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  1. 6 points
    This "Lizzie" skin for 5 lvl MBT Chieftain Mk11 based on a real prototype. I found this camouflage on youtube and decide to create and integrate in AW. Unfortunately, due to UV-unwrap of the model, it was not possible to achieve 100% identity with the original tank. Although I tried )) This skin works only for premium Chief Mk11 and not suitable for another tank. If you want files and materials i can share it, just let me know.
  2. 5 points
    The Global Operations (GLOPS) mode can be overwhelming at the beginning, especially for beginners. A lot happens at the same time and at a fast pace. This guide is intended to help those new to GLOPS to find their way around this very fun and action-packed mode. This is a guide I originally did for AWtactics. I decided to translate it for the forum because I think it is a solid guide to get people started in GLOPS. Also, as this mode is not going to get significant overhauls it should stay relevant. In case you find any errors (of whatever kind) please let me know. Content: Introduction The ticket system and how to win the game The respawn mechanics The secondary objectives (Wildcards) How the cap points work The GLOPS phases The bots List and function of Wildcards The repair points Weather events The spawn 1. Introduction: The game mode GLOPS is a PVP mode (up to 15v15 players) in Armored Warfare. You can only play this game mode starting from Tier 5. All lower tier vehicles are not allowed to enter the GLOPS Matchmaker. Both teams start on a mostly medium to large map with a full ticket account. The team's goal is to bring the opposing team's ticket balance down to 0 (the game is won in this case) before their own account balance does so. The goal of removing tickets from the opponents account can be achieved through various actions in the game. If a player's vehicle has been destroyed, it reappears refilled with ammunition and completely repaired at the spawn point of the respective team after a cooldown and can be used again by the respective player. 2. The ticket system and how to win the game: The core of the GLOPS mode is the ticket system, which ultimately decides which team wins or loses. The ticket system is relatively simple and may be already known from some other games. Both teams start with a certain number of tickets on their ticket account. The starting number of tickets varies depending on the map between 2000 and 3000 tickets. The balance of both teams is recorded in the upper center of the screen and is displayed at all times. This is the ticket display. Your team's account balance is blue and the opponent's account balance is red. The game ends as soon as the balance of one of both teams has dropped to 0 tickets or the time has expired (which happens very rarely). In case the game ends due to time expiration the team with the higher remaining balance wins the game. So it is important to lose as few tickets as possible during the game. How can you remove tickets from the enemy team's account? In order to win the game, it is essential that you remove tickets from your opponent through your actions during the game. The following actions cost the opponent tickets: Kill an enemy player: -25 tickets on the enemy's account Kill a bot vehicle (these are marked in yellow): -10 tickets on the enemy's account There is also the most important element to withdraw tickets from the opponent: the main objectives. The main objectives are cap points , which are scattered around the map. There are 2-4 of those, depending on the map and phase of the game. As soon as one of those points has been completely capped, tickets are continuously removed from the opponent's ticket account until the point is neutral again, has been captured by the opponent or disappears (phase change). That means: Whoever controls most of the main objective caps gains a significant ticket advantage. You should always try to control at least 1 more main objective than the enemy. Of course, the enemy will try to do the opposite. 3. The respawn mechanics: If you are destroyed in GLOPS, the game is far from over as you will be revived after a 30s cooldown. It is important that your team loses 25 tickets each time you die (as described above). While you are dead, you can use the LCtrl key (standard controls) to display an enlarged minimap window and click on one of the available spawn points on which you want to be revived. There are two to three possible spawn points per map, which are located in different places on the map. It is therefore wise to choose a spawn point that is as close as possible to your desired position, which you want to take after your respawn. Important to know for PVE players: In contrast to PVE, respawn in GLOPS is free. The respawn window, which can be displayed/closed with LCtrl. The blue crosses mark the possible spawn points that you can select. Currently the topmost spawn point is selected as the respawn location. You can change your spawn point selection any time again while you are still dead, in the respawn window. Simply display it with LCtrl and click on the desired point. While you are dead, you can switch between your intact allies with the left and right mouse button and see what they are doing (This can be important as you might gain valuable information by doing so). You can also continue to use the chat and ping the minimap. When you respawn you will receive a completely ammunitioned and repaired vehicle (this also includes APS and smoke charges), but you will not receive any new consumables (Cooldowns on multi-use consumables are reset though). As soon as you have spawned again, you are invulnerable for 15 seconds to prevent you from being killed immediately after respawning. 4. The main objectives: The main objectives are your primary goals during the GLOPS game. The main objectives are cap points, which your team must capture and hold. For each main objective cap held, tickets are continuously removed from the enemy's ticket account at a fixed rate. So if you consistently hold more main caps than the opposing team, you will deduct significantly more tickets from their account. In the vast majority of cases, victory in GLOPS only depends on whoever has more of the main objective caps under their control. So there is usually a lot going on in the area of these caps, as they are constantly hard-fought. The main caps are numbered consecutively and shown on the minimap. The status of the main caps can also be seen in the upper center of the screen. Picture above: The status display of the main caps. In this case, cappoint 2 is controlled by our team and cappoint 3 is under the control of the enemy. Cap point 1 is currently still a neutral cap point. Picture below: The main objectives are also shown on the minimap. In this case, all 3 main cap points are neutral. The time it takes to capture a main cap is 35 seconds for a single player (excluding bonuses on the cap time). 