Thứ Sáu, 2 tháng 2, 2018

Waching daily Feb 2 2018

WARNING: This video may potentially trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised.

In this episode we'll be telling you about updates to Rugby mode,

discussing changes to battle interface

and we'll be also revealing what War in Tanki Online is.

Hello Tankers!

Last Saturday Rugby mode finally came out.

We checked how you played, tried it ourselves and listened to your feedback.

After fixing a few small bugs, we've decided to change the following:

When the ball is caught, it will spin above the tank,

making it easier for you to notice that you've picked the ball.

When the ball is thrown, it will also spin while in the air,

making the passes look more realistic.

We've also noticed that not everyone passes the ball, which could really help out your team.

Passing can strike the enemy team off guard, and could be very effective.

Here're a couple of things you might not know:

To pass you need to press the F key

Passing will be done in the direction of your turret,

which means you can drive forward, and pass it to the sides or behind you.

The ball is shot 30 degrees above the turret,

so if you swing your tank and pass the ball, it will fly a bit further.

And if you play with Magnum,

raise your turret straight up and pass, the ball will fly behind you.

Among many requests for Rugby we heard this one a lot:

make it so that the ball can be thrown into the enemy base to score the goal,

without driving into the enemy base.

And here, even though we understand where the idea comes from, the answer is no.

First, this would create a big advantage for one of the teams on several maps

because of the terrain, and second,

in real Rugby you need to reach the opposing team's base to score.

When we released Rugby we also added a new indication of where the enemy base is

- a special icon on the screen -

and this gave us an idea to do the same for all other modes.

So, in one of the future updates,

in CTF you will also see where the enemy base is and if the flag has already been taken or not

- even through the buildings.

In Assault it will be almost the same,

except the Blue Team will not see the base of the Red Team, because they don't need to

Both in Assault and CTF,

we'll also add new indication of where the flag is right now.

Now you will always know where the flag is, but in close combat

the flag position indicator will be disabled to give the flag carrier a chance to survive.

For TDM and CP these changes are not planned.

Also for all modes we will add new battle notifications,

for example "Player 1 has taken the flag" or "has lost the flag".

This will be shown using new icons in the battle log

and with the new battle indicators, which are coming soon.

In the middle of the screen you will see only the important events,

like "Flag delivered", "Goal scored", or "Point captured".

And Gold Box notifications, of course.

A few days ago we announced a new event in TO, called "War",

and today we'll share the details.

War is a new event in Tanki Online, where 4 regions will battle for supremacy

- the English, the German, the Polish and the Russian communities.

The event will take place on a global map of a fictional world.

Your goal is to choose a side and help win the War.

To participate you need to purchase one of the 4 regional paints,

and after that you can log in on the special site for the event

to track your team's progress and follow the enemy factions.

The event will be running in a turn-based format, and each turn will last for 48 hours.

On the first day all participants will decide what to do this turn:

you will need to pick 2 territories next to yours for attack and 1 for defence.

To confirm the turn each player of the team

needs to make a certain number of kills in the event paint, like during Crazy weekends.

On the second day the goal for each team is to play effectively,

maintaining a high K/D ratio.

At the end of each turn all sides will apply their attacks

and a couple of things might happen:

If the attack is targeting a neutral, unclaimed territory, it goes to the attackers

(if they reach the collective goal with kills for the day).

The same works for attacking enemy territories with no defence.

If the attack is aimed at the defended enemy territory,

both sides will be compared in their average K/D ratio,

which they achieved during the second day of their turn.

The territory will go to the faction with the highest K/D,

which works the same if several teams attack the same region at the same time.

The global goal for each region is to collect resources: survey data and rocket fuel.

Each turn factions will receive 1 point of both resources from the Capital cities.

Also on the map you will find territories with survey data centers and rocket fuel factories.

To earn the resource, you will need to capture that territory and hold it for 1 turn.

On the map you will also find special territories with a one-time bonus.

Capture such a territory and all who participated in capturing it will get a reward

To win the War you need to:

Earn 10 points of each resource

Capture the central territory with the Rocket

Hold the territory with the Rocket for 1 turn

Rewards for winning the War include containers, crystals and rare paints.

Sounds complicated, huh?

But like any game, play once and you'll quickly get into it.

We will announce when the War begins a bit later.

Video of the Week

In the last episode we asked you

to make a video with parkour skills on a Mammoth wearing the Red paint.

Let's watch the winner!

Next time, record something cool with Rugby.

Ball tricks, cool passes and daring captures - the map and paint choice is up to you.

That's it for this episode!

Follow the news on the Forum, our Facebook and Twitter,

and watch the V-LOG!

Bye!

In the last episode we asked you what paint was on the Wasp, and

the right answer is - Winter.

Welcome the winners and here's the new question:

How much damage will Hornet get?

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