1 00:00:07,788 --> 00:00:08,828 Hello, tankers! 2 00:00:08,828 --> 00:00:13,237 Let’s start with the most important things that were accumulated during the past week. 3 00:00:13,237 --> 00:00:18,005 HTML5: Mobile Version 4 00:00:18,005 --> 00:00:21,451 We have an update to the new HTML5 mobile version of the game. 5 00:00:21,451 --> 00:00:26,750 If you’re still not sure what this change means, watch the 387th episode of the V-LOG. 6 00:00:26,750 --> 00:00:29,675 Let’s check what we have already done for this update to be released. 7 00:00:29,675 --> 00:00:34,351 A very important step was the enhancement of our current DDoS protection. 8 00:00:34,351 --> 00:00:39,067 This gives us time to slowly but surely continue upgrading the mobile version. 9 00:00:39,067 --> 00:00:42,560 For those of you who do not follow the news closely and didn’t know, 10 00:00:42,560 --> 00:00:49,414 we are working on changing the Android client version of the game into mobile HTML5 to keep up with the browser version. 11 00:00:49,414 --> 00:00:55,899 In parallel, we’re fixing the existing bugs and, of course, are making the game interface the same on all devices. 12 00:00:55,899 --> 00:01:02,050 You can already test the mobile HTML5 version on your Android smartphone by following this link. 13 00:01:02,050 --> 00:01:09,476 At the moment, we are working on optimizing memory consumption in order to make the game available and more stable on weaker devices. 14 00:01:09,476 --> 00:01:16,861 For example, the minimum required Android version has already been reduced from version 6.0 to version 4.4. 15 00:01:16,861 --> 00:01:21,376 We will also release the beta version of the new client in the Google Play Store soon. 16 00:01:21,376 --> 00:01:26,315 In this beta version, you will be able to create PRO-Battles just like in the browser version. 17 00:01:26,315 --> 00:01:29,043 We’re looking forward to testing with you! 18 00:01:29,043 --> 00:01:33,585 Augment Diversity 19 00:01:33,585 --> 00:01:36,676 The number of augments is increasing with every release! 20 00:01:36,676 --> 00:01:42,764 Some of you like these changes, while to others it may seem like an over-complication of the game mechanics. 21 00:01:42,764 --> 00:01:46,655 People of the second group – you tuned in just in time! 22 00:01:46,655 --> 00:01:49,451 Let us share some important information with you. 23 00:01:49,451 --> 00:01:56,750 Augments complement and enhance the standard mechanics of equipment, and they have been doing so ever since they were first added to the game. 24 00:01:56,750 --> 00:02:00,858 In Tanki, you will come across three types of augments: 25 00:02:00,858 --> 00:02:04,737 The first type: Applying status effects to your opponent or teammate. 26 00:02:04,737 --> 00:02:08,189 Electromagnetic Pulse, Freezing, and so on. 27 00:02:08,189 --> 00:02:13,103 Their mechanics are described on the Wiki, and we will add a link in the description that will lead you there. 28 00:02:13,103 --> 00:02:20,264 The second type: Changing the main physical parameters of the turret, like the rate of fire, splash damage, etc. 29 00:02:20,264 --> 00:02:26,038 This changes the overall feel of the turret and also requires tactical changes while using it. 30 00:02:26,038 --> 00:02:32,192 And the third and special type: Custom mechanics for every piece of equipment, 31 00:02:32,192 --> 00:02:37,790 like remote exploding rockets for Striker, or the addition of horizontal turret rotation for Magnum, 32 00:02:37,790 --> 00:02:43,108 which are mechanics that were developed specially for each augment prior to their addition to the game. 33 00:02:43,108 --> 00:02:47,737 We have a limited number of turrets in the game, and augments allow us to make the game more diverse. 34 00:02:47,737 --> 00:02:54,106 You can take a turret that you like from the outside and customize its insides and mechanics just the way you like - 35 00:02:54,106 --> 00:02:59,040 that’s why we have a Thunder that can freeze its opponents, and a Smoky that can ignite them. 36 00:02:59,040 --> 00:03:03,199 We are trying to make each turret more customizable with the help of augments. 37 00:03:03,199 --> 00:03:07,732 Blitz Q&A 38 00:03:07,732 --> 00:03:13,068 This week, we’re answering some of the questions that you left for us in the specially dedicated Forum topic. 39 00:03:13,068 --> 00:03:15,106 Let’s start! 40 00:03:15,106 --> 00:03:17,586 Will other skins be added to the Challenge? 41 00:03:17,586 --> 00:03:21,970 For example, XT skins of hovering hulls or GT skins. 42 00:03:21,970 --> 00:03:27,563 At the moment we have a limited number of skins in the game and cannot add them all to the standard Challenge. 