New game mode in here. New regime. "Frontline" and WoT performance

After a large-scale update in March, Wargaming did not stop and recently introduced a new version of the game 1.0.1. One of the important innovations was the appearance of the Italian branch, against which the developers announced a collaboration with the legendary goalkeeper of the Turin Juventus, Gianluigi Buffon. However, more important news, in my opinion, was the test launch of the new game mode "front line".

"Frontline" - a special arcade mode, somewhat reminiscent of the gameplay of a competing project War Thunder. I am not very familiar with him, so the WoT innovation was perceived by me very positively. The mode turned out to be interesting, addictive and exciting, not at all like boring 30x30 battles for Tier 10 vehicles. What is interesting and good about the “front line” battle, how to play it and how it affects performance - I’ll tell you now.

The main features of the "front line" in WoT

Battle in the "front line" mode is intended for vehicles of only level 8. In order for all players to be able to evaluate and test the new mode, two tanks were credited to their account: the Soviet ST T-44 (similar to the premium vehicle from Rostelecom) and the American TT T32. They are only available in the "front line" and cannot be used in other modes.

Especially for the new mode, a truly huge map, an area about 10 times larger than the "random battle" locations. It is divided into 9 sectors containing strategic points - bases and bunkers. Two teams enter the battle, the goal of one of which is to capture the bases and destroy the bunkers before the battle time expires, the second is to prevent this. Captured bases cannot be recaptured; as they are mastered, the team moves forward. For each point taken, the team gets extra time.

also in World mode of Tanks "front line" has a system of individual progress. For useful actions on the battlefield, such as causing damage to enemies and destroying them, capturing bases and destroying pillboxes, the player is awarded points, and his rank rises. The more benefits he brings, the higher rank he will receive and the more bonuses to experience and credits he will receive after the battle.

Unlike a standard battle, which is limited to 15 minutes, but lasts about 7 minutes on average, the WoT "front line" mode can drag on for half an hour. Indeed, after the destruction of equipment on the battlefield, the player returns to the hangar and can choose any other suitable tank. It doesn't happen right away, you have to wait. The waiting time for the next exit depends on the usefulness of the player and the time of his life on the battlefield.

To avoid getting into the hangar, you can use the vehicle recovery points located in each of the squares. Staying on them restores durability indicators, repairs one damaged module and restores the health of one crew member. It also replenishes ammo by 10% per second.

You can use the repair point no more than once every 2 minutes for 10 seconds for each second of recovery, which is done to protect tanks permanently located at the point from immortality.

Rewards and rewards system

Playing in the new "front line" mode, World players of Tanks receive, in addition to experience and credits, other bonuses. Among them are consumables and equipment, bonus points, combat reserves. The latter can be used to purchase support resources such as aerial reconnaissance, shelling, bombardment, smokescreen, inspiration and sabotage squad. Their use allows the player and his allies to gain advantages on the battlefield.

The higher the level of the player in the new mode, the more additional rewards he receives. Among them are first-aid kits, repair kits, fire extinguishers, loans, bonds, personal reserves and others. The maximum can be reached at level 30, after which there is a chance to use the "valor mechanic" and start again at level 1 to earn rewards again.

The battle strategy in the "front line" mode is significantly different from the standard "random". Concentration on dealing maximum damage, with a selfish manner of play, may not be the best option even for very experienced player. The price of losing a point (or not capturing it) is very high, and this gives the game a special taste.

  • Don't focus on dealing damage to the most convenient targets. It is important to take into account the tactical situation in order to prevent the capture / loss of the base. It is better to work on goals that take active action at the most important points.
  • After destroying one of your vehicles, when choosing the next tank, you need to take into account the situation on the battlefield. If you need dynamics to prevent capture, you should take a high-speed car that will quickly get to the enemies. To capture a foreign base, on the contrary, it is better to go into battle on a well-armored TT, capable of pushing the flank by assault.
  • It is important to evenly distribute along the flanks, in accordance with the current situation on the map. When leaving for battle after death, it is better to choose the most dangerous location for resurrection, where help will not be superfluous.
  • When playing from the attack, you should not focus on one flank, forgetting about the others. After all, even if you completely capture the left, right or center, and get to the enemy’s guns, you can lose without having time to destroy them and capture all the bases.

"Frontline" and WoT performance

New mode involves playing on a much larger map and allows for a large accumulation of vehicles in one place. Naturally, this could not but affect the performance of the game. In a standard battle, at maximum graphics quality settings in FullHD resolution, medium FPS on my computer is about 80-90. In the "front line" indicators are not at all so optimistic.

