Front line mode wot how to play. New game mode "front line". New combat equipment

Game settings.

* Technique: All medium and heavy tanks, self-propelled guns and tank destroyers of Tier X, as well as light tanks of Tier VIII new mode will be tested on all types of Tier X vehicles).

* Teams: Each team is made up of 30 players who have the option to form super squads of five players.

* Team roles: One team is defending, the other is attacking.
* Maps: In Frontline mode, the battle takes place on a spacious Epic Normandy map with an area of ​​about 9 km 2. At the beginning of the battle, the defending team will appear on the first defensive front, and the attacking team will spawn in the landing zone located on the coast. During the battle, the attacking team must capture territories and move deep into the defensive fronts. The first and second fronts are divided into three zones: "West", "East" and "Center". Each zone is the same size as the standard World map of Tanks (1 km 2) and has a capture point. As soon as the attacking team captures a zone, the action moves to the second defensive front, and three new zones open up for both teams. final battle takes place on the third defensive front, which is fortified with five large-caliber guns - firing points.

* Targets: The attacking team must break through the defensive fronts and destroy at least three of the five available firing points (read more below). The defending team must resist and defend at least three of the five firing points.

* The duration of the battle may vary. Initially, the attacking team has 12 minutes to break through the defensive fronts and destroy firing points. Each successful zone capture on the first defensive front gives the attacking team 2 additional minutes to complete the objective, and the zone capture on the third defensive front adds another 2.5 minutes. If the defending team cannot resist the onslaught of the attacking team, the game ends in the first round. On average, the duration of the battle can vary from 5 to 20 minutes.

Battle plan:

At the beginning of the battle, team members are placed on three zones of the first defensive front (10 players from each team for each zone). The attackers must seize control of the front, the defenders must prevent them by all available means. During the attack, your goal is to capture the zone or eliminate the players of the defending team; when playing as the defending team, you must eliminate the attacking players and break the capture. In general, it is very similar to the Assault mode, with the exception of a few features:

- Five players can participate in the capture of the zone instead of the usual three. The more players involved in the capture, the faster the zone is captured.
- In case of loss of durability points and (or) damage to the module, the attacking vehicle cannot temporarily participate in the capture.
- Capture points are reset only when the vehicle that captures the zone is destroyed.
- Each successful capture of a zone on the first defensive front gives the attacking team two extra minutes to complete a combat mission, and capturing a zone on the third defensive front extends the battle by another 2.5 minutes.

The captured zone passes into the possession of the attacking team. The players of this team can continue the offensive, breaking through the second defensive front and beyond until they reach the third defensive front.
The players of the defending team must immediately leave the lost territory within a minute. There is no time to delay: all defending vehicles will be instantly destroyed within 60 seconds after the capture of their territory.
At the same time, the attackers should not get carried away, because if they did not capture at least one zone of the first front, but immediately moved to the second, their equipment will also be destroyed by an airstrike.
Once the players of the attacking team reach the third defensive front, they can concentrate on completing their primary task - destroying firing points equipped with long-range guns. Each point has its own margin of safety. The firing points are reinforced with armored caps, and they cannot be penetrated by a frontal attack. Go from the rear, because their back is more vulnerable. In addition, it does not hurt to study their booking scheme in advance.

Respawn, repair and resupply zones.

It's quite a shame in the midst of a battle to be without shells or just to be destroyed, isn't it? But do not worry, there is no reason to panic, because each player will have several lives at each stage of the battle. The attacking team starts the battle with two lives, while the defenders have only one. Each player receives one extra life for every 5 minutes of combat. As a result, the maximum accumulated amount per player is three lives. If the attacking team captures all six zones of the first and second defensive fronts, the rules of the game change. In this case, the defensive players should play as carefully as possible, because each of them has only one life left without the possibility of respawning.

