Name | Tanks2.DE | ||
Developer | Hannes Trebbin | ||
Publisher | Hannes Trebbin | ||
Tags | |||
Release | 2019-03-22 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Need more reviews to generate a review score | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | T2D-linux [146.37 M] |
The coming update will introduce a new map system with a custom file format. Today we will take a first look at its abilities and the map editor for it. |
On November 7, 2022 the Tanks2.DE game servers will be taken offline, and won't come back online until the future of the game is more certain. |
Improved networking again, game should feel more fluid now |
Really small update with a few bugfixes and network updates. |
New forest map added: "Faulty Forest" |
But let me warn you right away: this update releases in a 'preview' state for a good reason. Many things are unpolished, unbalanced or unfinished, as the game has been rewritten completely from scratch over the past year. |
The game servers have been shut down for an extended maintenance period, in order to prepare everything for the coming 0.2.0 update. |
Finally another update it took a while, but here it is: an important update, featuring server side physics, a new game mode, randomly generated maps, a vision system, light tanks, squads and so much more!
Sorry for the waiting time Its clear that this update took us way to long. Its been over 5 months since the last update, and thats hard to excuse, especially since the game is in early access. Sadly about 80% of the game code had to be rewritten from scratch to make server-side physics possible, and to lay down a robust foundation for the future. Also the underlying physics engine needed unexpected adjustments to make some features like ramming possible. This totally blew up the time plan and caused a really long waiting time for you. Together with this update we integrated Steam DLCs. As a small thank you for staying with us, we are giving away the Starter Pack Steam DLC for free. It contains a new light premium tank, the BT-2, some gold and a few days of premium time. So head over to the Steam Store and add it to your account for free before this offer ends! https://store.steampowered.com/app/1153810 If you are playing the browser version of the game you will have to download the Steam version to redeem it. Install the game on Steam, add the DLC to your Steam account and login with your regular game account in the Steam version of the game. Once the DLC has been added to your account, you can normally use its contents in the browser version. |
Currently there is no vision system in the game, not even a simple one. But dont worry, we will change that in Update 0.1.9!
Your view range + scout range make up your whole vision area. Lets say your T-34-57 has a base view range of 22 and a scout range of 10. This creates a circle with a radius of 32 around you, marked red. Now we have 2 enemies, a StuG III hiding under a tree inside your vision area and a Panzer IV shooting at something slightly outside of your vision area. The StuG is standing still since a while and has a signature radius of -10, marked in blue around it (the circle radius on the picture is 10, but keep in mind that the signature value is negative!). As you can see, the blue circle is not completely inside your vision area, making the StuG III invisible to you. While you cant see the StuG III hiding near you, the Panzer IV further away is visible, because its shooting. Shooting and moving causes the signature radius to increase. In this example the Panzer IV has a signature radius of 20, marked in green. The green circle is touching your red vision area circle, making the Panzer IV visible for you until its signature radius lowers. If the distance to your enemy is lower (or equal) to your total view range plus his signature radius, he is visible. The example above has a base view range 22, a scout range of 10 and an enemy 40 tiles away from you with a signature radius of 20: 22 + 10 + 20 = 52 = greater than 40 = enemy visible In another theoretical example we have a base view range of 25, a scout range of 15, and an enemy 35 tiles away with a signature radius of -10: 25 + 15 + -10 = 30 = not greater than 35 = enemy not visible The radio range is not covered in the examples, but that one is pretty simple to explain: any allied tank within your tanks radio range will see all enemies you currently see, with the exception of tanks you see because of other players radio transmissions. If you spot a tank yourself, it gets transmitted to your allies in your radio range. If you see a tank far away spotted by another ally and transmitted by his radio to you, your radio wont recast that position to other allies. And thats it already, pretty easy, isnt it? Of course there is still room for further improvements, like a vision cone are coming out of the front of your hull or turret. But lets test this basic version first to see how it works out. Even this simple version comes with an exciting new game feature already: scouting (and hiding)! Knowing the position of your enemies will be really important in the new upcoming game mode (more detailed info about that later), and tank destroyers will be able to hide from you now. But thats still not all! Because of this new mechanic, we will introduce another tank class in Update 0.1.9: light tanks! Their main purpose is scouting: driving around the battlefield at high speed to give your team a tactical advantage. And of course, scouting will be rewarded with silver and crew experience... Please note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game. |
In Update 0.1.9 all battlefields will be generated randomly. This article explains how the current version of the generator works, and what the generated maps look like! |
Update 0.1.8 has been released, containing new bullet mechanics and many other improvements.