5. The secondary objectives (Wildcards): The secondary objectives are caps which, in contrast to the main objectives, have no influence on the ticket balance of your team or the enemy, but instead give you a so-called “ wildcard ” if they are successfully captured. There are many different wildcards in GLOPS, which also have different functions. These are listed and explained further below. These wildcards give you the opportunity to place infantry in bunkers on the minimap (for example), which then fight your enemy. They are therefore generally a useful aid for your team to fight the enemy effectively and to help your team gaining the upper hand in the battle. The secondary objectives, like the main objectives, are cap points, which are marked with the respective wildcard you receive when you successfully capture the point. So you already know in advance which wildcard you will get by capturing the cap point. It is therefore normal that some secondary caps are very crowded and hard-fought, as these contain very strong wildcards such as an airstrike or the AC-130 “Gunship”. Picture above: The status of the secondary caps containing the icon of the respective wildcards in the upper center of the screen. Picture below: The display of the secondary caps on the minimap, which are all located in the southern half of the map. Here an ally is just capturing the air strike wildcard. As soon as a secondary cap has been successfully captured, which takes 20 seconds for a single player (without bonuses on the cap time), the secondary cap disappears and the player receives the respective wildcard. In the event that several allied players cap the same secondary goal at the same time, the player who received the most cap points while capping the secondary goal receives the wildcard (see more on that in the Cappoint chapter). If you have received a wildcard, it will be displayed in your user interface at the bottom left: My air strike wildcard, which I captured before, is marked in red here. To the right of it you can see the expiry time of the wildcard and which key you have to press to activate it. As soon as you have received the wildcard, you have to activate it in most cases (exceptions are explained in the section “Wildcards”). You can do this with the Q key (standard controls). After that an enlarged mini map appears and you can decide with a click of the mouse where the wildcard should be used. If you want to leave this window without using the wildcard, you can do so by pressing the right mouse button (standard controls) (don't worry, the wildcard does not disappear, it can be reactivated afterwards with Q). Attention: As long as you have a non-activated wildcard on your tank, you can lose it in the following 2 cases: Your vehicle will be destroyed before you have activated the wildcard: The wildcard disappears and can no longer be used. The expiry time of your wildcard reaches 0 seconds: Wildcards have an expiry time of 1 minute. As soon as you have captured a wildcard, a timer starts counting down one minute. You can see the timer status at any time on the right side of the wildcard icon (see picture above). Once this minute has passed, the wildcard disappears and can no longer be used. 6. How the cap points work: In order to successfully play GLOPS, it is necessary to understand how the cap mechanics work in Armored Warfare: In order to capture a cap, at least one allied vehicle must be inside the cap point. No enemy vehicles may be in the cap point at the same time. This vehicle now starts to collect points for the respective cap. These points also form the core mechanics of the caps. As soon as the player has collected 100% of the points for the respective cap, the cap point is captured. It is now under the control of your team. You can also lose points you have collected while capping. This is the case if your vehicle is damaged during capping. Module damage is sufficient here. As soon as this is the case, the points you have collected will be reset to 0. You will also lose all of your points if you leave the cap point while capping. Some vehicles that can transport infantry have a module called “Troop Compartment” which increases the collection rate of points for the cap by 25%. There are also some commander skills that can do this. Distribution of points in the cap. In the picture above you can see how the point distribution affects several players in the cap: There are 3 players in the cap. Based on the points collected in %, it can be seen that not all of them entered the cap at the same time. Attention: This distribution is not visible in the game, in the game you only see the total status of the cap, which you can see on the right in the picture. Now an enemy hits the tank with 35% of the cap points and does (at least) module damage: The points collected by this hit vehicle are reset to 0%. This results in a new total of 40%. In order to capture a cap point as quickly as possible, several allied players must be in the cap point at the same time. Since all players collect points separately for the cap, the point collection rate is much higher and the sum of all points that the players have collected in the cap reaches 100% faster. Attention, the collection rate cannot be increased by any number of players in the cap, but reaches its maximum with 3 players in the cap. Each additional player in the cap also collects points, but the collection rate of all players in the cap is then adjusted so that the total collection rate corresponds to the collection rate of 3 players in one cap. So if more than three players collect points in a cap, there is only a more even distribution of points over all players, which can be an advantage if the enemies try to reset the cap by damaging the capping allies vehicles. Cap points can enter the following states in the game: Neutral cap points: Neutral cap points are marked in white. These can be captured by you or your enemies. Caution: Once a neutral cap has been captured, it can never become neutral again! If you capture an opponent's cap, the cap does not become neutral first, but instead becomes an allied cap point when it is successfully captured. Enemy cap points: Enemy cap points are marked in red and have been successfully captured by the opponent. Your team can recapture this cap point. This takes as long as it takes to capture a neutral cap. Allied cap points: The allied cap points were successfully captured by your team. However, these can be recaptured at any time by the enemy. Contested cap points: A cap point is considered contested as soon as at least one enemy vehicle and at least one allied vehicle are in the same cap point. It doesn't matter which side has more vehicles in the cap point. In a contested cap, the collection of points is interrupted for all vehicles in it, but each vehicle retains its previously collected points. However, as in normal situations, those points can still be lost through module damage / destruction or by leaving the cap. Competitive caps pulsate in white and still show the current point score of the cap. Status display of the cap points in GLOPS: Since the cap points represent the most important element in GLOPS, their status is displayed in the upper center of the screen: Status indication of the various caps In the picture above you can see the status of the caps that are currently active. At the moment there are only the three main objective caps 1, 2 and 3 active. Secondary objective caps and the respective status are also displayed here. In the picture above we can see that all 3 cap points are currently still neutral (white). If they are successfully captured, these take on the color of the holding team. Cap point 1 is currently a contested cap point, you can see that the opponent has already collected over 90% of the points for this cap. The two numbers under the cap icon show you how many opponents (red) and allies (blue) are currently inside this cap point. Since cappoint 1 is contested, it has no time indication. This is different with Cappoint 2, where it will probably take another 31 seconds for a successful capture. The status display of the caps is very important for you to see what is going on with the caps, or whether an enemy is trying to capture your cap point. 