WoT – Official Frontline Mode Info

In working on Frontline, it is important for us to involve you as much as possible, to deliver the best overall experience upon release. That’s why we want you to become part of the process by playing and giving feedback on potential adjustments. But before you do, take a few minutes to study Frontline’s basics.

With bigger maps, larger teams and a whole set of new mechanics, Frontline promotes intense action, tougher decision making, and closer team coordination. To help you hit the ground running we’ll guide you through its every element, making the testing process equal parts fun for you and helpful for us.

Battle Setup

Vehicles: All Tier X medium/heavy tanks, TDs and SPGs and Tier VIII light tanks (NOTE: the latter is a temporary restriction caused by the technical nuances of testing. Eventually, the mode will switch to Tier X vehicles of all classes).

Teams: 30 players on each side with an opportunity to team up in Platoons of five.

Roles: One team plays in defense; the other attacks.

Battlefield: In Frontline you fight over a 9 km2 large “Epic Normandy” map. When battle begins, defenders start on the 1st defensive front, while attackers spawn across the Deployment Zone at the map’s coastal area. As the battle spreads, attackers capture land and move deeper into defensive fronts. The 1st and 2nd fronts are each divided into three segments: East, West, and Central. Each segment is the size of a regular World of Tanks map (1 km2) and has a base capture zone. As soon as attackers capture a base, the action spreads to the 2nd defensive front and one of its three segments opens for both teams. The final face-off unfolds on the 3rd defensive front with five high-caliber guns, known as “pillboxes.”

Objectives: Attackers must break through defensive fronts and destroy at least three out of five pillboxes (explained in more detail further down). Defenders must hold strong and keep at least three out of five pillboxes intact.

Battle duration isn’t fixed. Initially, attackers are given 12 minutes to break through and destroy pillboxes. Each successful base capture on the 1st defensive front grants you an additional 2 minutes to complete the mission, while capturing a base on the 3rd defensive front gives you 2.5 minutes. If the defending team stifles an offensive right away, the game ends in the first round. All in all, battles can last from 5 to 20 minutes.

Battle Plan

At the beginning of battle, teams are deployed across three segments of the 1st defensive front (with 10 players per team on each segment). As attackers rush to fight for control over the front, defenders must prevent them from capturing bases. As an attacker, your goal is to capture the base or destroy all defenders, while defenders can stifle the offensive by sending all enemies back to the Garage or overthrowing the attack. Overall, this is quite similar to Assault mode with a few nuances:

  • Five rather than three players can participate in capturing at the same time. The more players are in the capture zone, the faster the cap counter reaches 100%
  • If the capping vehicle loses HP and/or gets its module damaged, it temporarily loses its ability to capture the base
  • The cap is reset only when you destroy the capping vehicle
  • Base capture on the 1st defensive front adds an extra 2 minutes to the battle’s duration; capturing the base on the 2nd defensive front adds an extra 2.5 minutes

Once attackers succeed in capturing a segment, it becomes their territory. They can continue the offensive, advancing on the 2nd defensive front and beyond until they reach the 3rd front.

The other team must leave the captured area within a minute. And they’d better be quick—all defending tanks are instantly destroyed 60 seconds after base capture.

Don’t get overwhelmed when playing attack, and remember that landing on the 2nd front before you get hold of at least one segment in the 1st front will also result in instant destruction from an AI airstrike.

As soon as attackers reach the 3rd front they can embark on their primary mission and destroy pillboxes, which are long-range guns, each with their own HP pool. Pillboxes are protected by armored hoods and virtually impenetrable from head-on. Aim at their rear where there is significantly thinner armor, or better yet, come prepared by studying their armor scheme beforehand.

Respawn, Repair and Resupply Zones

It would be pretty frustrating to get destroyed or run out of shells in the course of a massive tank battle, don’t you agree? But fear not. We’ve got you covered. You’ll have several lives for each stage of the battle. Attackers begin with two, while defenders have just one, and each player receives an extra “life” every 5 minutes, with a maximum of three lives at a time for every tanker. It gets a bit trickier should attackers capture all six bases across the 1st and 2nd defensive fronts. In that case, defenders play a now-or-never game, left with just one life each.

In the Respawn screen that opens after your vehicle is destroyed you can:

  • Choose any Tier X tank (or Tier VIII light tank) in the Garage (except for the one that was just destroyed)
  • Set up its configuration, ammo load and equipment. Regular rounds and consumables are replenished automatically, while Premium items are taken from the Depot
  • Pick a respawn point where you’d like to get back into the battle across the segments controlled by your team

There are also special spots scattered across the active combat area where you can restore your HP pool, repair modules, and replenish ammo. There is one spot for both repair and resupply on each map segment. These zones can only be used by the team that controls the segment. Just as with respawning, Premium rounds and consumables are only replenished if you have them in the Depot; regular ones are replenished automatically.

