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[ST] Kharkov Update and Top Tier Italian Tanks


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CabbageMechanic #1 Posted Mar 17 2018 - 21:54

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Hey Tankers,

Couple of recent updates to the Supertest Server:

Kharkov

We’ve introduced some tweaks based on the previous round of testing. These tweaks should improve the gameplay even more.
  • The central blocks of the city (Zone 1) have been further simplified to decrease the number of possible flanking routes and make the flow of battles a bit more predictable and readable.
  • The passages between the central blocks (Zone 2) are now a designated place for defensive play on heavies.
  • The open part of the map (Zone 3) is going to keep most of the changes introduced in previous version. We’ve added a more pronounced attack direction for TD’s, medium tanks, and light tanks that choose to play mobile.
  • We’ve decided not to block the central city square (Zone 4) and keep a few of the access points. Please make notice that some of them will be one-way (Zone 5): you’ll be able to enter the square but not to leave it.
  • We’ve put some firing positions for TD’s with weak armor in the open space (Zone 6).

This map is still subject to change pending testing and feedback!

 

Italian Tanks

 

Here’s another helping of intel on top-tier (VIII–X) Italian vehicles. We’re all eagerly awaiting their arrival because these mobile medium tanks have a brand new mechanic: autoreloading.
It’s the second appearance for these tanks, but this time they enter testing with models that are very close to final ones. The Supertest participants are the P.44 Pantera, the Prototipo Standard B, and the Progetto M40 mod. 65:

 

 

Tier VIII belongs to an overhauled version of the renowned Panther with an autoreloader holding 3 rounds. It’s an agile vehicle with excellent specific power and DPM.

 

Tier IX is occupied by the Prototipo Standard B with a 105mm gun equipped with a 3-round autoreloader. This tank stands out because of excellent mobility and firepower parameters optimized for productive close to medium range play. The gun’s accuracy makes the Prototipo Standard B less efficient at range, but the 268mm penetration (with standard ammo) kind of compensates for that. There are also nice high-explosive shells available, with a penetration of 105mm allowing this tank to prey on lightly armored enemies.

 

 

The top tier is the Progetto M40 mod. 65. The gun is still 105mm but the autoreloader has place for 4 shells. Also this tank looks prime, as a top ride of Italian design should look. It is also has way better protection than its predecessors. 50/40/25mm of hull armor and glacis plate’s slope of 73 degrees will work miracles. (All rounds of 150mm of smaller caliber will ricochet from the glacis plate). The turret’s nominal frontal armor of 120mm should also be singled out. Together with the availability of HE shells with 105mm penetration this makes the Progetto M40 mod. 65 a very promising vehicle.


 

As always, these are subject to change pending testing and feedback.  

Let us know what you think!


 


Blackhorse_One_ #2 Posted Mar 17 2018 - 22:04

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Kharkov .... Not only NO, but HELL NO ...

 

Fighting in-between the buildings made it more realistic and reinforced the concept of MANEUVER ...
 

 All the city maps should have been designed with open blocks from the get-go ...

 

This is just more corridor crap for the No-Thinkers ...

 

This is one occasion I wish we had Negs.


Edited by Blackhorse_One_, Mar 18 2018 - 03:25.


oldiowaguy #3 Posted Mar 17 2018 - 22:06

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Decrease the number of flanking routes?????? Wow! I forgot, let's force all tanks to have to funnel into corridors. That way they have run face first into the new over-armored 705s and Ver. 4s

xDroppinPlates #4 Posted Mar 17 2018 - 22:07

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Highlighting HE shells on an autoloading tank.

 

Stay amazing WG.



_Sergeant_Oddball_ #5 Posted Mar 17 2018 - 22:08

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Making Kharkov even more of a corridor map by removing flanking routes good job  wargaming ya dicked it.

Edited by Hawkeye__Pierce, Mar 17 2018 - 22:09.


64sherman #6 Posted Mar 17 2018 - 22:10

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The problem with maps like Kharkov is that players are forced into corridors.  There needs to be a place where mediums and lights can feasibly go and still do well.  With that being said, I think the current version of Kharkov could just use some work in the south east corner to make that flank more viable.  Rolling the dice to see if you can make it across the opening before getting hit makes this feel more like a gambling simulator than a tank game.  Also, where the heck did the flanking routes go?! 

