World of Airplanes update 2.00. Wargaming has released the most global update for World of Warplanes. Restoring the strength of the aircraft

World of Airplanes update 2.00. Wargaming has released the most global update for World of Warplanes. Restoring the strength of the aircraft

April 25 from 11:00 to 15:00 (Moscow time) The game server will be unavailable due to the release of the update - version 2.0.12.

Update size from previous version: SD - 277.12 MB, HD - 413.22 MB (in addition to SD)

New aircraft

The final part of the branch of USSR bombers at levels VII, VIII and IX is represented by bombers designed by Tupolev - Tu-2 and its successors Tu-10 and Tu-12. These machines have many common features, in fact representing the development line of this most successful Soviet front-line bomber of the Second World War. They develop the concept of a bomber capable of air combat at low and medium altitudes thanks to more powerful offensive and defensive weapons. As they progress along the branch, the flight characteristics of these aircraft increase, while maintaining their general character.

At the top of the branch is the Sukhoi Su-10, also known as the “E” aircraft. The Su-10, in contrast to the transitional design of the Tu-12 from piston to jet engines, was conceived as a full-fledged jet machine. This aircraft is faster, higher altitude, better armed and carries eight 500 kg bombs. The firepower of the two twin 20mm defensive turrets is such that an attack from above into the rear hemisphere can be fatal to the fighter.

  • Tupolev Tu-2 - USSR, Tier VII bomber;
  • Tupolev Tu-10 - USSR, Tier VIII bomber;
  • Tupolev Tu-12 - USSR, Tier IX bomber;
  • Sukhoi Su-10 - USSR, Tier X bomber.

Tier VII-IX aircraft can be obtained by finding them in trophies and completing directives during the Red Comet event. The Sukhoi Su-10 or its antipode, the Junkers EF 131, will be able to be studied and purchased with a significant discount on experience and credits by everyone who actively participated in the Spring Campaign after its completion. After the completion of the “Red Comet” campaign, a full-fledged branch will become available for research as usual, including the Tier X Su-10. Until this moment, he can be found in battles controlled by bots.

Added premium aircraft available for purchase in the game store:

  • Ilyushin Il-1 - USSR, Tier VI multirole fighter.
  • Dornier Do 335 A-1 Pfeil - Germany, Tier VIII heavy fighter.

Added promotional aircraft:

  • Bristol Beaufighter Mk V IM - Great Britain, Tier V heavy fighter.

Economy

The amount of experience required to research aircraft and their modules at high levels has been significantly reduced:

VIII level:
  • -15% on modules
  • -25% on planes
IX level:
  • -20% on modules
  • -30% on planes
X level:
  • -25% on modules
  • -30% on planes

Balance

Aircraft balance changes

Visibility system

  • Using seasonal camouflage camouflage (summer, winter, desert, sea) with a +20% effect to aircraft stealth on the corresponding game maps will reduce the enemy’s detection distance by an average of 200 m for aircraft of all levels. The use of Navigation Radio Equipment will further increase this effect up to 500 m. These changes do not in any way affect other effects provided by camouflages (protection from air defense fire and airborne gunners).
  • The masking effect of clouds has been slightly reduced. This will increase the comfort of playing on maps with dense clouds. At the same time, the masking effect from them will remain quite significant and will reduce the enemy detection distance by an average of 200 m.
  • In situations without the influence of aircraft camouflage factors, as well as crew and equipment skills that increase the viewing range, the detection distance of aircraft will be on average 1650 m for equipment of levels I-IV, 2000 m for levels V-VII and 2500 m for levels VIII-X. As before, it is the same for all classes of aircraft.
  • The visible area radius on the radar is now 4500 / 3000 / 1500 m for levels I-IV, 6000 / 4000 / 2000 m for levels V-VII and 7500 / 5000 / 2500 m for levels VIII-X. The circle displayed by pressing Alt now shows the average enemy detection distance for the aircraft level: if the enemy is inside the circle, then he has a high probability of detecting the player's aircraft.

Flight model

The behavior of aircraft when stalling has been changed. The stall will be more controlled, and it will be easier to recover from the stall.

Changes in research branches

USSR

The temporary transition between the branches of USSR Pe-2-M-82 bombers and attack aircraft on the Il-8 is no longer available.

Germany
  • The Fw 190 A-1 is now available for research from the He 112 and Bf 109 E.
  • The Ta 152 is now available for research from the Fw 190D and Bf 109 G.
USA
  • The F6U is now available for research from the P-51H, providing a "cannon" alternative to machine gun-equipped US fighters. It will also serve as a link aircraft for the transition to the heavy fighter branch to F2H.

Balance changes for individual aircraft

USSR
  • Il-20 - TRS-82 missiles' damage and explosion radius have been slightly reduced.
  • RB-17 - all 4 engines can now be damaged separately.
  • IL-40P - an error in the damage settings of the turret in the “Specialist” configuration has been fixed. The turret will deal more damage.
Germany
  • Bf 109 G - weapon accuracy has been increased, and the afterburner duration and efficiency have been slightly increased.
Great Britain
  • Beaufighter - the damage model has been updated, the length of the line of front-line weapons has been slightly reduced.

Game modes

Changed the settings for bomber waves in Escort mode. Their durability has been increased. The number of bombers in a wave and the number of waves on different schemes have been changed (increased on some, decreased on others).

New game schemes

For the “Conquest” game mode, 5 new game schemes have been added on the Plateau map, available for battles at levels VII-X:

  • "Sudden Raid"
  • "Sandstorm"
  • "Cursed Valley"
  • "Desert Fortress"
  • "Burning Sky"

Camouflages and decorations

Unique camouflages for a series of researchable aircraft, which were previously available only as rewards for completing directives or participating in Promotions, have been added to the free sale in the Hangar “Appearance” tab. Like other non-seasonal camouflages, they provide a +5% bonus to aircraft experience.

List of aircraft:

  • Dornier Do 17 Z
  • Junkers Ju 88A
  • Dornier Do 217 M
  • Arkhangelsky/Tupolev SB
  • Arkhangelsk Ar-2
  • Petlyakov Pe-2
  • Petlyakov Pe-2 M-82
  • Boeing B-17D
  • Boeing B-17G
  • Consolidated B-32
  • Kawasaki Ki-45
  • Kawasaki Ki-102
  • Rikugun Ki-93
  • Hawker Tornado
  • Hawker Typhoon
  • Hawker Tempest
  • Hawker Sea Hawk

Error correction

  • A bug has been fixed due to which, when choosing a point to re-enter the battle that is different from the initial one, in the event of the capture of any allied territory by the enemy, the choice was reset to the initial point. Now the choice will be reset to the initial entry point only if the enemy captures the player's chosen territory.
  • A bug has been fixed that caused bombers to engage in combat at risk of colliding with a mountain in the Northern Bridgehead: Cold Sky game plan.
  • Fixed a bug due to which air defense installations did not fire on some game schemes.
  • Fixed an issue in the "Scorching Sands: Desert Strike" game plan for the "Invasion" mode, due to which one of the bombers entered the battle over enemy territory.
  • The power value of the Jumo 004A engine in the Hangar has been corrected. The characteristics of the aircraft in combat did not change.
  • Fixed an issue with the XP-31 pilot model where his oxygen mask was positioned incorrectly.
  • Fixed a bug in the Hurricane Mk.I gift camouflage due to which the engine casing did not have a metallic sheen.
  • A bug has been fixed due to which the speed of rotation of the propellers after critical damage to the engines and their subsequent repair in battle was not restored.
  • Fixed animation of bomb bays on the B-32 aircraft.

