New game mode "front line". New game mode "front line" Why did I earn so few credits per battle

In Update 1.4, the Frontline mode returned to the game. In this article, we have collected answers to the most frequently asked questions from users.

How long will the Frontline mode be available?

The regime will operate from February to November 2019. It will be divided into 10 seven-day stages, one each month. Read the exact time of the stages in the regulations on the official portal of World of Tanks.

What are the rules for the battles of the "Front Line"?

The basic rules of the regime are as follows:

  • The battle takes place on a 3 by 3 km map.
  • There are two teams of 30 players.
  • Platoon play is allowed.
  • The attacking team must break through the defenses and destroy at least three of the five long-term enemy firing points.
  • Defenders must hold positions and retain at least three of the five defended objectives.
  • Shooting at allies does no damage.
  • Read the detailed rules in the regulations "Front Lines".

What Combat Reserves are available in Frontline in 2019?

There are six combat reserves available:

  • Airstrike - deals minor damage and stuns enemies in the selected sector.
  • Shelling - inflicts significant damage to vehicles in the center of impact, decreasing as they move away from the center.
  • Inspiration - gives an increase to the main specialty to the crew of your vehicle and allied vehicles nearby.
  • Sabotage Squad - increases the speed of replenishment and restoration of the service area. For attackers, it increases the speed of capturing the base, for defenders - the time it takes to block the capture when damage is done to attackers.
  • Smoke screen - temporarily reduces the view of vehicles and disguises vehicles in the specified sector.
  • Reconnaissance aircraft - temporarily transmits intelligence about vehicles in the selected zone.

Has the economy changed in Frontline Mode?

No, the economy of the regime has not changed.

Where can I see my progress in the event?

How to get Valor levels?

You must first reach level 30 in Frontline. After that, in the progress window there will be an opportunity to increase valor. Use it to get the first level of Valor. After that, you can re-pass all 30 levels of the "Frontline" and use the increase in valor each time after reaching the highest level. In this way, you can raise the level of valor up to the tenth.

Access to the degrees of valor opens gradually. The maximum valor level in a stage is limited by the current stage number plus two ranks (for example, in the 5th stage you can get a maximum of 7th level of valor).

How do I reach Valor level 10 if I can't take part in all the stages?

Starting with Episode 8, you will have the opportunity to earn all 10 Valor levels in one episode.

What in the player's progress is reset when moving to the next stage?

The player does not lose anything.

Will it be possible to purchase all four prize cars with Valor Points?

No, the earned points will be enough for a maximum of two tanks. Keep this in mind when choosing a technique.

Will I get gold if I already have STA-2 and WZ-111 in my Garage?

No. If you already have STA-2 and WZ-111 in your Garage, you will not be able to exchange Valor Points to get them.

What will happen to the Valor points that will remain after the exchange for vehicles and those that are not enough for the exchange?

At the end of the season, remaining Valor Points can be exchanged for Bonds or Gold. The exchange will be possible only if there are not enough points to buy one of the prize cars.

Why didn't I get experience, credits, and a title based on the results of the battle?

Your income and achievements will be canceled if you leave the battle before it ends. We adopted this principle in order to encourage honest fighters who fight to the last for their team.

At the same time, if a player left the battle not on his own, but was “thrown out”, he can return to the battle within five minutes. Then his income and titles will be saved.

Can I complete personal combat missions in the "Front Lines" mode?

No you can not.

Why did I earn so few credits per battle?

The reason is that you have used a lot of shells (including premium ones) and the peculiarities of ammo replenishment at the end of the battle.

When you resupply at a repair point, it's not free. During the battle, it is taken into account how many times you fired and what projectiles. After the battle, only the standard ammunition of your tank is replenished. If you spend more shells in battle than your tank's ammo rack can hold, their cost will be deducted from your total income. This is what leads to the fact that you earn few credits.

Why can't I choose a tank for battle or shoot at the enemy in battle?

