Let’s roll!
The most stylish sports car won’t get you through the mud,
Stuck in the first ditch, soaked in the first flood.
Our path is curly, steep, and full of bumps,
So low-riders are only good for cheap punks.
We’re riding straight ahead, like a convoy on a highway,
Insects are hitting our hulls like shells,
We’re like the seven heads of the Lernaean Hydra,
We put everything at stake, and we lost.
Like tanks! Like tanks!
Over the Copperfield there are Mines and Falls Creek.
Like tanks! Like tanks!
Mount up! Wherever we go, we lay the trail with our tracks.
Rolling [x6]
Over the Copperfield there are Mines and Falls Creek.
Rolling [x6]
Mount up! Wherever we go, we lay the trail with our tracks.
You were hit?
Well then, you should play on a team.
I’m Zhora and this is Blitz.
Being an advanced gunner isn’t enough for a team to win;
you also need to understand the map,
especially if there’s a ship on it.
For a long time we wanted to do
something unusual and interesting
in regards to both gameplay and visuals.
We felt like introducing something spectacular,
unique, and memorable to the map.
And finally we got the opportunity
during the development of this new map;
we decided to take tank battles onto a ship.
The map represents a section of sea coast,
and anchored there is the legendary battleship Yamato.
The map will be named “Yamato Harbor.”
On this map we were trying to take into account
our own requirements
as well as users’ desire
for an easy-to-understand map
where vehicles of any Tier and type could play.
The map can be divided into a few separate areas:
the hillside, the industrial area,
the warehouse zone,
and the battleship Yamato herself.
The ship is more than just a decoration or part of the scenery;
it is one of the central elements of the map,
where thrilling battles take place.
The port area,
including the battleship,
is a terrific place for both heavy tanks
and tank destroyers to battle it out.
And the capture circle is located
on the deck of the battleship.
For fast and agile vehicles,
we have provided a large area of coastal ridges
and ravines,
some parts of which can be used to hide from Tank Destroyers’ fire
or to outsmart the enemy with cunning maneuvers.
The map offers plenty of space to roam
and lots of firing positions.
For Tank Destroyers, there are entrenched positions
not far from the main routes of heavy and medium tanks.
We hope that all areas of the map will play a useful role in battles.
This map really differs from other maps
and you’ll be able to evaluate it for yourself in update 3.1.
This map also has a unique Easter egg:
good luck finding it!
The main job of scouts is to spot enemies.
We’re introducing a new branch of Soviet light tanks
for those who love speed.
The МТ-25 has an automatic gun,
firing 4 bursts with two shells in each.
It can lay down a lot of fire,
but it’s a real king at spotting enemies.
The LTTB has a splendid power-to-weight ratio,
a top speed of 68 km/h,
and one of the best-penetrating guns in its tier.
And finally there’s the T54 lightweight:
a great all-purpose soldier
and a superstar in random battles.
Splendid alpha and a top speed of 69 kmh.
The job of light tanks in our game
is not just spotting but also doing damage,
because any vehicle
should be able to deal damage —
that’s the basis of our game.
Everyone remembers the recent situation in random battles,
when the introduction of the German light tank branch
turned out to have a negative effect:
just two players or a platoon
could easily destroy enemies
and send them back to the garage.
So of course we realized light tanks needed to be updated and nerfed.
We’re introducing the Soviet branch
in addition to the German one
so that players have a choice.
These vehicles are a bit different;
they are equal in dynamics
and with similar performance, but still differ.
Much like the medium and heavy tank lines
of the USSR and Germany.
In the early tiers,
light tanks don’t reveal all their characteristics,
but at higher tiers they deal a lot of damage
and are really helpful to their teams,
especially while playing in platoons.
Of course, the introduction of the Soviet LT branch right now
is not accidental.
“Supremacy” mode was introduced recently
and it highlights the power of light tanks.
But of course you should keep in mind
that light tanks are highly dependent on the whole team.
Remember that and cooperate with your team.
Hey, my name is Ivan
and I’m the game designer of World Of Tanks Blitz.