Wargaming.net has released a major update to World of Warplanes 2.0. In fact, this is a reboot of the game. The rules have been changed, the graphics have been improved, and pilots now fight not only with each other, but also with AI-controlled fighters.

And www.gametech.ru had a conversation with a company representative to make sure that version 2.0 attracts the attention of new players and will be courteous to old-timers. It is clear that not everyone will like such radical changes.

“Our game is not about how to get a plane out of a spin” - interview with Wargaming.net

- Start over. What is the World of Warplanes reboot?
- This is the most landmark update since the release of World of Warplanes, so it is labeled as 2.0. Essentially, the update with the new game mode is the first of three big steps to rework the game.

- But so far I see the same thing...
- Come on?! We are introducing a new game mode with improved graphics, a new class of vehicles called “bombers”, with manual control of the onboard gunners.
The old game mode was interesting, it had its own loyal audience. According to statistics, from 50% to 70% of players who currently play World of Warplanes came to the game in November 2013. Four years in a free-to-play online game is very serious.

- But if you evaluate the overall success of the game against the backdrop of World of Tanks...
- If you evaluate the success of any game against the backdrop of World of Tanks, then... the conclusions are obvious. Yes, the audience for World of Warplanes is smaller than that of World of Tanks. Yes, it is smaller than World of Warships. However, we have a loyal audience, and for them, as well as to attract new players, we are introducing update 2.0.
The mechanics themselves are completely changed. Victory conditions are changing. All game locations have been reworked, and sectors appear on them. They can be completely different. This could be a factory, an airbase, a command center. Each of these sectors has its own unique game mechanics.
For example, if the allied team owns an air base, then it gets the opportunity to choose a plane if the player loses his car.

- What does “owns” mean? How can an airplane “own” anything on the ground?
Historically and in reality, aviation is an auxiliary class of troops whose purpose is to conquer airspace and, if possible, assist ground troops. This is roughly how we implement everything in the new game mode.
Each sector is initially neutral. It does not belong to either my team or the enemy team. Airplanes fly above it. They are neutral, white. These are defense aircraft. A sector is a complex of buildings: factories, workshops, and so on. The teams' task at the beginning of the battle is to capture these sectors.
To capture a sector, you need to score a conditional number of points. They are given for the destruction of defender aircraft and ground targets, plus, of course, enemy aircraft also arrive to capture the same sector. By shooting down enemy planes over the sector, we also receive capture points. Accordingly, whoever scores the conditional 170 points first becomes the owner of the sector, and the mechanics of the sector begin to work for this team.
There are sectors that call in flights of bombers, and they, controlled by artificial intelligence, fly to bomb enemy sectors, helping to capture them. There is a mechanic when a military base begins to fire V-1 missiles at enemy sectors, destroying ground targets.
All sectors are worth victory points. There is a scale that fills up. The more sectors, the faster the full scale is gained and the closer victory is.

In addition, to prevent battles from dragging on for too long, after six minutes (this time may change), the “storm front” event is activated, which disables the ability to revive and turns the game into a team battle. Whose team kills the enemy planes will win.
The next key feature is a complete reworking of the vehicle class roles. In the old regime, fighters played a key role, and, in general, the whole process was built around the so-called “dogfight”, when fighters at one point in space met and fought. Killed - the end of the battle. In the new game mode, we have made sure that all vehicle classes are equally useful and effective in battle.
Fighters help capture sectors, destroying defenders. Fighters feel great when defending their sector (they can be recaptured). A bomber class has been implemented with its own unique gameplay. The ability to manually control the onboard switches has been implemented.

- And what does it mean?
- There’s a gunner sitting here shooting at an enemy plane.

- One person controls the plane, or one player pilots and the other shoots?
- Managed by one person. By pressing the “T” button you switch to the gunner mode and shoot back, while the plane continues to fly in the direction you left it.

All bombers have side gunners. In addition, in the future we will add bombers to the game with more gunners. This will allow you to control the entire rear hemisphere and shoot at anyone who is on your tail.

- Air fortresses?
- Yes, that's absolutely right. We also completely redesigned the graphical component of the game.

I remember when World of Tanks “completely redesigned the graphics,” fans were not very happy because the system requirements immediately increased.
- An absolutely correct and appropriate question. Our rule is that the system requirements of the new game mode must match the requirements of the current version of World of Warplanes. A player who was comfortable playing the old version of the game should also be comfortable playing the new one. And this despite the redesigned rendering, a large number of new objects in locations, the participation of defender aircraft, and so on.
Process optimization is ongoing. There are plans to develop texture streaming and many other things that will allow you to play comfortably even on fairly weak computer configurations.

One more question about artificial intelligence. The fact is that there is already one game in which AI-controlled fighters intervene in player firefights - it’s called Titanfall. Many people who love multiplayer shooters are simply annoyed by AI interference, because it is not clear who to shoot at. There are a lot of people running around you, but only one of them is an enemy player. It will be about the same here, as I understand it? There are several planes in the sky, but only one of them is a player?
- Defenders of the territory are marked in a special way, they do not have a name, but the signature indicates whether it is a light or heavy aircraft. By holding down the Alt button, you will immediately see that this is an inanimate player.

- I would like to know if any focus group tested this mode?
- Yes, of course, more than once.

- People liked it, were there any questions or problems, for example, disorientation?
- When reworking the controls, we knew that newcomers would come to the game, and we made sure that they could control the planes comfortably. Plus, they can choose from five classes of equipment, where there are classes that are quite demanding on the player’s skill, for example, fighters, which have to constantly spin in the sky, make vertical and horizontal turns. There will be people for whom this will be difficult.

