Our intention was to fix Province’s design flaws, while also emphasizing its strengths. Please keep the feedback coming as it will help us tweak it further, so join the fray and share your thoughts!
Premium Shells & Consumables Now for Credits Only
Premium shells and consumables have been one of the hottest topics on the agenda, and during the upcoming Common Test, we’ll take the first step toward making a key revision to the entire mechanic.
For Update 1.0.1, we’re planning to disable purchasing Premium shells and consumables with Gold. And that’s just the first step as it will take some time to completely phase out the number of shells acquired with Gold. This is when the state of “shell economics” settles down and we can go ahead with rebalancing.
In terms of rebalancing, we will put several models through the paces in upcoming tests. The best “fit” will be decided by the community and dev team, so stay tuned for more news.
Frontline Returns
Among numerous other features, the Sandbox server hosted the 30-vs-30 Frontline mode last year. It will soon return, this time to production servers, inviting you to join the attack/defense fight for dominance on a huge HD map.
The mode will be available on a temporary basis and will occasionally appear in the game.
Gameplay Basics
- Vehicles: Tier VIII vehicles.
- 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.
- 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.
We revised the mode based on your suggestions from the first Frontline testing reworking the battlefield into HD and iterating on its key gameplay aspects, from the vehicle roster through to economy.
Tier VIII Vehicles: Following your vocal concerns about Tier X economy and its constraints, we made Frontline only be available for Tier VIII vehicles.
New Consumables:
- Smoke screen: A cloud of smoke conceals tanks
- Morale boost: A tank's Crew and nearby Crews receive a bonus to their major qualifications
- Engineering crew: Decreases base capture time, increases the effect of knocking down base capture, and is able to halt the base capture if placed within the borders of the base that’s being captured
Overtime: The battle timer often interferes at the most intense moment of a fight. To exclude the time factor as a decisive element, we're introducing the Overtime feature. If the battle timer expires while the attacking team is capturing an enemy sector, the battle will continue until the sector is captured or the defenders protect their territory.
Level Design Improvements: Terrain, objects and their positions on the map have been significantly revised to promote diverse gameplay.
Sector Capture Mechanic: Now, the fewer Tier I sectors you’ve taken, the harder it will be to capture Tier II sectors.
The list of changes is long and substantial, and there’s a high chance the final version of Frontline will differ from the one being tested now. To help us find a perfect game balance for this mode, feel free to launch the Common test client, find it in the list of available game modes, and jump into battle!
Frontline is only available on the second day of testing:
April 14, 07:00 PT | 09:00 CT | 10:00 ET.