After your machine has been destroyed, in the respawn window you can:

— Select any Tier X vehicle in the Garage (or light tank Tier VIII), except for the already destroyed vehicle.
- Choose the most suitable equipment, equipment or ammunition. Standard shells and equipment are restored automatically, while premium equipment and shells are taken from your storage.
- On the territory belonging to your team, choose a respawn point and return to battle.

In addition, special points will appear in the zone of active hostilities, where players can restore durability points, repair modules, and replenish ammunition. A point will be available on each zone of the map, allowing the player to repair vehicles and replenish ammunition at the same time. These points can only be used by the team that owns the zone. When reviving vehicles, premium shells and consumables are restored only if the player has them in stock; standard shells and equipment are restored automatically.
Don't forget: Repair and Resupply zones become temporarily inaccessible after they've been used. And if you have fully restored the strength of your car, then you will be able to use this zone again only after 120 seconds. The time until the next recovery is counted separately for each player - thus, these points can be used by several players at the same time. If a shell hits your vehicle while repairing or resupplying, you will have to wait 20 seconds before continuing to repair or resupply.

* Rank system.

For high combat effectiveness (capturing a zone or knocking down capture points, damaging or destroying enemy vehicles), players are awarded special titles. You can get several ranks in one battle: start playing Private and reach the rank of General!

** Important: The economy system of the "Front Line" mode is under development. As part of the first phase of testing the mode, we primarily want to focus on collecting statistics and player feedback on gameplay, new mechanics, map and other points. All this will eventually determine the directions for further work. And after that, we will direct our efforts to setting up the economy of the regime.

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. You can download the full client of the test server of the Sandbox 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. The mode is available for medium 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. At the initial stage of the battle, the second line is inaccessible for the players of the attacking team. 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. On the first and second lines there are 3 bases, 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 capture of the base occurs 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. Capturing 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 vehicles of the defending team remaining in the area captured by the attacking side after 60 seconds will be destroyed by the invaders' aircraft.
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. Most vulnerable spot is the back of the gun (160 mm);
7. high-explosive shells deal 50% of base damage to weapons.

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.

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 continue playing.” 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. good mode, but of course I won’t play it, ”and after that they left the regime.

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 can 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 finalize 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 the main servers. For example, what is a "young" player to 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 limit. 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 deal at the beginning of the fight, the easier it will be for you later on.

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 inflicted damage with him - this is 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 1.5 extra 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, he 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. Slow vehicles are not very comfortable to play, even in defense, although, in fact, the logical action is to take the “baba” 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’ll immediately reassure you: at the moment when all the gameplay changes in the “Frontline” 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, that is, the mode is developed, overgrown with its own features, and then, on the basis of the 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 these 60 people together 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 overview. 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 you 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.

In Update 1.4, the Frontline mode returned to the game. In this article, we have collected answers to the most frequently asked questions from users.

What innovations appeared in the eighth episode?

  • Became available new map- Kraftwerk. On it you can fight in open areas, in small towns, among the ruins of ancient castles, on the territory of a power plant and even on the ruins of a chapel.
  • In the in-game store, personal reserves are available for accelerated leveling of front-line experience. There are three packages in total with different amounts of personal reserves, each of which you can only buy once. In total, in three packages - ten personal reserves.
  • Starting with Episode 8, the most skilled and determined players will be able to get their hands on the AE Phase I, a four-track American Tier IX heavy tank. This is a versatile heavy that can lead a team. Like most American tanks, it has a solid ricochet turret. It also boasts an accurate gun with an excellent declination angle and good armor penetration.
  • Read more about the eighth episode of "Front Line" on the official portal.

How long will the Frontline mode be available?

The regime will operate from February to November 2019. It consists of ten seven-day stages, one for each month. Look for the exact time of the stages in the regulations on the official World of Tanks portal.

What vehicles can be used in battles in the "Front Line" mode?