I'm talking about that disorientation when it is not clear who to shoot at. The player will have to decide which target is more important now, a flight of AI-controlled fighters, or a human-controlled fighter. How dangerous are AI-controlled fighters anyway?
- They are quite dangerous. Defenders have a lower technical level than players. That is, they are initially weaker than the player’s plane. And how good they are as fighters... They play a little worse than they could. We have experimented with AI, and if we wish, we can create a T-1000 that even an experienced player will have difficulty defeating. However, given our priorities, defender aircraft will be more like “food” for fighters; they will not cause a serious problem.
Of course, as the levels of combat increase, the defenders will already fly more advanced aircraft, and their intelligence will also be more serious. On the other hand, experienced users come there and can definitely handle them.

- In the end, you tried to create the feeling of a dynamic single-player campaign, but in multiplayer.
- Yes, that’s roughly what it all looks like. Each battle is a small section of the front, and the players’ goal is to capture strategically important sectors. There are various factories and air bases on them, and the team’s task is to become their owner. Whoever could, won the battle.
Revivals within the same battle will make it easier to perceive errors or communication problems. Previously, after death or disconnection, you had to return to the hangar, select a new plane, and get in line for the next battle. Now - wait 10 seconds, and you are back in the game. But at the same time, each new revival costs more time, and a destroyed plane needs to be repaired after the battle, so just flying and crashing, flying and crashing will be very unprofitable economically.

- What about the redesigned graphics? Models, textures were redone...
- The models were not redesigned, they were originally created in HD quality. But the effects, textures, especially the textures of the ground surface, factory complexes, they were drawn from scratch.
In terms of immersion, we've put a lot of work into the camera behavior to try and convey a sense of speed.
In addition, we reworked the interface so that without Alt mode, without additional fiddling with the settings, the interface would be minimalistic so that nothing would distract the player from the process itself. If necessary, you can enter the settings and enable additional interface elements - attitude indicator, altitude scale. Separately, you can configure what I will see on the screen when I press Alt.

- Will it be possible to play using a joystick for flight sims?
- Yes, definitely. Anyway, this is a flight simulator, many players use joysticks. They were very worried whether the new version would support joysticks. Yes, you don’t have to worry, everything is fine with the joysticks.
The fact is that it is very difficult to support a joystick on BigWorld*, since this engine does not understand the third axis at all; it was created for games whose action takes place in one plane. But in the Kyiv studio there are very smart guys who were able to make support for the joystick, and they did it based solely on the wishes of the players. We have retained all the positive developments in the new regime. Joystick, gamepad, mouse, keyboard - control whatever you want.

* BigWorld is a game engine developed by the Sydney company of the same name, which was acquired by Wargaming.net in 2012. World of Tanks, World of Warplanes and World of Warships are based on this engine.

- What about improvements to physics? How does it manifest itself?
- Physics of flights, physics of objects...

How about a little more precise? For example, in car simulators, when developers rework or change physics, you can immediately feel it.
- You are talking about such details... With the release of the new mode, we are counting on a serious influx of new players and maintaining the current audience, so the physics is quite simplified. There are no elements here that are present in serious flight simulators: no spin, no honest stalling of the plane.
The maximum task sounds like this: the player must fight in battle with enemy aircraft, and not with his own. So our game is not about how to get a plane out of a spin. Therefore, the physics in the new version of the game are mostly from the old version. According to reviews from players who have flown a lot in the same IL-2, it is “appropriate.” This is something between an arcade and a simulator; the quality and character of a particular machine are quite well developed here.

- When update 2.0 arrives, will players still have the opportunity to play in the old mode?
- No, this regime replaces the old one.

- But people tried, they rocked...
- ...And we will keep all these planes and achievements in their hangar.

- And the bombers?
- At the time of release of version 2.0 there will be only three bombers in the game. These are premium cars that are sold for in-game gold or money.

- Not fair!
- This does not mean that we will not have branches of bombers, there will be more than one. So far these are the first three signs. However, with the release of the update we will include a very interesting promotion where the player will have the opportunity to win a bomber for free. To do this, you will need to assemble it from pieces. By completing certain tasks, among the prizes for the battle you can receive a chassis from a bomber, and so on. I think players will like this idea.

In addition to Total War Arena, the company Wargaming, whose representatives could be met in the business zone "Igromir 2017", showed reporters an updated version. Answered our questions Sergei Sitkevich, game operations manager. We decided to find out what such interesting things await us in the version of “Planes” numbered 2.0. It is worth noting that the updated version became available on October 11 and anyone can try it.

website: Sergey, hello. So the developers decided to radically change the game by releasing update 2.0?

Sergei Sitkevich: This is true! The release version of World of Warplanes was released in November 2013. Almost four years have passed since then. A lot of water has flown under the bridge and all that. But all this time, “Planes” had and still has its own dedicated audience, and most of it came to the game immediately after its release. However, enough time has passed since the release of the project for the game to be rethought, reworked and give our audience a lot of new content and experiences.

website: Yes, yes, after all, the version number 2.0 implies that everything has really changed there! Well, let's start from the very beginning!

Sergei Sitkevich: Yes Yes! We have changed a lot! The mechanics of the game and victories have changed. We have reworked all game locations and now they have so-called territories, called sectors. They can be very different - it could be, for example, a factory, an airbase or a command center. Each of these sectors has unique game mechanics. For example, if an allied team owns an air base, then it can choose a plane if one of the players of this team loses it.

website: What does it mean to own? How can a plane own anything?

Sergei Sitkevich: Yes, good question! After all, as we know, in historical reality, aviation is an auxiliary class of troops, the purpose of which is usually to conquer airspace and support ground armies. This is roughly how we implement everything in the new game mode. Each sector is initially neutral and does not belong to any of the opposing teams. Airplanes fly over this sector - these are its defenders and initially they are neutral. Plus this territory itself is a whole complex of buildings. The task of the teams, accordingly, is to capture these sectors. In order for them to become yours, you need to collect a certain number of so-called capture points. They are given for the destruction of defender aircraft, ground objects, plus we will also be disturbed by the aircraft of the other team, which will also capture this sector. Accordingly, whoever scores the most points becomes its owner. Now all the technology starts working for you. By the way, there are sectors that create bombers controlled by artificial intelligence. Then these planes themselves fly to bomb enemy territories, helping you capture them. And sometimes military bases begin to fire V-1 missiles at enemy sectors, thereby destroying the ground objects that are located on them and helping to capture them. All sectors are worth victory points. The more sectors, the more points.

website: What if, for example, the opposing teams captured an equal number of sectors? Could the game take longer?

Sergei Sitkevich: We thought about this too. After six minutes, the Storm Front event kicks in, removing the ability to respawn and turning the game into essentially a Deathmatch. The team that kills the enemy planes wins. By the way, it is possible that in the future we will change the time after which revival is impossible.

website: What about technology? What will change in this regard in version 2.0?

