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[ST] Kharkov Map Final Supertest Stage


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DomoSapien #1 Posted Mar 12 2019 - 17:21

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Tankers,

 

The final Supertest stage for the Kharkov map is about to start. We’ve already made our choice regarding the exact prototype that will most likely see release.

This is an enlarged (1000 x 1000 meters) version with its open area significantly reworked. Also, the map has been rotated by 45 degrees (relative to the previous variant), becoming vertical-aligned instead of diagonal-aligned. This creates well-pronounced flanks to suit different vehicle types.

 

  • The city blocks and the central square. We tried to keep the familiar gameplay setup intact here. This zone is for heavily armored vehicles’ clashes, and also for races to take good positions in the square. Still, new stuff is present too: embrasures, barricades, 'balconies'/pilloboxes that can only be accessed from one side, etc.
  • The central part of the map is a new zone. It features an anti-tank moat by the city edge, craters formed by explosions, and small fields. The moat is to keep players from fast and unchecked crossing from this zone to the city and back. You may use the moat to encroach on the enemy base and to light up foes, but be warned—it’s a dangerous route as you may face opponents head-on here with an overwhelming force. The central zone suits fast and maneuverable vehicles able of mobility-, camo-, and terrain-based play.
  • The western part of the map is hilly, with a few destructible covered positions. It agrees well with mobile vehicles, and those able to snipe. Taking this zone means controlling almost the entire map, with an option to sneak up on the enemy from behind.

During the coming Supertest we plan to make the final estimate of the new Kharkov’s playability, and introduce some limited balance changes if needed. The following stage will deal with polishing the look of the map, and after that we’ll be on track for an upcoming release!

Images:

EXPAND

 


Edited by DomoSapien, Mar 12 2019 - 17:22.


DomoSapien #2 Posted Mar 14 2019 - 16:15

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Mikosah #3 Posted Mar 14 2019 - 16:47

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The good news is that both of the flanks each seem relatively functional for their respective roles, and that the overall size is more appropriate than the old versions of Kharkov. The trouble is that there's this gigantic wall that runs through the center of the map top to bottom so that it looks like east-west movement will only happen close to the caps. Is it possible to climb over the wall? Why not put at least a couple holes in the wall so that the map isn't divided in half.

DomoSapien #4 Posted Mar 14 2019 - 17:33

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View PostMikosah, on Mar 14 2019 - 09:47, said:

The good news is that both of the flanks each seem relatively functional for their respective roles, and that the overall size is more appropriate than the old versions of Kharkov. The trouble is that there's this gigantic wall that runs through the center of the map top to bottom so that it looks like east-west movement will only happen close to the caps. Is it possible to climb over the wall? Why not put at least a couple holes in the wall so that the map isn't divided in half.

 

Hard to tell from the screenshots we have available, but from what I can tell, there may be an area in the middle where you can climb up to the East, but if that's not the case then it looks like the only way to cross over will be to pick up a bit of speed and jump off the wall.

 

If it's as tall as it was in the original version of Kharkov, though, not sure it will be possible to do without significant damage to your vehicle.

It may have been a conscious choice to offer the middle flank some protection from TD's lurking on the West side of the map. If the middle is overexposed to fire from the West, players may just avoid it in general, effectively making that whole lane generally unplayable like the middle valley on Empire's Border or the middle field on Studzianki.



YANKEE137 #5 Posted Mar 14 2019 - 17:59

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Armored cars be like :


Edited by YANKEE137, Mar 14 2019 - 18:07.


pickpocket293 #6 Posted Mar 14 2019 - 18:07

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View PostDomoSapien, on Mar 14 2019 - 10:33, said:

 

making that whole lane generally unplayable like the middle valley on Empire's Border or the middle field on Studzianki.

 

It's nice to hear a WG employee admit that wide open fields are not "light tank playgrounds" but wildly unplayable shooting galleries. 

 

Other notable areas that should be included in this discussion -- West side of Sigfreid Line, middle field in Fjords, entire middle of the map on Provence, most of the middle of Highway and the north portion of Paris.

 

 

Notable fields that are NOT a death trap --- Murovanka, Karelia, Live Oaks and Redshire.... What do these things have in common? Cover! Hard cover, soft cover, bushes and hills!

 

 

 

 

Lastly, when will we get the maps back that were removed in update 1.0? Sacred Valley? Stalingrad? Swamp? Windstorm? All of these only needed minor balance tweaks to be totally balanced.



YANKEE137 #7 Posted Mar 14 2019 - 18:10

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I don't know, it's full of the Heavy tanks greatest enemy- the gently sloping hill.

Mikosah #8 Posted Mar 15 2019 - 06:34

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View PostDomoSapien, on Mar 14 2019 - 10:33, said:

 

Hard to tell from the screenshots we have available, but from what I can tell, there may be an area in the middle where you can climb up to the East, but if that's not the case then it looks like the only way to cross over will be to pick up a bit of speed and jump off the wall.

 

If it's as tall as it was in the original version of Kharkov, though, not sure it will be possible to do without significant damage to your vehicle.

It may have been a conscious choice to offer the middle flank some protection from TD's lurking on the West side of the map. If the middle is overexposed to fire from the West, players may just avoid it in general, effectively making that whole lane generally unplayable like the middle valley on Empire's Border or the middle field on Studzianki.

 

Even supposing there's enough hard/soft cover to make the middle route relatively safe, if that wall cannot be crossed then your movement options in the center are still extremely limited. And if there are no particularly useful shooting positions in the center, the question has to be raised of why anyone would go there in the first place. I'd say the comparison to look for is actually with Siegfried Line. Imagine what that map would be like if east-west movement were similarly prevented.

MagillaGuerilla #9 Posted Mar 15 2019 - 12:50

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Typical heavies go this way, everyone else goes that way map. At least it's bigger.




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