World of tank front line. Frontline mode is back. Frontline and WoT performance

After a major update in March Wargaming company did not stop and recently presented a new version of the game 1.0.1. One of the important innovations was the emergence of an Italian branch, against the backdrop of which the developers announced cooperation with the legendary Juventus Turin goalkeeper Gianluigi Buffon. However, the more important news, in my opinion, was the test launch of the new game mode “front line”.

“Frontline” is a special arcade mode, somewhat reminiscent in gameplay of a competing project War Thunder. I am not very familiar with it, so the WoT innovation was perceived very positively by me. The mode turned out to be interesting, addictive and exciting, not at all like boring 30x30 battles for level 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 only level 8 vehicles. So that all players can evaluate and test new mode, each person was credited with two tanks: the Soviet ST T-44 (similar to the premium vehicle from Rostelecom) and the American TT T32. They are only available in Frontline and cannot be used in other modes.

A truly huge map was developed especially for the new mode, with an area approximately 10 times more locations for a "random battle". 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 from happening. Captured bases cannot be recaptured; as they are captured, the team moves forward. For each point taken, the team receives additional time.

also in World mode of Tanks “front line” has an individual progression system. For useful actions on the battlefield, such as causing damage to enemies and destroying them, capturing bases and destroying bunkers, the player is awarded points and his rank increases. The more useful he brings, the higher the 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 on average, the WoT “front line” mode can drag on for half an hour. After all, after destroying the equipment on the battlefield, the player returns to the hangar and can choose any other suitable tank. This does not happen immediately, you need to wait. The waiting time for the next departure depends on the player's usefulness and his life time on the battlefield.

To avoid getting into the hangar, you can use the equipment recovery points located in each of the squares. Staying on them restores strength indicators, repairs one damaged module and restores the health of one crew member. Also, the stock of shells is replenished by 10% per second.

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

System of incentives and rewards

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

The higher the player’s level 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 you can reach is level 30, after which you have the 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”. Concentrating on dealing maximum damage while playing selfishly may not be the best option even for a very experienced player. The cost of losing a point (or not capturing it) is very high, and this gives the game a special flavor.

  • You should not concentrate on causing 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's better to work on targets 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 fast car that will quickly get to your enemies. To capture someone else's base, on the contrary, it is better to go into battle on a well-armored tank, capable of pushing through the flank by assault.
  • It is important to distribute evenly along the flanks, in accordance with the current situation on the map. When going into battle after death, it is better to choose the most dangerous location for revival, where help will not be superfluous.
  • When playing offensively, 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

The new mode involves playing on a much larger map and allows for a large accumulation of equipment in one place. Naturally, this could not but affect the performance of the game. In a standard battle, on maximum settings graphics quality in FullHD resolution, the average FPS on my computer is about 80-90. In the “front line” the 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 firefight, the frame rate sags. Basically it stays at a quite acceptable level of 50-60 FPS, but sometimes drops of up to 30-40 frames per second occur. It turns out that in the “front line” mode, WoT performance is halved.

The performance hit doesn't have much of an impact on gameplay on fast modern 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 frontline mode in World of Tanks has reignited my interest in the game. Lately I haven’t been playing it very often, since after 5 years the usual “random” has become a little boring. But after seeing Frontline and trying out the mode, I played for three hours straight, not just to try it out and write a review, but simply because it was truly addictive.

So far, “front line” is only being tested, and the game client is not without bugs. So, one day I crashed from the game, something I hadn’t seen before for a long time. In addition, gamers' interest in the mode causes difficulties when entering battle. It is not always possible to connect to the entry queue the first time, and if it does, the waiting time for commands to be generated may take several minutes.

And this is not in the middle of the night on a weekday, but during 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 battle in the “random” mode.

An unpleasant feature is the “ceasefire regime”, which in this moment on all servers lasts from 00:00 to 11:00 hours. Therefore, you won’t always be able to play in the new mode, which is upsetting.

Despite the existing shortcomings and shortcomings, the WoT “front line” mode seemed very exciting to me. I would like the developers to leave it and continue to develop it, 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 the best gameplay?

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

About economics

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.” Anything 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 this? This will allow you to collect statistics and directly understand, based on specific figures, what problems players are having: what disadvantage they are in, how much credits and experience they earn per second - and based on this, set up the economy. Of course, we don’t want our players to go down the drain. We don’t want them to say after one fight: “Thank you, it was great, but expensive. Good mode, but, of course, I won’t play it,” and after that they left the regime.

