1 00:00:02,060 --> 00:00:05,020 WARNING: This video may potentially trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised. 2 00:00:09,560 --> 00:00:12,960 In this episode we’ll be telling you about updates to Rugby mode, 3 00:00:12,969 --> 00:00:14,759 discussing changes to battle interface 4 00:00:14,760 --> 00:00:18,160 and we’ll be also revealing what War in Tanki Online is. 5 00:00:19,660 --> 00:00:20,540 Hello Tankers! 6 00:00:20,540 --> 00:00:23,260 Last Saturday Rugby mode finally came out. 7 00:00:23,270 --> 00:00:27,419 We checked how you played, tried it ourselves and listened to your feedback. 8 00:00:27,419 --> 00:00:31,340 After fixing a few small bugs, we’ve decided to change the following: 9 00:00:31,340 --> 00:00:33,760 When the ball is caught, it will spin above the tank, 10 00:00:33,760 --> 00:00:36,920 making it easier for you to notice that you’ve picked the ball. 11 00:00:36,920 --> 00:00:39,890 When the ball is thrown, it will also spin while in the air, 12 00:00:39,890 --> 00:00:41,520 making the passes look more realistic. 13 00:00:44,660 --> 00:00:49,320 We’ve also noticed that not everyone passes the ball, which could really help out your team. 14 00:00:49,360 --> 00:00:53,000 Passing can strike the enemy team off guard, and could be very effective. 15 00:00:53,010 --> 00:00:55,979 Here’re a couple of things you might not know: 16 00:00:55,979 --> 00:00:58,330 To pass you need to press the F key 17 00:00:58,330 --> 00:01:00,699 Passing will be done in the direction of your turret, 18 00:01:00,699 --> 00:01:04,780 which means you can drive forward, and pass it to the sides or behind you. 19 00:01:04,780 --> 00:01:07,400 The ball is shot 30 degrees above the turret, 20 00:01:07,400 --> 00:01:11,500 so if you swing your tank and pass the ball, it will fly a bit further. 21 00:01:11,500 --> 00:01:12,890 And if you play with Magnum, 22 00:01:12,890 --> 00:01:16,490 raise your turret straight up and pass, the ball will fly behind you. 23 00:01:16,490 --> 00:01:19,810 Among many requests for Rugby we heard this one a lot: 24 00:01:19,810 --> 00:01:23,700 make it so that the ball can be thrown into the enemy base to score the goal, 25 00:01:23,700 --> 00:01:25,810 without driving into the enemy base. 26 00:01:25,810 --> 00:01:30,409 And here, even though we understand where the idea comes from, the answer is no. 27 00:01:30,409 --> 00:01:33,960 First, this would create a big advantage for one of the teams on several maps 28 00:01:33,960 --> 00:01:35,700 because of the terrain, and second, 29 00:01:35,700 --> 00:01:39,140 in real Rugby you need to reach the opposing team’s base to score. 30 00:01:41,880 --> 00:01:46,020 When we released Rugby we also added a new indication of where the enemy base is 31 00:01:46,029 --> 00:01:48,299 - a special icon on the screen - 32 00:01:48,299 --> 00:01:51,500 and this gave us an idea to do the same for all other modes. 33 00:01:51,500 --> 00:01:53,450 So, in one of the future updates, 34 00:01:53,450 --> 00:01:58,860 in CTF you will also see where the enemy base is and if the flag has already been taken or not 35 00:01:58,860 --> 00:02:00,380 - even through the buildings. 36 00:02:00,380 --> 00:02:02,390 In Assault it will be almost the same, 37 00:02:02,390 --> 00:02:06,680 except the Blue Team will not see the base of the Red Team, because they don’t need to 38 00:02:06,680 --> 00:02:08,500 Both in Assault and CTF, 39 00:02:08,520 --> 00:02:11,960 we’ll also add new indication of where the flag is right now. 40 00:02:11,960 --> 00:02:15,640 Now you will always know where the flag is, but in close combat 41 00:02:15,640 --> 00:02:22,000 the flag position indicator will be disabled to give the flag carrier a chance to survive. 42 00:02:22,000 --> 00:02:25,670 For TDM and CP these changes are not planned. 43 00:02:25,670 --> 00:02:28,900 Also for all modes we will add new battle notifications, 44 00:02:28,900 --> 00:02:32,860 for example “Player 1 has taken the flag” or “has lost the flag”. 45 00:02:32,860 --> 00:02:35,489 This will be shown using new icons in the battle log 46 00:02:35,489 --> 00:02:38,819 and with the new battle indicators, which are coming soon. 47 00:02:38,819 --> 00:02:41,890 In the middle of the screen you will see only the important events, 48 00:02:41,890 --> 00:02:45,430 like “Flag delivered”, “Goal scored”, or “Point captured”. 49 00:02:45,430 --> 00:02:47,500 And Gold Box notifications, of course. 50 00:02:49,980 --> 00:02:54,100 A few days ago we announced a new event in TO, called “War”, 51 00:02:54,100 --> 00:02:56,070 and today we’ll share the details. 