Sergei Sitkevich: If in the previous version fighters played a key role and the entire gameplay was built around their battles, then in the new version all classes of equipment are useful and effective in battle. Fighters help capture sectors, destroying defenders. They feel great defending their territory. A new class of bombers has been added with its own unique gameplay. In general, all classes of aircraft play an important role on the field... that is, in the battle skies. In addition, the ability to manually control the onboard switches has been implemented. During the flight, you can switch to the gunner - in this case, the autopilot will take control. Meanwhile, you can fight off the enemy who is on your tail. In the future, we plan to create bombers with several gunners on board. The player will be able to switch between them and the pilot.

website: By the way, won’t the player get confused in all these planes? Will he understand where the other players are and where the bot planes are?

Sergei Sitkevich: Yes. Above other players' planes there will be their nicknames, and above the defender planes there will be inscriptions indicating whether the defender is light or heavy.

website: How much danger will the defenders pose to the enemy?

Sergei Sitkevich: The defenders have a fairly high AI, so players on the other team need to be on their guard. At the same time, defender aircraft are weaker than player-controlled aircraft. As the level of combat increases, the task of destroying AI-controlled aircraft will become more difficult. On the other hand, more experienced users are already coming there who can handle this.

website: Will there be support for joysticks and gamepads in the new version?

Sergei Sitkevich: Of course! Many people here play not with a keyboard and mouse, but with joysticks and gamepads. The players were worried about what and how would happen to this matter in the new version. So, guys - don't worry! Everything is fine and everything will work.

website: By the way, will the physics of the game change somehow?

Sergei Sitkevich: Our game physics are simplified - partly due to the game engine, partly due to conscious decisions of the game designers. There are no elements here that are found in serious flight simulators. For example, we don't have a corkscrew. But, you know, we have more of a focus on the player's battle with enemy aircraft, rather than with his own. In general, physics will not undergo any major changes.

website: What changes have affected the graphics? Will this affect the system requirements of the game in any way?

Sergei Sitkevich: We have completely redesigned the graphics component. At the same time, despite the redesigned render, updated graphics and many new objects in locations, the system requirements of World of Warplanes have remained virtually unchanged. In the future, we plan to introduce optimizations to the graphics, which will allow the game to run even on fairly weak computer configurations. We changed the effects, textures of buildings and complexes, which were drawn completely from scratch. In addition, we have updated the interface, making it as convenient and minimalistic as possible. This was done so that nothing would distract the player and prevent him from enjoying the new version of World of Warplanes.

website: Will it be possible to play the old mode after the release of update 2.0?

Sergei Sitkevich: No. Now you can only play version 2.0 with all the innovations.

website: Will all player progress be saved?

Sergei Sitkevich: Yes, all planes will remain in hangars, nothing will be lost.

website: What about bombers?

Sergei Sitkevich: We will introduce bombers. No one has them at the moment. For now we are planning three cars of this class. They are premium and can only be purchased for gold or money. With the release of the update, we will launch a promotion where the player can win these planes. By completing certain tasks and winning battles, you will collect parts from the bomber, which you can then assemble to create a whole plane. Later there will be entire branches of bombers, so sooner or later you will become the owner of the treasured aircraft of a new class.

website: And finally, your wishes to the players.

Sergei Sitkevich: Play only good games, and be sure to try World of Warplanes version 2.0. See you in aerial combat!

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Version 2.0

The new World of Warplanes mode combines the atmosphere of fierce air combat with legendary aircraft of the 20th century, tactical interaction with the team to strike enemy territory or defend against enemy raids, and a strategic approach to distributing the team’s efforts to the most important areas in the areas of operations.

In the new Conquest game mode, a team's victory depends not on the number of enemy aircraft shot down, but on the teams' ability to capture and hold key territories in their areas of operation. Each territory has its own function, defense system, strengths and weaknesses - you need to clearly distribute priorities for attack.

Since downed planes are not the main thing, the loss of a combat vehicle in battle is not a problem. During the battle you will be able to make several flights, including on different aircraft models.

Simple and intuitive flight and shooting mechanics allow you to concentrate on air combat. There are five classes of aircraft in the game, including bombers, so everyone can find a play style that suits them and contribute to victory.

A new design of the combat interface, redesigned camera and graphics modes, a fundamentally different approach to assessing the effectiveness of player actions in battle - a conflict involving combat aircraft has never looked so exciting.

Conquest Mode

In the new mode "Conquest" To win, teams will have to attack fortified and protected key areas on the map to gain a tactical advantage over the enemy.

Control over each such territory brings the team a certain number of influence points per unit of time. The first team to score the required number of influence points wins.

Territories of different types allow the team controlling them to gain additional advantages: airfields provide aircraft repair and the ability to choose a direction for re-entering battle, industrial facilities increase the number of influence points earned, and command centers and military bases attack the enemy and simplify the capture of new territories.

To establish control over enemy territory, you have to destroy air and ground targets inside these sectors, and for defense - meet the attacking enemy and prevent a breakthrough.

Game mode "Supremacy"

With the release of Update 2.0, the Domination game mode, the basis of World of Warplanes versions 1.x, will be disabled.

Accounts, properties and statistics

There will be no changes to your accounts with the release of the update. All property, including studied and purchased aircraft, free experience, aircraft and crew experience, loans and gold, equipment, ammunition belts and equipment, will be preserved.

Marks on your aircraft received for destroying aircraft and ground targets will be saved.

Your statistics will be transferred to a separate archive tab in your profile on the portal. Battle statistics will be accumulated again after the update is released.

Chain of training combat missions

To help you become familiar with the basics of the Conquest game mode and the class roles of aircraft, a chain of simple training combat missions has been added. The reward for completing them is in-game gold.

In most cases, influence points are awarded once every five seconds based on the number and type of territories controlled by the teams. If one of the teams owns all the sectors, the “Superiority” event occurs, during which the frequency of awarding influence points noticeably increases.

Details about the Conquest mode

In most cases, influence points are awarded once every 5 seconds based on the number and type of territories controlled by the teams. If one of the teams owns all the sectors, the “Superiority” event occurs, during which the frequency of gaining influence noticeably increases.

Key areas

Each territory in the area of ​​operation gives one or another advantage to the team controlling it.

The least complex and protected areas. Grants 3 influence points every 5 seconds.

  • It represents a point of re-entry into battle (you can select this territory to appear in battle after the destruction of an aircraft).

  • Gives you the opportunity to change the class and model of the aircraft on the tactical screen, choosing from battle-ready and appropriately leveled aircraft in the Hangar.
  • Represents the point of re-entry into battle (you can select this territory to appear above it after the destruction of the aircraft).
  • Brings 3 influence points every 5 seconds.
  • Allows you to restore strength and critical damage to the aircraft.
  • Reduces the waiting time to re-enter battle by 10 seconds for all pilots of the team controlling this sector.