In the absence of a significant number of vehicles nearby, the frame rate differs little from "random combat". But if you get involved in a heated shootout, the frame rate sags. Basically, it keeps at the level of quite acceptable 50-60 FPS, but sometimes there are drawdowns up to 30-40 frames per second. It turns out that in the “front line” mode, WoT performance is halved.

The slowdown doesn't have much of an impact on gameplay on today's fast PCs. But if you play on a laptop or an old computer, it can be critical. After all, if you can still play safely at 30 FPS, then 15 FPS is already beyond tolerance, the brakes will be visible to the naked eye.

Conclusion

The new "front line" mode in World of Tanks revived my interest in the game. Recent times I don’t play it very often, because for 5 years the usual “random” managed to become a little boring. But after seeing the "front line" and trying out this mode, I played for three hours in a row, not only to get acquainted with it and write a review, but simply because it is really exciting.

So far, the "front line" is only being tested, and game client not devoid of bugs. So, one day I had a crash from the game, which I had not seen before for a long time. In addition, the interest of gamers in the mode makes it difficult to enter the battle. It is not always possible to connect to the entry queue the first time, and if it does, then the waiting time for the formation of commands may take several minutes.

And this is not in the middle of the night on a working day, but in the evening rush hour, when the audience on the servers is usually the largest. This picture is completely opposite to the waiting time to enter the battle in the "random" mode.

An unpleasant feature is the "ceasefire", which in this moment on all servers lasts from 00:00 to 11:00 hours. Therefore, it is not always possible to play in the new mode, which upsets.

Despite the shortcomings and shortcomings, the WoT "front line" mode seemed to me very exciting. I would like the developers to leave it and continue to develop, eliminating the disadvantages and introducing new advantages.

What do you think about this, do you like the new mode in World of Tanks? What changes would you like to make to it for better gameplay?

April 10 mode called " Front line" became available on the Sandbox test server. Vyacheslav Ushakov and Kirill Perekrest, World of Tanks game designer, tested the new mode, discussed its details and answered players' questions.

About the economy

V .: Among those who already play in the Sandbox, there are players who write in the spirit of “something is bad with the economy, I won’t play anymore.” Have something to say about this?

TO.: The economy is not final now, we just took the economy that exists in the "random" and moved it here. Why did we do it? This will allow you to collect statistics and already directly on concrete figures to understand what problems players have: what a minus they go into, what kind of credits and experience they earn per second - and based on this, already set up the economy. Of course, we do not want our players to go into the red. We don't want them to say, after one fight, “Thanks, that was great, but expensive. It’s a good mode, but of course I won’t play it, ”and after that they left the mode.

Q: In this connection, one more remark. Players who use premium shells after the repair point see that their "gold" has not been restored. Some write that, for example, on the revival screen, it would be possible to give consent to the replenishment of "gold" consumables. What can you say about it?

TO.: Yes, look. "Gold" most players buy for real money. The battle is a very emotional, impulsive situation, so during the battle the player may not notice how he continues to replenish and spend "gold" shells. As a result, he can go into a big minus. This will be, for example, his last money, he will be upset, and this will all end - he may leave the project altogether. Even on the respawn screen, players often act impulsively.

Therefore, we are considering the following solution for the Sandbox (at the moment it is not supported by the interface, but this will be configured in the future). If you want to replenish "gold" shells and "gold" consumables, you can stock up on them in advance in the Garage. We will later support this with the interface: so that when the mode is selected, you can buy additional “gold” shells or consumables on the resupply screen, which will go to your Warehouse, and then you will be able to replenish ammunition with these shells during the battle without going to the Warehouse or to the Shop. But this is not a final, but a temporary solution, which we will have to test in the Sandbox to find out the opinion of the players.

Q: We are reminded that the "carousel" is poorly done in the "afterlife" menu, it is inconvenient to select vehicles.

TO.: You need to understand that at this stage of working on the mode, we cannot finally configure all the interfaces. The way out is this: mark the tanks you would like to play in the first place as the main ones - and they will be the first in the “carousel” when respawning, you won’t have to look for them for a long time.

About the levels of technology, titles

Q: Will it be possible to play not only at levels X, but at least at levels VIII-IX? This question is relevant not only in the Sandbox, but also on main servers. For example, what should a "young" player do who has only one "ten" and a pair of "nines"?

TO.: Now the implementation is such that if your vehicle is destroyed, then it goes on "recharge" for more than two minutes, and you must choose another vehicle. We want to get rid of this at least in the next iteration, so that you do not have to wait: 30 seconds - and you can return to your vehicle.

