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  1. 11 points
    Armored Warfare BATTLFIELD Gun sound mod V.1.0 Including Cannon sound MG sound Smoke grenade sound Preview Download here Enjoy ! All sound credit to EA/DICE
  2. 10 points
    Good afternoon! I want to apologize in advance. This text was typed using Google Translate as English is not my native language. In this post, I would like to share with you a mod called Voice of War! The mod was originally made by me for the VKontakte group and was a kind of exclusive. This modification replaces a huge number of sounds that the player can hear in battle. This was done for greater immersion in the gameplay and enjoyment of what is happening. What does this mod change in the gameplay? - Replaced ALL shooting sounds. 6 sounds were taken from Vadim's Weapon Sounds mods and the very first BATTLEFIELD Gun Sound mod (I used some other files because these guys made the best sounds for the game. All copyrights belong to the authors of these mods and sound files. I do not claim authorship) ; - Replaced the sounds of diesel engines with new, more realistic ones, as well as the sound of a hybrid engine with a more believable one (previously, the sounds of diesel engines have already been posted here as a separate file); - Changed the sound of the turret turning from third person to more realistic; - Replacing the sound of the air suspension with a realistic one; - Replacing the sound of shooting a smoke screen with a realistic one; - Replacing the sound of reloaded tanks with a realistic one; - Changed the activation sound of some mechanical parts, such as the radar and the landing ramp (landing hatch); - Replaced the sounds of movement of tank tracks; - Replaced most of the sound effects of impacts, penetrations into the player's tank when viewed from the 3rd person to realistic ones; - Changed the sounds of ricochets of ARMOR shells and bullets from vehicles; - replaced the sounds of the movement of wheeled and tracked vehicles on various surfaces, namely on asphalt - primer and various types of off-road (sand, snow, earth); - Replaced the sounds of shells hitting snow, earth and sand with more effective ones; - Replaced the sounds of explosions, as well as replaced some of the effects used in PVE missions (from the effects, the sounds of a flying helicopter, its shooting, as well as the passage of jets overhead for more immersion); - Replaced the sounds of equipment exploding when destroyed (including the player) with realistic ones. Now it's more like what you might hear while playing Battlefield 3; - Changed the sound of target acquisition when using a homing ATGM (Spike, Javelin, etc.). Audio consists of the standard game and target acquisition audio from Battlefield 3; - Replaced the sounds of firing grenade launchers and mortars with realistic ones; and much more! This version of the mod is adapted and universal for foreign users, since all files in Russian have been cut out. Download link: If you encounter errors while extracting the archive, try using an alternative link: File for those who find the sound of the turret turning loud. https://drive.google.com/file/d/1GoNeJJNuAI2w2xp1ydOSuEBPAJyza83h/view?usp=sharing If you wish, you can use my sound files in your mod, but with a link to the author. As a fan of realism, I also recommend installing:
  3. 9 points
    Mod (should) change the sound of all the weapons in the game, except KEMs (version KEM sounds is in the comments. You need to first download the base mod). This includes main guns, autocannons, machine guns and ATGMs. The ATGM sounds were taken from TobiichiOrigami's sound mod, as I was too lazy to deal with the ATGM soundfile shennanigans. It also changes out the sounds for all three infantry dismounts, highly recommended with Arto's infantry dialogue mod The sounds used come from WT, Squad and Gunner Heat PC. Installation: just throw the three files into the localization/english/sounds/weapons folder. Update 25.04.2022: Increased volume of ATGMs and added smoke launcher sounds from the Battlefield sound mod. Link is here: https://www.mediafire.com/file/gsm525xldqgeydl/with_smoke.7z/file Update 23.04.2022: overhauled the autocannon and main gun internal sounds, with the help of Takumi, to be more consistent and overall sound much better, and added a new reload sound for most tank guns. Update 17.04.2022: updated the mod so now the GAU sounds are also replaced. The external sounds and all the mechanical stuff is from Arto's AC overhaul, as I never got mine to work. Thank you for letting me use your audio. The internal firing sounds are new however, and use Battlefields A-10 sounds. Video with the new internal sounds for most MBTs: thing.mp4 Makeshift preview here, internal sound for the 105mm guns is at around 38 seconds, if you want to compare with the new sounds: Version 17.04.2022 for legacy purposes: https://www.mediafire.com/file/60euqm3k6gko7ia/Vadims_sound_mod.7z/file Version:23.03.2022 for legacy purposes: https://www.mediafire.com/file/50rji69cpgah3jo/Vadims_alternative_sound_mod.7z/file
  4. 9 points
    1. Introduction Armored Warfare (AW) is an online video game that includes loot box mechanics. Such mechanics function through virtual in-game items under various titles (ie. Loot Crates, Supply Crates) that can be redeemed for randomized selections of other virtual in-game items. The purpose of this study is to determine all the possible rewards and their probabilities of appearing in Platinum Supply Crates. Platinum Supply Crates are desirable due to their overall abundance in availability through completing special operations in Extreme and Hero modes, daily login rewards, weekly contract mission completions and daily battalion contract mission completions. Platinum Supply Crates also offer high value rewards that may be of greater interest to players compared to Gold and Silver Supply Crates, hence this particular study will focus on Platinum Supply Crates only. Figure 1.1: in-game illustration of a Platinum Supply Crate. 2. Method Our experimenters explore the possible rewards and their probabilities of appearing on the AW Public Test Server (PTS) client via the MY.GAMES GameCenter software. The PTS client version as of the time of testing is 0.33.7235. The decision to perform observations on the PTS client and not on the production client is to ensure ease of repeatability for this study. Even though Platinum Supply Crates are abundant in availability, each individual Supply Crate is consumed permanently upon revealing their contents via opening. It is therefore desirable to not consume the stockpile of Platinum Supply Crates of our experimenters, as the time required to build up a significant quantity of Platinum Supply Crates will likely impede future efforts to replicate the study. The contents of each Platinum Supply Crate are examined and recorded in manual tallies by opening each Platinum Supply Crate and redeeming their contents. The method of tallying is at the discretion of each experimenter. Reward drops are tallied separately in order to determine the range of all the possible rewards from Platinum Supply Crates. In the event of receiving Insignia items from Platinum Supply Crates, each set of 10 Insignias are tallied as one item. Insignias are always received in two discrete sets of 10 Insignias, therefore the tallies consider the event of receiving both sets of Insignias as one item. Figure 2.1: in-game illustrations of different Insignia variants. Similar reward drops are grouped into categories to further examine whether the variance in drop probabilities are indicative of unequal weighing. Chi-squared tests are performed in each category to determine the significance in drop probability variances. 