  • Brings 3 influence points every 5 seconds.
  • Brings 80 influence points every 120 seconds. If the territory was captured by another team during the countdown, the countdown starts again.


  • Every 20 seconds, launches a missile attack on adjacent neutral or enemy-controlled territory until it is captured. After this, a new territory is selected as the target of missile strikes.
  • Brings 3 influence points every 5 seconds.


  • Every 110 seconds, calls in a strike flight of five bombers to attack enemy territory (excluding neutral territories). The strike link flies out from the edge of the map in the direction of the target, after which it is bombarded, causing significant damage. The amount of damage depends on the number of bombers reaching the target. Having captured one territory, the command center switches to attacking another. Bombers can be intercepted and destroyed by enemy team aircraft.
  • Brings 3 influence points every 5 seconds.

Capture territories


At the beginning of the battle, all key territories in the area of ​​​​operation are neutral and controlled by local forces.

To establish control over a territory, your team needs to destroy targets within its borders (ground objects, defender aircraft, enemy team aircraft), earning capture points (CP).

To capture territory you need to dial 140 HP before the opposing team does.
To recapture territory from the enemy team, you need to gain 160 HP.

The progress of capturing territories can be observed on the icons of these territories. When a territory is captured, all further attempts by the enemy to recapture it are blocked for 30 seconds.

Number of capture points for destroying targets:

  • Small ground objects: 15-20 HP.
  • Medium ground targets: 20-50 HP.
  • Large ground objects: 50-80 HP.
  • Airplanes - defenders of the territory: 40 HP.
  • Aircraft of the enemy team: 60 HP (only aircraft destroyed over the captured territory are taken into account).
  • Aircraft of the enemy team when defending territory: 40 HP (only aircraft destroyed over the defended territory are taken into account).

The progress of capturing territories can be monitored by filling the circle on their icons. When a territory is captured, all further attempts by the enemy to recapture it are blocked for 30 seconds.

Defenders of territories


Each territory is protected by its own defense system, which may consist of:

  • anti-aircraft guns (light and high-altitude);
  • defense aircraft (light and heavy).

The qualitative and quantitative composition of defense systems depends on the type of territory. For example, there are practically no anti-aircraft guns at airfields, while military bases are well protected.

Defender aircraft for each object:

  • Fortified area: 2 light / 2 heavy aircraft.
  • Field airfield: 6 light aircraft.
  • Airbase: 4 light / 2 heavy aircraft.
  • Factory: there are no defender aircraft.
  • Military base: 2 heavy aircraft.
  • Command center: 3 light aircraft.

The effectiveness of an aircraft of a particular class in capturing territory directly depends on the type of territory and the composition of its defense system.

Re-entering battle (respawn)

In Conquest mode, destroying your aircraft does not mean the end of the battle for you. After a short pause, you will be able to join the battle again on a new aircraft.

Each airfield (of any type) serves as a re-entry point into battle. If a team controls at least one territory of this type, its members can choose their preferred direction of attack in the tactical window (while waiting to re-enter the battle).

To select an entry point into battle in the tactical window, you need to left-click within the dotted line around the marker of this territory.

The minimum approach time (waiting for re-entry into battle) is 10 seconds. Each subsequent destruction of a player's aircraft in battle increases it by another 15 seconds.

Each Air Base captured by a team reduces the landing time for all team members by 10 seconds, down to the minimum.

7 minutes after the start of the battle, the “Storm Front” event occurs - from this moment on, the ability to re-enter the battle becomes unavailable. After the onset of the "Storm Front" the fight continues until one of the teams reaches the winning number of influence points or all the aircraft of one of the parties are destroyed.

Restoring the strength of the aircraft

Partial restoration of strength

If your plane is heavily damaged, but is safe: it does not receive damage and is far from enemy aircraft, then it can partially restore its strength. Strength is restored gradually. The recovery speed and the maximum possible number of units of restored strength depend on the class of the aircraft and the degree of its damage. Critical damage cannot be fully repaired this way.

Repair

Within the territory of the Air Base there is a special facility that repairs allied aircraft. On the mini-map it is marked with a wrench icon in a circle, displaying the object’s coverage area.

If your damaged aircraft is safe (does not receive damage and is far from enemy aircraft) and falls within the target's range, the aircraft is gradually repaired. The speed of repair is several times higher than the speed of partial restoration. In addition, as a result of repairs, the aircraft's durability is restored to 100%, and all critical damage to modules and crew injuries are eliminated.

Restoration of suspended weapons

After the bombs or missiles on the plane are completely used up, the recovery timer for the suspended weapons starts. At the end of the countdown, the used outboard weapons will be replenished.

The recovery time for suspended weapons depends on the class of the aircraft, the number of weapons being restored and their power. This allows aircraft of different classes to vary their gameplay and attack enemy ground targets multiple times.

When an aircraft is destroyed, the outboard weapons replenishment timer is not reset: if you re-enter the battle on the same aircraft model, bombs and missiles will only be replenished after the countdown ends.

Bomber

A new class of aircraft has been added to the game - bombers. These are high-altitude vehicles with a large margin of safety, a very long afterburner and a large bomb load. The tactics of playing bombers are to gain altitude, reach a bombing position over enemy territories, and precisely drop bombs on ground targets. After the bombing, the supply of bombs is gradually restored. Long afterburner, combined with excellent altitude, allows bombers to actively move across the battlefield in relative safety and constantly influence the situation in battle.

Bombs on bombers are dropped several at a time when a key is pressed Space. For a comfortable game in this class, there is a special bomb sight, to switch to which you use the key Left Shift. In this mode, markers of ground targets are displayed in detail, and moving the mouse corrects the direction of flight and allows you to accurately target them.

Also, on all aircraft equipped with defensive turrets, the ability to control the turrets manually is now available. To switch to gunner mode, use the key T. When manually controlled, the turret causes increased damage to enemy aircraft. You can choose your target yourself, focusing fire on the most dangerous opponents or quickly eliminating damaged pursuers.

Bombers are high-altitude aircraft, so descending to the ground from the optimal height is not recommended. The main disadvantages of this class are low maneuverability and weak forward-facing weapons, which are unable to withstand enemy aircraft in air combat.

Promotion "Secret Project"

With the release of update 2.0, the “Secret Project” promotion will begin, during which you will be able to place the first bombers in your Hangars. During the promotion, completing daily combat missions will be rewarded with trophies rather than regular prizes. Among them you will find various samples of equipment and equipment, credits, gold and other awards, and most importantly, components of three bomber models: Bristol Blenheim Mk IV (early) (Great Britain, Tier III), Douglas A-26B Invader (USA, Tier VI ) and Myasishchev RB-17 (USSR, level VIII).

Once you collect all the components of a bomber, you will receive it for free. Some time before the end of the promotion you will be able to purchase missing parts for tokens.

