New Gameplay Mechanics
This page describes a set of new mechanics/changes in current mechanics
Ammunition Sharing
Vehicles that have at least 1 type of ammunition in common can share ammunitions between each other through a non-intrusive process:
A specific icon will be above some teammates to indicate that you can share ammunitions with them
To initiate an outgoing transfer, the player needs to stand still next to their teammate and hold Repair Key (F by default) for 3 seconds
Repairing or helping a teammate to repair takes priority, a tank may not both repair and share ammunitions at the same time
After the 3 seconds, the teammate will be notified that you want to share ammunitions, along with the amount and type of ammunitions you want to share
To start the transfer, they will have 10 seconds to stop next to the player and stand still
The player cannot move while waiting for their teammate to stand still and while transferring
If the teammate does not stand still next to the player after 10 seconds, then they probably don't want it and the transfer will be cancelled
A new radio message "I need ammunitions" may be introduced
While the player cannot, the teammate can move during the process, but it will however abort the transfer
The time required to do the transfer will be proportional to the amount of ammunitions shared and their individual weight, the base being 1 second for a 3kg shell
The amount of lions awarded to the player would also be proportional to the amount and weight, the base being 100 lions for a 3kg shell


Scouting Mechanics
While very similar to scouting in GRB , there are a few differences, some for convenience and others to represent intel quality
Similarly to how it currently works, light tanks would have to use their binoculars and press V while the target is in the center of their crosshair to scout it. The margin of error would be a radius of ~3 meters around each vehicle to account for ping and other issues that would decrease accuracy and wrongly result in a failed scouting
Each successful scouting gives a 10 seconds cooldown to the scout before it can uses scouting again. A failed scouting also only gives a 10 seconds cooldown to account for bugs or cases where the target gets destroyed just before the scout uses their scouting ability. However, to prevent abuse, each consecutive failed scouting is an additional 15 seconds on top of the initial 10 seconds
Scouting has no maximum range but in practice gets increasingly harder as it becomes more and more difficult to accurately put your crosshair on a far away vehicle
Like currently, scouted targets are no longer marked after 30 seconds, at which point they have to be scouted again
The quality of the intelligence depends on the distance:
Where baseValue is the base range for each quality stages in meters
Where opticsMaxZoom is the maximum zoom the vehicle's optics can do
Example:
Where 500 is the base range value for the 4th quality stage
Range
Quality Stage
Intel
>1500m
1
Target only appears on the minimap for 3 seconds
then disappears for 3 seconds, cycle is repeated
for 30 seconds. Both the minimap marker
and HUD marker have poor accuracy
and are only reliable as a general
indicator of the position of the target
1000-1500m
2
Minimap marker appearance/disappearance cycle
is 4s/2s, and the markers are slightly more accurate
500-1000m
3
Minimap marker appearance/disappearance cycle
is 5s/1s, and the markers are fairly accurate
0-500m
4
Minimap marker constantly appears, the markers
are close to the exact position and the target
class is identified (heavy, light...), the minimap
marker becomes the icon of the target's class
While the reward when a scouted vehicle is damaged/destroyed is static, the smaller reward when scouting a vehicle is proportional to the quality of the gathered intelligence:
Where baseReward is the base silver lions reward when scouting a vehicle
Where qualityStage is the stage of the intelligence's quality
This is to encourage scouts to gather better intelligence rather than keeping a large safe distance from enemy units
Quality Stage
Silver Lions Reward
1 (>1500m)
100
2 (1000-1500m)
120
3 (500-1000m)
140
4 (0-500m)
160
Respawn Beacons
The goal of this mechanic is to give even more of a support role to light tanks, reduce spawn-killing and finally reduce the time needed for tanks to get to the battlefield, especially considering the size of the maps in Frontline
The idea is based on Battlefield V's spawn beacon mechanic and on sepulcher's Domination++ game mode suggestion but still works in a relatively different way:
However, a number of restrictions apply to make the mechanic somewhat more realistic and more importantly balanced:
Setting up a spawn beacon requires the light tank to be immobilized for 30 seconds
