World of Warplanes will soon enter a new stage with Version 2.0 ( Current version is 1.9.9)
Source: World of Warplanes Livejournal
A closed test server is already running with the latest changes to the game, some things may change but for now let’s take a look at the Patchnotes and a Gameplay video for World of warplanes 2.0:
Conquest is a completely new gamemode. In order to win your team must attack fortifications and protected core areas in order to obtain a tactical advantage over the enemy. Control of each of these territories give the team a certain amount of influence points per unit of time. Winner will be the team which gets the required amount of points. In most cases your team earns influence points every 5 seconds, based on the number and type of territories controlled by the team. If the team holds all sectors then the “Excellence” event occurs where the frequency of gained points increases.
Key territories (Capture of territories)
Each territory in the area of operation gives a particular advantage to your team.
In the beginning of a fight all key areas are neutral and controlled by local forces. In order to establish control over a territory the team needs to destroy targets in it’s range. ( ground targets or defending aircraft. To capture the territory you need to score 140 capture points before the enemy team does. In order to defeat the territory of the opposing team, you need to score 160 capture points. The progress of seizure of territories can be observed on their icons.
When capturing a territory all further attempts made by the enemy team to recapture the point is blocked for 30 seconds.
Different type of Key areas:
Airstrips are the respawn points for when you’re destroyed. Once you fly within the influence are of the airfield you can recover HP as well as critical damage.
gives 3 influence points every 5 seconds.
Small factories: give 3 points every 5 seconds
Medium factories: give 5 points every 5 seconds
Large Factories: give 100 Points every 90 seconds
gives 3 points every 5 seconds
Every 20 seconds a missile will attack an enemy base.
Each 110 seconds causes a strike platoon of five bombers to attack enemy territory (Excluding neutral territories).
The AI Bombers fly from behind the edge of the map in the direction of the target, after they reach the enemy base, the bombardment begins, causing significant damage.
The amount of damage depends on how many bombers reached the target. After the capture of one territory, the Command Center switches to attack another enemy base.
Bombers can be intercepted and destroyed by enemy aircraft.
Brings 3 Influence Points every 5 seconds
Also once all rockets or bombs are used a countdown for a complete resupply will start.
In the closed test server the way the shooting works was also modified. Primarily the aim assist was removed. This decision was made in order to focus the player on the enemy plane rather than the tiny circle in front of the the enemy. In order to accurately hit, the player must now monitor the enemy closely to anticipate it’s maneuvers, chose the right angle of approach and look at the way the tracers go. You also need to constantly adjust the the fire based on your tracers and where they are in relation to the enemy. In order to effectively engage the enemy aircraft it is necessary to adjust the fire and taking into account the flight direction and speed and to shoot at the point where the enemy is going to be when the bullets hit.
General principle in a fire exchange:
The timing of opening fire.
Depending on the caliber and type of the gun, the effective firing range of the gun changes.
An indicator that the enemy is in range is the appearance of stripes on the aircraft marker.
In all cases except for head on engagements and when you’re directly behind the enemy, you’ll need to aim slightly in front of the enemy. To facilitate zeroing in the tracers hits on the enemy aircraft will be more vivid.
Avoiding attacks and maneuvering
Standard maneuvers for avoiding attacks is still effective and will avoid damage to parts. However, it is necessary to begin avoiding immediately after you’re getting fired at.
Modifications to the damage model
Damage model has been redesigned and allows now to manually damage large modules on the aircraft. Applying critical damage to a desired component of the enemy aircraft is now much easier. This feature is fully manifested in the destruction of large aricraft with high survivability: bombers and attack aircraft.
Rear Gunner control
Now Bombers and attack aircraft can change to Rear gunner mode by pressing “T” . After that they will enter a new gunner mode. with which they can more easily destroy pursuers and focus their fire on the more dangerous enemies.
In the new Conquest mode a teams victory is not only determined by the ability of the individual players and specific techniques. The aircraft roles also play a large part in this. Accordingly, for each class of aircraft there is a role where they can fight more efficently than others. For the Conquest mode the classes and some individual aircraft got rebalanced. Now, each class has it’s own unique characteristics:
They are very maneuverable and dynamic planes designed to intercept and destroy enemy aircraft in aerial combat and allied air cover. Outstanding agility, high thrust-to-weight ratioand comfortable to use weapons allows them to easily take position and destroy the target.
Versatile aircraft that can provide cover support for both fighters and ground attack aircraft. They carry a small number of bombs and rockets which allows them to strike ground targets. They have good weapon strength, speed and maneuverability. It allows you to implement the aircraft in a wide range of combat situations such as Air to air as well as air to ground.
Fast and heavily armed aircraft capable of effectively intercept enemy bombers and attack aircraft as well as to destroy ground targets. Heavy fighters inflict great damage on large aircraft. They can easily climb and take position quickly thanks to a powerful and a long lasting booster.
Aircraft with a high survivability and designed to take out ground targets from a low altitude. They have powerful impact weapons and defensive turrets. They’re perfect for taking on ground targets and can withstand a great amount of damage.
Fast aircraft designed to attack ground targets from a great height. They carry a large bomb load and have powerful defensive turrets. They are a new class with some unique gameplay. They can move quickly move to different areas on the map where they can attack ground targets from a great height where they are relatively safe with the new high altitude bombing mode (left shift key).
Completely redesigned the game camera. Firstly it now is more effective and clearly conveys the state of the aircraft in combat and secondly it allows the pilot to comfortably focus in the situation in front of the player.
During the execution of turns the aircraft is now free to move around the screen. This helps to better focus on the approach to the target and keep the enemy in the sights. In addition to the cameras a lot of visual effects were added or overhauled. Special effects depending on how fast you are.
Significantly changed the visual effects of fire and hits on the aircraft. A critical hit on tan opponent or destroying it became much more noticeable. It will show you whenever you hit the enemy which helps with aiming. Added on screen effects to events such as receipt of damage, critical damag and low hit points. Now it’s much easier to determine the status of your aircraft in the heat of battle.
8 maps were substantially modified for the Conquest gamemode. There are different variations of each map with the key areas and territories being at different places.
- Enemy at the Gates – available for fighting I-III level;
- Revenge – available for fighting I-III level;
- The front line – available for fighting III-VI level.
- Blockade – available for fighting I-III level;
- Battle for Port – available for fighting I-III level;
- Counterstrike – available for fighting I-III level.
- Invasion – available for III-VI fights level;
- Desert Wind – available for III-VI fights level;
- The front edge – available for fighting III-VI level.
- Retribution – available for III-VI fights level;
- Reconnaissance – available for fighting V-VIII level;
- The stumbling block – available for fighting V-VIII levels.
- Emerald Ridge – available for fighting V-VIII level;
- Outpost – available for fighting V-VIII level;
- Confrontation – available for fighting V-VIII levels.
- Preventive measures – available for fighting V-VIII level;
- Burning sky – available for fighting V-VIII levels.
- Snow and ash – available for fighting VII-X level;
- Fracture – available for fighting VII-X level.
- Valhalla – available for fighting VII-X level;
- Breakthrough – available for fighting VII-X level;
- Polar Star – available for fighting VII-X level