The “Secret Project” promotion is a presentation of the bomber class. In the future, we plan to add full-fledged research branches for vehicles of this class to the game.

Physics and balance

Balance of aircraft classes and their roles

In the Conquest mode, the success of a team is determined not by the ability of individual players and specific equipment to destroy individual aircraft or ground objects, but by the overall ability of the team to effectively destroy the complex defense of territories, capture them and maintain control while defending against the enemy team. Accordingly, each class of aircraft has a role that they perform more efficiently than others. The need to destroy ground targets to quickly seize territories increases the role of attack aircraft and other classes carrying strike weapons. A quick breakthrough and suppression of air defense, protecting controlled territories from enemy counterattacks is a task for fighter aircraft.

Each class has its own unique features:

  • Fighters— very maneuverable and dynamic aircraft with easy-to-use weapons. Attacking territories with powerful air defense systems, intercepting bombers and attack aircraft is complicated by the small safety margin of aircraft of this class. The main task of fighters isdefense of territories from enemy raids andrapid destruction of light air targets.
  • Multi-role fighters - universal aircraft with medium-power weapons, capable of carrying a small number of bombs or missiles. Their role is to break through enemy air defenses, pinpoint strikes against ground targets, and defend against heavy fighters, attack aircraft and bombers.
  • Heavy fighters - fast aircraft with impressive forward-facing weapons and a significant supply of missiles or bombs. Powerful long afterburner and good rate of climb allow them to quickly move across the battlefield. The task of heavy fighters as a class is to intercept and destroy attack aircraft and bombers, conduct precision strikes on ground targets, and support allies in seizing territories. Low maneuverability and large size make them vulnerable in close combat with fighters and multi-role fighters - it is recommended to leave the affected area at high speed and defend with turrets (key T).
  • Stormtroopers— aircraft with high strength and a powerful arsenal of forward and suspended weapons. The task of this class is to destroy ground targets from a low altitude and support the capture of all types of territories. Large margin of safety and defensive turrets with manual control (key T) make them very durable. At the same time, low maneuverability, low speed and large size are their weaknesses.
  • Bombers - heavy, high-altitude and very survivable aircraft designed to destroy ground targets with bombs from great heights. A very long afterburner and excellent altitude allow them to quickly take positions over enemy territories and, using a bomb sight (key Left Shift), destroy targets by accurately dropping a large supply of bombs. Their large size and low maneuverability make bombers unsuitable for air combat. But their ability to fly at very high altitudes and defend themselves with powerful turrets allows them to remain impregnable to most fighter aircraft.

Altitude system, speed and maneuverability

The flight characteristics of aircraft (their maneuverability and engine thrust) depend on the flight altitude. It’s easy to assess the potential of a manned vehicle based on the altitude and speed readings in the combat interface. Throughout the entire range from ground level to the optimal altitude (individual for each aircraft model), maneuverability characteristics are maximum. When the optimal height is exceeded, they decrease noticeably, and when approaching the ceiling, the altitude performance characteristics are sufficient only for horizontal flight. In the combat interface, this is reflected by the color of the altimeter counter: within the optimal height it is white, when it is exceeded it is orange, and when approaching the ceiling it is red. In the same way, maneuverability depends on flight speed. When decreasing to dangerous values, there is a risk of loss of control and stalling, and if the optimal speed is exceeded (during a dive), the maneuverability of the aircraft deteriorates significantly.

Shooting

To hit an air target with forward-facing weapons, you need to take into account the direction of its flight, approximate speed, as well as the parameters of your aircraft’s weapons. Guidelines for adjusting the aiming point are projectile tracers, graphic effects - flashes of hits on the target, as well as sound effects of hits and indication on the target marker.

Since projectiles in the game have a finite velocity, it is necessary to shoot in advance - at the point where the enemy will be at the moment the bullet hits.

General principles of firing with forward-facing weapons

Choosing the moment to open fire

The effective engagement distance depends on the caliber and type of forward-facing weapon. When a target is within striking distance, the target distance numbers on its marker turn red. This means that effective fire can be fired at a given target.

Selecting an aiming point

In all cases, except for frontal convergence and shooting at the tail, it is optimal to aim at a point located in front of the enemy. To make targeting easier, tracers and hit flashes on enemy aircraft have been made brighter. This allows you to see the trajectory of your projectiles and the point at which this trajectory intersects with the enemy. Depending on the caliber of the weapon and the speed of the projectile, the lead can vary significantly - you need to select it yourself.

Damage system

Depending on the distance to the target, the damage inflicted by forward-facing weapons varies from minimum at maximum engagement distance to maximum at close combat range. In addition to direct reduction in strength due to hits, an aircraft under fire can also catch fire or receive critical damage to individual modules: wings, tail, fuselage and engines. Critical damage radically reduces the aircraft's performance: damage to the empennage and fuselage reduces maneuverability, engine damage reduces thrust, speed and afterburner efficiency. In addition, the crew may be injured by enemy fire. In this case, the incapacitated pilot is not able to shoot accurately, and the wounded gunner stops firing from the turret.

For maximum effectiveness in air combat, we recommend aiming at the most vulnerable parts of aircraft in order to inflict critical damage on them.

Control

The diagram below shows the main keys that you will need during the battle. A complete list of keys used in the game can be found in the Settings menu.

Economy

In Conquest mode, each player's performance and rewards based on the results of the battle are measured by the skill points and battle points earned in the battle.


Issued for:

  • team effort (25%, 50% and 100% of the influence scale filled);
  • serial achievements of a player on an aircraft until the moment of its destruction (for example, a series of several destroyed enemy aircraft until the moment when the player’s aircraft was destroyed);
  • special actions (for example, destroying an enemy aircraft with a ram or gunner’s fire).

The amount of experience awarded to aircraft and crews based on the results of the battle directly depends on the number of skill points earned in battle. If several aircraft were used in battle, experience for each of them and the corresponding crews is awarded based on the number of skill points earned on each aircraft. Additional experience is awarded for winning a battle.


Issued for:

  • damage and destruction of aircraft of players of the enemy team;
  • damage and destruction of defender aircraft and strike bombers;
  • damage and destruction of ground objects;
  • participation in the seizure of enemy territories and the defense of controlled territories;
  • participation in the battle until its completion.

Battle points are deducted for:

  • damage caused to Allied aircraft;
  • destruction of Allied aircraft.

The number of credits awarded at the end of the battle directly depends on the number of battle points earned. Additional rewards are given for winning a battle.

The cost of repairing an aircraft after a battle depends on how many times the aircraft was destroyed in battle. Accordingly, preserving equipment and repairing it over airfields controlled by the team can significantly reduce costs. If several aircraft models were used in battle, the costs of repairing them are calculated separately.