A light tank may only setup a spawn beacon every 3 minutes at most
Spawn beacons have a physical, medium-profile appearance that can easily be recognized. Because of this, light tanks will have to research more secure spots than a flat corn field to setup a beacon
The beacon is physical for one reason: Being destructible; A main caliber shell is enough to destroy it, allowing light tanks to flank to actively disturb the opposite team's deployment
A beacon CAN be setup mostly anywhere within the friendly controlled zone (henceforth, the **assumed** controlled zone) but will however become inactive if too close to the frontline OR not anymore in the controlled zone at all. HOWEVER, if the enemy team fails to locate/take care of the respawn beacon and your team gets back the control of the zone and its surroundings, the beacon will become active again
If an enemy tank gets close to an active respawn beacon, the team will be notified of "hostile activity nearby" but without giving away the position or recalculating the frontline. Because of that, and the 10 seconds of invincibility players get when they spawn (regardless of if they're moving), it is in the enemy tank's best interests to destroy the respawn beacon on sight
Due to their nature, planes are the best at hunting hostile beacons, however they won't be able to destroy them that easily as beacons aren't *that* weak. A beacon could be considered to have the survivability of a T-34-85, thus regular machine guns and cannons will have limited efficiency. The fastest way for planes to deal with beacons would be either be bombs, missiles, or powerful rockets
Setting up a respawn beacon does not give any reward in itself, but gives a 300 silver lions reward for each teammate who used it, encouraging light tanks to place their beacons where it's actually useful for the team, not just for them

Definition of "Light Tank"/"Scout Vehicle"
However to go further we need to clearly state what kind of tanks gets the scouting and respawn beacon abilities. Rather than basing it on a tank's historical role, we'll base it on the in-game characteristics and meta of the vehicles to be sure it fits well in the game, so, to be considered a "light tank", a vehicle should typically have the following characteristics:
Relatively high speed (>40km/h)
Relatively low profile
Relatively low/moderate firepower (based on shell penetration capacity and damage capacity)
Weak armor
Here's a list of vehicles i made that fits this profile, or that are the best candidates to fill a gap of dedicated light tanks
Terminology
LT: Light Tank
MT: Medium Tank
HT: Heavy Tank
TD: Tank Destroyer
SPAA: Self Propelled Anti Air
Vehicle
BR (RB)
OG Class
Rear Support
Rear Support Scout Vehicles
Ersatz M10: Chosen for its speed to fill the huge lack of dedicated german light tanks from 2.7 to 6.7, though the fact that it is an exclusive vehicle limits its impact on the battle and therefore shouldn't be over-powered
mKPz M47 G: Chosen for its speed to fill the lack of dedicated high-tier german light tanks, as it is an exclusive vehicle as well, it shouldn't impact the meta
Special Scout Vehicles
Leopard 2K: Chosen to fill the lack of dedicated light tanks at 9.0-10.0 because it has the thinnest armor of all the Leopards in the 8.7-10.0 range, making it the best candidate to be the dedicated light tank
Conclusion
Germany suffers from a severe lack of "light tanks" at medium tiers despite my best efforts to fill the gap (If you don't count the rare premium tanks, Germany has literally no light tank in the 4.0-6.3 BR range) and doesn't have too much of them at high tiers either.
Because of that, Germany at medium to top tiers will have to rely on other nations to do most of the scouting and supporting work.
Rear Support Scout Vehicles
IT-1: Chosen for its low-profile and quite high speed to fill the lack of dedicated light tanks at top-tiers
Shturm-S: Chosen for its low profile, very weak armor and high speed to fill the lack of dedicated light tanks at top-tiers
Special Scout Vehicles
ZUT-37: While all russian low-tier SPAAs have high speed, weak armor and relatively low profile (most of them being trucks), the ZUT-37 has been the only one chosen due to its ironically very poor Anti-Air performance and good Anti-Tank performance
Conclusion
The USSR possess numerous excellent "light tanks" at low to medium tiers, however this trend changes at top high and top tiers, where they only have a handful of "light tanks" and most of them are not suitable for the first lines due to their primary armament (ATGMs launcher)
Because of this, similarly to Germany, the USSR at high tiers should rely on other nations to do most of the scouting and supporting work.