V.: In this regard, 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 rebirth screen it would be possible to give consent to the replenishment of “gold” consumables. What can you say about this?

TO.: Yes, look. Most players buy Gold for real money. Combat is a very emotional, impulsive situation, so during the battle the player may not notice how he continues to replenish “gold” shells and spend them. As a result, it may go into a big minus. This will be, for example, his last money, he will be upset, and that’s all over - 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 it will be configured in the future). If you want to replenish gold shells and gold consumables, you can stock up on them in the Hangar in advance. We will subsequently support this with an interface: so that when the mode is selected, you can buy additional “gold” shells or consumables on the equipment replenishment screen, which will go to your Warehouse, and then you can use these shells to replenish your ammunition during the battle without going to the Warehouse or to the Store. But this is not a final, but a temporary solution, which we will have to test in the Sandbox to find out the players’ opinions.

V.: We are reminded that the “carousel” is poorly made in the “afterlife” menu; it is inconvenient to choose a technique.

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

About technology levels, ranks

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 in main servers. For example, what should a “young” player who has only one “ten” and a pair of “nines” do?

TO.: The current implementation is such that if your equipment is destroyed, it takes two seconds to “recharge” extra minutes, and you must choose a different technique. We want to get rid of this at least in the next iteration, so that you don’t have to wait: 30 seconds and you can return to your vehicle.

Why are we positioning this mode as a mode for “ten”? That rookie player you're talking about took an average of eight to nine months to reach that top ten, and we'd like to reward him that way.

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

TO.: Yes. And now we'll set up the gameplay. Setting up combat in this way for other levels of technology 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 players, which is why we are now focusing primarily on the “tens”.

Q: Why do we have titles, since they don’t give you anything now? Just to stroke your ego?

TO.: Yes, titles now show who on your team was the most effective. What are the titles awarded for? They are awarded for actions that bring experience: for “light”, for damage, for “assist”, for capturing a 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 time limits. Why is it done this way? Because one of the main resources in battle is time. If you are an attacker, then you must act effectively in time. If you are a defender, then you must defend effectively: the more damage you deal at the beginning of the battle, the easier it will be for you later.

Q: Maybe there will be a change of generals?

TO.: No.

V.: So whoever became the first general is the same?

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

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

TO.: We want to make sure that titles have an impact on something in the future. This mechanic has shown itself to be very positive even now; players really like it, even when ranks don’t bring anything. We want to develop this topic further.

Q: What goodies will there be for the regime?

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

About the balance of forces “attack/defense”

V.: Now we are playing on defense and losing. Players write on the forum: “The defense is constantly losing, the attack is tearing them apart.” Will it be so?

TO.: No, it won't happen that way, of course. It should be 50/50, that is, all teams should be on equal terms. But why did this situation arise? In our game, it’s no secret that it’s easier to defend, i.e. 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 “Frontline” we built a balance based on the maximum number of conditions: by map, by time, etc. - and wanted to compensate for the situation that currently exists in “random”. But yes, at the moment it is easier to attack, this situation has arisen, and yes, it is wrong.

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

TO.: Yes, we changed it a little. And, by the way, now 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: What should heavy tanks, and in principle slow-moving tanks like the Maus, do if they are caught during artillery shelling? That is, now we have lost a 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 pinned down, and to give them the opportunity to respawn, regroup and go into battle. But now I see that this is not the best mechanic. There is a possibility that we will abandon it altogether after we analyze all the data. By the way, in all our latest internal tests, the defense destroyed the attack in 95% of cases. To give you an idea, we only gave players an extra 30 seconds for every second base, resulting in an extra 1.5 minutes for attackers, plus what we 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 feels like it’s more difficult for defense to play, much more difficult, than for attack. What tools do you use to achieve a balance of power?

TO.: Yes, we see very subtly similar problems. 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 right now the first bases are closer to the attackers than to the defenders. We can make it so that capture from bases is disrupted in the same way as in random battles - because now, when you hit an invader, he only freezes for a while, and until you destroy the enemy, the capture will not be disrupted.

Q: Is there no repairs at the last stage for defense?

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

Q: Why does the attacking team have better terrain protection than the defending team’s bases?