7. The GLOPS phases: Every GLOPS game is divided into several phases. As soon as a new phase becomes active, the main objectives of the old phase disappear and the main objectives of the new phase become active and can be captured. The secondary goals are also linked to the phases, so special wildcards usually only appear in a specific GLOPS phase, but some do not always have to appear exactly at the time of the phase change and are even randomized to a certain extent. There are usually 3 phases per game and map. The phases are always the same in regard to the position of the main objective caps and are not generated at random. However, it is possible that the phases can occur in a different order on a map depending on the game. This varies per map. The phases are tied to the ticket account balance of the two teams and are displayed on the account balances of the two teams: The display of the ticket balance. If you take a closer look at the account balance bar, you can see 2 black bars that divide the bar into 3 parts. These black bars mark a phase change. As soon as one of the two teams drops below the black bar with their account balance, there is a phase change. Based on the proportions of the bar you can also see that in the example above, the 3rd phase will take the longest in terms of tickets and the 2nd phase is the shortest. The account balance bars start pulsating shortly before a phase change to warn you of the impending change. Phases on the “Panama Canal” map. On the left the main goals of the 1st phase, on the right the main goals of the 2nd phase. Both phases can also occur in reverse order on this map. It is essential for you as a player to be prepared for the phase changes, because the team with a faster reaction usually wins the game or at least gains a significant advantage. With enough experience in the game, you will quickly notice where the new main objectives will appear on the map and you can prepare for them before each phase change. 7. The bots: In addition to your team and the enemy team, there is a third party on some (not all!) GLOPS maps: the bot opponents. The bot opponents are a team that is controlled by the AI. They are marked with the yellow color. The bots attack all players, regardless of which team they belong to. Bot opponents can appear either as vehicles or as solid objects: Bot vehicles: The bot vehicles generally behave like the enemies in PVE modes. In GLOPS, they usually consist of vehicles of the same tier or lower tier of the two player teams. In addition, they usually have a reduced number of hit points. The bot vehicles usually spawn near main objectives or near some secondary objectives. In general, they don't move far from their spawn point. The vehicles attack everything that is within their range and choose their opponents, as in PVE, according to the “aggro level” (whoever caused a lot of damage to a bot vehicle has a high “aggro level” and is accordingly prioritized by this bot as a target). Some bot vehicles at the beginning of the battle. Bot vehicles cannot cap or interrupt the cap process if they are in a cap point. However, they can reset the accumulated points of the cap by damaging the capping player. If you kill a bot vehicle, 10 tickets will be deducted from the enemy's ticket account. The bots spawn in different locations depending on the GLOPS phase. Bot objects: So far there are only bot objects on the “Waterway” (Panama Canal) map. These are pillboxes that are set up at fixed locations on the map and attack all player vehicles with unguided rockets. They work exactly the same as the wildcard pillboxes . Each have 1500 HP and no armor in the practical sense and can therefore be damaged by practically all types of ammunition available. Destroying a bot pillbox will not affect the ticket balances of either team. On the left a fully functional pillbox, on the right a destroyed pillbox with a visual timer. As soon as a bot pillbox is destroyed, a timer starts to count down from 4:20 minutes. As soon as this time has passed, a fully functional bot pillbox will appear again. 8. List and function of Wildcards: This section lists all available wildcards in GLOPS and explains their functions and special features. In general, not all wildcards have to appear within a game or on a specific map. Some are fixed though and bound to phases. Pillboxes Drones Combat helicopter Artillery Airstrike AC-130 "Gunship" 9. The repair points: There is at least one repair point on every GLOPS map. This is a fixed point on the map near your spawn, which repairs you and your allies and resupplies your ammo. These belong to your team which means that no enemy can be repaired at your repair point (and vice versa). An allied repair point. They are also marked on the minimap. As soon as you are within the repair point, you have to cap it, which takes 10 seconds. As in normal caps, the points you have collected can be reset by module damage / damage to the vehicle. As soon as you have “captured” the repair point, you will be fully ammunitioned and repaired (a maximum of 70% of your total HP will be repaired), but your APS and smoke charges will not be replenished. In addition, consumables are not replenished and cooldowns not reset. As soon as this happens, all allied repair points have a one-minute cooldown for you. During this time you cannot have yourself repaired again. 10. Weather events: There are weather events on some GLOPS maps. These have an impact on the general view range in the game. The weather events include snow and sandstorms, as well as fog. Some maps have these weather events enabled by default at the beginning of the battle. For others, chance can decide whether such an event occurs. In this case you will be informed by a popup text in the UI. In general, the viewrange of everything is reduced by 50% in such an event. The weather events are mostly dependent on the GLOPS phases and can also dissolve again (in this case the visibility is 100% again). A sandstorm on the “Desert Crossing” map. On the left the warning of the storm, on the right the actual sandstorm. 11. The spawn: Your spawns (where your team starts / is revived) as well as the opponent's spawn are protected by many pillboxes with 2000HP. An opponent who drives close to your spawn is being attacked by these pill boxes.