The mode is played by players using Tier VIII vehicles, including premium and premium tanks. While it is active, you can rent special tanks that can only be played in Frontline. These are copies of existing combat vehicles. At all stages, the Soviet medium tank T-44 LF is available to players. In addition to it, at each stage it will be possible to rent two certain premium cars. Full list look for technicians in the regulations "Front Lines".

What are the rules for the battles of the "Front Line"?

The basic rules of the regime are as follows:

  • The battle takes place on a 3 by 3 km map.
  • There are two teams of 30 players.
  • Platoon play is allowed.
  • The attacking team must break through the defenses and destroy at least three of the five long-term enemy firing points.
  • Defenders must hold positions and retain at least three of the five defended objectives.
  • Shooting at allies does no damage.
  • Read the detailed rules in the regulations "Front Lines".

What Combat Reserves are available in Frontline in 2019?

Available reserves:

  • Air Strike - Deals minor damage and stuns enemies in the selected sector.
  • Shelling - inflicts significant damage to vehicles in the center of impact, decreasing as they move away from the center.
  • Inspiration - gives an increase to the main specialty to the crew of your vehicle and allied vehicles nearby.
  • Sabotage Squad - increases the speed of replenishment and restoration of the service area. For attackers, it increases the speed of capturing the base, for defenders - the time it takes to block the capture when damage is done to attackers.
  • Smoke screen - temporarily reduces the view of vehicles and disguises vehicles in the specified sector.
  • Reconnaissance aircraft - temporarily transmits intelligence about vehicles in the selected zone.
  • +100% to frontline experience - doubles experience for 1 hour from the moment of activation.

How to get combat reserves for double frontline experience?

From August 12 to August 19, by playing random battles and completing simple combat missions, you could get up to ten reserves. During the Frontline, you can use gold in the in-game store to purchase sets with personal reserves. There are three such sets:

  • for one reserve - 250 units of gold;
  • for three reserves - 750 units of gold;
  • for six reserves - 1500 units of gold.

Each set can only be bought once, so the maximum number of reserves you can buy is ten.

What will happen to the Valor points that remain after the exchange for vehicles, and those that are not enough for the exchange?

Has the economy changed in Frontline Mode?

No, the economy of the regime has not changed.

Why is it impossible to transfer the crew to the T-44 LF without a fine?

Where can I see my progress in the event?

How to get degrees of valor?

You must first reach level 30 in Frontline. After that, in the progress window there will be an opportunity to increase valor. Use it to get the 1st degree of Valor. After that, you can re-pass all 30 levels of the "Frontline" and use the increase in valor each time after reaching the highest level. Thus, you can raise the degree of valor up to the 10th.

Access to the degrees of valor opens gradually. The maximum Valor in a stage is limited by the current stage number plus two (for example, in the 5th stage you can get a maximum of 7th Valor).

How to reach the 10th degree of valor if I cannot participate in all stages?

Starting with Episode 8, you will be able to earn all ten Valor levels in one episode.

What in the player's progress is reset when moving to the next stage?

The player does not lose anything.

Will it be possible to purchase all four prize cars with Valor Points?

No, the earned points will be enough for a maximum of two tanks. Keep this in mind when choosing a technique.

Will I get gold if I already have STA-2 and WZ-111 in my Garage?

No. If you already have STA-2 and WZ-111 in your Garage, you will not be able to exchange Valor Points to get them.

Why didn't I get experience, credits, and a title based on the results of the battle?

Your income and achievements will be canceled if you leave the battle before it ends. We adopted this principle in order to encourage honest fighters who fight to the last for their team.

At the same time, if a player left the battle not on his own, but was “thrown out”, he can return to the battle within five minutes. Then his income and titles will be saved.

Can I complete personal combat missions in the "Front Lines" mode?

No.

Why did I earn so few credits per battle?

The reason is that you used a lot of shells (including premium ones), and the peculiarities of replenishing ammunition at the end of the battle.

