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Frontline - new gameplay mode

up on test server now

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arthurwellsley #1 Posted 29 April 2018 - 12:17 PM

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This is limited to tier VIII on the test server.

The map has objectives A,B,C,D, and E, which if taken give the enemy more time. Right at the back of the map are actual objectives which need to be taken to win.

Teams are 30 per side so the game launches with 60 players.

Last night there were about 6.5k players on the test server and the queue for a frontline battle was about 6-7 minutes.

I have in my garage T-44, M26 Pershing, and STA-1 all with 3-4 perk crews and camo paint.

I researched the Italian tier VIII Pantera (made it elite and added camo paint). I used the free exp to elite a crew for it with gold.

I used free exp to take crews in all four tanks to 6 full perks (because I wanted full vision and camo perks exactly the same on all four crews).

I used bonds to put enhanced Vert. Stab. , Rammer, and Optics on the T-44, Pantera, and Pershing (not enough to do the STA-1).

 

I was hoping to move fast and play vision games. In particular I was hoping that the Pershing with it's gun depression and view range would benefit from all those crew perks. But it was not to be.

 

I was disappointed. There are so many hills, deep valleys like avenues, and the map is relatively SMALL, that it was virtually impossible to vision control battles and engagements. Also there was a distinct lack of bushes (unless they were on the edge of a plateau where an enemy heavy tank could pass underneath and thus proxy spot you).

 

Seems to be more brawling with 30 per side.

 

Caution this is after playing only three battles so very much first impressions.

 

Also in last battle I gained 1,333 experience (on a loss) but thats between three tanks used - Pershing, T-44 and Pantera. Although on the detail page it said 4,000 exp, so it would appear that 1,333 is per each tank, which on a loss is pretty decent experience when compared to a random 15x15 loss.

 

EDIT ;What took me a couple of matches to see was that on the Detailed Report page, towards the top there are tabs for each tank used, so you can move from the "all" default to recordings for each tank used. The tabs are very faint. So on a win where the Pershing got alone 3,327 damage and 1,020 assistance and two kills it alone got 1,266 exp. So as someone else commented the mode as presently set up seems better for exp and far worse for silver for grinding tier VIII tanks than 15x15.

 

3 kills, 8,333 damage dealt. Of which 4,286 damage at more than 300 metres.

5,686 damage on my spotting and tracking.

Second on my team by experience.

Gross silver profit 129,909 repairs 39,327 and 190,455 on ammo means a net loss of 99,873 silver. Not running premium account.

 

There is a ranking system. Going up ranks gives rewards. There are 30 tiers of ranks.

 

After three battles I got to rank 3 which gave;

Mission completed! Reward:
Credits added: 10,500
Added: Manual Fire Extinguisher (x1), Small Repair Kit (x1)

 

Six battles I got tier 5 which gave;

Mission completed! Reward:
Credits added: 6,500
Added: Small Repair Kit (x1), Manual Fire Extinguisher (x1)


Edited by arthurwellsley, 29 April 2018 - 03:29 PM.


Search_Warrant #2 Posted 29 April 2018 - 12:48 PM

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so 30v30 VKP and Defenders. meanwhile Preff tanks with 175pen will be utterly useless. another useless mode from a useless dev team.

arthurwellsley #3 Posted 29 April 2018 - 12:52 PM

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View PostSearch_Warrant, on 29 April 2018 - 11:48 AM, said:

so 30v30 VKP and Defenders. meanwhile Preff tanks with 175pen will be utterly useless. another useless mode from a useless dev team.

 

Pref tanks are always useless in battles of tier VIII only whether Team Battles, SH, or CW.



Search_Warrant #4 Posted 29 April 2018 - 12:58 PM

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View Postarthurwellsley, on 29 April 2018 - 11:52 AM, said:

 

Pref tanks are always useless in battles of tier VIII only whether Team Battles, SH, or CW.

 

And yet they make a mode where preff tanks only face tanks better than them, worst design flaw yet.

Bulldog_Drummond #5 Posted 29 April 2018 - 12:58 PM

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This one does not sound like quite my cup of tea.

arthurwellsley #6 Posted 29 April 2018 - 01:01 PM

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View PostSearch_Warrant, on 29 April 2018 - 11:58 AM, said:

 

And yet they make a mode where preff tanks only face tanks better than them, worst design flaw yet.

 

Although I saw a hull down Super Pershing doing quite well at holding a choke point, and although not a pref MM I also saw a Lowe having a good game.

Dava_117 #7 Posted 29 April 2018 - 01:02 PM

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The fact you need to select 3 tanks means there will be a respawn option, isn't it?

Are there also free repairs and resupply zone too, like in Rampage mode?



Search_Warrant #8 Posted 29 April 2018 - 01:03 PM

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View PostBulldog_Drummond, on 29 April 2018 - 11:58 AM, said:

This one does not sound like quite my cup of tea.

 

Why? dont you like the idea of 60 tanks using air strike and arty consumables? :trollface:

arthurwellsley #9 Posted 29 April 2018 - 01:04 PM

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View PostDava_117, on 29 April 2018 - 12:02 PM, said:

The fact you need to select 3 tanks means there will be a respawn option, isn't it?

Are there also free repairs and resupply zone too, like in Rampage mode?

 

It's actually any tier VIIIs that you have available in your garage that are crewed and ready to go.. I only used three of the four as didn't die very much. Also the four I had specifically chosen I had increased crew perks to 6, and three of them I put bond equipment on.

 

Yes there are repair and resupply zones just like Rampage mode.


Edited by arthurwellsley, 29 April 2018 - 01:07 PM.


steview162 #10 Posted 29 April 2018 - 01:08 PM

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Credit sink, but XP booster. Better for grinding then.