The cost of ammunition belts and equipment in credits or gold is written off after their one-time use in battle - when firing front-facing weapons, dropping outboard weapons, or using the equipment for the first time. The possibility of re-entering battle does not affect these expenses - they are written off once.

All types of equipment work according to the following principles:

  • Any equipment can be used multiple times during the battle, but it is balanced by the delay time before reuse.
  • Equipment available for credits is manually activated, can be used an unlimited number of times, and has a 90-second delay before being used again. The delay is not reset when the aircraft is destroyed and re-entered into battle.
  • Equipment available for gold is activated automatically or manually depending on its type, can be used an unlimited number of times and has a delay before reuse of 60 seconds. When an aircraft is destroyed and re-entered into battle, the delay is reset to zero.
  • In the main mode, the combat interface is configured so as to distract your attention from what is happening in battle as little as possible. Pressing a key Left Alt, the interface can be switched to an advanced mode, in which its elements will contain more information.

    At the top of the screen there is a scale showing the teams’ accumulation of influence points. Next to it are displayed icons of territories controlled by teams. In the advanced interface, additional information includes an accurate display of the number of points accumulated.

    In the center of the screen, under the influence scale, an icon of the sector in which the player’s plane is currently located and its status is displayed.

    For orientation in battle, a mini-map combined with a radar is used. It contains the basic elements of orientation (cardinal direction indicators, direction markers to key territories) and tactical information (objects surrounding the player’s plane and aircraft of allies and opponents). The size of the mini-map on the screen can be changed with the “-” and “+” keys, and the display scale can be changed with the “9” and “0” keys. At the maximum distance, the mini-map will help you navigate the area of ​​operation and assess the state of individual key territories, the direction of movement of allies and opponents. At its maximum approach, it is used as a radar to assess the situation directly around the player’s aircraft.

    The strength of the player's aircraft is displayed by a bar directly below it. In the lower central part of the screen there are indicators of the number of installed missiles and bombs (on aircraft with suspended weapons) and an indicator of the time required to replenish them. On the left side there is a diagram of the aircraft, which displays the status of the modules: the presence of critical damage, the readiness of the installed equipment for use, the degree of heating of the course weapons. In addition, the condition of the player’s aircraft can be quickly assessed by the corresponding graphic effects: smoke and sparks when damaged, darkening of the screen and the appearance of oil traces when receiving heavy damage, etc.

    When you press a key Tab The battle information panel will appear on the screen. It includes data on the effectiveness of team players, a tactical map of the area of ​​operation, as well as information about the class tasks of the aircraft selected by the player and the progress of their implementation.

    Goal markers

    Each detected target is marked with a special marker, which allows you to quickly assess the class of an air target, its type (enemy aircraft or defender), type of ground target, etc.



    Air target markers, depending on the aircraft class and type, look like this:

    • Defender aircraft (light)
    • Defender aircraft (heavy)
    • Strike flight bomber
    • Fighter
    • Multi-role fighter
    • Heavy fighter
    • Stormtrooper
    • Bomber



    When approaching air targets, their markers are supplemented with new information: an indicator of the amount of strength, an aircraft model, an effective fire distance indicator, etc.

    Ground target markers look like this:



    • Unarmored ground object
    • Armored ground object
    • Easy installation of air defense
    • High altitude air defense installation



    When approaching effective fire range, the component parts of objects are displayed on ground target markers. To destroy a target, all its components must be destroyed. An anti-aircraft gun can be suppressed without completely destroying the object.

    Observer Mode

    After the plane is destroyed, the camera switches to tracking the plane that shot down the player. This allows you to quickly analyze your tactical mistakes and coordinate in battle. The observer camera has a cinematic mode, which automatically selects film-like angles, and a manual tracking mode for individual aircraft.

    If your team controls the Air Base, before the Storm Front event occurs, a selection of suitable aircraft will be available at the bottom of the screen in observer mode to return to battle.

Large-scale update of World of Warplanes* 2.0. This is essentially a reboot of the game. The rules have been changed, the graphics have been improved, and pilots now fight not only with each other, but also with AI-controlled fighters.

We spoke with a company representative to make sure that version 2.0 is worth the attention of new players and will be enjoyable for old-timers. It is clear that not everyone will like such radical changes.

* World of Warplanes is a session-based, free-to-play game in which players are divided into two teams and fight in World War II-era aircraft. From a mechanical point of view, this is an arcade flight simulator, which was developed by the Cypriot company Wargaming.net together with the Ukrainian studio Persha Studia. The game was released on November 12, 2013, but it was not very popular. The developers had only two options: either close the project, which in its best times attracted several thousand users online, or “reboot” it, which is what they have now tried to do.

- Start over. What is the World of Warplanes reboot?

- However, so far I see the same thing...

Come on?! We are introducing a new game mode with improved graphics, a new class of vehicles called “bombers”, with manual control of the onboard gunners.

The old game mode was interesting, it had its own loyal audience. According to statistics, from 50% to 70% of players who currently play World of Warplanes came to the game in November 2013. Four years in a free-to-play online game is very serious.

- But if you evaluate the overall success of the game against the backdrop of World of Tanks...

If you evaluate the success of any game against the backdrop of World of Tanks, then... the conclusions are obvious. Yes, the audience for World of Warplanes is smaller than that of World of Tanks. Yes, it is smaller than World of Warships. Nevertheless, we have a loyal audience, and for it, as well as to attract new players, we are introducing update 2.0.

The mechanics themselves are completely changed. Victory conditions are changing. All game locations have been reworked, and sectors appear on them. They can be completely different. This could be a factory, an airbase, a command center. Each of these sectors has its own unique game mechanics.

For example, if the allied team owns an air base, then it gets the opportunity to choose a plane if the player loses his car.

- What does “owns” mean? How can an airplane “own” anything on the ground?

Historically and in reality, aviation is an auxiliary class of troops, the purpose of which is to conquer airspace and, if possible, assist ground troops. This is roughly how we will implement everything in the new game mode.

Each sector is initially neutral. It does not belong to either my team or the enemy team. Airplanes fly above it. They are neutral, white. These are defense aircraft. A sector is a complex of buildings: factories, workshops, and so on. The teams' task at the beginning of the battle is to capture these sectors.

To capture a sector, you need to score a conditional number of points. They are given for the destruction of defender aircraft and ground objects, plus, of course, enemy aircraft also arrive to capture the same sector. By shooting down enemy planes over the sector, we also receive capture points. Accordingly, whoever scores the conditional 170 points first becomes the owner of the sector, and the mechanics of the sector begin to work for this team.

There are sectors that call in flights of bombers, and they, controlled by artificial intelligence, fly to bomb enemy sectors, helping to capture them. There is a mechanic when a military base begins to fire V-1 missiles at enemy sectors, destroying ground targets.