Why do we position this mode as a mode for "tens"? The rookie player you're talking about took an average of eight to nine months to get to the top ten, and we would like to reward him in this way.

Q: So we are positioning this mode as high-level battles?

TO.: Yes. And now we will set up the gameplay. Setting up combat in this way for other vehicle tiers will take a huge amount of time. And now we want, first of all, to quickly give this mode to the players, and give it to the highest quality, which is why we are now focusing primarily on the “tens”.

V .: And why do we make titles, because now they don’t give anything? Just to boost your ego?

TO.: Yes, now the ranks show which of your team was the most effective. What are ranks for? They are awarded for actions that bring experience: for "light", for damage, for "assist", for capturing the base, etc. But there are restrictions for each rank in battle. For example, there can be no more than one general per team, i.e. the general can be the one who acted effectively and within the time frame. Why is it done this way? Because one of the main resources in combat is time. If you are an attacker, then you must be effective in time. If you are a defender, then you must defend effectively: the more damage you do at the beginning of the fight, the easier it will be for you later.

Q: Change of generals maybe?

TO.: No.

V .: That is, who became the first general, that and slippers?

TO.: Now yes. In the future, we want to improve this system.

Q: Do titles affect anything? If you got a general, is it possible to call an artillery strike or shelling?

TO.: We want to make it so that ranks affect something in the future. This mechanic has shown itself very positively even now, the players really like it, even when titles do not bring anything. We want to develop this topic further.

Q: What goodies will be for the mode?

TO.: While we think about it. Yes, we are going to introduce rewards.

On the balance of power "attack / defense"

V .: Here we are now playing for defense and losing. Players write on the forum: "The defense is constantly losing, the attack is tearing them to pieces." So will it be?

TO.: No, it won't, of course. It should be 50 to 50, that is, all teams should be on an equal footing. But why has this situation come about? In our game, it's not a secret for anyone, it's easier to defend, ie. when you saw a player and dealt damage to him, it’s easier than attacking, i.e., conditionally, there is such a dynamic in random battles. Therefore, for the "Front Line" we built a balance according to the maximum number of conditions: by map, by time, etc. - and we wanted to compensate for the situation that now exists in the "random". But yes, at the moment it is easier to attack, such a situation has arisen, and yes, it is wrong.

V .: Look, what an innovation on the mini-map: you click not on a square, but on a certain point.

TO.: Yes, we've changed it a bit. And, by the way, now the players can see where you made the message from (if you look at the chat, it will be clear that you reported from the "center") - so that the players understand whether this event is important to them or not.

Q: And what about heavy tanks, and, in principle, slow-moving tanks like the Maus, if they were caught during shelling? That is, now we have lost the point and are forced to leave the square.

TO.: This was done in order to give a certain advantage to the attackers, so that they could not be pinched, and give them the opportunity to respawn, regroup and go into battle. But now I see that this is not the best mechanics. There is a possibility that we will abandon it altogether after we analyze all the data. By the way, in all our last internal tests, the defense destroyed the attack in 95% of cases. Just to give you an idea, we only added 30 extra seconds to players for every second base, which resulted in attackers getting an extra 1.5 minutes plus what they had in previous tests. As a result, the attackers are now winning; I can’t say yet what percentage, because we are still collecting statistics.

Q. In this prototype, it is felt that it is more difficult to play defense, much more difficult than in attack. What tools do you use to bring about a balance of power?

TO.: Yes, we see such problems very subtly. What we can do right now: We can change the time it takes to attack, and maybe we will. Now we will check the first statistics from the mode, understand where and what exactly needs to be changed, and, perhaps, already in this Sandbox we will change the time for attackers/defenders. We can move the bases, because now the first bases are closer to the attackers than to the defenders. We can make it so that the capture from the bases is lost in the same way as in random battles - because now, when you hit the invader, it only freezes for a while, and until you destroy the enemy, the capture will not fail.

Q: For defense, there is no repair at the last stage?

TO.: This is also one of the ways to solve the problem of defense - to put repair points there. We will try all this, collect statistics.

Q: Why does the attacking team have better terrain protection than the defenders' bases?

TO.: We got a little scared and made small indulgences for the attack team. Yes, it was done intentionally, but it will be corrected. It is not very comfortable for slow vehicles to play, even in defense, although, in fact, the logical action is to take the “boom” and stand in the bush. But we don't want to stand.

Q: Players write: make the center of the map reclaimable.

