had some significant changes – we’ve raised this part of the map to the level of the urban area, and it also has increased number of bushes and small shelters that provide opportunities for effective firing. These changes should fix the interaction between the open part of the map and urban area.
Urban quarters (point 3) have been simplified a bit – it will make battles more controllable.
There are some changes with the town square (point 4) – the zone has been simplified by the number of shelters on it. We’ll also be testing the variant of the map with the closed entry to the square in order to see how it’ll affect vehicles positioning on the map and their concentration in the collision points.

 



This update is of course a Work in Progress, and the map is subject to change depending on how testing goes.

Let us know what you think!

 

 



YANKEE137 #2 Posted Mar 02 2018 - 22:45

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Flat is where it's AT.

YANKEE137 #3 Posted Mar 02 2018 - 22:47

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Is that a flying tank I see in the distance on images two and three?

Edited by YANKEE137, Mar 02 2018 - 22:48.


riversteel #4 Posted Mar 02 2018 - 22:51

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more and more exciting.... 

Buttknuckle #5 Posted Mar 02 2018 - 22:52

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Does "make battles more controllable" mean "ensure everyone is funneled to the same location?" I ask because from the information provided here it looks as if you made an awful corridor map worse and I'm wondering if that was the goal.

Noivy #6 Posted Mar 02 2018 - 22:55

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Spoiler

 

There needs to be more hard cover in the 2 area. Plain and simple. That place is a no-go zone for every kind of vehicle. Wasted space.

 

Closing off areas like what you detailed in #3 is the reason I don't like ruinberg. All that space is just wasted with so little purpose other than to artificially inflate the size of the map. It's a less egregious case of it than ruinberg, which has the two sections which close off almost 20% of wasted map space, but it's still a good chunk of wasted map space and should not be closed off.

 

Removing hard cover in 4 will only encourage camping poke-fests and will do very little to improve the gameplay that's already poor in that region of the map. There needs to be hard cover positioned in ways that encourage vehicles with gun depression and/or strong turret armor to push up. 

 

The way I see the map playing out in this version is that every non-light or ruMed vehicle will be camping in the middle corridors. There's absolutely no incentive to push the raised field because you'll simply get torn apart by campers, there's no incentive to push the middle because it'll be himmelsdorf tank alley v4, and the city circle has just about always been a deadzone to begin with. 

 

tl;dr, this version is far worse than what is currently in the game. There's no incentive for aggression, and matches will likely result in what ever team loses its patience first.


Edited by Noivy, Mar 02 2018 - 23:00.


BoredSights #7 Posted Mar 02 2018 - 23:27

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With this being a work-in-progress, I think you're going in the right direction. Sure it's not perfect but you have to start somewhere.

 

More places for passive scouting would be good to encourage more people to play LT's. Make the bushes too small for MT's, HT's and large TD's to discourage camping. Some maps are for active scouting while others are for passive scouting. Some maps have both. The problem is soft-cover has been cut over the last few years to mitigate "kemping bush". The only classes that should be using soft-cover are LT's, small TD's, and SPG's. For a team to decide which route to attack, they need LT's to spot. For a team to defend, TD's need a place to hold off a weak flank. We need more places to spot and defend on this map and every map in the game. I think we learned the lessons of magical forests in maps like the old versions of Redshire, Murovanka, Prokhorovka, and Malinovka. But in the end removing bushes punished LT's players the most. So that we don't go back to camping in all tank classes again I would like to try out smaller bushes and trees for LT's and smaller TD's.


Edited by BoredSights, Mar 02 2018 - 23:34.


RoIito #8 Posted Mar 02 2018 - 23:33

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That hard is removing the map from the game?

 

You removed Stalingrad that is 10 times better than this map, why would you ever hear your players?



Goat_Rodeo #9 Posted Mar 02 2018 - 23:36

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View PostYANKEE137, on Mar 02 2018 - 21:47, said:

Is that a flying tank I see in the distance on images two and three?

 

It’s the new arty line...the AC-130 Spectre gunship. Because you know...balance. 

BattlecryGWJ #10 Posted Mar 02 2018 - 23:37

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View PostButtknuckle, on Mar 02 2018 - 15:52, said:

Does "make battles more controllable" mean "ensure everyone is funneled to the same location?"

 

Yes.

mrmojo #11 Posted Mar 02 2018 - 23:38

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Do the map team even play the game?

power_Donky #12 Posted Mar 02 2018 - 23:43

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Plz add port and dragon ridge back into the game

bockscar43 #13 Posted Mar 03 2018 - 02:56

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If I May ask why all the Spanish on WG Staff Post, not all of us speak Spanish. In that case Slovak if you please.

RoIito #14 Posted Mar 03 2018 - 03:05

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View Postbockscar43, on Mar 02 2018 - 20:56, said:

If I May ask why all the Spanish on WG Staff Post, not all of us speak Spanish. In that case Slovak if you please.

 

It's portuguese.

Tahllol #15 Posted Mar 03 2018 - 03:30

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Oh look more corridor changes to make it armor central for the fake [edited]Russian tanks.

bockscar43 #16 Posted Mar 03 2018 - 03:52

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View PostxSzikll, on Mar 03 2018 - 03:05, said:

 

It's portuguese.

 

Ok I stand corrected, but how about Slovak?

MajorRenegade #17 Posted Mar 03 2018 - 06:45

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i'm glad that you guys listened to our feedback on the older version of this map a while ago where you closed off the #4 square with rumbles and stuff. completely cutting off access to that area in the progress, Am glad you decided reopen it back up

KaiserWilhelmShatner #18 Posted Mar 03 2018 - 10:01

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Paris with snow.

Great way to turn a map into trash. 

#20.



JTM78 #19 Posted Mar 03 2018 - 14:27

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What did you do to that map? How does WoT think this is better? Put the hard cover back in the town square, open area 3 back up and if players are to $tupid to watch the mini map they deserve to be flanked! WoT you just keep ruining our game!

Mikosah #20 Posted Mar 03 2018 - 17:34

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My question is how exposed the caps are to the open field. Is it at all feasible to attempt a capture when an enemy TD is out there and can reset you all day long? But there are no wrong answers to that question, if the rule is established that you just don't cap until the field is clear, then that's fine. That would actually force the city players to deal with the field and come out of their corridors, and that's a good thing.




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