This issue may occur when using game modifications. There are no separate restrictions on the use of vehicles, the main thing is that you choose a Tier VIII vehicle.

To solve the problem, uninstall mods or launch the game without mods through the Game Center, and if you use the launcher, then start World of Tanks in safe mode.

How to remove mods:

  1. Close the World of Tanks client.
  2. Download the archive from our website.
  3. Unpack the archive, place the bat-file in the root directory of the game (for example, C:\Games\World_of_Tanks) and run it.
  4. Launch the game client, check the relevance of the problem.

If I didn't manage to gain and reset the 30th level of Frontline, will my levels burn out?

They won't burn. Your progress through the levels of the "Frontline" within the same degree of valor remains unchanged and is not reset. For example, if you finished the first episode at level 25, then you will start the game in the second episode at the same level.

Why doesn't the damage that I inflicted on the firing point count?

Only the damage you dealt to other players counts. The firing point is not a player.

New content, especially large sizes, is what always captures the interest of the audience. Wargaming today released a new game mode called "Frontline" on a special test server (known as "Sandbox"). Below I will acquaint you with the main points regarding it.

Game settings

Technique

All medium and heavy tanks, self-propelled guns and tank destroyers of Tier X, as well as light tanks of Tier VIII (NOTE: the restriction of LT to Tier VIII is temporary, it is due to the technical features of testing. In the future, the new mode will be tested on all types of Tier X vehicles).

Teams

Each team is made up of 30 players who have the option to team up into five-player Super Platoons.

Team roles

One team is defending, the other is attacking.

Cards

In the Frontline mode, the battle takes place on a spacious Epic Normandy map with an area of ​​​​about 9 km 2. At the beginning of the battle, the defending team appears on the first defensive front, and the attacking team appears in the landing zone located on the coast. During the battle, the attacking team must capture territories and move deep into the defensive fronts. The first and second fronts are divided into three zones: "West", "East" and "Center". Each zone is the same size as the standard World of Tanks map (1 km 2) and has a capture point. As soon as the attacking team captures a zone, the action moves to the second defensive front, and three new zones open up for both teams. The final battle takes place on the third defensive front, which is fortified with five large-caliber guns - firing points.


Goals

The attacking team must break through the defensive fronts and destroy at least three of the five available firing points (read more below). The defending team must resist and defend at least three of the five firing points.

Battle duration

The duration of the fight may vary. Initially, the attacking team has 12 minutes to break through the defensive fronts and destroy firing points. Each successful zone capture on the first defensive front gives 2 additional minutes to the attacking team to complete the objective, and the zone capture on the third defensive front adds another 2.5 minutes. If the defending team cannot resist the onslaught of the attacking team, the game ends in the first round. On average, the duration of the battle can vary from 5 to 20 minutes.

Battle plan

At the beginning of the battle, team members are placed on three zones of the first defensive front (10 players from each team for each zone). The attackers must seize control of the front, the defenders must prevent them by all available means. During the attack, your goal is to capture the zone or eliminate the players of the defending team; when playing as the defending team, you must eliminate the attacking players and break the capture. In general, it is very similar to the Assault mode, with the exception of a few features:

  • Five players can participate in the capture of the zone instead of the usual three. The more players involved in the capture, the faster the zone is captured.
  • In case of loss of durability points and (or) damage to the module, the attacking vehicle cannot temporarily participate in the capture.
  • Capture points are reset only when the vehicle that captures the zone is destroyed.
  • Each successful capture of a zone on the first defensive front gives the attacking team two additional minutes to complete a combat mission, and capturing a zone on the third defensive front extends the battle by another 2.5 minutes.

The captured zone passes into the possession of the attacking team. The players of this team can continue the offensive, breaking through the second defensive front and beyond until they reach the third defensive front.

The players of the defending team must immediately leave the lost territory within a minute. There is no time to delay: all defending vehicles will be instantly destroyed within 60 seconds after the capture of their territory.