TO.: I'm not sure that we will add a recapture mechanic, but I can't say that it won't. And on the topic of imbalance. Why we do not want to make any emergency movements now and have not yet solved the problem. Yesterday people saw this mode for the first time: not knowing the map, not knowing the waypoints, not knowing anything. We will collect statistics, see how it has changed, and after that we will make a decision.

About optimization and testing

Q: Players say that on the combat server 50 fps, and in the "Sandbox" 30 fps. When will Sandbox be optimized?

TO.: The main combat servers use more than a new version all those technologies that allow you to use resources more efficiently than in the Sandbox. And I will immediately reassure you: at the moment when all the gameplay changes in the "Front Line" mode come to the final stage, optimization will also appear.

Q: Why isn't what we're testing on 9.18 included here?

K .: We have already discussed in a nutshell, but I will repeat briefly: only because these two modes go separately, i.e. the mode is developed, acquires its own features, and then on the base combat server all other things are screwed there. In general, they still exist in a parallel universe.

The guys who are working on 9.18 are still doing edits, permanent changes, testing, etc. - accordingly, we would not want to include non-final changes in our mode. Today there are some values, tomorrow, based on the data, others will be set.

Q: And what statistics are collected per day? What and how, besides solving problems with bugs?

TO.: We have collected statistics on wins/losses, now we are processing them. It is not so easy. We collected statistics on retention, on how many battles the players played in our mode, and it cannot but rejoice. People stay, people play, and I hope not because they are trying to figure it out, but because they are really interested. Toward the end of the week we will get a more complete picture, but for now, on Wednesday and Thursday, we will address the most obvious problems.

Q: By the way, there are questions about ping and lag in the Sandbox.

Q.: Will we be testing the same map until the end of the Sandbox?

TO.: Yes, yes now. You need to understand that we have never made maps of 9 km 2 before. it is practically the same as making three ordinary cards. While the mechanics are not yet perfected, and it needs a lot of testing. Plus, as you know, we are currently working in partnership with the Austrian studio Bong Fish and are honing the mechanism of cooperation between teams, because the main development core is located in Minsk, and a small part is in Austria. The guys help us with the development of the map, writing code, design.

Why such a long test? This is a PvP mode where people fight among themselves in teams of 30 to 30 people. It turns out that in order to test at least some basic innovations, we need at least 60 people. To run a test is to bring together these 60 people and keep them busy for two hours - with all their desire to devote all the time to testing, they have a job, they have to release 9.18 and so on.

Of course, such a wonderful collaboration with our colleagues from Bong Fish helps us to divide the work and make several cool features at once.

V .: Given this big map technology is not very good great review. Will we increase it?

TO.: It will be strange. Players are used to the same mechanics and behavior of vehicles in random mode, they enter this mode, and we tell them: “Now the armor is thinner, and now you have more visibility, and now you have no penetration.” Wouldn't want to. I would like to find a more elegant solution, but I can't say that this is the problem. If we increase the review, then we level the game "from disguise".

About respawn and repair zones, training and LBZ

Q: Tell us about dynamic respawns. How does the respawn point, respawn zone change?

TO.: Why is the mode called "Frontline"? Because we have a front line - this is such an internal mechanism that is “drawn” depending on the location of the equipment on the map. And depending on this front line, respawns are formed - individually for the type of vehicle that you have chosen.

Depending on which vehicle you choose, this will be especially visible: between, say, nimble medium tanks and the Maus. We try to respawn closer for heavier tanks because we want all players to be comfortable.

V .: That is, the “strands” will normally reach the action itself, and not drive for five minutes?

TO.: Yes, our goal is to make the mode almost non-stop action so that players don't have to "ride". Driving is not gameplay, it's not fun - it's fun to shoot-tank-fight.

This is a completely new mechanism, and now we need to collect data and understand how it will all work. That is why we look forward to your help and feedback.

Q.: I ran out of respawns, and I forgot to tell you that teams get one respawn every five minutes, and you can accumulate no more than three respawns.

TO.: Friends, you must understand that we are testing a prototype. We have to find a balance of fun and understand how much the players generally like all the new features that we have proposed: garage battles, repair bases. Many things will change. Imagine, now this is our first 9v9 map, and secondly, this is the first map in such an attack / defense mode, synchronous gameplay, synchronous victory conditions. Therefore, we tried to bring it to you as early as possible, to show and get your opinion.

Q: How does the repair zone work?

TO.: If the tank takes damage, then during the repair it goes on cooldown for 30 seconds.

Q: So the repair zone itself will be inaccessible to the tank?

TO.: If you are fully repaired, the zone goes on a two-minute cooldown.

Q: What about LBZ in this mode?

