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Supertest in Flames: New Map with Elevators and Crushing DPM Tank

World of Tanks developers are once again experimenting with the environment and strategic possibilities. A new, currently unnamed map has arrived on the Supertest, promising something we haven’t seen in the game before. The new map brings unique interactive mechanics to the game, including three functional elevators that allow players access to elevated levels of the map, and an activatable fire zone where players can cause a fire that damages enemy vehicles. The topography is divided into an industrial southern section, a central factory, and an open north, which suggests variable strategic options but simultaneously raises concerns about unbalanced firing positions.

Although the map is presented as a novelty, experienced veterans won’t be fooled. The topography and basic layout are based on the “Canyon” concept, which first appeared in prototypes back in 2020 and was subsequently tested during Recon Missions in 2021 and 2022. Interestingly, a few months ago, Wargaming attempted to sneak this layout into the game as a visually reworked version of the map “Empire’s Border.” However, this attempt likely did not meet with approval, so the developers decided to present the map as a completely new and standalone addition to the game. The official name has not yet been revealed.

Interactive Mechanics: Elevators and Fire

What makes the map truly interesting aren’t the hills and bushes, but the new dynamic elements: There are a total of three elevators on the map that allow tanks to ascend to the upper floors of the industrial buildings. It is not yet clear exactly how activation will work – variants being considered include automatic activation upon entry, cyclic intervals, or manual activation via a button. The second novelty is the ability to set a part of the map on fire. It is assumed that shooting down a specific object (we don’t know which one yet) will cause debris to fall and ignite the area. Any vehicle in this zone will take damage. Players are thus given a tool to actively change the terrain and punish inattentive opponents.

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Strategy and Risks

The map is divided into three main sectors, each offering a different combat style and specific risks.

The Southern zone, which you see in area 6, is formed by industrial buildings and houses two of the three elevators. These allow transfer to the roof of the central factory. However, the exit from the elevators to the upper level is very exposed. Upon exiting, you find yourself on an open surface with limited cover options. To advance further into the factory, it is also necessary to cross an uncovered “bridge,” making tanks easy targets.

The Central Factory in area number 3 hides the third elevator. Its strategic value will depend on the firing positions and lines of sight provided from the upper level. Generally, high ground is an advantage in World of Tanks, but the key will be whether it is possible to effectively engage enemies without the player becoming an easy target themselves. The factory is connected to the southern part by the before mentioned “bridge,” where the risk of the fire trap will likely exist.

The Open North, highlighted by areas 1 and 2, will likely be the key playground for light tanks, offering cover for scouting and escape routes after spotting. However, the open terrain raises the biggest doubts. Early screenshots suggest the existence of strong, covered positions on the edges from which this area can be shelled with impunity. There is a risk that the north will become a “dead zone” for any offensive maneuver.

New Tier IX Chinese Medium Tank: Redmin Tanke / Zichiang

A new tank has appeared on the Supertest under two different names – Redmin Tanke and Zichiang. It is a medium tank, but its parameters resemble those of a heavy tank. The most striking feature of the tank is its gun, which uses a mechanic similar to the MBT-B but on a cyclic (non-autoreloader) principle —meaning the gun always loads two shells at once. After firing the first shot, the second follows automatically with a delay of only 0.75 seconds. The total “burst” thus deals 400 damage (2×200).

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Upon a closer look at the statistics of the new Chinese medium tank, it is clear that its greatest strength, and simultaneously its most interesting mechanism, is its firepower. The tank utilizes a unique “burst” system, which allows firing two shots in rapid succession with a delay of only 0.75 seconds after reloading. Although the base damage per shot is a below-average 200 points, thanks to the double-shot, the tank deals 400 damage in the blink of an eye. Combined with very fast reloading (6.8 s), we reach an astronomical DPM approaching the 3,200 mark. This crushing power is, however, balanced by a major weakness: very low penetration. Standard ammo (AP) penetrates 243 mm, while premium APCR ammo offers only 279 mm penetration. For comparison, this is a value found on the standard ammo of the Leopard Prototyp A. Practically, this means the tank will struggle significantly against heavily armored targets. The poor shell velocity (960 m/s for AP and 1,170 m/s for APCR) doesn’t help either, making shooting at moving targets at a distance difficult.

More Heavy Than Medium

In terms of durability, the tank defies class standards. With 1,800 HP, it boasts above-average survivability for a Tier IX medium tank. The frontal armor of both the hull and turret is 220 mm. The turret features the typical rounded Chinese design, which ricochets shells well, but observant gunners will find weak spots in the form of commander cupolas. 80 mm side armor offers some hope for sidescraping. A big surprise — and a complete anomaly for the Chinese branch —is the -10° gun depression. This allows the tank to effectively use terrain irregularities and play “hull-down”, which partially compensates for the weaker penetration since the tank can aim longer from a safe position.

The price for this durability is below-average mobility. A top speed of 45 km/h and a power-to-weight ratio of slightly over 14 hp/t place this machine closer to faster heavy tanks. Mounting “Turbo” equipment seems almost mandatory here. Additionally, slow hull traverse makes the tank vulnerable in close-quarters combat against more agile opponents.

Conclusion

Adding interactive elements is, on paper, a great step toward revitalizing the game. The ability to use the environment against the enemy or move unexpectedly via an elevator sounds tempting. However, if the basic map design suffers from unbalanced firing positions (especially in the north), even three elevators won’t save it. Wargaming has long-standing issues with balancing new mechanics, so we can only hope that this time the final execution is polished.

The values of the new vehicle and the map mechanics may still undergo significant changes, as is customary for Supertest news. What do you think about these changes? Would you welcome more interactive elements in Random Battles, or do you prefer the classics? Let me know your opinion in the comments!

3 thoughts on “Supertest in Flames: New Map with Elevators and Crushing DPM Tank”

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