Today I’ll tell you about the “Supremacy” mode.
It’s great!
Our game is quite mature
and everyone knows how to drive and shoot well.
Where did the idea of this new mode come from?
For two years we’ve been playing Encounter Battles
because they’re easy and fun,
a kind of tank showdown.
«Supremacy» is a more tactical mode
in which you act not like a single fighter,
but as a member of the team.
The mode includes an additional layer of strategic gameplay
where not only your personal skill with your tank is important,
but also your understanding of what’s going on
and your fast and accurate reaction to it.
The situation on the map can be unpredictable:
defending one point creates pressure on other points
so it’s always necessary to watch the overall situation
and understand what would be better now,
to start a fight or fall back
and help your allies
capture a free point one more time, for example.
That’s why everything here depends
not only on your ability to shoot and drive a tank,
but also on your knowledge of the map,
your ability to reposition quickly,
of course knowing when to attack,
but also understanding the enemy’s actions—
each of these are different skills.
Players’ ability to put them all together
is what will bring you closer to victory.
To my mind this is exactly what we want in the game:
victory is decided by teamwork.
While others are having fun,
we deal with really complicated issues.
One of them that we get asked about regularly is large maps.
Actually, from a technical point of view,
our capabilities and the game already allow us to create larger maps.
But what exactly would be the benefit?
First, such maps would only be accessible to those users
whose devices are a bit more powerful than average;
thus we would alienate some of our players.
And there would be other problems:
larger maps would force us to rebalance vehicle stats
in order to balance the larger number of vehicles.
Also, we would have to divide players
into two queues to get into battles,
which would increase wait times for all of them;
we would need to create two sets of content:
small and large maps.
Accordingly, we want to use our resources as efficiently as possible;
we want to spend our resources on major items
that are beneficial and available to all players.
Lots of users are confused by one issue with the physics of the game.
Sometimes you fire and your shell just disappears.
For every geometrical object we use a few expressions.
We call them LODs;
the first LOD as a rule is the most detailed one
and it consists of, let’s say, 1500 triangles.
The last LOD of an object may consist of 500 triangles.
What are these for?
When we create our huge map,
we cannot afford to draw a huge number of objects
in maximum detail.
That’s why,
in accordance with the distance,
we switch an object over to an object
with a smaller polygon count.
In order to make our game work on all our supported devices,
we have to use LODs with fewer details for physics.
Therefore, imagine, when you shoot,
your shell flies and its path is calculated
using different geometry from what you see at that moment,
but with some minimum possible geometry
that represents this object.
For example, for a stone —
at an extreme distance,
what you see is a minimal stone.
The same effects occur during the calculation of physics,
i.e., when you drive a tank,
you pass by the stone,
in this case the minimum model of LOD is used
both for the tank and for the stone,
so in the case of impact between the tank and the stone,
sometimes that impact may appear to happen
between the tank and the air.
This happens because
a simplified LOD has replaced
the maximum LOD that you see at that moment.
We understand that it is a very important issue for gameplay,
so our artists are constantly trying to solve issues
that occur because of this phenomenon.
That’s why you’ll see people post about this on the forum and the developers will,
most likely, solve the problem in a future update.
Soon we are going to introduce one very interesting feature: replays.
Along with the ability to re-watch your battles,
this feature will have one small functionality
that is very interesting and important for me.
This is an option to choose a replay,
select a small part of the replay,
and to send it to us with a description
of a technical problem that you encountered.
Together with this replay we will receive additional information about ping,
FPS, and everything
that happened at that moment in the game.
This will help us analyze the problem and address it.
I hope I haven’t bored you.
We just wanted you to see the game through our eyes.
Thank you.
Play in teams and be ready to prove
that you are the best.
Leave your comments under this video
and tell us what you would like to see in the next video.
It was a team of Blitz designers and me, Zhora.
See you on the battlefield!
Bye!
Cut?
Listen, Sanja, should we talk about «Supremacy» and tournaments?
No?
Ok then.