At the same time, the attackers should not get carried away, because if they did not capture at least one zone of the first front, but immediately moved to the second, their equipment will also be destroyed by an airstrike.

Once the players of the attacking team reach the third defensive front, they can concentrate on completing their primary task - destroying firing points equipped with long-range guns. Each point has its own margin of safety. The firing points are reinforced with armored caps, and they cannot be penetrated by a frontal attack. Go from the rear, because their back is more vulnerable. In addition, it does not hurt to study their booking scheme in advance.

Respawn, repair and resupply zones.

It's quite a shame in the midst of a battle to be without shells or just to be destroyed, isn't it? But do not worry, there is no reason to panic, because each player will have several lives at each stage of the battle. The attacking team starts the battle with two lives, while the defenders have only one. Each player receives one extra life for every 5 minutes of combat. As a result, the maximum accumulated amount per player is three lives. If the attacking team captures all six zones of the first and second defensive fronts, the rules of the game change. In this case, the defensive players should play as carefully as possible, because each of them has only one life left without the possibility of respawning.

After your machine has been destroyed, in the respawn window you can:

  • Select any Tier X vehicle (or Tier VIII light tank) in the Garage, except for the already destroyed vehicle.
  • Choose the most suitable equipment, equipment or ammunition. Standard shells and equipment are restored automatically, while premium equipment and shells are taken from your storage.
  • On the territory belonging to your team, choose a respawn point and return to battle.

In addition, special points will appear in the zone of active hostilities, where players can restore durability points, repair modules, and replenish ammunition. A point will be available on each zone of the map, allowing the player to repair vehicles and replenish ammunition at the same time. These points can only be used by the team that owns the zone. When reviving vehicles, premium shells and consumables are restored only if the player has them in stock; standard shells and equipment are restored automatically.

Don't forget: Repair and Resupply zones become temporarily inaccessible after they've been used. And if you have fully restored the strength of your car, then you will be able to use this zone again only after 120 seconds. The time until the next recovery is counted separately for each player - thus, these points can be used by several players at the same time. If a shell hits your vehicle while repairing or resupplying, you will have to wait 20 seconds before continuing to repair or resupply.

Rank system

For high combat effectiveness (capturing a zone or knocking down capture points, damaging or destroying enemy vehicles), players are awarded special titles. You can get several ranks in one battle: start playing Private and reach the rank of General!

Join the fight

Interested? Then join the test! Go to the Sandbox server and select the Frontline mode in the drop-down list of modes in the Garage (to the right of the Battle! button).

Important : Front Line economy system is under development. As part of the first phase of testing the mode, we primarily want to focus on collecting statistics and feedback from players about the gameplay, new mechanics, map and other points. All this will eventually determine the directions for further work. And after that, we will direct our efforts to setting up the economy of the regime.

Afterword

This is the mode Wargaming provided to players for testing. If you have the desire and access to the "Sandbox" server, then I recommend trying out the new game mode. Plus, you can always unsubscribe in a special forum thread about bugs, flaws or wishes regarding the new mode. The more players are actively involved in the life of the game, the better they make it, because the vast majority of mechanics, maps and other content are made with an eye on the game audience.

And that's all for now. Download, install, try the new "Frontline" mode. Good luck fighting!

Available on a temporary basis from April 14 11:00 (UTC). To select it, you need to use the battle selector (to the right of the “To battle” button):

Among other innovations, last year on the Sandbox server, the 30v30 Frontline mode was available. It will return soon, but this time on the main servers, inviting all players to large-scale battles on a huge map.

ATTENTION! The mode will be available on a temporary basis. A more detailed description of the mode will be a little later.

Mode features

  • Technique: Tier VIII technique.
  • Teams: 30 players per team with the option to play in a platoon of 5 players.
  • Roles: one team is defending, the other team is attacking.
  • Goals: the attacking team must break through the defenses and destroy at least three of the five main targets (details below). Defenders must hold positions and keep at least three of the five defended objects intact.