TO.: We got a little scared and made small concessions for the attack team. Yes, this was done intentionally, but it will be corrected. Slow technique is not very comfortable to play, even in defense, although, in fact, the logical action is to take the “bump” and stand in the bush. But we don’t want a “stool”.

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

TO.: I'm not sure that we will add a recapture mechanic, but I can't say that we won't. And on the topic of imbalance. Why don’t we want to make any emergency moves now and haven’t solved the problem yet? Yesterday people saw this mode for the first time: without knowing the map, without knowing the points, without knowing anything. We will collect statistics, see how they have changed, and then we will make a decision.

About optimization and testing

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

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 let me reassure you right away: at the moment when all the gameplay changes in the “Frontline” mode reach the final stage, optimization will also appear.

Q: Why wasn’t what we are testing on 9.18 included here?

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

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

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

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

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

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

TO.: Yes, now yes. You need to understand that we have never made maps 9 km2 in size before this is practically the same as making three ordinary cards. The mechanics have not yet been perfected and need a lot of testing. Plus, as you know, we are now working in partnership with the Austrian studio Bong Fish and are honing the mechanism of cooperation between teams, because the main core of development is located in Minsk, and a small part is in Austria. The guys help us with map development, coding, and design.

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

Of course, this wonderful collaboration with our colleagues at Bong Fish helps us divide the work and make several cool “features” at once.

V.: Taking into account this big map The technology does not have a very wide overview. Shall we increase it?

TO.: It will be strange. Players are accustomed to the same mechanics and behavior of vehicles in “random”; they enter this mode, and we tell them: “And now the armor is thinner, and now you have more visibility, and now you are impenetrable.” I wouldn't want to. I wish there was a more elegant solution, but I can't say this is a problem. If we increase the visibility, we will level out the game of “camouflage”.

About revival and repair zones, training and LBZ

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

TO.: Why is the mode called “Frontline”? Because we have a front line - this is 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 equipment you have chosen.

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

Q: So the “heavyweights” will normally get to the action itself, and not drive for five minutes?

TO.: Yes, our goal is to make the mode almost continuous action, so that players do not have to “drive”. Driving is not gameplay, it's not fun - it's fun to shoot, tank, and fight back.

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

Q: I ran out of respawns, and I forgot to tell you that teams are awarded 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 need 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 this “Attack/Defense” mode, synchronous gameplay, synchronous victory conditions. Therefore, we tried to bring it to you as early as possible, show it to you and get your opinion.

Q: How does the repair zone work?

TO.: If the tank takes damage, it takes 30 seconds to reload during repairs.

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

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

Q: What about the LBZ in this mode?

TO.: We are now actively working on goal setting. What it will be like, I can’t say yet. We want to link it to a ranking system and make it interesting for you.

Q: What about training? If the mode appears on combat servers, it will be difficult to figure 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 study, so you need to implement training that will allow you to do this.

Other questions

Q: Will this be a separate mode or like “Assault”, an oncoming battle?

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

Q: With so much equipment, repair mode and the ability to revive, don't the battles become too long?

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

Yes, here's another thing: the platoon interface window has been slightly changed. In this mode, you can play with four of your friends in one platoon. These are super platoons with five people each.

Q: Will there be punishment 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, do the bushes not camouflage?

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

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

TO.: Theoretically, why not. But there is one “but”. We can’t spread ourselves too thin, because any change will entail changes in both the maps and, possibly, the combat mechanics. Initially, the first prototype was 50/50, but through trial and error we found the right one. golden mean by gameplay. And to begin with, we would like to bring it to mind, polish it so that you would be very interested in playing - and do it as quickly as possible.

Q: When will the mode appear in the game?

K.: Now “Frontline” is being prototyped in the “Sandbox”, and it will be able to appear after we test everything together, enrich this mode with good economics, goal setting, additional features, possibly personal protection, and cure all the “childhood sores” » regimes that exist now.

We want you to feel like this isn't just a small skirmish, but a war, an epic battle.

V.: By the way, if I’m not mistaken, you did the “New Year Tree” mode.

TO.: Yes it's me. If you've been dealt a lot of tops, here's the face that's 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 the statistics will be separate. Imagine how the average damage per battle will jump.

Q: Is it possible to stream “Sandbox”, how to access it?