All sectors are worth victory points. There is a scale that fills up. The more sectors, the faster the full scale is gained and the closer victory is.

In addition, to prevent battles from dragging on for too long, after six minutes (perhaps this time will change), the “storm front” event is activated, which disables the ability to revive and turns the game into a team battle. Whose team kills the enemy planes will win.

The next key feature is a complete reworking of the roles of vehicle classes. If in the old regime fighters played a key role and in general the whole process was built around the so-called “dogfight”, when fighters met and fought at one point in space. Killed - end of the battle. In the new game mode, we have made sure that all vehicle classes are equally useful and effective in battle.

Fighters help capture sectors, destroying defenders. Fighters feel great when defending their sector (they can be recaptured). A bomber class has been implemented with its own unique gameplay. The ability to manually control the onboard switches has been implemented.

- And what does it mean?

Here sits a gunner who shoots at an enemy plane.

- Does one person control the plane, or does one player pilot and the other shoot?

Managed by one person. By pressing the “T” button you switch to the gunner mode and shoot back, while the plane continues to fly in the direction you left it.

All bombers have side gunners. In addition, in the future we will add bombers to the game with more gunners. This will allow you to control the entire rear hemisphere and shoot at anyone who is on your tail.

- Air fortresses?

Yes, that's absolutely right. We also completely redesigned the graphical component of the game.

I remember when World of Tanks “completely redesigned the graphics,” fans were not very happy because the system requirements immediately increased.

A completely valid and appropriate question. Our rule is that the system requirements of the new game mode must match the requirements of the current version of World of Warplanes. A player who was comfortable playing the old version of the game should be just as comfortable playing the new one. And this despite the redesigned render, a large number of new objects in locations, the participation of defender aircraft, and so on.

Process optimization is ongoing. There are plans to develop texture streaming and many other things that will allow you to play comfortably even on fairly weak computer configurations.

One more question about artificial intelligence. The fact is that there is already one game in which AI-controlled fighters intervene in player firefights - it's called Titanfall. Many people who love multiplayer shooters are simply annoyed by AI interference, because it is not clear who to shoot at. There are a lot of people running around you, but only one of them is an enemy player. It will be about the same here, as I understand it? There are several planes in the sky, but only one of them is a player?

Defenders of the territory are marked in a special way; they do not have a name, but the signature indicates whether it is a light or heavy aircraft. By holding down the Alt button, you will immediately see that this is an inanimate player.

- I would like to know if any focus group tested this mode?

Yes, definitely, more than once.

- People liked it, were there any questions or problems, for example, disorientation?

When reworking the controls, we knew that newcomers would come to the game, and we made sure that they could control the planes comfortably. Plus, they can choose from five classes of equipment, where there are classes that are quite demanding on the player’s skill, for example, fighters, which have to constantly spin in the sky, make vertical and horizontal turns. There will be people for whom this will be difficult.

I'm talking about that disorientation when it is not clear who to shoot at. The player will have to decide which target is more important now, a flight of AI-controlled fighters, or a human-controlled fighter. How dangerous are AI-controlled fighters anyway?

They are quite dangerous. Defenders have a lower technical level than players. In other words, they are inherently weaker than the player's aircraft. And how good they are as fighters... They play a little worse than they could. We have experimented with AI, and if we wish, we can create a T-1000 that even an experienced player will have difficulty defeating. However, given our priorities, defender aircraft will be more like “food” for fighters; they will not cause a serious problem.

Of course, as the levels of battles increase, the defenders will already fly more advanced aircraft, and their intelligence will also be more serious. On the other hand, experienced users come there and can definitely handle them.

- In the end, you tried to create the feeling of a dynamic single-player campaign, but in multiplayer.

Yes, that's roughly what it looks like. Each battle is a small section of the front, and the players’ goal is to capture strategically important sectors. There are various factories and air bases on them, and the team’s task is to become their owner. Whoever could, won the battle.

Revivals within the same battle will make it easier to perceive errors or communication problems. Previously, after death or disconnection, you had to return to the hangar, select a new plane, and queue for the next battle. Now - wait 10 seconds, and you are back in the game. But at the same time, each new revival costs more time, and a destroyed plane needs to be repaired after the battle, so just flying and crashing, flying and crashing will be very unprofitable economically.

- What about the redesigned graphics? Models, textures were redone...

The models have not been redesigned; they were originally created in HD quality. But the effects, textures, especially the textures of the ground surface, factory complexes, they were drawn from scratch.

In terms of immersion, we've done a lot of work on the camera behavior to try and convey a sense of speed.

In addition, we reworked the interface so that without Alt mode, without additional fiddling with the settings, the interface would be minimalistic so that nothing would distract the player from the process itself. If necessary, you can enter the settings and enable additional interface elements - attitude indicator, altitude scale. Separately, you can configure what I will see on the screen when I press Alt.

- Will it be possible to play with a joystick for flight sims?

Yes, definitely. Anyway, this is a flight simulator, many players use joysticks. They were very worried whether the new version would support joysticks. Yes, you don’t have to worry, everything is fine with the joysticks.

The fact is that it is very difficult to support a joystick on BigWorld*, since this engine does not understand the third axis at all; it was created for games whose action takes place in one plane. But in the Kyiv studio there are very smart guys who were able to make support for the joystick, and they did it based solely on the wishes of the players. We have retained all the positive developments in the new regime. Joystick, gamepad, mouse, keyboard - control whatever you want.

* BigWorld is a game engine developed by the Sydney company of the same name, which was acquired by Wargaming.net in 2012. World of Tanks, World of Warplanes and World of Warships are based on this engine.

- What about physics improvements? How does it manifest itself?

Physics of flights, physics of objects...

How about a little more precise? For example, in car simulators, when developers rework or change physics, you can immediately feel it.

Are you talking about such details... With the release of the new mode, we are counting on a serious influx of new players and maintaining the current audience, so the physics is quite simplified. There are no elements here that are present in serious flight simulators: no spin, no honest stalling of the plane.

The maximum task sounds like this: the player must fight in battle with enemy aircraft, and not with his own. So our game is not about how to get a plane out of a spin. Therefore, the physics in the new version of the game are mostly from the old version. According to reviews from players who have flown a lot in the same IL-2, it is “appropriate.” This is something between an arcade and a simulator; the quality and character of a particular machine are quite well developed here.

Not fair!

This does not mean that we will not have branches of bombers, there will be more than one. So far these are the first three signs. However, with the release of the update we will include a very interesting promotion where the player will have the opportunity to win a bomber for free. To do this, you will need to assemble it from pieces. By completing certain tasks, among the prizes for the battle you can receive a chassis from a bomber, and so on. I think players will like this idea.