  3. 4 points
    Hi everyone! A few months ago, I saw Haswell's Rotation Tracker stream on TWITCH. I downloaded his app, but it was too bulky not to bother playing the game. I needed something more compact, so I started developing an Overlay app based on his code. Here you can see results. Updated to version 1.0.1 - Fixed major bug which prevented you to interact with Overlay GUI! You can see all functions in attached video. Direct download link. Link to GitHub release page.
  4. 3 points
    So yesterday we were spreading the name of LABS for a good cause in our premium P2W PLZ Arties in GLOPS Bet someone was salty..
  5. 2 points
    TL;DR - I've wanted a Premium T-15 for basically forever, and this comes pretty close. Offense The Kurganets has 3 separate weapon systems, 4 if you count the coaxial machine gun. Each is good, but each also has limitations. 57mm Autocannon (AP only): good penetration (320mm), decent damage (140), good rate of fire (200 rpm, 20-round clip, 480 total rounds), deceptively poor accuracy. What, you ask? Yeah the accuracy rating of 0.08 is only while it is fully aimed, which is realistically only your first shot in a burst. It's "largest circle" accuracy is almostly meme-tasticly bad, fully encircling a Bradley at any kind of decent range (which is where you're going to want to fight, but more on that later). You can single fire, of course, but that means you're waiting for it to re-aim after every shot which lowers your ROF to 1 shot every 1.5 seconds or so. This is still a great weapon against any kind of soft target, though, since its pen is high enough that you don't really need to aim all that accurately. Clip reload is 8 seconds so you can get away with only using the AC if you really want to, but there's basically no reason to do so. See next weapon. Bulat ATGM-TB: poor pen (30mm), good damage (320 thermobaric), insane rate of fire (120 rpm for an ATGM, 8-round clip, 320 total rounds), deceptively good accuracy. Again, huh? It's weird, but even though these are ATGMs they do not seem to be affected by soft kill APS. They will get shot down by hard kill, but honestly that's a good thing since these come in clips of 8. It's reasonably easy to hit the green areas on a T-15 with these, for instance, while a regular ATGM veers off on its way to mars if fired anywhere remotely near an Armata. And yes, there are green spots on a T-15 - these are TB ATGMs so they have a different armor map than regular HEAT-based ATGMs. The smoke launchers on either side of the mid hull of a T-15 are green from most angles, and you can hit them. The front deck is also mostly green if you have a height advantage. Translation: you can obliterate T-15s with these. They'll also do chip damage to most armor, which is only ~50 but with 8 missiles per clip that's still decent. The clip reload is 12 seconds which isn't bad at all. The down side is that it takes 4 seconds to empty the clip and then you have to hold aim until all of the missiles reach your target, so you're pretty exposed while using these. Kornet-E ATGM: good pen (1150mm), good damage (1000 HEAT), normal rate of fire (pretty standard 4 seconds between missiles, 24 seconds to fully reload, 4 missiles in the rack). Not much to say here, as these are pretty standard high-tier ATGMs. Meaning that they're really good against just about any target, but can be difficult to control when there's soft kill APS around. I find that I don't actually use them all that much because in PvE the first 2 weapon systems are all that you need, but there are times when neither of them will pen the only target(s) you have available and these will. So they're handy to have around. Defense Armor? What's that? Don't be fooled by the numbers - 90/165 Hull, 210/370 Turret for AP/HEAT. That doesn't stop anything but coax and maybe certain fragile/weak bot autocannons. The reality is that you have no armor and have to play as if you have no armor. 2100 base health isn't going to keep you alive for long when literally anything other than a machine gun that hits you does damage. That said, the 20% base camo is actually useful because you're going to be fighting from range as much as you can. Every little bit of camo helps at range as it tilts the VR battle in your favor. Your base VR is 370, but I immediately equipped it with Augmented Optics and Telescopic Lenses and 405/475 is workable with 20% camo. Your best bet is to rely on teammates for spotting, though, and to use Ophelia (if you have her) so that when you get suddenly spotted by a random Lieutenant you don't insta-vaporize. Maneuverability is good - it feels like a smaller, quicker, more maneuverable T-15. By that I mean that it still feels a bit weird because it has a rear turret like the T-15, but it isn't as long or as wide so it doesn't feel like a wallowing whale the way a T-15 does. Note that it's technically slower than the T-15 (70 kph vs 80 kph), but it accelerates much faster so has more useful speed than the T-15. The Kurganets also has 360-degree smoke, which is significantly more useful than either hull or turret aimed smoke especially for a fragile vehicle that needs to be able to pop smoke