TO.: E If you have access to the Sandbox, then go to the Sandbox forum, search for a topic on 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. Without such permission, showing “Sandbox” is prohibited. And it’s not just forbidden: if you break the rules, you will 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, among other things.

Q: Final question: how long will we test “Frontline”?

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

TO.: We are looking forward to seeing you in the “Sandbox”! If you already have an invitation, simply follow the instructions in the letter. We are looking forward to 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 forum thread. As soon as a large number of questions accumulate, I will immediately give a large package of answers.

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 had their application for participation in the Sandbox approved can play in the sandbox).

Briefly about the “Front Line” mode:

The battle in the Frontline mode will take place in a 30 vs 30 player format with the ability to play in platoons consisting of 5 participants. Medium and heavy tanks, tank destroyers and self-propelled guns of Tier X, as well as light tanks of Tier VIII are available in the mode. The last limitation is temporary and is caused by technical details of testing. As a result, it is planned to make the mode available for X levels of all types of equipment. It is simply impossible to fit such an amount of equipment on a map with an area of ​​1 km2, 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 in a certain territory: the attackers try to capture it, and the defenders try to keep it under their control.

And of course, what would we do without our water makers, who are already ready to test the new “Front Line” mode this evening in 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 allow you to significantly increase the size of the map, as well as increase the number of users in one arena, without loss of performance on all configurations.
1. Mass performance testing on various user configurations;
2. Mass testing of server functionality.

Basic Rules:

1. This mode is available only for level 10 vehicles.
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 conventionally divided into 8 functional zones:
a. The beach is the starting zone 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 area where large-caliber guns are located.
3. In addition to the functional division, the map is conditionally divided into 3 strategic directions:
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 into 10 people on each of the three fronts - Eastern, Central and Western.
2. Players of the attacking team begin 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 to players of the attacking team. If an attacking player enters the territory of the second line, he will be destroyed by the defending team's aircraft.
5. At the initial stage of the battle, the beach line is inaccessible to players of the defending team. If a player from the defending team enters the coastal territory, 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.

Capturing bases:

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 located on the first line.
3. Capture of the base occurs according to standard WoT logic, taking into account the features of the mode:
a. To capture a base, the player must drive into the base capture circle.
b. IN this mode the number of players simultaneously capturing the base has been increased from 3 to 5.
c. To capture a base, players need to score a total of 150 capture points.
d. If damage is caused to the player capturing the base, the capture progress is not reset, but only paused for 5 seconds.
e. In order to disrupt the progress of capturing a 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.

Capture zones:

1. When the attacking team captures a base, the zone on which this base was located comes under the control of the attackers.
Example, if players capture base A, then the zone located on the eastern front of the first line comes under the control of the attackers.
2. After the zone comes under the control of the attacking team, the players on the defending side are given 60 seconds to leave the captured zone. All equipment of the defending team remaining after 60 seconds in the zone captured by the attacking side will be destroyed by the invaders' aircraft.
3. After the attacking team captures a 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 begin to destroy the defenders' large-caliber guns.
5. If the attacking team captures all 6 bases, then the “Reinforcement” functionality is disabled for all players.

Long-range weapons:

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

Respawn system:

1. After destroying the player’s equipment, if the player has respawns, the player is taken to the respawn screen:
2. On this screen the player can choose:
a. Which vehicle should you use to return to battle? The player has access to all level 10 equipment (and level 8 tanks) purchased by him; the equipment must be repaired and crewed;
b. Select your preferred tank equipment. Regular consumables and shells will be automatically purchased, premium consumables will be replenished only if the player has them in stock;
c. Select the flank on which the player prefers to return to battle;
* A flank that currently has more than 15 teammates on it will be unavailable for returning to battle.
* There is also a limit on the number of self-propelled guns on one flank of 3 units.
3. Returns are not instant:
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 start of the battle, all players of the attacking team have 2 respawns;
b. At the start of the game, all players on the defending team have 1 respawn;
c. Every 5 minutes after the start of the match, the 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, the reinforcement functionality is disabled.

Repair points:

1. Players can use 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 equipment’s resources are restored:
a. 100 strength points per second;
b. 10% projectiles per second;
c. 100 crew strength points;
d. 100 module strength points.
3. All simple equipment resources are restored for credits at a standard cost. Credits earned for a given battle are taken into account.
** 4. All premium shells and premium equipment are restored only if they are in stock.
5. After all the tank’s resources are restored to 100%, a specific repair point becomes inaccessible to the player for 2 minutes.
6. If the player receives damage during repair, the repair process stops and the specific repair point becomes inaccessible for 25 seconds.