Vehicle
BR (RB)
OG Class
Rear Support
Rear Support Scout Vehicles
M3 GMC: Chosen for its excellent speed and very weak armor
M8 Scott: Chosen for its good speed and poor armor
M50: Chosen for its weak armor, low profile, and because of its poor performance in combat thanks to high-noise guns and very low shells velocity. The goal being to make it much more useful by making it able to passively scout/setup spawn beacons and only engage when its safe
M42 Duster: Chosen for its high speed, weak armor, poor firepower and because of it's bad performance as Anti-Air vehicle. It uses the exact same guns than the M19, which are very good at 5.0, but the M42 Duster being at 6.7 makes them nearly useless as jets aircrafts become common and most tanks are too armored for it to be able to penetrate them.
M901 ITV: Chosen because of its poor anti-tank performance (only 10 ATGMs, cannot fire on move, cannot fire right away after stopping as the ATGM launcher has to re-deploy, high-profile...). The goal is similar to the M50's, it's meant to be played as passive support and only engage when safe/necessary
Rejected Candidates
M18 GMC / M18 "Black Cat" aka "Hellcat": The M18's excellent speed on both road and off-road terrain combined with its excellent gun able to penetrate pretty much any tank at this BR on top of a fast reload and availability of smoke shells makes it one of the best vehicles at this BR despite its weak armor. Due to this and the fact it's a very mainstream vehicle (you will ALWAYS have at least 2-3 M18s in a battle with the americans at 5.3), i consider that giving it the "light tank" abilities would make it way too unbalanced
Conclusion
While the US have a notable lack of "light tanks" at medium tiers (4.0-6.0), they make up for it with excellent dedicated light tanks at high tiers that can easily do their job at 10.0 despite that the US's highest "light tank" is at 8.3
Such highly-efficient high tier "light tanks" make the US able to counter a team of Germany+USSR on their own, but they'll find themselves disadvantaged against the USSR at medium tiers.
Vehicle
BR (RB)
OG Class
Rear Support
Rear Support Scout Vehicles
M10 GMC (FR): Chosen for its decent speed and relatively weak armor to fill the lack of dedicated light tanks at low and medium tiers
Lorraine 155 Mle.50: Chosen for its weak armor and good speed to fill the lack of dedicated light tanks at low and medium tiers, it's very high profile makes it an easy target and as such should be played mainly passively
CA Lorraine: Chosen for its high speed and weak armor (especially compared to the AMX-50 Foch), while there isn't really a lack of dedicated light tanks at this BR, the goal is to represent France's focus on high mobility after getting their ass handed over by the germans
Special Scout Vehicles
Most french vehicles at high and top tiers are highly mobile and are as such good candidates; Though, giving the "light tank" abilities to all high tier french vehicles would be highly unbalanced.
However, to represent France's focus on weakly armored, fast vehicles, a few of them have been hand-picked to be considered as "light tanks":
Lorraine 40t: Chosen for its high-speed and weak armor (especially on the sides and top, making it vulnerable to aircraft cannons and pretty much any tank that has a visual on the sides, regardless of the angle)
AMX-30B2: Chosen for its high-speed and weaker armor than its successor
AMX-10RC: Chosen for its excellent speed, low-profile and weak armor
Conclusion
France may have a slow start, but they are a fearsome contender against any nation at high tiers, their scouting and support capabilities are superior to all major nations (US, USSR, Germany, UK).
That, on top of the larger-scale nature of the Frontline game mode, France is a nation to keep an eye on in Frontline battles despite its low-popularity.
