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[ST] Kharkov


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Gnomon #1 Posted Jul 12 2018 - 14:31

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Happy Thursday!

 

Hope that you are all having a good morning so far.

 

Today, I’d like to talk about our newest Supertest. We’re commencing a new stage of the Kharkov map test. 

 

If you’re unfamiliar with the previous test, check out Cabbage’s post here: Kharkov


With this test, we’re going to try a version similar to the last one, but we’ve removed some of its drawbacks. We plan to get rid of super-fast battles, to give every class a chance to shine, and to increase the playability of the open space by making it more suitable for mobile light and medium tanks.


So, what does the new version of the map look like? Well, I’ve got you covered! 

 

  1. The central square now has fewer entrances and even fewer exits. There’s a couple of two-way passages (marked in green on the minimap below) as well as two one-way access points (marked in red; you can only drive in through these, not out). It’s now much easier to control the square’s exits, and we believe this should decrease the amount of unexpected flanking and breakthroughs behind the lines (even if one of the teams has completely ignored this corner of the map).
  2. The central city blocks haven’t changed. This particular part of the map is what creates Kharkov’s signature gameplay: close quarters combat that can unfold in a myriad of ways. Also, 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 of buildings and piles of rubble. We thought they were making this zone too much like a maze as well as impeding tank movement. Due to this, we decided that they needed a change or two. 
  4. The outskirts of the city have received several covered positions on each side, allowing players to light up the open part of the map for their team. From here you’ll also be able to support your friendlies engaged in city warfare.
  5. The open part of the map now offers more cover and more important positions. The changes made should help light tanks and mobile mediums to use this zone for flanking moves or for speeding into the enemy base. We’ve also added some bushes that you may want to use for spotting or firing positions. Although, they are rather risky positions because the enemy team is going to be fairly close to you here.

 

 

Screenshots

 

Depending on test results we’ll decide on which revision of Kharkov is the best. 

 

Let us know what you think! 

 

Be sure to follow the news, and best of luck in battle! 



usma79south #2 Posted Jul 12 2018 - 15:59

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I hope this makes Kharkov better, thx for trying - how do you make "one-way access points"?  Is there a "one way" sign? 

Crazy___Canuck #3 Posted Jul 12 2018 - 16:25

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I also appreciate efforts in trying to make maps, and making maps better...…..but how does trapping and funnelling people into certain areas of the map promote dynamic gameplay (SE portion of map)?  I don't understand the need, or the point, to remove accesses, and to have laneways that are only useful from one direction.

 

I certainly don't profess to understand the complexities of trying to design maps, but this just seems odd to me.



Gnomon #4 Posted Jul 12 2018 - 16:41

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View Postusma79south, on Jul 12 2018 - 08:59, said:

I hope this makes Kharkov better, thx for trying - how do you make "one-way access points"?  Is there a "one way" sign? 

 

This screenshot shows/explains it pretty well:



Zanarkand_C #5 Posted Jul 12 2018 - 17:31

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I forgot about this map! Last time I seen it was the Halloween special thing, I hope it makes it back. More maps = more play.

moon111 #6 Posted Jul 12 2018 - 19:31

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Give arty an option of 'Go back to garage'.  If both opposing arty click it, they both get to bypass crappy maps like this one.  And players who don't like arty won't have to deal with them either.  It's a win-win for everybody.

 

Isn't this pathetic they are eliminating the ability to flank?  


Edited by moon111, Jul 12 2018 - 19:31.


YANKEE137 #7 Posted Jul 12 2018 - 19:54

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Looks a bit like Ruinberg to me.

JTM78 #8 Posted Jul 12 2018 - 19:55

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Where to start on this mess?

1. This map is yet another corridor map, that has no real place for light tanks, lightly armored TDs or artillery to play.
2. The one way drops at the #1 location is a horrible idea, as it was the only place for light tank to play before but not now.
3. The excessive use of tall building and buildings in general are screwing over artillery the hardest on this CORRIDOR map.
3. The extremely short lines of sight are screwing over every tank class/tanks that depend on camo values or view range to be worth a count.
4. The lack of multiple avenues to attack from will limit lower tiers or low penetration tanks from flanking heavies.

This is yet another map that has been reworked, that is worse then the original map. It is starting to look like WoT only cares about heavy tanks and I think the map is definitely screwing over every other class of tanks. I think the map developers/balance teams need to start making map that all classes having a role on and STOP MAKING CORRIDOR MAPS!!!!

Mikosah #9 Posted Jul 12 2018 - 23:23

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An improvement over the last version, but like the others I'm concerned by this notion of 'one-way' passages. From the looks of it, area 1 is going to be a place where a few players simply look over that edge just to see if the enemy was crazy enough to get trapped in that big empty bowl with zero usable cover. Perhaps in some late-game scenarios we may see some interesting uses for it, but other than that it seems like an extremely useless place to go. And it takes up a significant chunk of the map's square footage, and therefore restricts possible routes. If nothing else, just put some usable cover in area 1 so that going into there might not be instant suicide. 



usma79south #10 Posted Jul 14 2018 - 01:24

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View Postmoon111, on Jul 12 2018 - 18:31, said:

Give arty an option of 'Go back to garage'.  If both opposing arty click it, they both get to bypass crappy maps like this one.  And players who don't like arty won't have to deal with them either.  It's a win-win for everybody.

 

Isn't this pathetic they are eliminating the ability to flank?  

 

Either 'Go back to garage' or give arty more alpha/pen ability again, cuz even tho "Tips" says arty can destroy a tank by direct fire, that seldom happens now w the signif arty nerf - if you're going to put arty in city maps, where arty ends up having to defend itself often, give arty more defense ability. or the option to Go back to garage - I've seen quite a few SPGs just go into a city to try to get one hit before they're taken out, then they can go to another battle

Edited by usma79south, Jul 16 2018 - 14:46.


usma79south #11 Posted Jul 16 2018 - 14:48

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View Postusma79south, on Jul 14 2018 - 00:24, said:

 

Either 'Go back to garage' or give arty more alpha/pen ability again, cuz even tho "Tips" says arty can destroy a tank by direct fire, that seldom happens now w the signif arty nerf - if you're going to put arty in city maps, where arty ends up having to defend itself often, give arty more defense ability. or the option to Go back to garage - I've seen quite a few SPGs just go into a city to try to get one hit before they're taken out, then they can go to another battle

 

Maybe SPGs' pen ability can go up 3 fold if within 100 meters, 2 fold if within 200 meters. 

Avalon304 #12 Posted Jul 16 2018 - 21:37

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Well, any map that reduces the effect of artillery is good by me... so +1 for making arty players froth with rage, WG.

 

Looking at the redesign... I'm actually interested to see how the 1 way passages play out. I dont think theyll be particualrly bad... btu I dont see that area of the map getting much use either, except possibly in very very late game situations. Otherwise it looks better than the previous version at giving multiple classes something to do.






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