Supertest: Kharkov

Today we’re commencing a new stage of the Kharkov map test. This time, we’re going to try a version similar to the last one but stripped 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?
1. The central square now has less entrances and even less exits. There are a couple of two-way passages (marked in green on the minimap) and also two one-way access points (marked in red; you can only drive in through these, not out). It’s much easier now to control the square’s exits, and this should decrease the amount of unexpected flanking manoeuvres and breakthroughs behind the lines—even if one of the sides has ignored this corner of the map completely.
2. The central city blocks haven’t changed. It’s this particular part of the locale that creates Kharkov’s signature gameplay: close quarters combat that can unfold in a myriad of ways. 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 buildings and piles of rubble. They were making this zone a labyrinth and impeding vehicle movement.
4. The outskirts of the city have received several covered positions on each side, allowing you to control or ‘light up’ the open part of the map. From here you’ll also be able to support your allies  who are engaged in urban warfare.
5. The open part of the map now offers more cover and has more key points. The changes applied should help light tanks and mobile mediums use this zone for flanking moves or for dashing into the enemy base. We’ve also added some bushes that may serve as spotting or firing positions (rather risky ones because the distance to foes is going to be small).
Depending on test results, we’ll decide which revision of Kharkov works the best.

0 thoughts on “Supertest: Kharkov

  1. they took a map that was advantageous to lights due to its flanking and then removed that thus bringing it to the sordid middleground many maps seem to be mired in: not enough open space for lights to spot and not enough closed space for lights to flank and fight

    1. yeah was just going to mention that the map is too small for lights to play the spotting game. PLus having one way access just means more nabs will drive in there, track themsleves due to WG physics, then be unable to escape. what a pointless idea – unescapable areas without opening yourself to death. GG WG

  2. “this should decrease the amount of unexpected flanking manoeuvres” – another fking corridor map. they just hate the fact that non-heavy tanks are in the game

  3. Let’s make all 4 passes to the bottom right circle a one-way and call it an idiot filter.

  4. No matter how you look at it, this map is shite. Not possible to fix the shitty thing

  5. Can’t have flanking going on. Just face offs with gold ammo flying both ways.

  6. It looks better now then the changes they proposed earlier a couple of months ago.
    At least the open terrain in the N-W is now well undulated. Though the rest of the map, outside the city area, looks still to have a bit too many flat area’s. But it is getting their IMO.
    Some more scrubs would also do, or more destructible objects/sheds/buildings.

  7. So there are some points i would like to highlight:
    First: This map is too small. 1/3 more pace would be ideal.
    Second: There are no covered position for artillery. Like on so many hd maps nowadys.
    When your saying you want it to make enjoyable for every tank class then you should also take arty into consideration and positions behind 30m buildings are no good arty positions, like in the upper right corner. So you have to stand as the most fragil tank class in the open if you want to fire. No problem when the map is bigger, but this is not.
    Third: Oneway passages. so you literally take away the flanking option. i can already see camping heavies in those corners, with nearly no possibility to engage them properly without losing a ton of hp.
    what you could do instead of a stupid wall you go down, you could place a oneway tank-ditch. that way tank in the lower right corner can at least shot from there down the road to the west and north.

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