43 00:03:27,563 --> 00:03:33,020 Instead, we are currently experimenting with adding them to the Elite Pass. 44 00:03:33,020 --> 00:03:38,850 When will the game balance depend not only on the ranks, but also on GS? 45 00:03:38,850 --> 00:03:48,364 It’s already hard enough starting from the Brigadier rank when you play with 3000 GS against players who have 6000 or higher GS. 46 00:03:48,364 --> 00:03:54,458 The most difficulties we have had with the Matchmaking system historically were around the rank of Brigadier. 47 00:03:54,458 --> 00:04:02,605 There are often fewer lower-ranked players available for MM battles at this rank, so the system automatically starts looking for higher ranks. 48 00:04:02,605 --> 00:04:06,738 And since there are many Legends available, they get picked up by the system. 49 00:04:06,738 --> 00:04:11,470 To fix the situation, we are thinking about adding bots to MM battles 50 00:04:11,470 --> 00:04:18,255 in order to shorten the waiting time for Brigadiers and lower the chance of them playing against Legends. 51 00:04:18,255 --> 00:04:18,755 52 00:04:18,755 --> 00:04:26,061 Will the nicknames of players that play in groups ever be highlighted in the battle when TAB is pressed? 53 00:04:26,061 --> 00:04:30,109 We are not planning to highlight the nicknames of players who play in groups. 54 00:04:30,109 --> 00:04:39,868 Anonymity in battles makes the Matchmaking system more stable, as players will not quickly leave the game once they see that their opponents are playing in a group. 55 00:04:39,868 --> 00:04:46,279 When equipping augments on turrets, why does it not display the changes of characteristics by the augment? 56 00:04:46,279 --> 00:04:52,013 Augments change many characteristics of turrets, with the damage dealt being changed most often. 57 00:04:52,013 --> 00:05:00,000 Having a table of changed parameters would help us understand how the selected augment affects the turret. 58 00:05:00,000 --> 00:05:07,510 We are planning to improve the Garage interface, making it possible to check augment parameters without having to open the Wiki every time. 59 00:05:07,510 --> 00:05:12,493 We hadn’t thought about showing the change in standard parameters when equipping an augment, 60 00:05:12,493 --> 00:05:17,014 since you have to close the Augments window and go back to a different page for these details. 61 00:05:17,014 --> 00:05:20,764 Thank you for the idea, we will discuss it further. 62 00:05:20,764 --> 00:05:26,667 Should we expect even more improvement in graphics in the form of reflections on metal parts of the skins 63 00:05:26,667 --> 00:05:32,266 or, for example, mirrored surfaces on some remastered maps? 64 00:05:32,266 --> 00:05:37,263 Reflections on metal parts and mirrored surfaces, or Raytracing, is in our pending plans. 65 00:05:37,263 --> 00:05:44,490 We just need to first finish the current remastering plans and upgrade the graphics of the game. 66 00:05:44,490 --> 00:05:47,830 Magnum is the only turret with just 1 skin. 67 00:05:47,830 --> 00:05:51,387 Are there going to be any new additions? 68 00:05:51,387 --> 00:05:55,655 Yeah, really, we need to fix this situation! 69 00:05:55,655 --> 00:06:01,089 In the New Year’s episode of the V-LOG, you mentioned VFX and it was never mentioned again. 70 00:06:01,089 --> 00:06:03,994 What’s up with that? 71 00:06:03,994 --> 00:06:07,511 Recently, we tested a new visual effect of tanks blowing up. 72 00:06:07,511 --> 00:06:11,885 It was much better than the current version, but in our opinion it just wasn’t good enough. 73 00:06:11,885 --> 00:06:19,573 With the release of a new blowing up effect, we will start the process of upgrading all effects and explosions in the game. 74 00:06:19,573 --> 00:06:23,750 YouTubers 75 00:06:23,750 --> 00:06:31,525 Breaking records, testing augments, and completing new missions - welcome back to YouTuber Digest! 76 00:06:31,525 --> 00:06:37,358 Watch Mr.Yakov as he breaks a Tanki Online record using the Hyperspace augment for Railgun! 77 00:07:00,394 --> 00:07:05,587 A new augment for Hammer has been released, and Babi is here to show it to us in action! 78 00:07:28,848 --> 00:07:34,610 Watch Mr.Skiil as he attempts to finish all the newly released missions in the game! 79 00:08:01,524 --> 00:08:06,097 Question of the Week 80 00:08:06,097 --> 00:08:18,973 Last time, you had to guess what percentage of HP the Juggernaut would have left after being shot 3 times by each Thunder. 81 00:08:18,973 --> 00:08:24,802 The correct answer is: C 82 00:08:24,802 --> 00:08:27,460 Congratulations to the winners! 83 00:08:27,460 --> 00:08:42,538 And here is the next question: 84 00:08:42,538 --> 00:08:48,475 How many Titans will the Wasp fly over? 85 00:08:48,475 --> 00:08:50,411 That was all for this week. 86 00:08:50,411 --> 00:08:57,107 Next episode will be a special one (if a topic is going to have its own V-LOG episode, then you know it’s really important!). 87 00:08:57,107 --> 00:09:03,132 Press the thumbs up button and leave your guesses in the comments section as to what the next episode might be about. 88 00:09:03,132 --> 00:09:06,970 See you next Friday, bye![]