immediately when spotted without having to figure out which direction to aim the smoke. Summary In PvE you're just going to cycle back and forth constantly between the AC and the TBs, and you can do that pretty close to constantly for an entire match. I have yet to run out of ammo for any of the weapons in a PvE match, though I'm sure it's possible. The limiting factor is your defense which means you can't just constantly toggle weapons and keep firing, but on some maps (read: Perseus) you can come pretty close from the right sniping perch. Due to its mix of weapons and huge ammo loads, it's pretty easy to out-damage a T-15. The T-15's advantage is armor so realistically it's still the high tier OP King, but if you're a support fire player like me and you know how to position yourself to provide maximum fire support for your teammates, 40k and even 50k damage matches become routine (on maps where that's reasonable... some maps simply don't have enough targets to get there no matter how good your vehicle is). Good games for me in the T-15 might reach 35k or 40k. I'm averaging 26k damage so far in the Kurganets (which includes losses, etc) but only 21k in the T-15. Granted that's only 35 matches in the Kurganets vs 245 in the T-15, but it feels representative to me. I don't play PvP in AW but if I had to guess then I'd say the Kurganets probably isn't that good in PvP. It can do a lot of damage pretty quickly, but has no real armor and isn't actually all that good at the VR game. So I suspect it's "fine" as far as AW is concerned and hopefully it won't get nerfed. So for me, at least, this is the best BP reward vehicle in ... possibly ever. It's the only one that I'm likely to keep in my daily play rotation.
  6. 2 points
    Wort wort wort. Am sick, head hurts. The "auction" was My.com's idea. No current plans for any more progression vehicles. New players have enough choices as it is, and old players have so much credits/free XP stocked up they can afford to skip the grinds entirely. There aren't a lot of possible new vehicles that aren't variants of existing ones or gimmicky. BP access is "free" because you can get free gold every week (note: assuming 100 gold from the login every week, it will take 30 weeks of non-stop logins to get the 3000 gold required for basic entry. And the BPs pop up every 180 days or so, hardly enough time for players to get enough gold for "free" access) Next Raid will come after the BP, or near the end. Devs feel that spec ops are more desired than normal PvE, but not everybody thinks so. 1 new normal PvE mission in 2021, hopefully. Nuke HE shells might not be working as intended. (note: just shut up and enjoy them while it lasts) 3 more spec ops missions this "season" (note: I really hate that word...) No plans for entirely new vehicle classes. No plans now for more infantry commands. AI behavior and pool changes in February. Wheeled vehicles are coming. Tier 1-6 rebalance maybe mid-2021. Will not be in 0.34. Around 15-20 new vehicles planned for 2021. Chip damage from missile spam is intended. May get reviewed later. (note: devs really don't play their own game, do they...) Current state of arty is more or less final. Sound updates will come in 0.34, in the form of engine updates. Steam players account for roughly 5% of the total CCU (note: Steam has roughly 250 CCU, so that means total CCU is around 5000) CCU is stable. 3-4 months between new maps. Next spec ops map in March/April. New Hades vehicles for buttalions (note: https://armoredlabs.net/index.php?/topic/6017-new-hades-vehicles-coming-soon/) Vehicle skins not being changeable with terrain is an engine limitation. Skinned vehicles are essentially entirely new vehicles. No plans to change the XP gain formula. No plans for build saving for commander or vehicles. Too hard to code, too few users. New PvP maps soon. No new Glops maps. No plans for user-uploaded battalion logos, risk of people uploading dicks is too high. 5 new maps in total for 2021. From the PvE poll last month, ~70% respondants wanted new PvE missions over spec ops. ~55% are fine with reusing old maps for PvE. Devs are rustled. PvE randomization is being looked into. MBTs as the top rewards for BPs is intended, as they are the most popular class. (note: I wonder why they are so popular, maybe poor balancing?) No plans for the base system. No plans to expand the testing grounds. No plans for more infantry skins/models. Too expensive. New crew system is being worked on, no time frame. No plans for "dealerless" vehicles to be reassigned to existing dealers. Any vehicles in a particular dealer will have to appear in the tech tree and available for purchase, so code limitation. (note: why not gate them behind some unobtainable requirement, like the Shadow in the Faraday tree? When players get/buy the vehicle just check off the requirement and let the game play itself.) No plans for a gifting system, fear of scams. Next BP will be more interesting than "German tanks" The ZTQ anniversary event was a shitshow because of the lootboxes. Was intended to boost sales, but at what cost? It is "sad" that my map rotation stream get more views than actual gameplay streams.