Tier VIII vehicles: the Frontline mode will be available only for Tier VIII vehicles. This is done so that as many players as possible can get acquainted with the new game content.

The developers have finalized the mode according to the suggestions of the players from the first test, transferred the map to HD quality and adjusted a number of game moments from the list of vehicles to the economy.

New combat equipment:

  • Smoke Screen: Vehicles hide their positions with a smoke screen.
  • Inspire: The crews of your vehicle, as well as vehicles nearby, receive an increase to their main specialty.
  • Engineer Squad: Decreases Base Capture Time, Increases Base Capture Destroy Efficiency, and can stop Base Capture if located within it.

Setting changes. Along with the geographic affiliation of the map (from coastal France to central Germany), some objects on the map have also changed - they have become more characteristic of this area.

Chance to win. Often, a hard time limit interrupted the fight at the most interesting place. The developers believe that victory should be achieved by conscious actions, and not by dragging out time. Therefore, if the battle time runs out when the attacking team is in the process of capturing an enemy sector, the battle will continue until the sector is captured or until the defenders retain control of the territory and completely break the capture (as in football - there is no whistle until the attack is completed will).

Map changes. To make the gameplay more diverse, the landscape, objects and their location on the map have been significantly changed.

Sector capture mechanics: now, the fewer sectors of the first line are captured, the harder it will be to capture the sectors of the second line. The more sectors in the first line are captured, the less time it will take to capture the sector in the second line of defense.

It is likely that the final version of the "Front Lines" mode will be different from the one that is currently being tested. To help developers set up a mode correctly, launch the Public Test client, select a mode from the list of available modes, and go into battle!

New Mode "Frontline" (from April 14 11:00 (UTC))

  1. This mode is only available for Tier VIII vehicles.
  2. There are two teams of 30 players each. Wherein:
    the attacking team must destroy at least three of the five pillboxes before the end of the battle;
    the defending team must prevent the destruction of these pillboxes.

Battlefield

  1. Map size - 9 km 2 .
  2. The battlefield is conditionally divided into eight functional zones:
    1. the first line is the battle start zone for the attacking and defending teams: bases A, B and C are located in this location;
    2. the second line is the zone in which bases D, E and F are located;
    3. the third line is the area where pillboxes are located.
  3. The map is also conditionally divided into three strategic areas:
    1. Eastern front;
    2. Central front;
    3. Western front.

Combat development

  1. At the beginning of the battle, the players of each team are evenly distributed by ten people on each of the three fronts: Eastern, Central and Western.
  2. The players of the attacking team start the battle from the first line.
  3. The players of the defending team start the battle from the second line.
  4. At the initial stage of the battle, the second line is not available for the players of the attacking team. If the attacking player enters the third line, he will be attacked by artillery.
  5. For the players of the defending team, the spawn zone of the attacking team on the first line is always inaccessible. If a player from the defending team drives into this zone, he will be attacked by artillery.
  6. After the start of the battle, the attacking team has 12 minutes to destroy the pillboxes of the defending team located on the fourth line.

Base Capture

  1. There are three bases on the second and third lines. At the beginning of the battle, these bases belong to the defending team.
  2. To advance to the third line, the attacking team must capture the bases located on the first line.
  3. The base is captured as usual, but taking into account the features of the mode:
    1. to capture the base, the player must drive into the base capture circle;
    2. in the "Frontline" mode, the number of players simultaneously capturing the base is three;
    3. to capture the base, players must score a total of 150 capture points;
    4. if the player capturing the base is damaged, the capture progress is not reset, but only suspended for five seconds;
    5. to bring down the capture of the base, you need to destroy the capturing player.
  4. Capturing each of the first three bases (A, B and C) adds 120 seconds to the time remaining until the end of the battle.
  5. Capturing the last base on the second line adds 240 seconds to the time remaining until the end of the battle.

