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[ST] Kharkov Update and Top Tier Italian Tanks


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xrays_ #21 Posted Mar 18 2018 - 06:57

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View PostCabbageMechanic, on Mar 17 2018 - 15:54, said:

Couple of recent updates to the Supertest Server:
Kharkov

Let us know what you think!

 

I think you spelled "Ruinberg" incorrectly there...

 

On top of that, WarGaming just took the worst map they'd ever created and, somehow, made it worse. Good effing job!

 

x.



Nudnick #22 Posted Mar 18 2018 - 13:03

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All the tiny maps should be limited to under tier five.

24cups #23 Posted Mar 18 2018 - 14:19

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Won't that be fun in a light tank ? Wow can hardly wait (SARCASM)

dave_292 #24 Posted Mar 18 2018 - 15:08

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At this point its just Ruinburg. All that wasted space. It will just be another hated map that you will never hear the end of. What is in rotation now is better then you are proposing.

Anlushac11 #25 Posted Mar 18 2018 - 18:15

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I would rather play Kharkov any day over Stalingrad.

9435 #26 Posted Mar 18 2018 - 20:52

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This is typical WG not caring about the players.  No wonder so many have left already and more on the way out.  Glad I haven't spent a dime on this crap in a long time.

cloudwalkr #27 Posted Mar 18 2018 - 20:55

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Glacier will be just as horrible.  

 

How has WG made all this money over the years and still can't hire a good map team is pretty amazing.



ThePigSheFlies #28 Posted Mar 18 2018 - 22:54

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View PostCabbageMechanic, on Mar 17 2018 - 15:54, 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!


 

 

you don't really want feedback.  all you've done is turn the map into another ruinberg/paris half and half spoke & hub map.  but, on the odd chance someone is actually looking at what we think

  1. cut down on flanking opportunities - what you really mean, is to increase the incentive to play armored tanks, and fling premium rounds at each other, thus driving premium tank and premium time purchases and further making paper tanks irrelevant
  2. the open area for "mobile tanks" is a death zone, as it is on most of your half and half tanks.  especially when the less skilled paper tanks zerg into the city to try to brawl ineffectively

 

you're killing your own game here in the NA market and you don't even care.



Crabybaby #29 Posted Mar 18 2018 - 23:51

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I said it before, and I'll say it again.

 

Introduce the changes to Zone 2, but keep the rest of the map the same as it is currently.

 

Kharkov is honestly fine the way it is on the live server in my opinion, so I don't see why WG is trying so hard to change it.



Uvood #30 Posted Mar 19 2018 - 00:28

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View PostBlackhorse_One_, on Mar 17 2018 - 22:04, 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 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.

 

they removed Negatives bcs they WG-Staff aways was getting huge amounts of negs...think how many they could get now? like 200? 300?

tod914 #31 Posted Mar 19 2018 - 01:17

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View PostCrabybaby, on Mar 18 2018 - 17:51, said:

 

 

Kharkov is honestly fine the way it is on the live server in my opinion, so I don't see why WG is trying so hard to change it.

 

Must keep fixing things until they are beyond repair.  Chugs Vodka.

Blackhorse_One_ #32 Posted Mar 19 2018 - 04:08

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View PostUvood, on Mar 18 2018 - 18:28, said:

they removed Negatives bcs they WG-Staff aways was getting huge amounts of negs...think how many they could get now? like 200? 300?

 

I'm aware of that, and I was there when it happened - I've been kicking-around here since March, 2011.

 

Getting back to WG's inept map design ...


Edited by Blackhorse_One_, Mar 19 2018 - 04:11.


Mikosah #33 Posted Mar 19 2018 - 13:52

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The expansion of the open area was a good idea, but there was no reason to block routes in the city.

 

As of the proposed stats of the Italian high tier mediums, it seems that the new autoloader mechanics were made overly-complicated. The reload time could stay constant and that would only make it easier to balance such a mechanic compared to conventional guns. All the same, the current stats seem very ordinary. Oddly ordinary, in fact. Most new lines are tuned to be very strong on release but this one has broken that trend. That in itself may actually be a good thing, but the mediocrity of the middle and low tier Italian tanks combined with this may make it difficult to generate enthusiasm for the line. Would recommend adding guns with the new autoloading mechanic to tanks in the middle tiers of the line as well.