 

I feel like 4 shells is not enough for the tier 10.  350 x 4 is only 1400 damage.  If a medium bum rushes you and your team isn't there to help you stand no chance against a russian med that will pen you 50mm of frontal armor easily every time.  I realize that emptying the clip in succession isn't the purpose of this type of vehicle, but this would be the worst tank possible for 1v1 engagements.  


Edited by 64sherman, Mar 17 2018 - 22:11.


Noivy #7 Posted Mar 17 2018 - 22:12

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These Kharkov changes are terrible. I can't see how anyone making these changes are competent. 

 

New tanks are always fine.



64sherman #8 Posted Mar 17 2018 - 22:15

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View PostxDroppinPlates, on Mar 17 2018 - 15:07, said:

Highlighting HE shells on an autoloading tank.

 

Stay amazing WG.

 

Actually it's kind of useful on an auto-reloader, remember you can load 3 different types of ammo into one clip so you can do a track shot on a light tank with AP and then flank and put 2 higher alpha HE shells in and then run away while you reload.  Obviously HE in something like an AMX50B would be useless, unless it's the end of the battle and all that's left are arty.  But with these Italian tanks you won't be reloading the whole clip at a time, so throwing an HE shell in there for module damage, or flanking lightly armored targets actually sounds pretty cool.  

RoIito #9 Posted Mar 17 2018 - 22:16

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Just let the poor map rest in peace.

64sherman #10 Posted Mar 17 2018 - 22:18

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View PostRoIito, on Mar 17 2018 - 15:16, said:

Just let the poor map rest in peace.

 

Outright removal does sound like the best option at this point.  All the historical maps it seems are terrible.  Stalingrad, Paris, etc.  

Ich_bin_Hass #11 Posted Mar 17 2018 - 22:35

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View PostCabbageMechanic, on Mar 17 2018 - 14:54, said:

Hey Tankers,

Couple of recent updates to the Supertest Server:

Kharkov

We’ve introduced some tweaks based on the previous round of testing. These tweaks should improve the gameplay even more.
  • The central blocks of the city (Zone 1) have been further simplified to decrease the number of possible flanking routes and make the flow of battles a bit more predictable and readable.
  • The passages between the central blocks (Zone 2) are now a designated place for defensive play on heavies.
  • The open part of the map (Zone 3) is going to keep most of the changes introduced in previous version. We’ve added a more pronounced attack direction for TD’s, medium tanks, and light tanks that choose to play mobile.
  • We’ve decided not to block the central city square (Zone 4) and keep a few of the access points. Please make notice that some of them will be one-way (Zone 5): you’ll be able to enter the square but not to leave it.
  • We’ve put some firing positions for TD’s with weak armor in the open space (Zone 6).

This map is still subject to change pending testing and feedback!

 

Italian Tanks

 

Here’s another helping of intel on top-tier (VIII–X) Italian vehicles. We’re all eagerly awaiting their arrival because these mobile medium tanks have a brand new mechanic: autoreloading.
It’s the second appearance for these tanks, but this time they enter testing with models that are very close to final ones. The Supertest participants are the P.44 Pantera, the Prototipo Standard B, and the Progetto M40 mod. 65:

 

 

Tier VIII belongs to an overhauled version of the renowned Panther with an autoreloader holding 3 rounds. It’s an agile vehicle with excellent specific power and DPM.

 

Tier IX is occupied by the Prototipo Standard B with a 105mm gun equipped with a 3-round autoreloader. This tank stands out because of excellent mobility and firepower parameters optimized for productive close to medium range play. The gun’s accuracy makes the Prototipo Standard B less efficient at range, but the 268mm penetration (with standard ammo) kind of compensates for that. There are also nice high-explosive shells available, with a penetration of 105mm allowing this tank to prey on lightly armored enemies.

 

 

The top tier is the Progetto M40 mod. 65. The gun is still 105mm but the autoreloader has place for 4 shells. Also this tank looks prime, as a top ride of Italian design should look. It is also has way better protection than its predecessors. 50/40/25mm of hull armor and glacis plate’s slope of 73 degrees will work miracles. (All rounds of 150mm of smaller caliber will ricochet from the glacis plate). The turret’s nominal frontal armor of 120mm should also be singled out. Together with the availability of HE shells with 105mm penetration this makes the Progetto M40 mod. 65 a very promising vehicle.


 

As always, these are subject to change pending testing and feedback.  

Let us know what you think!