TO.: We are actively working on goal setting. What it will be, I can't say yet. We want to tie it to the ranking system, to make it interesting for you.

Q: What about training? If the mode appears on combat servers, then it will be difficult to figure it out.

TO.: Yes, of course we think about training and how to implement it. Of course, we want the user to go into battle prepared, so that he already knows what to do and where to go. It is clear that a 3 by 3 km map will not be so easy to learn, so you need to implement training that will allow you to do this.

Other matters

Q: Will it be a separate mode or like "Storm", an oncoming battle?

TO.: We think it will be a separate mode. Firstly, here the session is a little longer, the costs are slightly different, here you need to prepare differently.

Q: With so many vehicles, repair mode, and respawn options, aren't the fights getting too long?

TO.: Not really, the minimum battle time is now 12 minutes. We spent the last three fights in 18 minutes on average.

Yes, one more thing: the platoon interface window has been slightly changed. In this mode, you can play with up to four of your friends in one platoon. These are super platoons, in which there will be five people.

Q: Will there be a penalty for those who leave the fight prematurely?

TO.: Yes, standard. Perhaps we will change it, taking into account our gameplay.

TO.: Yes.

Q: Why, according to the players, the bushes are not masked?

TO.: We are informed about this, but it is very difficult to verify this. We can not completely separate the objective from the subjective.

V .: 30 to 30 is very cool. But do similar modes in a different format, for example, 5v5, 10v10, 20v20, or “more attackers than defenders”, have the right to life?

TO.: Theoretically - why not. But there is one "but". We can’t be scattered, because any change will entail a change in both maps and, possibly, the combat mechanics. Initially, the first prototype was 50/50, but by trial and error, we found that golden mean in terms of gameplay. And to begin with, we would like to bring it to mind, to refine it so that it would be very interesting for you to play - and do it as quickly as possible.

Q: When will the mode appear in the game?

K .: Now the “Front Line” is being prototyped in the “Sandbox”, and it will be able to appear after we test everything together with you, give this mode a good economy, goal-setting, additional chips, possibly LBZ, and we will treat all the “childhood sores » modes that are now available.

We want you to feel that this mode is not some small clash, but a war, an epic battle.

V .: By the way, if I'm not mistaken, then you made the "Christmas Tree" mode.

TO.: Yes it's me. If you got a lot of tops, then here is the person who is to blame.

Q: Are general statistics taken into account in the mode? How will the player's statistics in these battles affect his overall statistics?

TO.: We think that the statistics will be separate. Imagine how the average damage per battle will jump.

Q: Is it possible to stream the Sandbox, how can I access it?

TO.: E If you have access to the Sandbox, then go to the Sandbox forum, search for a topic by streams, fill out an application, get official permission - and after that you can freely stream the Sandbox. Many of the streamers have already received this opportunity. It is forbidden to show the Sandbox without such permission. And it’s not just forbidden: if you break the rules, you lose the opportunity to play in the Sandbox forever. And this is a serious limitation, because all future changes in our game will be shown in the Sandbox as well.

Q: Final question: how long will we be testing Frontline?

Q: Kirill, say a parting word to the players.

TO.: We look forward to seeing you at the Sandbox! If you already have an invitation, then just follow the instructions in the letter. We are waiting for your feedback. Write not only about what you don’t like, but also about what you liked: what mechanics, what “features”. I will also communicate with you in the profile thread of the forum. As soon as a large number of questions accumulate, I will immediately give a large package of answers.

On the eve of Halloween, Wargaming invites players to join the Twilight Squad and go to the "Dark Front". Especially for battles in mystical conditions, the otherworldly tank MT-Revenant was developed and added to the hangar, designed to collect green matter. It is this substance that will be collected as part of the future game event to receive valuable prizes and memorable gifts.

Interesting but unclear? Then we will tell you what the developers have prepared for the players to celebrate the tank Halloween.

What is "Dark Front"

This is a territory of secrets and mysticism, where machines rise up, intent on destroying everyone and everything. Only members of the Twilight Squad, a special unit that anyone can join, can fight here. Fighting the rebellious fiends of the tank hell is possible only in a group, so landing on the "Dark Front" is carried out in teams of 5 people.

If the required number of friends or clanmates are not online, do not give up on mystical battles: a platoon is formed randomly. Taking part in the battles is quite simple: you need to select the MT-Revenant tanks in the carousel, press the "Battle" button.

It should be clarified that it is impossible to stay on the territory of the "Dark Front" for more than 7 minutes, and during this time you need to collect the maximum amount of green substance. It is important to understand that there are a lot of volunteers, so the passage through the mystical portal can take 3-4 minutes.