When you resupply at a repair point, it's not free. During the battle, it is taken into account how many times you fired and what projectiles. After the battle, only the standard ammunition of your tank is replenished. If you spend more shells in battle than your tank's ammo rack can hold, their cost will be deducted from your total income. This is what leads to the fact that you earn few credits.

Why can't I choose a tank for battle or shoot at the enemy in battle?

This issue may occur when using game modifications. There are no specific restrictions on the use of technology. The main thing is that you choose a Tier VIII vehicle.

To solve the problem, uninstall mods or launch the game without mods through Game Center. And if you use a launcher, then start World of Tanks in safe mode.

How to remove mods:

  1. close World client of tanks.
  2. Download the archive from our website.
  3. Unzip the archive, place the bat-file in the root directory of the game (for example, C:\Games\World_of_Tanks) and run it.
  4. Launch the game client, check the relevance of the problem.

Why didn't I get the Commander-in-Chief medal?

To get this medal, you need to earn in battle not only the rank of general, but also the most experience in the team. If one of these conditions is not met, the reward will not be issued.

If I didn't manage to gain and reset the 30th level of Frontline, will my levels burn out?

They won't burn. Your progress through the levels of the "Frontline" within the same degree of valor remains unchanged and is not reset. For example, if you finished the first episode at level 25, then you will start the game in the second episode at the same level.

Why doesn't the damage that I inflicted on the firing point count?

Only the damage you dealt to other players counts. The firing point is not a player.

New content, especially large sizes, is what always captures the interest of the audience. Today Wargaming released on a special test server(known as "Sandbox") a new game mode called "Frontline". Below I will acquaint you with the main points regarding it.

Game settings

Technique

All medium and heavy tanks, self-propelled guns and tank destroyers of Tier X, as well as light tanks of Tier VIII (NOTE: the restriction of LT to Tier VIII is temporary, it is due to the technical features of testing. In the future, the new mode will be tested on all types of Tier X vehicles).

Teams

Each team is made up of 30 players who have the option to team up into five-player Super Platoons.

Team roles

One team is defending, the other is attacking.

Cards

In the Frontline mode, the battle takes place on a spacious Epic Normandy map with an area of ​​​​about 9 km 2. At the beginning of the battle, the defending team appears on the first defensive front, and the attacking team appears in the landing zone located on the coast. During the battle, the attacking team must capture territories and move deep into the defensive fronts. The first and second fronts are divided into three zones: "West", "East" and "Center". Each zone is the same size as the standard World of Tanks map (1 km 2) and has a capture point. As soon as the attacking team captures a zone, the action moves to the second defensive front, and three new zones open up for both teams. The final battle takes place on the third defensive front, which is fortified with five large-caliber guns - firing points.


Goals

The attacking team must break through the defensive fronts and destroy at least three of the five available firing points (read more below). The defending team must resist and defend at least three of the five firing points.

Battle duration

The duration of the fight may vary. Initially, the attacking team has 12 minutes to break through the defensive fronts and destroy firing points. Each successful zone capture on the first defensive front gives the attacking team 2 additional minutes to complete the objective, and the zone capture on the third defensive front adds another 2.5 minutes. If the defending team cannot resist the onslaught of the attacking team, the game ends in the first round. On average, the duration of the battle can vary from 5 to 20 minutes.

Battle plan

At the beginning of the battle, team members are placed on three zones of the first defensive front (10 players from each team for each zone). The attackers must seize control of the front, the defenders must prevent them by all available means. During the attack, your goal is to capture the zone or eliminate the players of the defending team; when playing as the defending team, you must eliminate the attacking players and break the capture. In general, it is very similar to the Assault mode, with the exception of a few features:

  • Five players can participate in the capture of the zone instead of the usual three. The more players involved in the capture, the faster the zone is captured.
  • In case of loss of durability points and (or) damage to the module, the attacking vehicle cannot temporarily participate in the capture.
  • Capture points are reset only when the vehicle that captures the zone is destroyed.
  • Each successful capture of a zone on the first defensive front gives the attacking team two additional minutes to complete a combat mission, and capturing a zone on the third defensive front extends the battle by another 2.5 minutes.