 

 

OMFG WG's gonna keep this POS map ! On top of making it even WORSE. Seem WG's can't help from SCREWING up maps like they did Swamp. The taking out really good maps like Dragon Ridge, Pearl River, Northwest, Port, Komarin, South Coast, and Severogorst. Keep up the great work WG's. You've SCREWED up Artty so bad it's not even fun to play anymore. All the fore mentioned maps were good for all types of tanks. But now all the maps are nose to nose brawling between 10 and 75 meters. 

Ich_bin_Hass #12 Posted Mar 17 2018 - 22:38

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View Post64sherman, on Mar 17 2018 - 15:18, said:

 

Outright removal does sound like the best option at this point.  All the historical maps it seems are terrible.  Stalingrad, Paris, etc.  

 

Agreed. Stalingrad and Kharkov along with Ensk, Mines and other Brawling maps should be removed or at least bring back some of the more open maps like Dragon Ridge, Pearl River, Northwest, Port, Komarin, South Coast, and Severogorst. Where you're not always artty, Scouts and thin skinned TD's fighting heavies at close range and getting RAPED by them.

Buttknuckle #13 Posted Mar 17 2018 - 22:42

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"The central blocks of the city (Zone 1) have been further simplified to decrease the number of possible flanking routes and make the flow of battles a bit more predictable and readable."

 

Did something get lost in translation in the above quote? Because this doesn't sound like it should be a goal. I don't recall ever seeing any discussions on maps where participants begged for battles that are predictable and limited flanking routes?



CamiloCienfuegos #14 Posted Mar 17 2018 - 22:51

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Kharkov map is to fun as equal to 1/4 off cold pizza .

 


Edited by CamiloCienfuegos, Mar 17 2018 - 22:57.


cloudwalkr #15 Posted Mar 17 2018 - 23:09

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Things I NEVER want to see WG say 

 

-closed off section to further simplify the zone and creat less flanking routes making the battle more predictable.-

 

seems legit.



tod914 #16 Posted Mar 17 2018 - 23:09

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View PostBlackhorse_One_, on Mar 17 2018 - 16:04, said:

Kharkov .... Not only NO, but HELL NO ...

 

Fighting in-between the buildings made it more realistic and reinforced the concept of MANEUVER ...
 

 All the city maps should have been open blocks from the get-go ...

 

This is just more corridor crap for the No-Thinkers ...

 

This is one occasion I wish we had Negs.

Blackhorse one nailed it.

 

What is it that gets lost in translation from feedback on the forums enroute to Belarus?  Generally speaking, the US market does not want corridor maps that result in point blank exchanges. 

 

Here is an actual ariel view of the map for those interested. 

 

http://www.wwii-phot...harkow 018.jpg

 

 

The center section of the map below when clicked, would make for a much more interesting game play. 

 

http://www.wwii-phot...6 June 1941.jpg

 

 

 

 

 

 

On a more positive note, the Italian line looks interesting.


Edited by tod914, Mar 17 2018 - 23:48.


BattlecryGWJ #17 Posted Mar 17 2018 - 23:25

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View PostCabbageMechanic, on Mar 17 2018 - 14:54, said:

  • The central blocks of the city (Zone 1) have been further simplified to decrease the number of possible flanking routes and make the flow of battles a bit more predictable and readable.

<snip>


Let us know what you think!

 

I think that maps are being over simplified for the potatoes.

Blackhorse_One_ #18 Posted Mar 17 2018 - 23:42

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View PostBattlecryGWJ, on Mar 17 2018 - 17:25, said:

I think that maps are being over simplified for the potatoes.

 

Because potatoes spend money

 

Apparently, more money than "smart" people.

 

WG, you need to employ some adults and take a page from  Advanced Squad Leader  map design, because your current map designers are children ...


Edited by Blackhorse_One_, Mar 20 2018 - 17:09.


godofdun #19 Posted Mar 18 2018 - 03:39

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View PostButtknuckle, on Mar 17 2018 - 14:42, said:

"The central blocks of the city (Zone 1) have been further simplified to decrease the number of possible flanking routes and make the flow of battles a bit more predictable and readable."

 

Did something get lost in translation in the above quote? Because this doesn't sound like it should be a goal. I don't recall ever seeing any discussions on maps where participants begged for battles that are predictable and limited flanking routes?

 

I concur, this was a terrible design decision.

YANKEE137 #20 Posted Mar 18 2018 - 04:33

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This map just gets worse and worse. Why not make a flat map 10 meters wide and 1000 long and be done with it?

Edited by YANKEE137, Mar 18 2018 - 04:37.





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