3. Results 3.1 Datasets We examine a total of 842 Platinum Supply Crates collected and distributed among two experimenters. The Supply Crates are split into samples of 565 and 279 respectively and first analyzed separately, then aggregated together to determine any anomalies in the variances of their produced contents. 3.2 Results The sample size of opening 565 Platinum Supply Crate and redeeming their contents produced the following tallies: Items Quantity Reputation (50,000) 62 Credits (10,000,000) 27 Premium Time (30 days) 3 Premium Time (7 days) 7 Diamond XP Boost 49 Diamond Intel Boost 41 Diamond Reputation Boost 58 Platinum Commander Insignia 50 Platinum Crew Insignia 73 Platinum Credit Insignia 53 Platinum Reputation Insignia 48 Platinum XP Insignia 66 Gold (13) 31 Gold (17) 24 Gold (19) 28 Gold (23) 27 Gold (29) 16 Gold (37) 17 Gold (53) 8 Gold (73) 4 Gold (113) 2 Premium Vehicle (assorted, 1 day rental) 16 Total possible item categories: 22 Total quantity of item drop events: 565 Figure 3.2.1: table of tallies of Platinum Supply Crate contents with a sample size of n=565. The sample size of opening 279 Platinum Supply Crate and redeeming their contents produced the following tallies: Items Quantity Reputation (50,000) 28 Credits (10,000,000) 8 Premium Time (30 days) 1 Premium Time (7 days) 3 Diamond XP Boost 30 Diamond Intel Boost 19 Diamond Reputation Boost 24 Platinum Commander Insignia 33 Platinum Crew Insignia 28 Platinum Credit Insignia 31 Platinum Reputation Insignia 24 Platinum XP Insignia 30 Gold (13) 16 Gold (17) 12 Gold (19) 11 Gold (23) 13 Gold (29) 10 Gold (37) 1 Gold (53) 7 Gold (73) 1 Gold (113) 1 Premium Vehicle (assorted, 1 day rental) 11 Total possible item categories: 22 Total quantity of item drop events: 279 Figure 3.2.2: table of tallies of Platinum Supply Crate contents with a sample size of n=279. 4. Analysis 4.1 Proportions of Item Drops from Platinum Supply Crates In order to better illustrate the theoretical probabilities of the item drops from Platinum Supply Crates, the proportions of item drops are derived based on the tallies from each of the two datasets. The proportions are recorded as follows: Figure 4.1.1: proportions of item drops with a sample size of n=565. Figure 4.1.2: proportions of item drops with a sample size of n=279. 4.2 Chi-Squared Tests for Categories of Items Several different categories of items can be observed from the item drops of Platinum Supply Crates: rental vehicles, various quantities of Gold, Premium Time tokens, Boosts, Insignias, Credits, and Reputation. Given the similar drop rates between different Boosts and Insignias, the significances of the variances are examined using chi-squared tests. The results are as follows: Figure 4.2.1: chi-squared tests for the dataset of n=565 on the variances of Boost and Insignia drop rates. Figure 4.2.2: chi-squared tests for the dataset of n=279 on the variances of Boost and Insignia drop rates. The variances in drop rates for Boosts and Insignias in the two datasets are determined to be not statistically significant, and that the theoretical drop rates for different Boosts and Insignias should be considered to be equal in each of their categories. 4.3 Analysis of Aggregated Data Given the contextual relatedness of the two datasets, we totaled the tallies from each of the datasets in order to project results from a theoretically larger sample size. The total tallies and derived proportions of item drops are as follows: Items Quantity Reputation (50,000) 90 Credits (10,000,000) 35 Premium Time (30 days) 4 Premium Time (7 days) 10 Diamond XP Boost 79 Diamond Intel Boost 84 Diamond Reputation Boost 82 Platinum Commander Insignia 83 Platinum Crew Insignia 101 Platinum Credit Insignia 84 Platinum Reputation Insignia 91 Platinum XP Insignia 97 Gold (13) 47 Gold (17) 36 Gold (19) 39 Gold (23) 40 Gold (29) 26 Gold (37) 18 Gold (53) 15 Gold (73) 5 Gold (113) 3 Premium Vehicle (assorted, 1 day rental) 27 Total possible item categories: 22 Total quantity of item drop events: 844 Figure 4.3.1: table of tallies of Platinum Supply Crate contents with an aggregated sample size of n=844. Figure 4.3.2: proportions of item drops with an aggregated sample size of n=844. Chi-squared tests are also performed on the variances of different Boosts and Insignias for the aggregated data. The variances in each of the two item categories are found to be not statistically significant. Figure 4.3.3: chi-squared tests for the aggregated dataset of n=844 on the variances of Boost and Insignia drop rates. 4.4 Observations on Quantities of Gold Throughout the tally, it is observed that Gold item drops from Platinum Supply Crates contain fixed quantities of Gold. The probabilities of receiving each discrete quantity of Gold appear to be inversely proportional to the quantities. The only observed quantities of Gold obtained throughout the study are as follows: 13, 17, 19, 23, 29, 37, 53, 73, and 113. It is also observed that the available quantities of Gold are all prime numbers, although it is unknown if this has any practical significance. 5. Discussion To our knowledge, this study is the first of its type to examine the probability of item drops from one specific source based on the loot box mechanics in Armored Warfare. Given the abundance of loot boxes in the game it would be very beneficial to players to determine the number and probabilities of item drops from any loot boxes they may come across, particularly if such loot boxes are obtained through transactions involving real currency. Although this is not the focus of our study, value on loot boxes may be derived based on the possible item drops and their probabilities. Platinum Supply Crates in particular appear to most commonly reward Insignias, Boosts and various small quantities of Gold, therefore the value of Platinum Supply Crates may depend primarily on the value of items within these three categories. Some of these items may have fixed monetary values such as Gold which can be purchased with real currency, or Insignias which can be purchased in-game with Gold. The perceived value of the items however may vary from player to player, as it may sometimes be undesirable to further obtain items of which the player already possess in abundance. Given that the perceived values of the items are highly subjective, we have elected to not provide further comments or advice here regarding the worth of Platinum Supply Crates. The results and statistical analyses of this study is only directly applicable to Platinum Supply Crates until new information becomes available, any current extrapolation to other loot boxes may not be accurate. Nevertheless, we hope this study will encourage future similar studies to examine other loot boxes in Armored Warfare, as well as official disclosure on the item drops and probabilities of the loot boxes. Further discussions are encouraged and will be hosted on the ArmoredLabs forum and Discord servers. The forum and Discord server can be accessed with the following links: https://armoredlabs.net/ https://discord.gg/scTRpBb 6. Acknowledgements We would like to thank the ArmoredLabs community for their continuing support and contributions during this study. We express special gratitude to danlambo and Qbicle for their provided data, and dark_demigod for his data analysis. This is study is motivated purely out of casual interest and hobby. We apologize for any silliness and unprofessionalism that may have entailed, as well as any chaos that might ensue.