Base defense system

  1. Bases D, E and F, located on the third line, have a unique defense system.
  2. The difficulty of capturing bases D, E and F depends on the number of captured bases on the second line.
  3. If the attacking team captured one base on the second line, then in order to capture any base on the third line, it needs to score 400 capture points.
  4. If the attacking team captured two bases on the second line, then to capture any base on the third line, it needs to score 250 capture points.
  5. If the attacking team has captured all the bases in the second line, then in order to capture any base in the third line, it needs to score 150 capture points.

Additional time

  1. If at the end of the battle time at least one player from the attacking team is in the circle of capturing the base, then the overtime system is activated.
  2. The maximum overtime is 90 seconds.
  3. Overtime is disabled if no player captures the base.
  4. If the attackers manage to capture the base in the extra time, then an extra time is added to the current battle time.

Zone capture

  1. When the attacking team captures the base, the zone on which the base was located goes under the control of the attackers. Example: if the players capture base A, then the zone located on the Eastern front of the first line goes under the control of the attackers.
  2. After the zone passes under the control of the attacking team, the players of the defending side are given 60 seconds to leave the occupied zone. All vehicles of the defending team remaining after 60 seconds in the zone captured by the attackers will be attacked by aircraft.
  3. After the attacking team captures a zone, the next zone on the front becomes available for capture by the attacking side. Example: if players capture base A, then the zone controlled by base D becomes available for them to capture.
  4. After capturing any base on the third line, the attacking team gains access to the fourth line and can proceed to destroy the pillboxes of the defenders.

pillboxes

  1. Dots are interactive objects and the main target for the attacking team.
  2. The strength of each pillbox is 3000 units.
  3. Dots can be destroyed by player projectiles.
  4. Pillboxes have exceptional frontal armor (2000 mm).
  5. Side armor pillbox - 165 mm.
  6. The most vulnerable spot of the pillbox is the back (70 mm).
  7. HE shells deal 50% of their base damage to dots.

Respawn system

  1. After destroying your vehicle (if your team controls spawn points) you will be taken to the respawn screen.
  2. On this screen, you can choose:
    1. Which car to return to battle. All Tier VIII vehicles you have purchased are available to you. She needs to be repaired and manned.
    2. The flank you prefer to land on:
      • the flank, on which there are currently more than 13 teammates, will not be available for landing;
      • no more than one self-propelled guns can land on one flank.
  3. The return is not instantaneous:
    1. the vehicle on which you were destroyed becomes unavailable for returning to battle within five minutes from the moment it was destroyed;
    2. after going to the respawn screen, you cannot return to battle for 30 seconds.
  4. The number of respawn points is individual for each player:
    1. at the beginning of the battle, all players have only one "life" in stock;
    2. every five minutes after the start of the battle, teams receive reinforcements and each player receives one additional respawn;
    3. the player cannot accumulate more than two potential respawns.

Repair points

  1. You can use the repair points located on the battlefield:
    1. The radius of the repair zone is 25 meters.
  2. At the moment when you are in the circle of repair, the resource of the machine is restored:
    1. 100 durability points per second;
    2. 10% projectiles per second (from the base value);
    3. 100 crew HP per second (conditional);
    4. 100 HP modules per second (conditional).
  3. All premium shells and premium consumables are restored to their pre-battle condition.
  4. After restoring the resource of the machine to 100%, this particular repair point becomes inaccessible to the player for two minutes.
  5. If the player takes damage during the repair, the repair stops. And it is this repair point that becomes inaccessible for 5 minutes.

combat reserves

  1. Six combat reserves can be used in the mode.
    1. Artillery shelling.
    2. Airstrike.
    3. Reconnaissance aircraft: detects enemy vehicles in a certain area of ​​the map.
    4. Engineer Squad: Reduces base capture time, increases the effect of capturing, stops the capture while in the circle of capturing your own base.
    5. Smoke screen: at a given point, a cloud of smoke is formed that hides tanks.
    6. Inspired: Player and allied vehicle crews within a small radius gain an increase to their primary specialty.
  2. In the Garage, before the battle, you need to install the combat reserve you are interested in in special slots.
  3. You will have from one to three slots for reserves depending on the type of vehicle (one for medium and heavy tanks, two for tank destroyers, three each for light tanks and self-propelled guns).
  4. All combat reserves have five levels of development.
  5. To increase the level of the combat reserve, you need to spend a supply point.
  6. You get supply points for each level of account development.

