Supertest 09/08 - Fjords and new prototype
Дата: 09.08.2018 12:41:59
Kayi4ek: Fjords: Gameplay Tweaks Polishing the central and northern
parts of Fjords is one of the tasks we are working on right now. We
plan to improve the gameplay in these parts while keeping the
familiar positions and a common game design. Additionally, we want
to distribute vehicles across the battle locations to avoid the
excessive concentration of tanks in the K5 square. The top part of
the map will be reworked in the waterfall area, the spot where
usually teams’ interests collide. We plan to introduce more
opportunities for a battle scenario for the western team. Within
the A5-A7 squares, a new path to the waterfall will be added. It
will be hard for long-range shots to reach the path, but still, it
will require more time to reach the waterfall. To perform
effectively, the western team will have to use both possibilities
to occupy the waterfall: attack from the A5-A7 and continue via the
usual path through the C6-C7 squares. Due to the new path, the
western team will acquire a defensive position (similar to that of
F8) in the A5-A6 squares. The position will allow holding back
enemy forces if you failed to gain the control over the top part of
the map. The central part will add more gameplay objects that won't
clutter the battlefield, but will make for more hiding places.
Thus, the vehicles in this area will be able to avoid destruction,
when it’s been spotted. The C and D central lines will add extra
positions. For example, a hollow will let you move away from enemy
fire once you’ve been spotted or attack the opponent in the top
part of the map. It is intended that this new element will split
the battlefield space. It used to be open and dangerous for both
teams. Now the novelty will provide for more long-range fire due to
the hiding places. The hill in the D6 square will be reworked. It
will come in handy for firing and passive scouting. Also, it will
be much easier to avoid fire once you’ve been spotted. The updates
represent a complex decision designed to provide players with more
battle opportunities. Keeping the opportunity for firing from afar
and providing more options on how to avoid the enemy shells, we
want to encourage players to be more active in this part of the map
while keeping it familiar. And one more update for the western
team: The B2 square will add a new position similar to the J9
lower-base peninsula. Before, not all defensive spots the team had
could boast this level of versatility. However, the new position is
relatively small in terms of size and is fully exposed to enemy
fire. 




A New Prototype: Codename “Lillehammer” Apart from
Fjords, we will test a new game prototype. Although it already has
a name, it may not proceed to release. It all depends on your
feedback. It is only the first prototype and your opinion will
define its fate. It’s totally up to you. The prototype can
be labeled experimental. We want to check how the World of Tanks
vehicles will behave on a spacious map where there is no clearly
defined directions and the battle scenario depends on the terrain
differences. The map size is 1000*1000. The bases have
atypical positions. They are located at J2 and J9. Such a positon
should help all the vehicle classes: heavy armored and slow
machines don’t waste much time before meeting each other in the
central squares of the K line. Other classes have most of the map
to find a place and avoid situations when you have to engage in a
close combat against an armored opponent. Anyway, this is how we
would like it to be. The heavy meetup. The meeting point of
these heavy buddies is located on the K line (on both sides of it).
There are two tunnels within the K4-K7 squares. They provide good
defense from the artillery fire, a possibility for armor-angling
and an opportunity to attack the enemy right ahead. All what
a true heavy gentleman needs. Still, this part of the map is far
from being isolated: the tunnels are split into two parts with a
space between them. This space allows to support allies that are
close to the center. If a straightforward attack is too boring for
you, there is a hiding located near the tunnels’ ends. A perfect
place to manoeuvre. Taking control over this part will allow you to
capture the enemy base or support the allies who fight close to the
center. Mobile heavies and medium tanks. These nimble beasts can
partake in maneuverable battles in the top part of the map: A and B
lines as well as the squares in the 5 and 6 columns have all it
takes for this kind of action. The locations are dangerous enough,
but having control over them will grant you an array of
opportunities to deal damage. Be brave, but cautious as well. The
center. Light tanks can use the location to spot the enemies. The
nimble support vehicles can actively approach enemy positions. Use
water to occupy the central cliff located in the D5-D6 squares. The
location makes for an excellent lookout, but it is very dangerous
as there is only one way to reach it and there is no other way
back. Important! The speed in water remains pratctically the same
and this part of the map is a perfect location for swift vehicles.
Tank destroyers positions. Classic tank destroyers can occupy the
J1, G3, E2, D1 squares (the symmetrical squares will go for the
other team). Depending on the occupied position you can meet the
opponent from different directions. Artillery. This vehicle type is
deprived of the possibility to fire effectively when remaining in
one place. Instead, it has to search for advantageous and secure
firing points just like other machines. Please bear in mind that
the map is open and the diligent enemy scouts can spot you. Change
positions often. This is a must to ensure an effective artillery
performance on this map. The early spotting comes with strings
attached. As the map is open there are high chances to be easily
spotted and destroyed. It’s better to say it right away: this is
not a bug. It’s a feature and one of the most complicated and
controversial things we want to test. All vehicles moving to the
top part of the map risk to getting their sides riddled with
shells. Creating possibilities to damage the enemy during the first
moments of the battle and creating the ability to avoid are
indispensable elements of our game. Just like close combat around a
stone or rolling over the hill. 











The Fjords updates will be put into action depending on the
test results. It is for you to decide on the future of
“Lillehammer”. Please share your feedback regarding this new game
prototype. We will collect the reviews and understand whether we
are on the right track or not. Stay tuned and good luck on
the battlefield!
Supertest 09/08 - Fjords and new prototype