52 00:02:56,070 --> 00:03:00,430 War is a new event in Tanki Online, where 4 regions will battle for supremacy 53 00:03:00,430 --> 00:03:04,610 - the English, the German, the Polish and the Russian communities. 54 00:03:04,610 --> 00:03:08,270 The event will take place on a global map of a fictional world. 55 00:03:08,270 --> 00:03:11,540 Your goal is to choose a side and help win the War. 56 00:03:11,540 --> 00:03:14,810 To participate you need to purchase one of the 4 regional paints, 57 00:03:14,810 --> 00:03:17,680 and after that you can log in on the special site for the event 58 00:03:17,680 --> 00:03:21,629 to track your team’s progress and follow the enemy factions. 59 00:03:21,629 --> 00:03:27,290 The event will be running in a turn-based format, and each turn will last for 48 hours. 60 00:03:27,290 --> 00:03:30,860 On the first day all participants will decide what to do this turn: 61 00:03:30,860 --> 00:03:35,239 you will need to pick 2 territories next to yours for attack and 1 for defence. 62 00:03:35,239 --> 00:03:37,250 To confirm the turn each player of the team 63 00:03:37,250 --> 00:03:42,250 needs to make a certain number of kills in the event paint, like during Crazy weekends. 64 00:03:42,250 --> 00:03:45,240 On the second day the goal for each team is to play effectively, 65 00:03:45,240 --> 00:03:47,740 maintaining a high K/D ratio. 66 00:03:47,760 --> 00:03:50,860 At the end of each turn all sides will apply their attacks 67 00:03:50,870 --> 00:03:52,819 and a couple of things might happen: 68 00:03:52,820 --> 00:03:57,220 If the attack is targeting a neutral, unclaimed territory, it goes to the attackers 69 00:03:57,220 --> 00:04:00,040 (if they reach the collective goal with kills for the day). 70 00:04:00,040 --> 00:04:03,660 The same works for attacking enemy territories with no defence. 71 00:04:03,660 --> 00:04:06,530 If the attack is aimed at the defended enemy territory, 72 00:04:06,530 --> 00:04:09,780 both sides will be compared in their average K/D ratio, 73 00:04:09,780 --> 00:04:12,459 which they achieved during the second day of their turn. 74 00:04:12,459 --> 00:04:15,629 The territory will go to the faction with the highest K/D, 75 00:04:15,629 --> 00:04:20,089 which works the same if several teams attack the same region at the same time. 76 00:04:20,089 --> 00:04:25,639 The global goal for each region is to collect resources: survey data and rocket fuel. 77 00:04:25,640 --> 00:04:30,380 Each turn factions will receive 1 point of both resources from the Capital cities. 78 00:04:30,400 --> 00:04:35,720 Also on the map you will find territories with survey data centers and rocket fuel factories. 79 00:04:35,740 --> 00:04:40,340 To earn the resource, you will need to capture that territory and hold it for 1 turn. 80 00:04:40,340 --> 00:04:45,540 On the map you will also find special territories with a one-time bonus. 81 00:04:45,540 --> 00:04:51,540 Capture such a territory and all who participated in capturing it will get a reward 82 00:04:51,550 --> 00:04:53,330 To win the War you need to: 83 00:04:53,330 --> 00:04:55,350 Earn 10 points of each resource 84 00:04:55,350 --> 00:04:57,840 Capture the central territory with the Rocket 85 00:04:57,840 --> 00:05:00,650 Hold the territory with the Rocket for 1 turn 86 00:05:00,650 --> 00:05:05,229 Rewards for winning the War include containers, crystals and rare paints. 87 00:05:05,229 --> 00:05:06,770 Sounds complicated, huh? 88 00:05:06,770 --> 00:05:09,790 But like any game, play once and you’ll quickly get into it. 89 00:05:09,790 --> 00:05:12,300 We will announce when the War begins a bit later. 90 00:05:14,720 --> 00:05:16,120 Video of the Week 91 00:05:16,120 --> 00:05:17,620 In the last episode we asked you 92 00:05:17,620 --> 00:05:21,460 to make a video with parkour skills on a Mammoth wearing the Red paint. 93 00:05:21,460 --> 00:05:22,880 Let’s watch the winner! 94 00:05:53,560 --> 00:05:56,320 Next time, record something cool with Rugby. 95 00:05:56,320 --> 00:06:00,580 Ball tricks, cool passes and daring captures - the map and paint choice is up to you. 96 00:06:03,180 --> 00:06:04,900 That’s it for this episode! 97 00:06:04,900 --> 00:06:07,620 Follow the news on the Forum, our Facebook and Twitter, 98 00:06:07,640 --> 00:06:08,860 and watch the V-LOG! 99 00:06:08,860 --> 00:06:09,480 Bye! 100 00:06:15,880 --> 00:06:19,220 In the last episode we asked you what paint was on the Wasp, and 101 00:06:19,220 --> 00:06:21,300 the right answer is - Winter. 102 00:06:21,320 --> 00:06:23,280 Welcome the winners and here’s the new question: 103 00:06:38,560 --> 00:00:00,000 How much damage will Hornet get? 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