Vehicle
BR (RB)
OG Class
Rear Support
Rear Support Scout Vehicles
T17E2: Chosen for its excellent speed, weak armor and low-profile; However it's AA purpose and poor performance against ground targets prevents it from being an active scout
AC Mk.II AA: Chosen for its excellent speed, weak armor and low-profile as well; It performs quite decently against ground targets but it's AA purpose still prevents it from being an active scout
Comet I / Iron Duke IV: Fairly sluggish for a "light tank" but still has decent enough mobility fo fill the lack of dedicated light tanks at medium tiers
Charioteer Mk.VII: Chosen for its very good speed (for a TD) and relatively lower profile than other british TD designs to fill the lack of dedicated light tanks at medium tiers
Swingfire: Chosen for its relatively low profile and excellent speed to fill the lack of high tier "light tanks", however its primary armament being ATGMs it is best to use it as a passive scout
Striker: Chosen for its relatively low profile and excellent speed to fill the lack of high tier "light tanks", however its primary armament being ATGMs it is best to use it as a passive scout
Stormer HVM: Chosen for its relatively low profile and excellent speed to fill the lack of top tier "light tanks". It's main purpose being AA, it cannot actively scout
Special Scout Vehicles
Cromwell V: Chosen for its good speed (compared to other medium tanks at this BR) to fill the lack of dedicated light tanks at this BR
Cromwell V (RP-3): Chosen for its good speed (compared to other medium tanks at this BR) to fill the lack of dedicated light tanks at this BR
Cromwell I: Chosen for its very good speed rivalizing with light tanks to fill the lack of dedicated light tanks at this BR
Conclusion
Great Britain has a lot of excellent low-profile "light tanks" at low tiers, though, similarly to the USSR, this trend changes at medium and high tiers where Great Britain quite literally hasn't any dedicated light tanks.
As such, at middle and high tiers, Great Britain is destined to only do passive scouting and support and has to rely heavily on other nations to actively scout and flank
Vehicle
BR (RB)
OG Class
Rear Support
Rear Support Scout Vehicles
Chi-Ha: Too high profile without enough speed to make up for it for the Chi-Ha to be an active scout
Type 94: Good speed and relatively low profile, however it's AA purpose prevents it from being an active scout
Chi-Ha Short Gun: Too high profile without enough speed to make up for it for the Chi-Ha Short Gun to be an active scout
Ta-Se: Decent speed and relatively low profile, however it's AA purpose prevents it from being an active scout
Chi-Ha Kai: Too high profile without enough speed to make up for it for the Chi-Ha Short Kai to be an active scout
So-Ki: Decent speed and relatively low profile, however it's AA purpose prevents it from being an active scout
M42 Duster SDF: Same reasons than the US's M42 Duster (check the USA tab to see it)
Type 60 SPRG: Very good speed but its fairly high profile and high-noise gun prevents it from being an active scout
Type 60 ATM: Very good speed but its fairly high profile and ATGM main armament prevents it from being an active scout
Type 75: Good speed and anti-tank capabilities, however it's high profile and low amount of ammunitions prevents it from being an active scout
Special Scout Vehicles
Type 16: Its insanely high-speed, low-profile, fast-turret traverse speed and weak armor makes it a perfect candidate to be Japan's top tier dedicated "light tank"
Conclusion
While the list may seem long, Japan actually has the worst scouting and support capabilities with only 5 "light tanks" able to do active scouting (two of them being US designs) and only decent rear support "light tanks".