  5. 8 points
    It is done. It took nearly 4 days of grinding it trying to find the optimum path, many many hours of AFK by players....and millions of credits. Each run was around -600k credits and I failed....A lot.... To put this in context, this was the last in 25 runs in 2 days! But it is here. I did it and I am very happy that I actually did it! Here is the video - It's not perfectly captured, but I had just spent the best part of 7 hours grinding at the point of recording. And here is the final results screen to show Demi did 0 damage and contributed nothing to the run, other than being there for hours at a time. I'd also like to reiterate my thanks to those that helped me run this with the multiple hours of AFK'ing!! I literally could not have done this without you're help. Also - World first :)
  6. 8 points
    Here we go again... General Feedback The Rock VS Everthing In general, I believe this update messed up more the general Rock Paper Scissors meta despite the intention to restore it. MBTs = the Jack of All Trades, Master of Everything: Firepower: Have the best gun of their tier, with High Penetration, High Alpha and increased DPM (regardless of the nerf from PTS 1 - they are still increased compared to live server) Armor: Changes to Armor means their weakspot became much easier to hide - Most MBT’s weakness is usually their LFP, many more funky weakspot like turret rings are not longer penetrable even with the best APFSDS. Mobility: They don’t feel slow at all - in fact tanks like the ATDU of all things have top-notch 0-Max speed time at ~20 odd seconds which is absurd. View Range is right about the only weakness of this class yet they always fight in close range anyway in the first place, mitigating this weakness for the most part LTs / Wheeled vehicles = The “worse” MBT Firepower: They lost ~5% DPM for basically no compensation. Why? They guns are usually worse than that of the MBTs of the same tier, and their main selling point *is* that DPM. With the increase of MBT DPM, its compounding on the shrinking gap between MBT and LT DPM. Considering the lack of armor of these tanks, I don’t see the rationale behind this change, on top of the mobility nerf it received. Armor: They never had any armor to speak of for the most part. PL-01 also is much less resistant to HEAT now, for some peculiar reason. Mobility: This is the big one. In general, most wheeled TDs and LTs feel much slower than they are compared to live server. LTs seem to handle just as sluggish as the MBTs, while acceleration to max-speed felt inadequate considering how fast some of the MBTs can be now (looking at you, T-14). Turning radius also is not where I would expect agile wheeled vehicles or LTs to be. Wheeled vehicles have horrible acceleration to their max speed despite their theoretical top speed; They never even get close to that even on hard terrain. This isn’t a realistic game and I thought the nerf to their mobility (Vehicles like the SPHINX and the Korent-EM) feels superficial and unnecessary. They just feel extremely unnatural to control compared to live because it feels so much slower and clunky. Having (finally) the disparity in view range is very nice, but I don’t think its enough to justify playing this class over other tanks (especially MBTs). ATGM chip damage I am sure this has been stated many many times, but I genuinely think this is a toxic mechanic for PvE. T-15 and Bradleys dish out so many missiles in short succession that chipping damage alone can deal a lot of damage to you. despite using your armor correctly. Yes - I know that in PTS stage 2, ATGM are not supposed to do much chipping damage to heavily armored parts anymore, but this feels extremely inconsistent. I regularly still take 200-400 damage when T-15s/Bradleys shoot at my thickest frontal armor. You take cumulatively so much more unnecessary damage that you have to rebuild kit much more frequently in many games. ATGMs already have a global increase to their penetration for the most part. I don’t see why there is a need to give them even more power. It's not a fun mechanic and I strongly urge it to be scrapped. Removal of HEAT / ATGM’s Damage bonus I understand the intention here is to lessen the RNG of HEAT (and ATGMs) in general, but the consequence of that is the loss of that High-risk, High reward mechanic, and the differentiation of a good player firing at weakspot vs a less-skilled player auto-aiming their missiles. Now, firing at weak engine decks, or parts without ERA protections are meaningless as they won’t award you extra damage for the extra effort you put in to aim those missiles. Reworked Armor felt bland MBT’s armor in general now feels extremely bland and uninteresting. For the most part, just shoot APFSDS at the lower plate of any MBT and you’ll penetrate it. Previously, there are some fun little quirks to many tanks’ armor that you can fire a variety of rounds to your own risk. There are tiny weakspots on tanks that HEAT can penetrate and subsequently do more damage than APFSDS (e.g. Turing ring of XM1A3, Driver’s hatch on the T-14) - but the tradeoff is that you do no damage at all. That is now completely gone. It discourages ammo diversity and in general makes each engagement uninspiring, as the best tactic for the most part now is to face hug each other so that the enemy cannot shoot at your lower plate. It makes tanks like the XM1A3 incredibly strong because of the removal of most of its weakspot. Tank-Specific Feedback SPHINX Its missile is way too weak compare to the CRAB (which is a Tier 9), which now has better per-missile reload AND 2 more missile to play with 14 second Missile reload and increased intra-missile reload, and very low Alpha damage for ATGM at 750 makes is way too weak for Tier 10 standards Camo-rating