 

How much longer are the battles? From a time limited point of view, are they a better use of said time?



Search_Warrant #11 Posted 29 April 2018 - 01:10 PM

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4 tanks? so.. VKP/Defender/T-44-100/None-Painted Defender.

_Anarchistic_ #12 Posted 29 April 2018 - 01:29 PM

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just wonder how this game mode will affect randoms

 

if its tier 8 tanks that make random MM better or worse?



gunslingerXXX #13 Posted 29 April 2018 - 01:44 PM

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View PostSearch_Warrant, on 29 April 2018 - 01:03 PM, said:

 

Why? dont you like the idea of 60 tanks using air strike and arty consumables? :trollface:

 

This is what ruins the game mode. First days in testserver I liked the game mode. Seemed like a nicer way to grind tier 8 tanks compared to random.

Then arty got increased with more arty and plane arty. After getting nuked several times by arty, primary objectives gun and planes,  I quit. 



arthurwellsley #14 Posted 29 April 2018 - 02:04 PM

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View Poststeview162, on 29 April 2018 - 12:08 PM, said:

Credit sink, but XP booster. Better for grinding then.

 

How much longer are the battles? From a time limited point of view, are they a better use of said time?

 

Last one ran for 12:23 so maybe twice as long as the average pub which although they can last to 15 mins tend to be over in 6-7 mins.

 

Remember that this is Common Test so the exp and credits can be boosted or nerfed before general release.



WindSplitter1 #15 Posted 29 April 2018 - 04:37 PM

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To the OP,

 

I tried 3 games too and absolutely loved it. I would happily burn down my 8M silver by exclusively playing this game mode. To me randoms are dead. THIS, the Frontline? Bring it on. And make it permanent.

 

I still think it needs a ticket and capture system just like EA's BattleFields, but apart from that, awesome.

 

So what about Arty and Plane strikes? That's the sweet part of it all. Imagine playing clicker or scouts with it. You track a Defender, send arty strike against it and then the Plane strike. RIP Defender.

 

Besides, there are other Reserves... not just death from above.

 

This is the absolute best invention Wargaming has ever made. Hands down. Let them bring their precious little heavy tanks.

I'll see them in battle!  :playing:



FluffyRedFox #16 Posted 29 April 2018 - 04:50 PM

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View Poststeview162, on 29 April 2018 - 12:08 PM, said:

How much longer are the battles?

I've had a 20 minute one so far as my longest, so they can be quite a bit longer.

 

Not sure how I feel about them atm, will definitely play my credit grinders in this mode rather than randoms just because of how bad tier 8 MM is. Not liking the performance drops I'm getting from it but I guess the map is an awful lot bigger than normal maps. 

Also not liking how there are arta consumables available to everyone in addition to arta being allowed on frontline, so I feel like the consumables are unneeded. 



Junglist_ #17 Posted 29 April 2018 - 05:45 PM

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After being extremely disappointed that WG decided to use Frontline for tier 8 and leave the tier 10 to struggle on tiny maps I tried it today and very much enjoyed it. My experience is completely different, found the map large with many opportunities to flank around, might be because I still remember certain spots from when it was on Sandbox

FatigueGalaxy #18 Posted 29 April 2018 - 06:50 PM

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View PostSearch_Warrant, on 29 April 2018 - 12:58 PM, said:

 

And yet they make a mode where preff tanks only face tanks better than them, worst design flaw yet.

Still better than +1 MM all the time. Also:

View PostSearch_Warrant, on 29 April 2018 - 01:10 PM, said:

4 tanks? so.. VKP/Defender/T-44-100/None-Painted Defender.

Why on earth would you play heavy tank in a mode where everybody can drop arty/air strike on you...?

 

Superheavies and heavies overall are pretty much useless in this mode IMO. Mobility matters a lot and it's really easy to get swarmed or jumped on. You need a tank that's able to go around fast, hit & run and get to repair points when needed. Forget about 1vs1 in a corridor. And everybody has arty/air strike which sucks for heavies.

People are really aggressive because they can respawn which means any tank that is good only when holding a position (slow heavies) sucks in this mode. You'll get rushed like there is no tomorrow.

Autoloaders are really good because there's plenty of time for reloading, lots of room to run away and ability to repair your tank.

Heavies are only good in the final part, when you defending the city.

View Post_Anarchistic_, on 29 April 2018 - 01:29 PM, said:

just wonder how this game mode will affect randoms

 

if its tier 8 tanks that make random MM better or worse?

 

Theoretically, it should be better. There won't be enough tier 8s to fill 3-5-7 so MM should force more 5-10 and full tier 10 battles (MM is screwed for tier 8 because of disproportion between the amount of tier 8s and 10s in the queue).

OneSock #19 Posted 29 April 2018 - 07:10 PM

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I've not quite worked out the logic for arty and air strikes. I mean I got the ability but for some situations it doesn't come up. Do you need to make a certain damage before it activates ?

 

smoke screen is always there for use

 

But again I'm a bit unsure of the use case. i guess it might be useful for covering the base while trying to cap.

 

a run down of these capabilities and how best to use them might be useful.



FluffyRedFox #20 Posted 29 April 2018 - 07:34 PM

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View PostFatigueGalaxy, on 29 April 2018 - 05:50 PM, said:

Why on earth would you play heavy tank in a mode where everybody can drop arty/air strike on you...?

because the arta consumables take 5 minutes before you can use them, and the map is essentially just a bunch of localised brawling spots so spawning in first as a heavy ain't that much a bad idea. A speedy medium is a lot better during the mid-game where you're swapping flanks/ map squares a lot, and then swap back to a heavy at the end where you can choose the spawn much closer to the action.

 






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