  7. 2 points
    It is. But it's in the game, so you can't really fault people for playing it. I just finished a match (Stormy Winter) in a K2 that had a GAU-8 and a Wilk in it. I still got 9 kills and 2nd most damage. I was helped by the fact that the ATDU was a total putz. Yeah the GAU-8 got most damage and most kills, but I was far from a spectator in my K2. That's a good way to get yourself banned. All it takes is a couple of people reporting you for abandonment.
  8. 2 points
    Since I "had" to participate, I had to try-hard in one of the worst vehicles AW has ever seen... Or so I thought at least... According to popular belief this mbt actually isn't a main battle tank, it instead is weak armor. Proof: But if this was the case, how coudl this then happen? Clearly something else is going on here. So what is it? Weak armor or godlike? Or did 0.33 simply happen? Armor Let's start at the beginning, the armor. Everyone who just like me drove this vehicle in .32 can remember that the armor was, to put it bluntly, quite crap. But then .33 happened, and everything changed. To put it in simple terms, the armor is simply godlike. Really, just hide your lfp and go to town on your enemies. Proof: yes, it does have a slight turret gap against a t15, but how often do you meet a t15 at t8? And even then, the gap is way less than it was back in the day. So to but it simply, hide your lfp, don't let bots get your side, because you are going to have a "fun" time then. So, just like how .33 was intended, good. For all intents and purposes surviviability is very good, it even has around 3k HP to back it up. Honestly, one of the best things of this vehicle. Ammo This vehicle has the following ammo layout: I hope you like spamming atgms... 900 pen at t8, noice. Godlike dmg, 850, that is more than your average t10 125mm heat/atgm. Of course exceptions exist. Still, if you can't use the atgms you still have nice 788 dmg heat or 630 dmg ap. Even the AP pen at 750 is fairly good for t8 So no downsides here DPM Well, let's just put it like this. 7.2 seconds stock reload, turns into 6.12 with rammer and stupid ophi build. This gives you a dpm of around 8.2k while using atmgs, what more can you wish for? Mobility Ah yes mobility, up till now you would think, is this thing totally OP. Maybe it is, maybe it isn't... One thing where it isn't OP is the mobility. 5.74s to 32km/h yeah. It moves I guess... Top speed of 60, which is fairly nice. Whatever you do, run filters. This thing is slow as crap, especially it's acceleration. 39.9 degrees hull traverse, which is also a bit crap. So it moves, very meh mobility. Which is surprising given it's weight of 46 tonnes. I hope you don't like ramming... Spotting/camo It's an mbt, we do not talk about that here. Tbh, what do you expect? It has uhm great VR at 360m and it has great camo at 20% while stationary. Tbh, no point to talk about this, it doesn't exist. Final thoughts I honestly expected to hate this vehicle as I did years ago. The armor actually was indeed crap, but how .33 turned the tables. The armor is godlike, the dpm is more than the protocock, which while it is a tier lower is godlike. Literally the only disadvantage is it's mobility, but it's good enough that you can work around it. I would honestly, rate it a solid 9/10, in PvE at least. Haven't played it in PvP, so can't comment on that. Recommendations Equipment Filters yes, the speed is crap, let's try to remedy this a bit. Rammer why wouldn't you want more dpm. Last slot up to you. Faster repairs can be useful, more VR can be useful, up to you. Crew skills Driver - Off-road driving - faster repairs - more traverse speed Gunner - Faster turning of turret - Up to yo Consumables Repair kit Yes, you do lose modules, make sure you can repair them, if you can use the x3 one. Med kit You don't lose crew members often, but you want to be able to heal them. Just use a single kit. Fuel Your vehicle is slow, try to remedy this. You don't need a fire eqtinguisher, you just don't. You won't get ammo racked (simply didn't happen), and how often do you get a engine fire? Commander Any MBT commander will work. Special shoutouts to Douglas and Ophi. I can see Cortez working on this vehicle as well. Bonus Stats It's a good vehicle trust me
  9. 1 point
    You get a 30 day rental from completing buttalion contracts, the one you assemble from the parts is permanent.
  10. 1 point
    Not a prototype paint scheme This is a Regt HQ tank from BATUS or rather a privately owned Chieftain (01 EB 90) painted up to look like a BATUS Chieftain with the "Chinese Eyes" of 4 RTR - with the Scottish Saltire which I presume was because they recruited mainly from Scotland after the end of the 1960's and some amalgamations. . Its been doing the UK show scene for years now.
  11. 1 point
    Also, if you don't get to 150 completed missions and challenges, missions and challenges from future BPs will also count towards unlocking the upgrades.
  12. 1 point
    That's 80 completed daily BP repeatable contracts/BP missions/BP challenges, not 80 matches, and you don't have to complete the requirements in the Kurganets to unlock them. It'll just happen over time as you play. If the numbers seem like a lot, realize that there are 10 x challenges in the BP, and that each challenge has 10 levels. So that's 100 completed right there if you get them all done. Plus whatever mission chains and daily repeatables you get through while doing the challenges. It should be fairly easy to get 150 completed by the end of the BP, and IIRC that's the largest number required on any of the vehicles in the Workshop.