falls to near-Zero when firing a missile, pushing it towards a pure scout. Autocannon upgrade is inadequate to make up the difference between the missiles It feels like a downgrade compare to the CRAB Suggestion: Swap its positioning with the Shadow, which makes more sense to be positioned as a pure scout, and instead make the SPHINX the AFV/TD hybrid (according to the graph in the portal article) Give (partially) some of its ATGM power back by either decreasing the reload time on the missiles or increasing the damage of the missiles. Challenger 2 ATDU As of right now, it is a kind of MBT Wilk kind of PISH spamming TD rather than the heavily armored MBT that they should be as outlined. The frontal LFP weakspot remain enlarged compare to live for no apparent reason - It was always supposed to be hard to deal with at the front - its now much less consistent in doing the tanking (and possibly affecting how it reacts to ATGM chipping damage too). Its side Dorchester blocks are completely destroyed, becoming basic spaced armor. I cannot agree with this change on top of the LFP nerf. Its effectiveness against HEAT are a little bit worse than it is on live (~1000mm effective - a lot of Tier 10 ATG can, and will chew through that), while completely useless against any kind of kinetic rounds (~350mm effective when you don't angle it, and ~600mm with a heavy angle, WTF is this "Dorchester block"?). Don’t understand why the insistence of making the ATDU less armored considering it is contradictory to what its positioning in the rebalance. I strongly urge the developers to either give it back the composite armor blocks, or at the very least make it some kind of NERA blocks. It’s absurdly fast and agile for a supposedly heavily armored tank. Suggestion: Option 1 - The Solo Warrior: Retain the current frontal armor profile, but give it back the Dorchester armor blocks on the side. This would make over-angling the tank possible again to compensate for the LFP nerf. Keep the mobility as is in order to allow it to adjust its angling quickly in accordance to the engagement, making it a very tough lone warrior that can hold the line for extended periods of time while being not completely unkillable from the front. Option 2 - The Doom Turtle: Give its Live server frontal armor profile back, but keep the side armor as of PTS Stage 2 to allow for easy flanking. Adjust its mobility downwards in order to make this a frontline doom turtle that would tank extremely well, but prone to flanking and thus require ally support. Abrams Family Contrary to the complete disaster that it is in PTS stage 1, in PTS stage 2 the entire Abrams family has now become the “new” doom turtle with only a small weakspot while the entire front is basically impenetrable. Take the XM1A3 as an example: As of PTS stage 2, there is only a tiny strip of “Lower” LFP that is penetrable by even the DM23 (900mm APFSDS penetration). This is way too overboard now even compared to even the Obj 490 and ATDU. Considering its extremely powerful ERA on the sides that protect against both APFSDS and HEAT ammo, on top of the removal of turret ring weakspot, it is extremely tough to kill one in any angle bar its back. Suggestion: Give the Abrams its turret ring weakness back in a similar fashion to the Lepoard 2AX - instead of the entire turret ring, the section under the cannon would become the weakspot. This makes sure that it is not completely invulnerable when face-hugging, while not being as obnoxious to hide (point your cannon downwards to cover it up) as it is on live server. T-72. T-80, T-90, Object 640 and other T-series derivatives (Excluding T-14 family) As of right now, many T-series tank already have a relatively small LFP portion compared to Western tanks (like the Abrams or the Lelclerc); With the new changes It has the Abrams armor problem but even more pronounced across the whole line. Right now on PTS, that tiny strip of LFP is further divided into a upper portion that is almost as strong as the UFP and a very very tiny strip that serves as a weakspot in the “lower” LFP. This makes them extremely powerful against even higher tier vehicles because its very difficult to hit it even at sub-100m range. Those “Lower” LFP weakspot are still extremely strong, and especially to HEAT rounds. The T90MS as of right now is resistant up to ~1200mm penetration ATGMs, which is absolutely ridiculous and is superior to the T-14 in terms of armor, which is absurd. Suggestion: Weaken the LFP to make it at least penetrable to top ATGMs of its tier, and APFSDS should have no issues going through it. T-series LFP (except the T-14 family) are already very small to begin with. K2 and Type 10 K2 Is effectively the new Type 10 Insane burst damage (2K-3K damage within 4 seconds) potential while retaining above average DPM Resistant to APFSDS from the front (abeit not as good against HEAT) Type 10 Seems a little over-nerfed with both DPM and DPS nerf Its armor was never that great to begin with, and it was the gun and the mobility that kept it afloat. Suggestion: K2: Keep its burst potential as is, but nerf its overall DPM to differentiate it from the Type 10. Adjust its armor profile to make it less resistant to kinetic rounds. Type 10: Increase its DPM by a bit (not to Live server level but partially), but keep the DPS value as is (as in, keep the intra-shot reload nerf as of PTS stage 2) to differentiate it from the K2. As a result, while the Type 10 does not have the DPS potential like it is right now in Live server, it retains its excellent DPM and will be great for extended engagements (and in PvE); K2 will now do more burst damage than the Type 10, but does not compete with it in consistent damage, resembling a hit-and-run play style that suits more to PvP but still viable in PvE.