In update 1.4, the Frontline mode returned to the game. In this article we have collected answers to the most FAQ 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.
  • Personal reserves are available in the in-game store for accelerated leveling of frontline experience. There are three packages in total with different amounts of personal reserves, each of which you can only buy once. In total, there are ten personal reserves in three packages.
  • Starting from the eighth episode, the most skillful and determined players will be able to get their hands on the AE Phase I - a four-track American heavy tank Level IX. This is a universal heavyweight capable of leading a team. Like most American tanks, it has a durable rebound turret. It also boasts an accurate weapon with an excellent declination angle and good armor penetration.
  • Read more about the eighth episode of “Frontline” on the official portal.

How long will Frontline mode be available?

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

What vehicles can be used in battles in the “Frontline” mode?

In the mode, players fight using Tier VIII vehicles, including award 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, players have access to Soviet medium tank T-44 LF. In addition, at each stage it will be possible to rent two certain premium cars. Full list look for equipment in the “Front Line” regulations.

What are the rules for “Front Line” battles?

The basic rules of the regime are:

  • The battle takes place on a map measuring 3 by 3 km.
  • Two teams of 30 players each participate.
  • 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.
  • The defenders must hold their positions and retain at least three of the five defended objects.
  • Shooting at allies does not cause damage.
  • For detailed rules, read the “Front Line” regulations.

What combat reserves are available in Frontline 2019?

Available reserves:

  • Airstrike - causes minor damage and stuns enemies in the selected sector.
  • Shelling - causes significant damage to vehicles in the center of the strike, 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 a base; for defenders, it increases the time it takes to block the capture when there is damage to the attackers.
  • Smoke screen - temporarily reduces the visibility of vehicles and camouflages vehicles in the specified sector.
  • Reconnaissance aircraft - temporarily transmits intelligence information 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, playing in random battles and completing simple combat missions, you could receive up to ten reserves. During Frontline, you can buy packs containing personal reserves for gold in the in-game store. 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 purchased once, that is maximum amount The reserves you can buy are ten.

What will happen to the valor points that remain after exchanging for equipment, and to those that are not enough for the exchange?

Has the economy changed in Frontline mode?

No, the economy of the regime did not change.

Why can’t the crew be transferred to the T-44 LF without a fine?

Where can I see my progress in the event?

How to obtain degrees of valor?

You must first reach Frontline level 30. After this, the opportunity to increase valor will appear in the progress window. Use it to get valor level 1. After this, you can go through all 30 levels of “Front Line” again and each time after reaching top level use the valor boost. In this way you can raise the degree of valor up to 10th.

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

How can I achieve valor level 10 if I cannot participate in all stages?

Starting with Episode 8, you will be able to earn all ten levels of Valor 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 buy all four prize vehicles with Valor Points?

No, the points earned are enough for a maximum of two tanks. Take this into account when choosing technology.

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 obtain them.

Why didn't I receive experience, credits and ranks based on the results of the battle?

Your earnings 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 for their team to the last.

Moreover, if a player did not leave the battle on his own, but was “thrown out,” he can return to battle within five minutes. Then his income and titles will remain.

Is it possible to complete personal combat missions in Frontline mode?

No you can not.

Why did I earn so few credits for the 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 replenish your ammunition at a repair point, it is not free. During the battle, it takes into account how many times you fired and with what kind of projectiles. After the battle, only the standard ammunition of your tank is replenished. If you have spent more shells in battle than your tank's ammo rack can hold, their cost will be deducted from your total income. This is what causes you to earn few credits.

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

This problem 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, remove mods or run the game without mods via Game Center. And if you use a launcher, then launch World of Tanks in safe mode.

How to remove mods:

  1. Close World client of Tanks.
  2. Download the archive from our website.
  3. Unpack 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 receive the Commander-in-Chief medal?

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

If I didn't have time to reach and reset Frontline level 30, will my levels be burned out?

They won't burn. Your progress through Frontline levels within the same valor level 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 from the same level.

Why doesn't the damage I caused to the firing point count?

Only damage you inflict on other players counts. The firing point is not a player.



Preference