Keep in mind that zones have a cooldown time. So, once you have repaired your vehicle to 100%, you’ll have to wait 120 seconds before you can use it again. The cooldown is counted for each player individually, which means that several vehicles can use it at the same time. If you happen to get hit while in a Repair and Resupply Zone, you must wait another 20 seconds to stock up on rounds and finish repairing the vehicle.

Rank System

A great battle performance (capturing a base or resetting the cap counter, damaging/destroying enemy tanks) will earn you special ranks. And you can earn several of these ranks within one battle, levelling from Private all the way to General!

Joining a Battle

If what you’ve just read has you excited, apply to join the test. Once in the Sandbox, all you have to do is choose “Frontline” in the mode dropdown in the Garage (to the right from the “Battle!” button).

ONE IMPORTANT NOTE: Frontline’s economic system is a work in progress. Our primary goal with the 1st round of the Frontline test is to gather feedback and stats on gameplay, new mechanics, map structure, etc., and to define how we should tweak them going forward. After that, we’ll get down to tuning the mode’s economics.

Source: WG Sandbox blog

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32 thoughts on “WoT – Official Frontline Mode Info

  1. This has all of the things I don’t like about WoT addressed, kind of like GLOPS for AW.
    Larger maps, better and further roles for lights tanks as advance scouts for the entire game, excellent pillbox destroyers and cap point grabbers. Not to mention respawns, which effectively eliminates frustration from dying within 2 minutes of the game starting.

    Liked by 1 person

  2. – Vehicles: All Tier X medium/heavy tanks, TDs and SPGs and Tier VIII light tanks

    Broken record mode:
    Is the tier X restriction only there for testing purposes on SB? Or is this mode designed and going to be tier X only, as was the case with all previous & failed new modes?

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    1. It doesn’t actualyl say, not that I’ve seen, But either way, it will probably serve as a form of end-game content for tier X players to have something cool to do sicne they said in the video that the gamemode is for the devoted players aka Tier X owners.

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    2. I have read somewhere that this mode could be a limited time event (possibly you can only play for one or two weeks? Or instead it’s only activated at some certain hours of the day?) and it could be extended to another tier later.

      On to the mode itself, what I fear is one simple thing: The mode is simply too complex for pubbies to understand. Some might don’t even realize/care that there’s another mode put in the dropdown menu, while many other simply don’t have tier X.

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    3. Previous modes didnt fail because they were tier X only, that’s actualy the only positive aspect they had because players finaly had an end-game mode to play their new tanks in.
      They all failed because they were not fun (battletier 12 was removed for a reason, 30 tier Xs on small maps is bad), unbalanced (platoons fighting lone wolfs, some tanks dominating), and because their economy was brojen (impossible to make credits). And of course the T-22sr. fiasco.

      If they make frontline profitable, if they don’t make personnal missions that would ruin its gameplay, and if they manage to make all vehicles worth playing (because right now I don’t see how arty and anything slower than 30km/h working on such a big map) ; then this mode will be a success. Tier X only is needed and if they change that then the mode will be ruined, because impossible to balance properly, and because the whole point of an end-game mode only for players who reached the end of grinds would be gone.

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      1. Thanks for listing those “failed”points, was too lazy today to look’m up and write them down 🙂
        From what I am seeing now I have to agree that, on this scale (9x 1x1km), it would indeed not work for lower tiers.

        But to think this mode in the lines of: “tier X must be the only tier to get ‘special end-like content’ because: it is tier X”.
        Tbh that is a bit a ‘slap in the face’ to everyone who does not have the intention/or goal/or time (for what ever reason) to reach tier X and thus be are ‘condemn’ so to say to Randoms only. Or SH content, if you are in a clan.

        Frontline how I can judge it by only viewing streamers, can really add to ANY tier level. Though a smaller map is a must, for instance: 2x 1×1 would work up to tier 6 and 4x 1×1 up to tier 8.

        Maybe this is the intention of Wargaming for the, to extend it down if it successful.
        That is what I hope, as I judge this mode to be a good addition in terms of content.

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        1. maybe on different maps actualy, it could work on lower tiers. But no lower than tier VIII. If you cannot get to at least tier 8 it means you simply do not put enough dedication into woT to “deserve” new gamemodes. Also the higher the tier, the less bots.

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    4. One reason the other mode failed cause it was tier X only, it’s no fun playing the same tanks over and over again. There are 400 tanks in the game let’s at least use half of them

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      1. There’s random battles for that already. If there is nothing special for tier X’s only then there is no point in getting tier X tanks, if it’s just to play the same mode over and over again. Besides there is a lot of variety in tier X alone soif you feel like you play the same tank over and over again then grind new lines ; that’s the goal of the game and if this mode makes people try new tanks then it’s even better for everyone because that’ll make them see new things and learn to play differently, in short players’ skill will improve and they’ll discovernew tanks.

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        1. To me there isn’t a lot of variety at tier 10, and the maps are to small in randoms now as it is, I just have different tastes than you when it comes to tier ten, if this is the only way we will get larger maps in this game then it is a shame, randoms have been suffering for years.