Japan at all tiers has to mainly rely on other nations for active scouting and as such shouldn't be much of a threat to any nation in that field
Vehicle
BR (RB)
OG Class
Rear Support
Rear Support Scout Vehicles
AS 42: Its excellent speed and very low profile makes it a great candidate for active scouting but its AA main purpose and very low survivability makes it unfit to be an active scout
Breda 501: Very good speed for a TD and weak armor makes it a good candidate, however its fairly high profile and lack of turret makes it unfit to be an active scout
Special Scout Vehicles
L3/33 CC: It isn't particularly fast but it has one of the lowest, if not the lowest profile out of all vehicles in WT making it particularly good at hiding, even in open areas. This makes it an excellent flanking and active scouting vehicle
OTO R3 T20 FA-HS: 1980s vehicle, low profile, one of the fastest vehicle in the game, same hull than the OTO R3 T106 FA at 7.3 (3.6 higher than the T20 FA-HS). All of these reasons make it an excellent, what am i saying, overpowered, active scout despite it being mainly supposed to do AA duty. The only thing balancing it is the low popularity of Italy within WT's players kek
Centauro: Insanely high speed, low profile and weak armor makes it a very good candidate for being an active scout
Centauro ROMOR: Insanely high speed, low profile and weak armor makes it a very good candidate for being an active scout
Conclusion
Despite being the smallest nation in-game, Italy has a fair amount of very good "light tanks" and will do much better at active scouting than Great Britain or Japan
In fact, Italy can counter France's scouting/support performance at high tiers, despite them having more "light tanks"
You probably noticed that low-BR tanks are listed, despite the fact that tanks under rank 2 don't get scouting abilities in RB and that this game mode is not meant to be available at low BR in the first place. The reason behind that is the excellent job they can do; Light tanks don't necessarily have to engage and kill enemy tanks, in fact, they shouldn't even engage unless necessary.
The main job of light tanks in Frontline is to gather intelligence for the rest of the team, actively scout enemy movements and their strategic assets (respawn beacons). On top of that, they are meant to support the heavy and medium tanks at the frontline by helping to repair, providing smoke or acting as diversion. But they are also meant to support tank destroyers in their defense of controlled areas by passively scouting for them.
The slower, bigger "rear support light tanks" are best at fulfilling the last two jobs, while the dedicated low-profile and high-speed light tanks are best at active scouting through flanking and deep penetration of the enemy lines. Most low-BR light tanks can do this extremely well thanks to their extremely low profile and as such are a relevant option.
Two Line-up Mechanic
While not all battles throughout WWII and smaller scale confrontations throughout the Cold War had Air presence, Close Air Support (CAS) played an instrumental, key role during WWII and proved to the world that controlling the airs means controlling everything. Frontline is meant to represent Combined Warfare, not specifically ground battles.
For that reason, i wanted to change the current "tanker first, pilot second" rule: Now it is "tanker first, pilot second" OR "pilot first, tanker second".
Players can select two line-ups before entering the matchmaking queue: A ground line-up and a air line-up.
What line-up the player decides to use for their first spawn will be their main line-up:
A main line-up doesn't require any spawn points to use a vehicle, but each can only be used a limited amount of times (2)
Actions on the battlefield however still generate spawn points, destined for the player's secondary line-up (if they didn't select any, it defaults to reserve vehicles)
The player can decide to spawn in a vehicle of their secondary line-up if they have enough spawn points, though they can only generate spawn points by playing their main line-up
The limited amount of aircraft slots only applies at the beginning of the battle, tankers can spawn in a plane regardless of how much are already deployed. And of course, pilots can spawn in a tank anytime they want as well (assuming both have enough spawn points of course)
However the bombers slots limit of 3 still applies , and neither pilots nor tankers can spawn in a bomber if 3 are already up.
Squad Plans
It's often difficult to discuss battle-plans with your squad, this idea aims to fix that by allowing squadmates to draw on the minimap:

The drawings will of course only display on the minimap of your squadmates, and they'll be able to clear them from their map anytime by pressing the clear button the top-left.
Noise Reduction
Larger-scale battles inevitably means more information, but not necessarily information that is useful to everyone. This idea is meant to only give information that matters to each player rather than giving them everything.
To do that, the client can use either the default map grid, or the new diagonal areas grid:
The farther the grid square a voice message from a teammate originates from, the lower the volume of the voice message becomes.
As such, a teammate within your grid square saying "Thanks" will sound just like it does currently, but a teammate in a grid square that is literally at the other side of the map will sound very low
Though i don't think everyone will prefer this, and thus it should be in the settings so players can change the behavior towards noise (none of this require server-side changes anyway)
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