  7. 8 points
    Once again it's time for a new guide. This time it's all about the ammunition in Armored Warfare. Keep in mind that english is not my native language, I try my best to write correct sentences. Aswell I use google translate on my original text to keep the effort a bit lower. So there might be some errors I'm missing. In this case feel free to correct me. This guide is WIP, therefore it does not feature all ammunition types. Additionally especially regarding HE mechanics there are lots of uncertainities. If you happen to know more than me or if I got something wrong, please share your knowledge. Content: Abbreviations How a cannon works Basic ammunition traits in Armored Warfare Kinetic Projectiles (AP) Shaped-Charge Projectiles (HEAT) High-Explosive Projectiles (HE) Special Ammunition: HESH/HEP/PISH ... This guide is still incomplete. It is constantly being expanded with new ammunition types. 1. Abbreviations Since there are many abbreviations regarding ammunition, I made a short list. Please note that there are usually several abbreviations and names for the same type of ammunition, but ultimately they mean the same thing. Only the most important and common abbreviations related to the game Armored Warfare are listed here. AP (Armor Piercing) APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot) HEAT (High Explosive Anti Tank) HEAT-MP (High Explosive Anti Tank Multi-Purpose) HE (High Explosive) HE-I (High Explosive Incendiary) HEP (High Explosive Plastic) (HEP is the American name, HESH is the British) HESH (High Explosive Squash Head) (British abbreviation) ATGM (Anti Tank Guided Missile) ATGM-TB (Anti Tank Guided Missile Thermobaric) PELE (Penetrator Enhanced Lateral Effect) 2. How a cannon works Before we get to the ammunition, there are some important aspects in real tank technology that you should know beforehand. Each ammunition is fireed by a cannon or a launcher. Let's take a closer look at the cannons: 3. Basic ammunition traits in Armored Warfare All traits of the ammunition description as listed in Armored Warfare are described here. The ammunition description card is displayed in the garage when you move your cursor over the particular ammunition icon. 4. Kinetic Projectiles (AP) Color: blue Typical muzzle velocity: 1000-1800m / s Maximum impact angle: 67-70 ° Strong against: All types of armor (universally applicable) Weak against: high impact angles The kinetic projectiles (AP armor piercing) are a standard ammunition type for almost all vehicles because this type of ammunition can be used effectively against practically all types of armor. The penetration power is achieved purely through kinetic energy, which is why these projectiles are also referred to as KE projectiles (kinetic energy). 5. Shaped Charge Projectiles (HEAT) Color: red Typical muzzle velocity: 700-1400m / s Maximum angle of impact: 65-80 ° Strong against: All types of armor without protection against HEAT, particularly weak armor Weak against: high angle of impact, cage armor, composite armor, ERA, NERA, spaced armor The shaped charge shells, hereinafter referred to as HEAT (HEAT for “High Explosive Anti Tank”), are standard ammunition for almost all vehicles because this type of ammunition, like AP, can be used effectively against many types of armor. The armor piercing effect is achieved by the shaped charge (hollow charge) and therefore does not work with kinetic energy. 6. High Explosive Shells (HE) Color: orange Typical muzzle velocity: 300-1200m / s Maximum angle of impact: none Strong against: very weak armor, high angle of impact, homogenous armor Weak against: strong armor, cage armor, spaced armor, composite armor The high-explosive shells are a standard ammunition type in many vehicles. The penetration is not achieved by kinetic energy, but by the explosion of the explosive that resides in the warhead. That's all for today, I'll try to add more ammo as well as translated pictures ASAP Changes:
  8. 7 points
    Source: https://www.twitch.tv/videos/1480186719 ---- Stuff from the stream: SS admits that he always sucks at games that requires skills, because he is too lazy to put in effort into learning them. Chance for Brazilian Osório tank coming is "pretty good" Game development has a lot of inertia; anything that the devs are working on now are decided 6 months ago. Anything that gets decided now won't be coming for another 6 months (or more) The idea of finishing the T-80 progression line or adding any new progression lines is still being considered, but no promises so far. There are still no plans for what to do with SPGs in their current state. There were considerations to make SPGs direct fire vehicles (similar to early test builds for Balance 2.0), but that is on the back burner for now because there are more pressing issues. No plans for T-72B3 Mod.2016 SS personally wants the game to have improved graphics, better sounds, and a new balance system (not another major rebalance, but a system of some sort) VT5 shooting missiles in PvE will be looked into (they should fix that for WWO Wilk as well) No plans to introduce PT-91; will be very similar to T-72M4CZ Patch when? When It's Ready™ Since VE Day (End of WWII in Europe) is coming to an end, they may rename the Object 225 marathon event to something else. Again confirmed that Tiger's Claw is not coming back; "it's easier to create another mission on the same map than to fix Tiger's Claw". No plans for new Italian vehicles, but SS mentioned that they have an unfinished model of Freccia (IFV version of Centauro, plays like the Rosomak, was originally going to be a progression vehicle for Francine before it got replaced by something else in the line) Again no plans to introduce self-propelled mortar carriers When asked about new national skins for T-72M1 (as was intended when vehicle was first announced), SS explains that many of the national variants can be replicated with existing camos and decals, but he is open to ideas for interesting historical skins. Again no plans for solo PvE missions Which company is developing AW now? "It's complicated" Horde mode is back on the table - it's currently in pre-development phase No new PvP maps planned in the near future A new commander system is being considered, but it's not something that SS wants, though he also thinks that the current one needs improvements, and it may get looked at again No new Light Tanks planned for this year Will Heroic Mode get new maps? It's "possible" (note: it used to be a definite "no" in the past), and it's something that the devs can look into No plans for Tier 11, but it was something that was considered as a possible solution to tackle the crazy amount of Reputation and Credits that players hoard. Black Knight (UGV or Challenger) is not coming. The devs did consider a Black Knight Challenger, but it's not interesting enough. There are two possible directions that SS is considering for future Spec Ops: the rise of Black Company or Perihelion stuff. The current direction he has in mind is standard PvE for Perihelion, and Spec Ops for Black Company, but he is open to ideas. Rinaldi and Kopylov are dead offscreen after Burning Grounds according to SS' headcanon The issue where MBTs like Object 195, Strv 2000, and Altay not counting as heavy vehicles in platoon will be looked at again The devs may consider moving Type 99s' ammo rack to the back of the turret The idea of having a weekend Spec Ops chain available in rotation every 6+ weeks is not a good idea, and