Conventional navigation devices dark side randoms do not work, so you will have to navigate using the "TAB" key, which will display a mini-map on the screen. The task of the Twilight Squad is to collect green matter that makes tanks come to life. You can find this mystical substance in luminous pillars that shoot right out of the ground, but most of all green matter is found in rebellious machines.

On the territory of Darkness there are 3 types of machines that will attack the participants of the game event. The vehicle looks destroyed, but when the Shadow Squad approaches, it comes to life and opens fire. These are very dangerous opponents, which are very difficult to deal with alone, so it is better to move around the territory of the "Dark Front" in groups.

This substance not only causes tanks to revolt, it is able to restore the durability of the vehicles of the Twilight Squad. Having lost HP in hot skirmishes with the rebels, you need to retreat to the Vault, which in exchange for a mystical substance will restore the safety margin.

We have already mentioned that the events taking place on the "Dark Front" sometimes defy logical explanation. If your MT-Revenant is destroyed, the vehicle will not go to the hangar, but will respawn again. For such a rebirth, you will have to give up all the green matter, but this is a small price to pay for the opportunity to stay in battle and continue the battle along with your comrades.

We work for results

The main task of the players is to collect the mystical substance and deliver it to the vault. Based on the results of the disembarkation, it will be evaluated total amount green matter that the team managed to collect. To compete for prizes, you must deliver at least 4 materiel found to the base. Note that it is pointless to guard the vault: if the player does not collect the green substance, he is not entitled to prizes, so the overall victory directly depends on the personal contribution of each.

Miracles of the Dark Front

Arks will come across in the battle zone, inside of which a large amount of green substance or incomprehensible anomalies are hidden. It is impossible to predict in advance what exactly will fall in the Ark. If an anomaly is encountered, the tank will mutate, and players will have to adjust their combat tactics to the changed performance characteristics.

For actively fighting evil and collecting green matter, players will receive silver and experience. You need to understand that the more matter is collected, the higher will be the profitability at the end of the battle.

Bonuses open daily and are activated after collecting the required amount of otherworldly matter, and begin to operate automatically.

LBZ

Players will have access to daily and weekly tasks, completing which you can get more experience and credits. The tasks are simple: play the required number of battles or collect a given amount of substance.

There are currently 5 types of battles in the game: random, training, team, battles in fortified areas and clan battles. In addition to regular types of battles, there are those that take place during the seasons, such as ranked battles and events such as Frontline or Leviathan's Invasion. Battles are held in one of three modes: standard battle, assault and oncoming battle. Standard combat is the main one, while assault and oncoming combat are additional modes World games of tanks. As part of the Standard battle for X levels, a general battle is available. Additional Modes are not available for all maps and types of battles, in addition, they can be disabled in the game settings.

Random fights

Compositions of two opposing teams are selected randomly with the help of a special software mechanism - a balancer. All three modes are available for random battles: standard battle, assault and oncoming battle.

Standard fight

Standard battle is the first game mode in World of Tanks. Prior to version 0.7.4, when two new modes "Assault" and "Encounter Battle" were added to the game, "Standard Battle" was the only game mode in random battles. The essence of the game is as follows: the balancer collects two teams of 15 players on a random map. Each team has a base, which is usually located in a well-defended area. The goal of the game is to capture the enemy base or destroy all enemy equipment. With the simultaneous (or almost simultaneous) capture of two bases, the destruction of both teams, or the expiration of the battle time equal to 15 minutes, a draw is declared. With the simultaneous capture and destruction of the team, the destruction is counted.

The standard mode is implemented on all maps, while "Assault" and "Encounter Battle" are presented only on some.

Storm

In the "Storm" mode, one team defends the base, the other, in turn, tries to capture it. The defending team has clear advantages: usually a better position on high ground; "Victory", if time is up and at least one player of the defending team survived (provided that the base was not captured); 10 minutes of fighting. The attackers, as a rule, have only the advantages of surprise and the choice of the direction of the strike. In addition, they do not need to take care of the defense of the base, since they do not have it.

Meeting engagement

The goal of the Encounter Battle mode is similar to a regular random battle: destroy all enemy vehicles or capture a base. However, there is a small feature, on the map there is only one base for two teams. Teams spawn on opposite edges of the map, and there is one neutral base at the same distance from the spawn points.

The capture speed has been reduced compared to the standard battle. When two teams are in the capture zone at the same time (the number and numerical superiority do not play a role), the capture stops, the filled part of the capture bar flashes. The time of an oncoming battle in WoT is standard: 15 minutes.