Ranks:

  1. For performing useful actions in battle, you will be awarded ranks.
  2. The higher the rank with which you finish the battle, the greater the final increase in experience will be.
  3. There are six titles in total:
    1. "Private": all players start the battle with this rank.
    2. "Sergeant": +10% experience.
    3. "Lieutenant": +25% experience.
    4. "Captain": +50% experience.
    5. Major: +100% experience.
    6. "General": +200% experience.

Today (04/10/2017) an update was released on the Sandbox test server, and the new iteration itself will be launched around 15:00 Moscow time. You can download the full client of the test server of the Sandbox from this link: (only those who have approved the application for participation in the Sandbox will be able to play in the sandbox).

Briefly about the "Frontline" mode:

The battle in the "Frontline" mode will take place in a format of 30 to 30 players with the ability to play platoons consisting of 5 participants. The mode is available for medium and heavy tanks, tank destroyers and self-propelled guns of Tier X, as well as light tanks of Tier VIII. The last restriction is temporary and is caused by the technical subtleties of testing. As a result, it is planned to make the mode available for X levels of all types of vehicles. It is simply impossible to fit this amount of vehicles on a 1 km2 map, for this reason we are introducing maps with an area of ​​9 km2, divided into 9 sectors, where one team defends and the other attacks. Each stage takes place on a certain territory: the attackers try to capture it, and the defenders try to keep it under their control.

And of course, how could it be without our water workers, who are already ready to test the new “Front Line” mode tonight in the created platoons of five people:


List of changes on the Sandbox server. Frontline Mode

This iteration of the sandbox is entirely dedicated to the new game mode "Front Line", the implementation of which has the following goal:

Testing new technologies that can significantly increase the size of the map, as well as increase the number of users in one arena, without losing performance on all configurations.
1. Mass performance testing on various user configurations;
2. Mass testing of server functionality.

Basic Rules:

1. This mode is only available for vehicles of level 10.
2. The exception is Light tanks, for which this mode is available at level 8.
3. 60 players participate in the battle.
4. All players are divided into 2 teams, 30 people each:
a. Attackers - the task of the attacking team is to destroy at least 3 out of 5 large-caliber guns before the timer expires;
b. Defenders - The defending team must prevent the destruction of large-caliber guns before the timer expires.

Battlefield:

1. The total area of ​​the battlefield is 9 square kilometers (the sides of the map are 3 by 3 kilometers).
2. The battlefield is conditionally divided into 8 functional zones:
a. The beach is the starting area for the attacking team;
b. The first line is the battle start zone for the defending team, bases A, B, C are located in this location;
c. Second line - bases D, E, F are located in this location;
d. The third line is the zone of location of large-caliber guns.
3. In addition to the functional division, the map is conditionally divided into 3 strategic areas:
a. Eastern front;
b. Central front;
c. Western front.

Progress and development of the battle:

1. At the start of the battle, the players of each team are evenly distributed by 10 people on each of the three fronts - Eastern, Central and Western.
2. Players of the attacking team start the battle on the beach line.
3. Players of the defending team start on the first line.
4. At the initial stage of the battle, the second line is inaccessible for the players of the attacking team. If the attacking player enters the territory of the second line, he will be destroyed by the aircraft of the defending team.
5. At the initial stage of the battle, the beach line is inaccessible for the players of the defending team. If a player from the defending team enters the territory of the coast, he will be destroyed by the fleet of the attacking team.
6. After the start of the battle, the attacking team has 12 minutes to destroy the large-caliber guns of the defending team located on the third line.