the devs are also looking into how to bring Plague back. Player made mods are still being tolerated as long as they are derivative works, but if they harm the game's stream of revenue i.e. enabling premium cosmetics even though it's only on the client side but on a wide scale, then they will have to do something about it. Clan war overhaul is also being considered. Problem is how to tackle the issue where top clans will always occupy the top ranking bracket consistently and reap the benefits while leaving the rest in the dust. No plans to return old BPs as playable events SS personally wants a feature where players can create obstacles by modifying terrain (like what WT does) , but he thinks that's mechanically impossible to achieve in AW Custom decal placement feature was tested, but it "broke a lot of things", so it's shelved. No plans to move the game to a new engine BP stuff: The Chinese theme Rise of the Dragon BP is still deep in development, but it will be longer with more prizes and bonus levels (perhaps similar to Warlords of the Wasteland BP with extra ranks and rewards after obtaining the top prize?), but probably not in the way like Wars of the Past BP where players felt they were pressed for time to complete them. Type 99B (Reference image) Fictional variant of Type 99, basically a what-if upgrade of some sort. AW version won't look much like that illustration. It will have dual roof mounted ATGM launchers, and it is supposed to solve the vulnerable ammo rack position that other Type 99s do (perhaps moved to a different location like the back of the turret?). The renderer who made that image is supposedly quite popular in China, and the Chinese operators (publishers for the separate Chinese server) asked the devs to make the vehicles for them. SS personally isn't happy with that decision himself. ZTZ-20 (Reference image) Fictional Tier 10 MBT. AW's version will not have dozer blades, but basically it will be a Chinese Armata with external ATGM launchers. ZTL-11 (basically a domestic counterpart of ST1) and maybe VN17 (IFV version of VT5) are also coming. Shards of the Past: Flakpanzer Gepard Olympics theme Vickers Mk.7/2 (idea was scrapped together with another skin for Object 187 when Russia got banned from participating) Tatooine map (minimap for reference). Many maps were named after Star Wars locations at the time, like Jakku for Al Dabbah (which is what "Tatooine" became eventually), and Coruscant for Moscow. XM723 Pereh
  9. 7 points
    Simply swaps the default AT Squad and Mortar voicelines to equivalents from Company of Heroes 2, using Rangers squad and AEF Indirect Weapon Team respectively. Download here: https://drive.google.com/file/d/1E5eLaaXt9ezB7qYccGFcfFeY70n5yl-N/view?usp=sharing Install instructions: Simply drop the dialog folder into your localization language folder, ex.:
  10. 7 points
    Sorry for bad quality and audio. Hope this can let people know how to mod sounds in AW.
  11. 7 points
    As I whaled this BP and got my hands on this beast some days ago I'll share my opinion about it in the text below. Of course I haven't played it for ages but I got a pretty good first impression on it in the gamemodes GLOPS and Specops/Heroics. It's truly a piece of art So what are we going to discuss here: How to get it (currently at least) My current stats on it Comparison to some other MBTs Armor My setup Pros & Cons Should I get it? Well let's start then: How to get it (currently at least): In case you lived below a rock for some time regarding AW you might not know what this is about. Basically the STRV 2000 is the ultimate "Northern Wind" Battlepath reward for reaching level 50 in said Battlepath. The battlepath just recently started so if you like the other vehicles you can get there you might consider participating. My current stats on it: So for the people who think stats are a good way to tell if vehicle/player performs well (like me) here the games I currently played in it: GLOPS: The GLOPS Stats As for GLOPS the usual stats you'd want to have a look at are Damage dealt as well as defense efficiency. As for average damage 12776dmg is currently below my average for MBTs. So is the tank trash? No. The reason for this is that most battles I played were 10v10 and 8v8 on the smaller glops maps. In that regard the average damage is about to be as expected. Nothing too fancy like Type 10 damage output for example. Secondly the defense efficiency is a whopping 1.83 (This is better than my Obj. 490 at 1.73) given all those battles were played before the ufp thickness buff this could even get better. Though it's a pretty new tank right now and people usually need some time to learn the weak parts of a vehicle so it might very well dip over the course of time. Personally I didn't feel that it's protection even performed better than my Obj. 490. But it's certainly a well protected vehicle. Game mode specific is bugged unfortunately, but obviously cap all the caps when you're in an MBT in GLOPS. Specops/Heroics: The PVE stats (Mostly Heroics and some solo Specops missions) Well I always have a hard time comparing PVE stats as they are one big mess due to the mixed game modes and difficulties. Anyways this is mostly Heroics and solo Specops. As you can see the average damage of over 40k is pretty high and about 10k higher than my usual T10 MBTs. Let me tell you it's pretty broken wit the 40mm triple shot AC. Given bots are still excelling at being dumb you should not have much trouble putting the 40mm to good use during your reload on the 140mm. Again the Defense efficiency is pretty good, only being surpassed by my XM1A3 and Obj 490. PVP (Random Battles): Unfortunately haven't played PVP yet. But I'll certainly do that in the next weeks. Comparison to some other MBTs: Comparison to single shot MBTs with big calibre guns (all retrofitted) I'm usually not very keen on such comparisons based on the hard facts as it often turns out the vehicles feel differently in battle anyways. And yes I know Obj 195 is not included, as I don't have it and it would not be fair to include it stock. There's hardly much notable differences to see when it comes to armor. Mobility wise the STRV seems to be pretty good. Though I equipped it for good acceleration. Also the Hull traverse is the best among all those tanks which once again seems to be pretty interesting, as to me the STRV felt extremely sluggish in turns compared to the rest of the tanks in here (except for Obj. 490 of course). Viewrange seems to be good as well, mainly because I put augmented optics on it. Aimtime is also worse than it looks like here, as I put a lot effort into reducing it with retros & co (more on that down below). Though the accuracy seems to be not too good which also backs my subjective views on it. It's definitely not accurate at all (Neither with HEAT nor AP). So except for the 40mm AC (which isn't existing in this comparison) there's hardly anything special about it. Armor: Now let the fun begin. There have already been some special people complaining about the armor of STRV 2k so is it really that bad? Let's find out. Given the stats suggest it's pretty good I'll have a look at it with Leo 2AX shells (all distances to target 100m): Vs Leopard 2AX: Front vs APFSDS with 900mm Penetration at 150m distance Side vs APFSDS with 900mm penetration at 150m distance Front vs HEAT with 1100mm Penetration Side vs HEAT with 1100mm Penetration So basically there's the pretty small lfp which can be penned by most stuff which