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  3. Played one game that took 23 minutes.
    I got artied at least 6-7 times for more that 1/2 health each time.
    Everyone and their mothers were playing only autoloaders spamming gold and artilery.
    Lost 120k credits without firing a single prem round.
    Made 1.2k xp ( that i have no ideea where it goes ) while i was like 4th in my team with 11k dmg.
    I had no fun whatsoever.

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    1. LoL you know you can take cover…

      played 3 games maybe all in all i was i those 3 games hit 2 times by arty. For fuck sake its 9×9 km map and you got hit by arty… so often … dont know what to say…

      Like

      1. “Stop camping” is what to say lol…

        As you said, 3×3 km and getting hit more than 2 or 3 times per arty means playing like shit. Especialy since arty is relatively easy to spot once the first row of bases are capped because they need to get closer to the fight.

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    2. -arty in SB is still using the old “high alpha” model. Dont forget 9.18 is about to change that.
      -if you manage to get yourself hit by arty that much on such a huge map then do not play this mode, stay in random battles and even play the tier 2 PvE, at least your lack of skill wont disturb anyone there (unless bots have feelings).
      -they clearly said that there is no economy for this gamemode because they first want to test it’s gameplay. They’ll balance credits and xp once the mode is playable. Most of the complaints I read on this mode were “we lose too much credits” because people cant ******* read that WG warned about it…
      -longer play time is normal. If a random battle on a 1km^2 map with 30 players can last up to 15 min, you should expect a battle on a map 9 times as big with twice the amount of players, and respawns, to last at least 20 minutes. If you couldnt see it coming by yourself then maybe your problem isnt just your skill but also your brain.

      However I agree on the autoloaders and gold spam ; this is a real issue for this mode. Both gold and autoloaders need to be limited somehow, because having more than a few autoloaders at once on the map severely impacts the balance ; and gold should more than ever be hardcapped to 20 % or less of your loadout, especialy since you can refill your ammo on repair points.

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      1. well of course everybody is spamming gold, it’s not their credits they are spending is it? In live server you’ll have the same number of gold rounds as normal… Of course, if what you are suggesting is that in the test it should limit gold rounds, that does make sense yeah, like normal for Sandbox Server

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        1. I was not talking just for the test, this mode needs gold to be limited. And with the resupply ability it should be a problem because people with actual skill will learn to manage their loadout and only use their few gold rounds when needed.

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      2. Perhaps limit on how many autoloaders you can spawn per battle or them having longer cooldown would be ok. That way you have to manage when and how to use your autoloaders, instead of yoloing and doing one clip. Atleast repair zones don’t reload them so it’s something.

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        1. They managed hardcap the amount of arties spawned at once and the amount of player spawnable per lane, so it should be too hard to limit the numbers of autoloaders aswell. Just to force a bit of variety, otherwise it’ll end like HB and everyone will take the same tanks – autoloaders mainly – simply because they are superior in such a dynamic mode.

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      3. I was on the defending side and got artied while i tried to decap the points. I’m usually the first to get focused by arty on the live server so i got some experience in trying to dodge them. But when they’re like 5 of them at a time and you actually try to play the game it’s kinda hard to dodge. I like how you jump to conclussions about problems with my skill or my brain from 6 lines i wrote as feedback for my experience. You’re like a frustrated feminist or a needy and depressed girlfriend

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        1. Been playing frontline quite a lot in the past 2 days and i mainly play the Strv 103B (cause it is the superior master race) and it is one of the most stationary tanks in the game and i have been hit maybe 4 times in total by arty whilst at the same time doing about 15-20k dmg each game.

          There are 30 tanks on each team, max amount of arty is 6 per team and each of these artys fire about what? 1 shell every minute or so? Keep in mind that the arty actually does have to move around in this mode simply cause the map is so big. The chances of you getting hit all the time is quite slim if you know where to position yourself and how to move accordingly.

          Simply get gud or go back to randoms.

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  4. I absolutely love this new mode.
    I had tons of fun, started with autoloaders, then i went to T-62A and AMX 30B and i ended up with Maus when defending the city… we lost but i still had a blast.

    The only problem was that i lost 50k credits and 120g because i didn’t know i would have to configure all the tanks before entering the batte because all of them had food on them and it was set to gold payment.

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  5. very boring mode. Played 4 times, was enough. After several battles it will become more and more boring, I have no idea who gonna play it, unless will be special missions with some prizes.

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    1. Anyone who has enough of seing games end in 3 minutes or being sent to garage after 1 minute will play this mode.

      Basicaly most tier X players. Because tier X do not fit in the tiny random battle maps ; and because the respawn allows for so much more fun, and at least the battle will last a good 15-20 minutes so players who are here to play their tanks (and not to spend more time on loading screens) will enjoy it.
      I guess it’s not for everyone either, people who want faster gameplay will not like it, while people who enjoy spending more time in battle will have a blast.

      Like

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