WoT Supertest – Kharkov Changes

In an attempt to make the map more enjoyable, the devs are testing some changes.

The city parts (1) will be simplified, with less flanking opportunities so the battles will be more predictable.

Lane number two will be for heavily armed tanks.

The open fields (3) will be slightly tweaked. The whole place will be elevated to the level of the city, with more bushes and hard cover.

The famous plaza (4) will still be open, but with slightly harder entrance (5s)

New camp spots for TDs (6s)

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18 thoughts on “WoT Supertest – Kharkov Changes

  1. These changes look like they will make the map significantly WORSE!!!!!!!!!!!!!!! Why would WG eliminate “flanking” opportunities from the city? Yes, what we want as players are more “predictable” battles. YES, YES, YES, please make the battles more PREDICTABLE!!!!!!!! In summary, the Plaza looks worse, the city looks worse and the field also looks worse. It looks like WG ruined EVERY SINGLE PART OF THE MAP. This map is not as bad as Paris or Stalingrad and really only needed to have the field section expanded a bit, stretched. WG now wants to make all the maps completely flat because that is a buff to all Russian tanks with no gun depression.

    Liked by 2 people

  2. NO NO NO NO NO NO NO DONT CHANGE KHARKOV IT IS THE ONLY NEW MAP THEY HAVE THAT IS FUN IT IS MY FAVORITE MAP RN ITS GOOD WARGAMING LEAVE IT ALONE

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  3. “The city parts (1) will be simplified, with less flanking opportunities so the battles will be more predictable.” in other words…..corridors.

    Area 2, corridor
    “The famous plaza (4) will still be open, but with slightly harder entrance (5s)” means “camp spot”

    New camp spots for TDs (6s) “afkers park here and do 0 damage while your team dies”

    Other useless areas that no one will drive into because it doesn’t have any realistic use, no cover, and no flanking possibilites: 3

    Liked by 1 person

    1. That’s exactly what i think: the best part of the current version of this map is the central part allowing to flank and dynamic.
      On the opposite the left side and plaza are uninteresting and mostly camping style.
      The heatmaps are obvious: the left plain and the plaza should be improved, but the central part is good as it is –> http://www.vbaddict.net/wot/heatmaps/2015-04/static/83_kharkiv/83_kharkiv-team-heatmap-ctf-team-all.png
      http://www.vbaddict.net/heatmaps/kharkov/60

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  4. “The city parts (1) will be simplified, with less flanking opportunities so the battles will be more predictable.”

    Wrong decision Map Team.
    This map needs to keep flanking options, not a simplify the city design, that turns already hard restrictive corridors into even HARDER and restricted corridors.

    This is not what the game needs, nor what most of the player feedback has been telling over the past 2 year for the sake of sanity!

    “The open fields (3) will be slightly tweaked. The whole place will be elevated to the level of the city, with more bushes and hard cover.”

    This part of the map very seems very awkward due to the openness. Effectively creating a no go zone (killing field) for a large duration of the battle. By the looks of it now, game play will take place on the edge of the map too much. Which is an issue with most current maps already and needs fixing.

    I would add a soft ridge/hill/undulation, diagonally dividing the area in half, so tactical advancement is still a possibility.

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  5. What are they sniffing? The whole point of flanking is that you should use brain and not just drive to the best hull down position and spam gold. LOL, maps need more flaking roads like on kharkov. Game should be unpredictable and intresting. It is not fun to just spam gold on tanks frontaly, it is fun to flank and track etc. How can WG be so retarded LOL, suck me WG dev-tim.

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  6. Do we know who is part of the WG map department and how to contact them? We really need to contact these out of touch with WoT people who obviously don’t play and need to play.

    All their maps they’ve created remind me of “on a rail” style gaming. “first here, then here, then here. see, very predictable”

    It’s like WG wants to control the outcome of the matches…..

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  7. Either keep it as it is (not a great map, but still better than Stalingrad), or just remove it from the map pool. These new “improvement ideas” are horrible.

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  8. WG balance games and tanks utterly bad, there is no diversity. All maps and tank balance is done to beenefit tier 10 russian MTs and fast HTs. All other can go screw themselves.

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  9. WG really listening to the player base ffs? Who has ever asked for “predictable maps? Because predictable is so much fun!

    Honestly wtf is this about they can keep these HD eyes candy maps with we can have maps as we uaed to have from years ago!

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  10. Russian players play only russian tanks with OP as f*ck armour and without any skill whatsoever they drive in front oof the enemy fire HEAT bounve the enemy and win the fight. And this alalgorithm doesnt work when flanking is a thing. That’s why the poor russian players need not to be flanked and just face their eenemies with their frontal armour.

    So that’s how a vercitile city map with flankinf spots turns into the next stupid corridor city map

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  11. LoL “less flanking”. Come on. WG buffs armour everywhere and say that yes, that tank is not going to be penetrable through the front, so just flank!

    Like

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