Colddawg #34 Posted Mar 19 2018 - 15:24

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@CabbageMechanic

 

Why is WG doing this to these maps?  They are creating Kharkiv to be a corridor map where 92% of the player base will only use the middle of the map, ~3% will use the "AFKer positions" (6), and the remaining 5% will go to the outsides of the map and sit there because there's no flanking options.

 

I thought WG wasn't creating anymore corridor maps.  Plus the "make battles more predictable" comment really is NOT the way a map should be made.  Maps should be made with OPTIONS for the players to form their own tactics, allow for multiple tactics to be used on each map (Malinovka, Prok, current Kharkiv, current Stalingrad, Karelia, Murovanka, Himmelsdorf, Ghost Town, Overlord, Redshire, Steppes), and shouldn't be made to control what player class goes where on the map.  Unlike a GOOD MAP this new Fail-kiv/Corridor-kiv is designed to tell players which class is supposed to go where (Nebelberg, new/fail Kharkiv, Airfield, Paris, Pilsen, etc) .

 

It's like WG is doing the "full swing" thing with Kharkiv and instead of creating the "no one plays the middle" maps like Sacred Valley, Pilsen, and Paris they are creating a "no one plays the outside" map coupled with "no one will be able to advance."



Cognitive_Dissonance #35 Posted Mar 19 2018 - 22:21

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They just keep dumbing the maps down to cater to Stalin Bounceonium fairy tanks. This thing is a dream come true for a 268-4.

 

Gotta cater to the lowest common denominator, for the hurr durr I play for funz masses to keep grinding up the Bounceonium lines.

 

Plus it already caters to Russian no depression, as the map is pretty flat anyways.

 

Others say, "why can't you make a good map" - they can, they used to. This is about making everybody square off in corridors and fire as much gold as possible to cause you to spend money on silver and gold in order to rush up the "most bouncy tank line".

 

Lol.


Edited by SmirkingGerbil, Mar 19 2018 - 22:25.


oldiowaguy #36 Posted Mar 19 2018 - 22:32

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"....make battles more predictable." = stale and boring= more players leaving 

Tahllol #37 Posted Mar 20 2018 - 00:18

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What a shock WG deleting posts they don't like. What is the point of asking for feedback? 

 

Besides stop making everything 1 dimensional and small. Maps need to be 1k x 1k at a minimum especially tier 7 and above. Stop the crap cooridor maps as they are unrealistic and basically tell us to only play your new super fake [edited]OP Russian tanks you refuse to balance because they are the only things going to survive the new SUPER cooridor crap.


Edited by Tahllol, Mar 20 2018 - 00:28.


Blackhorse_One_ #38 Posted Mar 20 2018 - 03:14

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View PostSmirkingGerbil, on Mar 19 2018 - 16:21, said:

They just keep dumbing the maps down to cater to Stalin Bounceonium fairy tanks. This thing is a dream come true for a 268-4.

 

Gotta cater to the lowest common denominator, for the hurr durr I play for funz masses to keep grinding up the Bounceonium lines.

 

Plus it already caters to Russian no depression, as the map is pretty flat anyways.

 

Others say, "why can't you make a good map" - they can, they used to. This is about making everybody square off in corridors and fire as much gold as possible to cause you to spend money on silver and gold in order to rush up the "most bouncy tank line".

 

Lol.

 

Probably the best summary here

 

+1



nicodeimous #39 Posted Mar 20 2018 - 17:09

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More narrow minded thinking from the brawl here map design department.  The games having issue because the brawl mentality isn't what the tankers want - we want to "feel" like we are tanking not playing CoD or MW in tank uniforms.

Staz211 #40 Posted Mar 21 2018 - 03:17

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Everyone has already hit the nail on the head, but I feel the need to join them in voicing displeasure over Kharkov.

 

The map changes are absolute trash. 

 

The maps changes are not surprising; the OP tanks are not suprising. This is what you get when you cater to a Russian market. 

 

The only reason WoT is still, barely, afloat in the NA region is because no one has bothered to create a solid competitor yet. The second something even half decent comes out, WoT in NA will be dead on the spot. 

 

I quite the game for three years because of all the BS. I'm barely two months in to my return and I'm already considering shelving the game again. 

 






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