Comment about the IS-3 and IS-7 side armor: in reality, both tanks had an interesting side armor shape, which made them really hard to penetrate. This design is hard to realize in the game however, so their general side armor strength has been increased instead. These values may receive further tweaks in future updates. Other small changes Besides the balance adjustments, there have been some other small changes. Check out the list below for more information
Notable bugfixes Not all fixes are listed here, but at least the most important ones
Thats pretty much all for this update. Feel free to share your thoughts about it on Discord or in the comments below this article. Good luck on the battlefield! |
The bullet mechanics will change with a coming update. Today we will talk about the current and the new mechanics, and how the gameplay could be affected by such changes. |
Update 0.1.7 has been released! This time it contains a new map, a clan system and some other improvements.
Of course we also fixed smaller bugs like the wrong explosion effects for APDS(-FS) grenades or kills not counting correctly when killing enemies with a shockwave. But thats pretty much it again for this week. See you on the battlefield! |
Fighting for rewards can be fun. Fighting together with friends can be even more fun! Today we will take a closer look at the upcoming clan system and its mechanics. |
Today we released Update 0.1.6, a smaller update focused on gameplay improvements and bugfixes before the Steam release on Friday.
And please note that this is the final update before Steam release on Friday, March 22. The game should be playable on Steam for free at around 19:00 CET that day. We expect at least a few new players then, so please be nice and say hello to them if you see them! :) Thats all for now. See you on the battlefield! |
Update 0.1.5 has been released, adding bots and much more to the game! |
In this article we want to take a closer look at the AI tanks, their mechanics and how they actually think before they will be released with the coming update 0.1.5.
The most notable thing here are the changed physics for AI tanks. Unlike players, AI tanks will completely ignore incoming collisions for performance reasons. However, they still will avoid collisions with other tanks and map objects on their path, so they wont ram you or other AI tanks away. Speaking of their path, lets go a bit into detail about their pathfinding system. In general, AI tanks can calculate a path from any point to any other point of the map, giving them full flexibility and a huge load of options. The AI has full access to the map, so it can see any map object or other terrain collisions like water. Because of this, it can calculate a path to a specific position even through smaller passages or corridors, all in realtime and from anywhere on the map. To define the target position, the AI uses a simple priority system. Every map has multiple points of interest by default. AI tanks will try to reach them and start fighting there. To be more specific: the AI will try to take control of a small pass or of another important position at the beginning of the battle. If no enemies show up there, it will either drive straight to the capture zone, or it will start hunting down any leftover tanks from the enemy team. The priority queue can be paused if there are enemy tanks nearby. The AI will go into battle mode then and ignore other objectives to start fighting instead. The combat system is really simple: try to attack the enemy (from the side or back if possible), angle the own hull towards the enemy, drive around him if the own speed is higher and change the own position if the enemy is too hard to hit or impossible to penetrate. The AI can get out of combat mode again if the enemy is escaping and faster than the own tank, the capture zone is getting into a critical state or if the enemy has been destroyed. Of course not every aspect of this is good (or even perfect) yet. But keep in mind that this is the first version of this feature and that it will be improved with future updates, just like the rest of the game. Also note that the shown changes are not final yet. They may still get reworked or completely abandoned at any time without further notice. The Devblog series is here to inform you about the latest development plans for the game. |