Update log
Full War Thunder update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello there everyone! Today, we’re pleased to announce the second phase of Closed Beta Testing (CBT) for War Thunder Infantry. What can you expect? Solo gameplay with no bot squads, new missions, a new location, numerous improvements, new mechanics and weapons are ready for you. Let’s get into the details!
Extracted changes
- Compatibility
- Gameplay
- Server
- Balance
- Maps
Meet two Domination Modes
As part of the second phase of the Closed Beta Test, we plan to test two main battle formats, both as a Domination mode. The first Domination mode involves controlling three capture points. A key new feature of this setup is that 128 players can participate simultaneously in a single session, resulting in 64 vs 64 battles.
We plan to make this mode available for limited periods of time, and in the event of technical issues, the mode may be taken down to allow us to fix any issues. We’ve tested internally and by using bots, but seeing how the stability is under maximum load in a live environment with real players is only possible during an open beta.
The second Domination mode features a single capture point designed for 40 players (20 vs 20). This mode will be available during periods when the larger 128-player Domination mode is inactive.
You are the squad!
Both new formats are designed for players without accompanying squads. Squads will be formed automatically from solo players, with up to four players per squad. If there aren’t enough real players in a session, bots will fill the vacant squad spots.
To increase tactical flexibility, a new feature that allows players to choose how they spawn into the battle has been added. Players can join the fight either at a respawn point, or near any member of their squad. To do this, select a squad member on the minimap or from the drop-down list to the left of it; the server then calculates a route from the selected ally to the nearest respawn point and chooses the closest possible location where no one will see the squad member spawn, while also being far enough away from any potential enemies. This is a faster way to spawn near your squad, but also a more dangerous one — unlike respawning at the starting base, here you do not have a few seconds of invulnerability.
In addition, limits have been placed on the number of armored vehicles of a single type. For example, in infantry battles, each team will be limited to no more than ten ground vehicles at a time, which should contribute to a more balanced gameplay experience in sessions with a large number of players.
In the second phase of testing, the following combatant classes are available:
The “Assault Soldier”, armed with an assault rifle
The “Sniper”, a master of marksman, sniper, and anti-materiel rifles
The “Specialist”, whose primary weapons will be submachine guns and shortened assault rifles
The “Machine Gunner”, with a light machine gun
Classes differ by the level of armor protection they have and their base mobility. Each class is able to bring additional weapons and equipment into battle, which affects the total weight of the soldier and their range of combat capabilities. In the first testing phase all soldiers had equally heavy gear, now you have a choice: make your soldier lighter and more agile, or sacrifice mobility in favor of heavier armor and additional gear. Weapon inertia has also changed; heavy weapons will no longer significantly lag behind, but of course will still take longer to aim than a pistol, for example.
Introducing a new Map
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Source