The mode is present on the following maps:

pitched battle

General battle is the classic gameplay of standard battles, but on big maps, where you can fight 30v30 on Tier X vehicles. For participation in the battle, you can replenish resources not only with silver and experience, but also with bonds. The number of bonds is directly proportional to the total number of experience earned.


Other modes

Ranked Battle

Ranked battles are seasonal competitions where the strongest tankers fight, and the best of the best receive well-deserved rewards.

Mode " Ranked Battle» is based on the Standard Battle rules and is only available for Tier X vehicles. The balancer of this mode selects participants with an equal level of gaming skill into teams. Based on the results of battles, players are awarded a rank, which can then be increased by winning battles and earning chevrons.

Front line

Frontline is 30 vs 30 fights on a huge special map with an area of ​​9 square kilometers,

many new game mechanics and additional rewards for overall progress and personal efficiency. The front line is available for Tier VIII vehicles.

fortified areas

"Fortified areas" - a game mode for clan players. It is available in the game client and has nothing to do with battles and campaigns on the Global Map. Stronghold is the property of the clan, which consists of the command center, directions leading to it, and additional buildings. The stronghold can be created by the clan commander for free, if desired.

global map

« global map» is a special mode in World of Tanks. It is a strategic struggle between gaming clans for territories. This article provides general information about the "Global Map".

Detailed information about this mode can be found on the World of Tanks Clan Portal.

The interface itself and the Global Map are also located on the official game portal.

Training fights

The training mode is selected in the hangar, in the tabs under the "To battle!" button. Many parameters in this mode are editable: mode selection, maps, team composition, battle duration, room privacy, description. How to play in a training battle is described in the Tanki game instructions. An online training battle has a standard limit on the number of participants: 15 for 15 players, plus additional places in the "reserve".

Experience and credits are not required for World of Tank training battles, but you will have to pay for the spent shells and equipment. Repair after a training battle is free. Also, the results of the training battle of tanks are not recorded in the player's statistics. Video World of Tanks in a training battle clearly demonstrates the tactics and strategy of combat.

Today (04/10/2017) an update was released on the Sandbox test server, and the new iteration itself will be launched around 15:00 Moscow time. Full client test server Sandboxes can be downloaded from this link: (only those who have approved the application for participation in the Sandbox will be able to play in the sandbox).

Briefly about the "Frontline" mode:

The battle in the "Frontline" mode will take place in a format of 30 to 30 players with the ability to play platoons consisting of 5 participants. In the mode, average and heavy tanks, tank destroyers and self-propelled guns of Tier X, as well as light tanks of Tier VIII. The last restriction is temporary and is caused by the technical subtleties of testing. As a result, it is planned to make the mode available for X levels of all types of vehicles. It is simply impossible to fit this amount of vehicles on a 1 km2 map, for this reason we are introducing maps with an area of ​​9 km2, divided into 9 sectors, where one team defends and the other attacks. Each stage takes place on a certain territory: the attackers try to capture it, and the defenders try to keep it under their control.

And of course, how could it be without our water workers, who are already ready to test the new “Front Line” mode tonight in the created platoons of five people:


List of changes on the Sandbox server. Frontline Mode

This iteration of the sandbox is entirely dedicated to the new game mode "Front Line", the implementation of which has the following goal:

Testing new technologies that can significantly increase the size of the map, as well as increase the number of users in one arena, without losing performance on all configurations.
1. Mass performance testing on various user configurations;
2. Mass testing of server functionality.

Basic Rules:

1. This mode is only available for vehicles of level 10.
2. The exception is Light tanks, for which this mode is available at level 8.
3. 60 players participate in the battle.
4. All players are divided into 2 teams, 30 people each:
a. Attackers - the task of the attacking team is to destroy at least 3 out of 5 large-caliber guns before the timer expires;
b. Defenders - The defending team must prevent the destruction of large-caliber guns before the timer expires.

Battlefield:

1. The total area of ​​the battlefield is 9 square kilometers (the sides of the map are 3 by 3 kilometers).
2. The battlefield is conditionally divided into 8 functional zones:
a. The beach is the starting area for the attacking team;
b. The first line is the battle start zone for the defending team, bases A, B, C are located in this location;
c. Second line - bases D, E, F are located in this location;
d. The third line is the zone of location of large-caliber guns.
3. In addition to the functional division, the map is conditionally divided into 3 strategic areas:
a. Eastern front;
b. Central front;
c. Western front.