isn't an autocannon. With HEAT we also observe a quite big weakspot in the frontal turret ring (which indeed can be hit during combat (not just by bots but also human players). A hit there results in quite some module damage. Usually it kills your turret drive straight away. On the sides the NERA blocks offer quite some protection, which can allow you to bait your enemy into shooting those parts of armor when trying to get around a corner. Vs AFT 10: As we could see quite some weakspot in the turret ring I was curious about the AFT 10 Missiles: Front vs HEAT ATGM with 1450mm penetration Side vs HEAT ATGM with 1450mm penetration As we can see the turret ring weakspot even grows bigger. I'm near 100% sure a skilled player with such ATGM mobiles could cause devastating damage to a stationary STRV 2k using this weakspot. The sides now turned completely green so basically all you can rely on in such situation is your Hard-Kill APS. Vs Sphinx AC: Now how does it perform against one of the best penetration AC in the game? Front vs APFSDS with 260mm penetration at 150m distance Side vs APFSDS with 260mm penetration at 150m distance About to be expected it's basically impenetrable by the standard ACs in the game from the front. On the sides it kinda looks like the T14, where the back part without NERA blocks is not protected against AC fire. NERA Degradation: Now some people might wonder how it fares when the NERA degraded during battle. Now first of all my subjective view on it based on experience: I hardly noticed any degradation effects on this tank during my battles. No matter if I played PVE or GLOPS. If you know me, you know I usually prefer a W+M1 playstyle in PVE just rushing stuff and getting all the hits possible. So there's certainly no possibility that I just didn't get enough hits during my games with it. In GLOPS I hardly noticed it as well which is probably also because the survival time during PVP games is a lot lower and usually not sufficient to get as many hits required to fully degrade the NERA blocks. Additionally, no sane person spams Ammo into NERA but tries to shoot the unprotected weakspots, which further reduces the risk of NERA degrading during battle. For further information about this topic visit this post (I assume they haven't changed much around NERA so far): I won't post any more armor viewer screens without NERA, but as you'd expect with degraded NERA the lfp weakspot grows a lot bigger and is hard to miss. Same goes for the sides where basically the whole side of the tank gets vulnerable to AC fire. My Setup: Of course a setup is a pretty personal thing usually, I'd still like to show you my current one just to give you some insights and ideas. I went a bit meme at times and there's quite some chance people will disagree with me but it works well enough: Retrofits: Improved gun breech Obvious choice for near any tank I'd say Improved filter systems Mainly due to the fact that I like good mobility. Additionally the engine of this vehicle is in the front which means it will get damaged a lot. With this retro I try to avoid that as much as possible. Augmented optics I use those a lot on my MBTs. It's pretty useless for PVE, but in PVP modes can help quite a bit spotting annoying enemies with better vr/camo values. Air induction precleaner This one I chose because the turning rate of the STRV feels extremely sluggish and slow. As you could see in the vehicle stats comparison it was among the better ones but still felt worse than most. Not sure what causes it but the retro certainly helps. Crew: Commander: Freja Højbjerg Skills: This might be quite a unique choice but as Freja is from Denmark I thought it fits. Obviously there's other factors which lead to that choice so let me explain: Basically with this setup Freja substantially lowers the aimtime. I felt it gave me a better gun handling on the 140mm and also the AC. You could also go with any other standard MBT commander for the STRV but so far I'm happy with Freja's aimtime skills. Driver: Acceleration in offroad and Improved hull traverse speed (Nothing special here, mainly focusing on further expanding the mobility) Gunner: Improved aimspeed and Improved gun hitpoints (Again focusing on aimtime and secondly increasing gun hitpoints. To me it felt like the gun was hit and damaged/destroyed quite a lot times, especially in PVE, maybe due to the giant muzzle brake. It certainly felt a lot more annoying than on other MBTs so I went with a bot more gun hp.) Consumables: Synthetic oil Again to increase mobility, basically replacing medkit. There were some crew deaths during my games (mainly driver) but too little to ditch synthetic oil for it. Surplus spare parts Surplus mainly because of GLOPS Improved fire extinguisher It does burn quite some time when the engine is hit (It's not extreme but I hate burning) Triple PVE Jesus kit For all the PVE tryhards and W+M1 enjoyers like me Special Ability: Override It's currently the only one available but it does its job quite well Pros & Cons: Listed from most important to least important. Pros: 40mm Bofors AC Imagine pairing a Griffin 50mm with an MBT so you can get this. This AC is extremely strong and offers superb penetration due to triple shot mechanics. You can pen most MBT sides, as well as even lfp of certain MBTs (total balans). So obviously anything below MBT levels of protection will get shreddered by it. Armor Now I might get killed by some people but the armor is really good, as long as you don't go full retard and think it will deflect damage no matter how you position. If you know about your lfp and turret weakspot you can do quite some stuff to avoid getting hit there resulting in superb protection against enemies. NERA degradation hardly seemed to be a problem so far. Negative gun elevation With -9° it feels pretty good and allows for quite some hill shenanigans HP pool With 3900 HP it's quite decent and usually sufficient to survive quite some stuff. Cons: Engine in front of tank I just hate it. Every hit potentially killing your engine or setting you on fire. It's not an extreme problem as the STRV does not feel like a torch but it certainly causes a fire at times. Gun handling on 140mm Despite my efforts to keep aimtime as low as possible, it still feels pretty inaccurate and sluggish at times, especially on switching weapon systems. The accuracy of the gun is not good and it will not allow you to effectively hit weakspots at high ranges. Turning rate Contrary to the actually good stats it feels slow and sluggish while turning, especially when turning during slow speeds. Turret position/Vehicle shape I don't regard it as a con but some people might have trouble adapting the unusual shape of the tank. It certainly feels different to play Should I get it?: I personally recommend this tank. If you like its looks you won't be disappointed by its performance once you get the hang of switching between two weapon systems for maximum damage. Generally it feels like a very strong but not blatantly OP vehicle. I still feel like it's too strong but as we are now having a habit of simply powercreeping all the stuff on release of a new tank it's fine It's a great carry tank for solo Specops where you can rely on your AC to finish off secondaries like inf positions fast without the need to take T15. It's quite fun in GLOPS as well due to the ok mobility combined with the AC which for example allows you to perma track enemies as well as flanking them and deal a lot of damage.