  13. 1 point
    that's why the atdu gets auto penned by every bot even when you slightly angle. the example picture was taken using k21 top AP as a reference. this spot has around 700mm of armor and its the first place where bots aim on the tank. the tank became almost unusable after 0.33 and pish nerf. sadly its the worst mbt at tier 10 for sure.
  14. 1 point
    Fun fact, the Kraken skin concept was one of the few actual community skins. It came from one of the mods, Eisenherz. The result is very much based on his work, although the final design was of course done by our developers.
  15. 1 point
    you only need a credit card to get paypal, aka you could use that Amex
  16. 1 point
    ss said we get fps drops because our pc are too weak, but i got 3 pc with more than enough power to run this game on ultra, and my main pc can run every game at 4k ultra at 60fps except this game, no matter the resolution, but when multiple bots with 900rpm autocannons fire i drop to mid 40 fps and some times even mid 30. my main pc has a 6950x and a 2080ti and i get this problem, the one at work has a 7700k and a 1080ti and has the same problem, and my laptop with a 6700 and a 980m suffer the same. a lot of people i know got the same problem so its not our pc fault but the game. and the game suffer with sounds as well with autocannon, the audio engine almost dies and start crackling, in all of my pcs and again im not the only one suffering from this. i was disappointed by his answers about this matter. and obviously im sad we wont be getting any progression tanks, but i understand why, people got shit ton of free xp and can unlock everything immediately, one way to fix this is by removing free xp above a certain level, people wont be spending it on anything so there wont be any losses.
  17. 1 point
    With the BP once again active and placing stupid restrictions on the repeatables, I figured this would be a good chance to revisit less used vehicles that people will be forced to use. No particular bias towards premium vs progression, but I'll focus more on progression vehicles since they are free and still really good. Stingray comes first, because it's the only free option for a tier 6 light. Firepower: pretty good and versatile 450 alpha HEAT tends to be your bread and butter at tier 6 for most 105mm guns. Because balance 3.0 didn't propagate down to tier 6 and below yet, the HEAT shell still retains the bonus damage against thin armor. This means your effective DPM is actually somewhere in the 6000-7000 range, which is pretty respectable at tier 6. Single round reload is on the slower side, but you get 2000 burst damage from the RR to compensate. Gun handling is a bit derpy, aiming in feels sluggish despite the fast aim time but this is a common straight for all lights in general. Accuracy is on the low-ish side, but still workable. Remember to use the Zero In ability whenever you can afford to sit still for a while, this will boost reload by 10% and increase accuracy too. I tend to only use it for recharging my RR, this shaves around 2-3 seconds off a full reload. Mobility: good enough Overall acceleration is a bit slow and the top speed is disappointing, but it's fast enough to get you to where you are supposed to be. I suspect the sluggishness is due to the poor terrain resistance. Hull traverse on the other hand is very good, you are nimble enough to dance and weave around corners even at full speed. Not a particularly important trait, but something to work with nonetheless. Vision Control: good enough (again) High view range but middling camo, typical traits for lights. Remember that lights don't suffer camo penalties with movement, so you are still relatively sneaky when running around. Still, it is best to sit yourself in good positions and stay still to take advantage of stationary bonuses like camo and view range. DPM for squishies in general rely on being able to fire uninterrupted for long periods of time, so don't get spotted or shot at. Armor: meh Nothing to special to speak of. Somewhat reliable against dakkas and you can rarely get lucky against AP, doesn't really work against HEAT. Be very afraid of missiles because of your frontal ammo rack. Conclusion: good enough to get results It's not like you have a lot of choices for tier 6 lights that aren't premium vehicles. Luckily the Stingray isn't bad at all, though it will require some finesse to make the most out of it. Learn the map positions that will let you leverage your DPM and exercise good vision control, you will rarely be let down by the vehicle. Build recommendations: Commanders: Taco or Ms Ireland, take your pick depending on whether you want more view range or more camo. I get better results with Taco, but you do you. Crew skills: off-road/hull traverse, aim speed/turret traverse, reload/module damage. Pretty standard, but feel free to use whatever you want. Consumables: food/repair/medkit. Take advantage of the hooman loader and use food to buff the reload. Food is standard for hooman loaders anyway. Retros: camo/optics/binocs. My style of play rely on uninterrupted fire to maximize DPM, so I like doing full vision builds for squishies. Go with rammer/optics/filters if you prefer to take a more aggressive approach, just remember your sacrifices in vision control.
  18. 1 point
    OP yes. But as knutliott said it's in the game and both are even obtainable without spending a cent so I wouldn't blame anyone who plays it. I find it to be quite funny that even after 0.33 where MBTs got ridiculous buffs people are still thinking they're the bottom of the foodchain while even AW staff openly admitted that the aim is to get an MBT meta (which we basically have currently looking across the gamemodes). In PVE dpm is key so once you have people with dpm vehicles who can make those work effectively you'll certainly have trouble keeping up with damage if you have something with less dpm. Doesn't mean you're useless. In that case get to the frontline, use your armor and spot targets. Track as many targets as possible while dealing damage to get all the assist. Make sure the dpm machines shoot all the stuff you spot or track. Get easy free assist damage and bluestars in an MBT. Is it the fault of dpm vehicles that those perform so good in terms of damage in PVE? No. This is only the case because the bots in PVE are fucking retarded and most targets you get are made of paper. So the problem lies in the design and difficulty of the PVE missions. So on one hand you call someone a selfish prick for playing said vehicles while you simply quit the battle for no reason at all and possibly make the team loose? Very poor behaviour. I think it all depends on player skill. I rarely get capable dakka players when I play PVE. Usually those dudes don't have much clue on what they're doing at all so even in a vehicle with less dpm it's easy to get a lot of damage. If you get a capable dakka player you still got a variety of tools at your disposal to get lots of XP, especially in an MBT. As soon as someone knows how stuff works in the game he'll perform good in PVE no matter what vehicle he plays and no matter how the team comp looks like.