The captured zone passes into the possession of the attacking team. The players of this team can continue the offensive, breaking through the second defensive front and beyond until they reach the third defensive front.

The players of the defending team must immediately leave the lost territory within a minute. There is no time to delay: all defending vehicles will be instantly destroyed within 60 seconds after the capture of their territory.


At the same time, the attackers should not get carried away, because if they did not capture at least one zone of the first front, but immediately moved to the second, their equipment will also be destroyed by an airstrike.

Once the players of the attacking team reach the third defensive front, they can concentrate on completing their primary task - destroying firing points equipped with long-range guns. Each point has its own margin of safety. The firing points are reinforced with armored caps, and they cannot be penetrated by a frontal attack. Go from the rear, because their back is more vulnerable. In addition, it does not hurt to study their booking scheme in advance.

Respawn, repair and resupply zones.

It's quite a shame in the midst of a battle to be without shells or just to be destroyed, isn't it? But do not worry, there is no reason to panic, because each player will have several lives at each stage of the battle. The attacking team starts the battle with two lives, while the defenders have only one. Each player receives one extra life for every 5 minutes of combat. As a result, the maximum accumulated amount per player is three lives. If the attacking team captures all six zones of the first and second defensive fronts, the rules of the game change. In this case, the defensive players should play as carefully as possible, because each of them has only one life left without the possibility of respawning.

After your machine has been destroyed, in the respawn window you can:

  • Select any Tier X vehicle (or Tier VIII light tank) in the Garage, except for the already destroyed vehicle.
  • Choose the most suitable equipment, equipment or ammunition. Standard shells and equipment are restored automatically, while premium equipment and shells are taken from your storage.
  • On the territory belonging to your team, choose a respawn point and return to battle.

In addition, special points will appear in the zone of active hostilities, where players can restore durability points, repair modules, and replenish ammunition. A point will be available on each zone of the map, allowing the player to repair vehicles and replenish ammunition at the same time. These points can only be used by the team that owns the zone. When reviving vehicles, premium shells and consumables are restored only if the player has them in stock; standard shells and equipment are restored automatically.

Don't forget: Repair and Resupply zones become temporarily inaccessible after they've been used. And if you have fully restored the strength of your car, then you will be able to use this zone again only after 120 seconds. The time until the next recovery is counted separately for each player - thus, these points can be used by several players at the same time. If a shell hits your vehicle while repairing or resupplying, you will have to wait 20 seconds before continuing to repair or resupply.

Rank system

For high combat effectiveness (capturing a zone or knocking down capture points, damaging or destroying enemy vehicles), players are awarded special titles. You can get several ranks in one battle: start playing Private and reach the rank of General!

Join the fight

Interested? Then join the test! Go to the Sandbox server and select the Frontline mode in the drop-down list of modes in the Garage (to the right of the Battle! button).

Important : Front Line economy system is under development. As part of the first phase of testing the mode, we primarily want to focus on collecting statistics and feedback from players about the gameplay, new mechanics, map and other points. All this will eventually determine the directions for further work. And after that, we will direct our efforts to setting up the economy of the regime.

Afterword

This is the mode Wargaming provided to players for testing. If you have the desire and access to the "Sandbox" server, then I recommend trying out the new game mode. Plus, you can always unsubscribe in a special forum thread about bugs, flaws or wishes regarding the new mode. The more players are actively involved in the life of the game, the better they make it, because the vast majority of mechanics, maps and other content are made with an eye on the game audience.

And that's all for now. Download, install, try the new "Frontline" mode. Good luck fighting!



 
Articles on topic:
Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
(4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
How to turn the wheels in GTA Online and more in the GTA Online FAQ
Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
Ace of Spades in combination with other cards
The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
How to build a relocation horoscope correctly Make a map by date of birth with decoding
The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map