Base Capture:

1. On the first and second lines there are 3 bases, respectively, at the start of the battle, these bases belong to the defending team.
2. To advance to the second line, the attacking team needs to capture the bases that are located on the first line.
3. The capture of the base occurs according to the standard WoT logic, taking into account the features of the mode:
a. To capture the base, the player must enter the base capture circle.
b. In this mode, the number of players simultaneously capturing the base has been increased from 3 to 5.
c. To capture the base, players need a total of 150 capture points.
d. In the event that the player capturing the base is damaged, the capture progress is not reset, but only suspended for 5 seconds.
e. In order to bring down the progress of capturing the base, it is necessary to destroy the capturing player.
4. Capturing each of the first 3 bases (A, B, C) adds 120 seconds to the time remaining until the end of the battle.
5. Capturing each of the bases on the second line (D, E, F) adds 150 seconds to the time remaining until the end of the battle.

Zone capture:

1. When the attacking team captures the base, the zone on which this base was located passes under the control of the attackers.
Example, if the players capture base A, then the zone located on the eastern front of the first line goes under the control of the attackers.
2. After the zone passes under the control of the attacking team, the players of the defending side are given 60 seconds to leave the occupied zone. All vehicles of the defending team remaining in the zone captured by the attacking side after 60 seconds will be destroyed by the invaders' aircraft.
3. After the attacking team captures the zone, all adjacent zones become available for capture by the attacking side.
Example: if players capture base A, then the zone controlled by base D becomes available for them to capture;
4. After capturing any base on the second line, the attacking team gains access to the third line and can proceed to destroy the heavy weapons of the defenders.
5. If the attacking team captures all 6 bases, then the "Reinforcements" functionality is disabled for all players.

Ranged weapons:

1. They are interactive objects and the main target for the attacking team.
2. The amount of HP of each long-range weapon is 4000.
3. Can be destroyed by player projectiles.
4. They have extreme frontal armor (2000 mm).
5. Significant side armor (250 mm).
6. The most vulnerable point is the rear of the gun (160 mm);
7. High-explosive shells deal 50% of base damage to guns.

Respawn system:

1. After the destruction of the player’s equipment, if the player has respawns, the player gets to the respawn screen:
2. On this screen, the player can choose:
a. On what vehicle to return to battle. All purchased equipment of level 10 (and LT of level 8) is available to the player, the equipment must be repaired and manned;
b. Select your preferred tank consumable. Regular consumables and shells will be automatically bought, premium consumables will be replenished only if the player has them in stock;
c. Choose the flank on which the player prefers to return to battle;
* A flank that currently has more than 15 teammates will be unavailable to return to battle.
* There is also a limit on the number of self-propelled guns on one flank in the amount of 3 units.
3. The return does not happen instantly:
a. The tank, on which the player was destroyed, becomes unavailable for revival within 3 minutes from the moment of its destruction.
b. After entering the respawn screen, the player cannot return to battle for 30 seconds.
4. The number of respawns is individual for each specific player.
a. At the beginning of the battle, all players of the attacking team have 2 respawns;
b. At the start of the game, all players of the defending team have 1 respawn;
c. Every 5 minutes after the start of the match, teams receive reinforcements and each player receives 1 additional respawn;
d. The player cannot accumulate more than 3 respawns;
5. If the attacking team captures all 6 bases, then the reinforcement functionality is disabled.

Repair points:

1. Players can use the repair points located on the battlefield.
a. The radius of the repair zone is 25 meters.
2. At the moment when the player is in the repair circle, the vehicle resources are restored:
a. 100 durability points per second;
b. 10% projectiles per second;
c. 100 crew strength points;
d. 100 module durability points.
3. All simple vehicle resources are restored for credits at the standard cost. The credits earned for this battle are taken into account.
** 4. All premium shells and premium equipment are restored only if they are in stock.
5. After the restoration of all tank resources by 100%, a specific repair point becomes inaccessible to the player for 2 minutes.
6. If the player takes damage while repairing, the repair process stops and the specific repair point becomes inaccessible for 25 seconds.