  19. 1 point
    Based on the recommended builds in HYPE's commander skill builder, we can expect the following changes to the hilariously out-of-date "meta" builds: Sabrina's AFV build trades the ammo swap skills (D1 and D2) for a 1.2% RoF buff. It might be worth investing in an alternate build that trades the hull traverse skill (E1) and reduced dead driver penalty (C1) for the (currently) ammo swap skills (A3 and B3) for the 4.88% firing camo penalty reduction, or one that just ignores the 'meh' RoF skills entirely. Rashid's ATGM build contains all of the skills that are due to be changed. The swap skills (D5 and D6) are being changed to give a combined 1.2% RoF increase, A3 and A5 are being changed to give a combined 4.88% reduced firing camo penalty, and B7 and C7 are being changed to give a combined 56% increased chance of engine fires. The reduced camo penalty should stack quite nicely with his starting skill (up to 21.52% reduced camo penalty from 16.64%), and the increased fire chance has the potential to be quite nasty, but the reload buff is kinda meh when you consider that you can get a a 4.92% reload buff for your ATGMs and/or a 2% RoF increase (with a bunch of other nice crew stat bonuses) if your vehicle has a loader and you build to the left instead of the right. Ioannis doesn't have a recommended build, but is having his ammo swap skills (C5 and E5) replaced with a combined 1.2% RoF buff. Ioannis always struck me as having a setup that was a bit awkward, so I'm debating swapping my current build for something a bit different. Regardless, it will be interesting to see what people do with him now. Konig and Sokolov's XP grind builds use one of the two ammo swap skills (B4, the other is C4) that will be changed. It might be worthwhile to drop one of the tier I repair speed (5%) or ramming damage reduction (12%) skills to pick up the other RoF buff. Cortez becomes a little bit more broken. It would actually be pretty funny if it wasn't for the fact that the only way to get him is to fork over some cash. Anthony Diaz does not have a recommended build, and will be having his only ammo swap skill (C7) replaced by a 0.6% RoF skill. It's barely worth mentioning. Andrey's TD build is an interesting one that has several variations (notably the option to trade TD RoF and/or firing camo penalty for crew damage). The way the changed skills are set up (2.44% firing camo penalty reduction at B4 and E4, 0.6% TD RoF increase at C1, C4 and C7) will make it very difficult to get the maximum TD RoF increase unless you are willing to sacrifice most of Andrey's other useful skills, but will feature a further reduced firing camo penalty on the base build. I suspect that most players will take the (admittedly rather nice) minor buffs and not bother changing their builds for him.
  20. 1 point
    Yea the English patch notes are a bit off. According to the Russian counterpart, Sabrina's A3 and B3 will be replaced by what appears to be a Muffler I (reduced camo loss upon firing by 2.44%), whereas D1 and D2 will be replaced with a skill that increases reload speed by 0.6%. Andrey's C1, C4, and C7 will be replaced by the TD exclusive reload buff (also at 0.6% for each skill), while B4 and E4 will be the same as Sabrina's camo loss reduction skill when firing. Lastly, Fyodor Sokolov is also getting the same changes as Maximilian Koenig. Unless the actual update brings changes that are different to what the Russian patch note suggests, then all of the new reload buff skills are at 0.6%, and all camo loss reduction skills are at 2.44%.
  21. 1 point
    I haven't posted anything here for a long time, but it's time to share my new renders with you. Today there will be a reworked XM1, a premium American level 6 MBT. Here I get even closer to the original render of the game. I hope you enjoy these screenshots.
  22. 1 point
    The LL guys - just decided to not capture / screw around with the cargo on MC chapter 3 and make it fail. 10/10 players, can see why a type 10 does 5k damage. Honestly some of the most pathetic players I've seen in ages
  23. 1 point
    All the camos were originally made to replace drought camo. You can easily replace it with a different camo by just changing their name, but results may vary. I will keep this updated. Fell free to ask me for camos, but I'm not obligated to make them. Google drive: https://drive.google.com/open?id=1rg5y76q-cjlLV9pFId9n0IeHEYMONZgE Extra camos added: fidget spinner(26-05-2020); circuit board(08-08-2020);
  24. 1 point
  25. 1 point
  26. 1 point
    The camo everyone wanted: Ahegao Replaces Chaos BP Camo Link: https://cdn.discordapp.com/attachments/372689331577552896/714558967845617764/camo_camo_battlepass_s03_01.dds (cuz Forum is so much better than discord Kappa)
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