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Incoming! Frontline Episode-4 Starts Monday!

KRZY Frontline yay Things to do

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KRZYBooP #1 Posted May 10 2019 - 16:59

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Howdy Boom Jockeys!

 

Episode 4 of mostly everyones game mode starts on 13May and runs until 20May. Get into battle and show off your determination, grit, and cunning in either Attack mode or Defense. 

 

NOTE: The fifth Episode will take place 17June until 24June so get all ready to murder some enemies. 

 

This episode of Frontline comes with some balance changes to consumables and the Emil1951

 

More information on all the changes can be found  HERE

 

 

Good luck on the Battlefield!

 



Cerbium #2 Posted May 10 2019 - 17:06

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:)

YANKEE137 #3 Posted May 10 2019 - 17:06

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Looks like good tweaks.

NightmareMk9 #4 Posted May 10 2019 - 17:07

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Did WG look at the distribution of Attack/ Defend?  It seemed weirdly NOT random last Episode.

AdamTheWolf55 #5 Posted May 10 2019 - 17:29

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can i just say most the lines have no cover support near the cap should be reworked or add somthing 

Professor_Moar_Arty #6 Posted May 10 2019 - 17:32

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gaaahhh!

why the change from week 2 to week 3 in June?

8( 8( 8(

 



enjineer #7 Posted May 10 2019 - 17:49

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Biggest issue with this mode is defenders being allowed to re-enter captured areas to sit back and spawn kill attackers.

Altwar #8 Posted May 10 2019 - 18:00

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View Postenjineer, on May 10 2019 - 08:49, said:

Biggest issue with this mode is defenders being allowed to re-enter captured areas to sit back and spawn kill attackers.

 

Very good point.  I think if defenders are allowed to re-enter a captured zone, they should be re-subjected to another airstrike.  That way they can still make incursions but are subject to reprisal. 

 

Of course, this caters even more to the fast movers, so its fix one issue, exacerbate another....:mellow:



SwollenOstrich #9 Posted May 10 2019 - 18:06

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I think the armor on the objectives should be increased to 1000 on all sides. That way, the stupid morons that actually shoot them early in the match will just waste their time and the rest of us can focus on capturing bases and ranking up as the game is intended to be played. (Sure, the defenders will always win. Who cares. It is a 50/50 crap shoot anyway, just accept that your win/loss is based on simply what team you happened to spawn on and instead focus on capturing and damage).

 

 



_LT__ #10 Posted May 10 2019 - 18:13

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Once a zone is captured/defended, no one should be able to enter it.  Hurts our team when players go off stat hunting or we have to leave defenders back to cover our spawns.  thins out the team unnecessarily from focusing on the main objective of each team. I don't believe this was the intent of WOT when they envisioned Frontline.

GeorgePreddy #11 Posted May 10 2019 - 18:22

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WG;

 

FL is great.

 

Please be careful about messing with it.

 

The changes you made this time are relatively gentle, thank you for that.

 

 

 

 

 

 



Tank_You_All #12 Posted May 10 2019 - 18:22

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View PostAltwar, on May 10 2019 - 11:00, said:

 

Very good point.  I think if defenders are allowed to re-enter a captured zone, they should be re-subjected to another airstrike.  That way they can still make incursions but are subject to reprisal. 

 

Of course, this caters even more to the fast movers, so its fix one issue, exacerbate another....:mellow:

 

The requirement to protect the rear is not a bad thing. The problem comes in from having what amounts to only a few respawn points available. There is no simple solution, but cutting off access to the rear is not a good idea. What might be a good idea is to have a limited protection zone around the respawn point so that someone can't just sit there waiting. Consider the real world, if you have made an incursion into the rear area you can't camp, the first people you attack will call for backup and you will be gone. Perhaps put a one minute time limit in the ABC Zones and then let what happens happen in the map after the CDE zones are taken.

 



Tank_You_All #13 Posted May 10 2019 - 18:25

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I like the nature of these changes. I would also like to see a bit more protection from people being killed at the spawn points for the ABC start positions. Too often it gets to the point where you can't even get off base without being blasted into bits, the Defenders are holding positions that allow them to take out people behind most of the hard line.

PTwr #14 Posted May 10 2019 - 19:24

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Good, goood, gooooood. Anything that prevents short battles is good. Now if only some defenders would stop spawn camp at C ;] 

MountainLion1 #15 Posted May 10 2019 - 19:33

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View PostSwollenOstrich, on May 10 2019 - 11:06, said:

I think the armor on the objectives should be increased to 1000 on all sides. That way, the stupid morons that actually shoot them early in the match will just waste their time and the rest of us can focus on capturing bases and ranking up as the game is intended to be played. (Sure, the defenders will always win. Who cares. It is a 50/50 crap shoot anyway, just accept that your win/loss is based on simply what team you happened to spawn on and instead focus on capturing and damage).

 

 

 

I totally agree, why the attacking teams keep trying to blow through the battle as fast as they can doesn’t make any since. If the battle goes as long as it possibly can causes everyone to rank up higher and that equals to a bigger bang for your time played.

Edited by MountainLion1, May 10 2019 - 19:33.


Bad_MoJo_Blues #16 Posted May 10 2019 - 19:40

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the wheel tanks kill the frontline and its not fun any more they are OP and they just rip on the slower tanks

owlgator #17 Posted May 10 2019 - 19:40

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View PostGeorgePreddy, on May 10 2019 - 11:22, said:

WG;

 

FL is great.

 

Please be careful about messing with it.

 

The changes you made this time are relatively gentle, thank you for that.

 

 

 

 

 

 

 

I agree - it currently plays well enough; hopefully these minor changes will help.

 

However the comment, "we’ll reduce the speed bonus for attackers when they capture the base and activate this ability" is confusing.  I thought Engineering is a passive ability that is already engaged? 



The_Pyro_Man #18 Posted May 10 2019 - 20:46

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​One change I personally would make to the frontline gamemode is preventing people from using the artillery strike or bomber run on the repair points. It is REALLY frustrating after capturing a zone, then preceding to head for the repair point and getting destroyed out of nowhere from a retreating enemy who otherwise shouldn't be able to damage you because they HAVE to retreat. This leads to the attackers going into the next zone at a massive disadvantage HP wise or having to wait around 3-4 minutes to get a full HP tank they should already have. This is EXTREMELY frustrating and all the players I have talked to and played this gamemode with agree with this change. I'd love to see this implemented into the gamemode for a less irritating experience. 

Edited by The_Pyro_Man, May 10 2019 - 21:04.


jojofelix #19 Posted May 10 2019 - 21:40

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"An additional 20 mm of side armor will encourage attackers to move closer to the action, try various tactics, and aim more carefully."

 

....... um, 165mm of side armor changing to 180mm of side armor....... is 15mm additional...... right?

 

math is hard!!!!! hahahahah, go home wg, youre drunk!!



Altwar #20 Posted May 10 2019 - 22:48

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View PostMountainLion1, on May 10 2019 - 10:33, said:

 

I totally agree, why the attacking teams keep trying to blow through the battle as fast as they can doesn’t make any sense. If the battle goes as long as it possibly can causes everyone to rank up higher and that equals to a bigger bang for your time played.

 

Here is a possible reason:  generally World of Tanks is played to shoot and blow up other tanks and such and win the battle.  

 

Frontlines removes the win part of the equation and the game becomes a version of Farm Day.  To me, that's pretty boring as I want to compete for a win!  That being said, I'm one of the last players to attack the objectives as I understand the farming part of things.







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