Progress and development of the battle:

1. At the start of the battle, the players of each team are evenly distributed by 10 people on each of the three fronts - Eastern, Central and Western.
2. Players of the attacking team start the battle on the beach line.
3. Players of the defending team start on the first line.
4. On initial stage of the battle for the players of the attacking team, the second line is inaccessible. If the attacking player enters the territory of the second line, he will be destroyed by the aircraft of the defending team.
5. At the initial stage of the battle, the beach line is inaccessible for the players of the defending team. If a player from the defending team enters the territory of the coast, he will be destroyed by the fleet of the attacking team.
6. After the start of the battle, the attacking team has 12 minutes to destroy the large-caliber guns of the defending team located on the third line.

Base Capture:

1. There are 3 bases on the first and second lines, respectively, at the start of the battle, these bases belong to the defending team.
2. To advance to the second line, the attacking team needs to capture the bases that are located on the first line.
3. The base is captured according to the standard WoT logic, taking into account the features of the mode:
a. To capture the base, the player must enter the base capture circle.
b. AT this mode The number of players capturing the base at the same time has been increased from 3 to 5.
c. To capture the base, players need a total of 150 capture points.
d. In the event that the player capturing the base is damaged, the capture progress is not reset, but only suspended for 5 seconds.
e. In order to bring down the progress of capturing the base, it is necessary to destroy the capturing player.
4. Capturing each of the first 3 bases (A, B, C) adds 120 seconds to the time remaining until the end of the battle.
5. The capture of each of the bases on the second line (D, E, F) adds 150 seconds to the time remaining until the end of the battle.

Zone capture:

1. When the attacking team captures the base, the zone on which this base was located passes under the control of the attackers.
Example, if the players capture base A, then the zone located on the eastern front of the first line goes under the control of the attackers.
2. After the zone passes under the control of the attacking team, the players of the defending side are given 60 seconds to leave the occupied zone. All the equipment of the defending team, remaining after 60 seconds in the zone captured by the attacking side, will be destroyed by the aircraft of the invaders.
3. After the attacking team captures the zone, all adjacent zones become available for capture by the attacking side.
Example: if players capture base A, then the zone controlled by base D becomes available for them to capture;
4. After capturing any base on the second line, the attacking team gains access to the third line and can proceed to destroy the defenders' large-caliber guns.
5. If the attacking team captures all 6 bases, then the "Reinforcements" functionality is disabled for all players.

Ranged weapons:

1. They are interactive objects and the main target for the attacking team.
2. The amount of HP of each long-range weapon is 4000.
3. Can be destroyed by player projectiles.
4. They have extreme frontal armor (2000 mm).
5. Significant side armor (250 mm).
6. The most vulnerable point is the rear of the gun (160 mm);
7. High-explosive shells deal 50% of base damage to guns.

Respawn system:

1. After the destruction of the player’s equipment, if the player has respawns, the player gets to the respawn screen:
2. On this screen, the player can choose:
a. On what vehicle to return to battle. All purchased equipment of level 10 (and LT of level 8) is available to the player, the equipment must be repaired and manned;
b. Select your preferred tank consumable. Regular consumables and shells will be automatically bought, premium consumables will be replenished only if the player has them in stock;
c. Choose the flank on which the player prefers to return to battle;
* A flank that currently has more than 15 teammates will be unavailable to return to battle.
* There is also a limit on the number of self-propelled guns on one flank in the amount of 3 units.
3. The return does not happen instantly:
a. The tank, on which the player was destroyed, becomes unavailable for revival within 3 minutes from the moment of its destruction.
b. After entering the respawn screen, the player cannot return to battle for 30 seconds.
4. The number of respawns is individual for each specific player.
a. At the beginning of the battle, all players of the attacking team have 2 respawns;
b. At the start of the game, all players of the defending team have 1 respawn;
c. Every 5 minutes after the start of the match, teams receive reinforcements and each player receives 1 additional respawn;
d. The player cannot accumulate more than 3 respawns;
5. If the attacking team captures all 6 bases, then the reinforcement functionality is disabled.

Repair points:

1. Players can use the repair points located on the battlefield.
a. The radius of the repair zone is 25 meters.
2. At the moment when the player is in the repair circle, the vehicle resources are restored:
a. 100 durability points per second;
b. 10% projectiles per second;
c. 100 crew strength points;
d. 100 module durability points.
3. All simple vehicle resources are restored for credits at the standard cost. The credits earned for this battle are taken into account.
** 4. All premium shells and premium equipment are restored only if they are in stock.
5. After the restoration of all tank resources by 100%, a specific repair point becomes inaccessible to the player for 2 minutes.
6. If the player takes damage while repairing, the repair process stops and the specific repair point becomes inaccessible for 25 seconds.