Battle modes
Introduction
Battles are required to have one of the four essential game modes of any map, if they are available within the selected map.
Deathmatch [DM]
Deathmatch mode is a battle mode where players face off against each other individually. It is easier to find and fight other tanks in Deathmatch, and the potential rewards are usually higher than in other modes. The objective is simply to destroy other tanks and rack up the most kills. The battle can be limited by either time or number of kills (frags). Each frag earns the player 10 experience points.
Forming alliances with other players is allowed in Deathmatch, as it is not considered against the rules. However, it may result in other players seeking revenge against the alliance. Forming alliances in other battle modes will result in a punishment such as:
- Verbal warning from the moderator
- A temporary suspension of your account.
Team Deathmatch [TDM]
Team Deathmatch (TDM) is similar to solo Deathmatch mode, but it is split into two teams: Team Red and. Team Blue. The goal is to destroy more tanks than the opposing team. TDM games are limited by either number of kills or time. Every player is responsible for their own team, as their kills contribute to the final pool of kills accumulated over the course of the battle. A team gets 1 point for every destroyed tank, while individual players get 10 experience points.
Unlike classic Deathmatch mode, players' spawn points are fixed at their bases. To start battling other players, you must go to the center of the map or the opposing team's base. As a result, the number of kills per player is typically lower than in classic Deathmatch mode.
Long-range turrets users tend to be successful in this mode, as they can pick off enemies from a distance.
Capture the Flag [CTF]
In Capture the Flag (CTF) mode, players are divided into two teams, Team Red VS. Team Blue. The goal is to capture the enemy's flag and prevent the opposing team from capturing your team's flag. If a player takes the flag and then gets killed, they lose it and it is dropped where they were killed. However, teammates can retake it and continue their journey to capture the enemy's flag. If the dropped flag isn't picked up by either team, it will be automatically returned to the enemy's base in approximately 20 seconds.
To capture the flag, players must pick up the enemy's flag and bring it to their team's base, where it must be held within a glowing orb on the ground. To be successful, the player's team's flag must also be at its correct location within their base. Each captured flag adds an additional point to the team's score. The winning team is the one with the most captured flags within the specified time limit or by fulfilling the objective set by the battle's settings.
players can earn points for capturing a flag, returning flags, fighting and eliminating other players, and healing (applicable through Isida's healing powers). For each flag you capture, you get approximately 10 experience points. However, this increases the more players there are in the enemy team. For each enemy in the opposing team, you get additional 10 experience points. For example: If there are 10 enemies on the opposing team, you will get approximately 100 experience points for capturing a flag. The amount of experience points earned for returning a flag also varies depending on factors such as distance from the original location, with greater distances earning more experience points.
A CTF battle is typically limited by either a timer or a set number of captured flags. The objective is to capture the most flags within that time frame or before reaching the set number of captures.
Capture Points [CP]
Similar to the two aforementioned team-modes, players in this mode are divided into two teams, Team Red VS. Team Blue. Across the map, there are multiple (or sometimes a singular) glowing orbs. The number of orbs depends on the size of the map. Each orb is grey-colored by default. When a player from either team approaches a point, they must stay within a certain radius of the point until it is successfully captured. A line, colored based on the team's color, serves as an indicator to show if a player is successfully attempting to capture a point or not. It takes a player approximately 7-8 seconds to capture a point alone, but this can be affected by factors such as another player attempting to capture the same point. If two players are attempting to capture the same point, neither will make progress. However, if one is eliminated, the other will make progress towards capturing the point.
In Control Point (CP) mode, the objective is to capture as many points as possible. The more points a team captures, the more points they receive. The winning team is the one with the most points. Team spawn points are close to their bases.
A point is automatically counted towards a team's progress if it has been captured for more than 10 seconds. The team will receive a point to their score after 10 seconds have passed of a successfully captured point.
The team is victorious if they accumulate the most points before the battle timer runs out, or if the objective of the battle has been successfully fulfilled.
Format Battles
Format battle is a battle that is played using a specific combination of turrets and hulls, or according to a specific set of rules.
Hornet and Railgun (XP)
- Hull: Hornet M2 / M3
- Turret: Railgun M2 / M3
- Format does not include: Rearm (turret/hull change availability)
- With Hornet M2 one of the following paints is required: Emerald, Savanna (15% or 20%).
- With Hornet M3 only paints without Railgun protection can be used.
Wasp and Railgun (BР)
- Hull: Wasp M2 / M3
- Turret: Railgun M2 / M3
- Format does not include: Rearm (turret/hull change availability)
- With Wasp M2 one of the following paints is required: Forester, Corrosion, Emerald, Sandstone, Savanna (10% or 20%).
- With Wasp M3 only paints without Railgun protection or Forester, Corrosion, Emerald (10%) paints can be used.
Hornet/Wasp and Railgun (ХР/ВР)
- Hull: Hornet or Wasp M2 / M3
- Turret: Railgun M2 / M3
- Format does not include: Rearm (turret/hull change availability)
- With Hornet M2 one of the following paints is required: Emerald, Savanna (15% or 20%).
- With Hornet M3 only paints without Railgun protection can be used.
- With Wasp M2 one of the following paints is required: Forester, Corrosion, Emerald, Sandstone, Savanna (10% or 20%).
- With Wasp M3 only paints without Railgun protection or Forester, Corrosion, Emerald (10%) paints can be used.
Parkour
- Supplies do not have any cooldown durations. They are available for activation at any time.
- Players do not receive experience points for destroying enemy tanks, capturing flags, or controlling points.
- The battle fund is fixed at 0 and does not grow.
- Mines can be deployed instantly.
Trivia
- A specific format battle. The term "XP" is an acronym for "Хорнет," which stands for "Hornet" in Russian, and "Рельса" which stands for Railgun in Russian. While the letter "B" in "BP" stems from "Васп," which stands for "Wasp" in Russian, as the letter "P" stands for Railgun, or "Рельса".
- You could also hear the term "XR/VR" because of the pronunciation of the actual Russian terms for both Hornet and Wasp.