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As attackers rush to fight for control over the front, defenders must prevent them from capturing bases. All in all, battles can last from 5 to 20 minutes.Īt the beginning of battle, teams are deployed across three segments of the 1st defensive front (with 10 players per team on each segment). If the defending team stifles an offensive right away, the game ends in the first round. 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. Initially, attackers are given 12 minutes to break through and destroy pillboxes. Defenders must hold strong and keep at least three out of five pillboxes intact.īattle duration isn’t fixed. Objectives: Attackers must break through defensive fronts and destroy at least three out of five pillboxes (explained in more detail further down).
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The final face-off unfolds on the 3rd defensive front with five high-caliber guns, known as “pillboxes.” 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. Each segment is the size of a regular World of Tanks map (1 kmĢ) and has a base capture zone. The 1st and 2nd fronts are each divided into three segments: East, West, and Central. As the battle spreads, attackers capture land and move deeper into defensive fronts. When battle begins, defenders start on the 1st defensive front, while attackers spawn across the Deployment Zone at the map’s coastal area. **Roles: **One team plays in defense the other attacks.īattlefield: In Frontline you fight over a 9 kmĢ large “Epic Normandy” map. Teams: 30 players on each side with an opportunity to team up in Platoons of five. Eventually, the mode will switch to Tier X vehicles of all classes). **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. Just playing to douche people and not get douched gets old pretty fast. However the players are absolutely unreliable, spawn-sniping cowards or yoloers who don't even look at the map or read what the objective is. Exp gains are exponentially cut off as usual, so the top player on the winning team (did 12k dmg, made General and only played TVP, Bat Chat, and a little Ru) can get only +600 exp (<50%) than the bottom third of the team. They need to add a "magical" 4th piece of equipment to every tank in Frontline to increase their gunnery stats by like 50% or more.Īrtillery is also unchanged, as well as consumables, so even if you respawn you have no kits unless you get on a repair/resupply station (which does not reload you instantly anymore like in Rampage). The unfortunate thing is that render range is unchanged while the map area is about 9 times bigger, and the skill-capping dispersion values designed for slot-machine 1km 2 maps are still in place. You only get 10M credits but 33,000 gold, so it makes sense to buy equipment for a group of tanks then remount it to another group you want to try out in a later battle. It's basically garage battles with 30 vs 30 and repair zones.