  12. 7 points
    A very long, but very detailed article from PanzerSofa. Quite a good read if anyone wishes to gain some insight into one part of the dev process. The quote here is auto-translated, so there may be some bits that got lost in translation. If there are any concerns, please consult the source material at PanzerSofa's VK page. https://vk.com/@panzer_sofa-tank-creation-1
  13. 7 points
    Hey guys. Yesterday, we had a bit of a discussion about PvE, even internally. And I was thinking, like, what do you guys make of things? The new map and all. So I made a survey for myself (as in, the output will not be binding for the devs, but would help me confirm some stuff). So, those of you who play PvE, could you fill this please (if you don't that's fine, but I would like input from players who do)? https://forms.gle/KJrT5R4ySGcdyzuc7 If you'd share it in the AW communities you're a part of, that would be appreciated. I am looking for as much input as possible. Thanks, guys!
  14. 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.
  15. 6 points
    For all your skirt and fishnet needs. Vehicle gallery: https://imgur.com/a/WBgalrn 1.1 additions: https://imgur.com/a/TYXEM14 1.2: https://imgur.com/a/6dLFE8V Download v1.2 here: https://drive.google.com/file/d/1pKq4gISMJ_mKKdu-b-lFc3aZURFncUQP/view?usp=sharing Installation: Unpack and drop the contents into your language localization folder. If you don't like any particular vehicle skin, simply delete that vehicle's .cdf file. Leopard 2A5 and OF-40 also need to delete cannonbase and cannon files. (Note: Not the entire folder: Several, like Leopards and M1s, have several variants stored in the same folder.) Included in the mod are: Leopard 2, Evolution, Revolution and Panzer 87-140 (hull camo netting - takes paint) M1, M1A2, M1A2C Abrams (hull camo netting - takes paint) and M1A1 Abrams (full camo netting - hull, turret, cannon - takes paint) T-14 Armata (foliage, netting, torn fabric on cannon) T-72 Ural (fabric on side skirts, hull front, cannon - fabric does not take paint) VT-4 (foliage, netting) V1.1 additions: Leopard 2A5 receives the Barracuda camo net by default and takes paint OF-40 receives the Barracuda camo net by default and takes paint ERC-90 receives additional decorators from the Daguet skin T-72 Ural receives torn fabric on sideskirts and cannon V1.2: T-55M1: now has side skirts T-62: added turret props from Tiran 6 (storage box, crew gear on turret rear, MG) Object 187, T-90 and T-90A: added camo netting and bushes from T-90A Motherland, covering hull, turret and gun. Slight but acceptable clipping issues on Obj 187 and T-90 T-90A Burlak: added hull and cannon camo netting from T-90A Motherland M60A3 SLEP: added crew gear stashed inside the turret cage armor from Rough Rider skin.
  16. 6 points
    preview Download:https://drive.google.com/file/d/1VcK-jfFHav1dQu79CRj4oATdNbtea-YB/view?usp=sharing Hope you like it
  17. 6 points
    Solution to the secret, and hopefully the first of many to come (click to open spoilers): I hope the next secret will be more fun to work with. Like I said, the first clue is flat out awful and easily missed.
  18. 6 points
    This mini project started as an attempt to create a Perihelion-themed camo for the Storyline Campaign. After being advised to "wait a bit" (hint hint) I decided to instead create an alternate variant of the Hades camo, along with a lighter-themed variant based on the Mount Elbrus camo as a companion piece. Elysium (replaces Hades): Tatra (replaces Mount Elbrus): Mod download: https://mega.nz/file/wQonyQJZ#6pScgL6mTx4xBF3gx9DEzFZDV6QGJY5IuVKcCfseCVo Installation instructions: this mod will persist across any future game updates and patches, there is no need to modify any other files. To uninstall, simply delete the files. To use the modded camos, you MUST already own the preexisting camos the mod is based on. Hades camo can be obtained rarely from battalion PvP missions (can be traded within battalions); Mount Elbrus is unlocked when you obtain the Black Sea Hero achievement for completing heroics. For best results, please reduce your dirt levels to minimum in your settings. You can also use the dirt removal mod to remove all dirt completely, bypassing the in-game settings. https://armoredlabs.net/index.php?/topic/8298-aw-dirt-remove/ Legalese and stuff: You may freely use and redistribute this mod and perform any additional modifications as you see fit. Please attribute the author (me) when redistributing the mod, and provide the address of this thread as the source of the mod. You may NOT monetize this mod or any part thereof.
  19. 6 points
    I will post here some tanks renderings from AW. Some models suck quality (thanks to obsidian) but i tried to get the most out of them. But as I look, images with tanks from AW in the net are almost impossible to find, only old
  20. 6 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.
  21. 6 points
    I made a web version of the rotation tracker: https://aw.nikr.net If anyone have any feedback I would love to hear it.
  22. 6 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.
  23. 5 points
    (정식판) 아머드 워페어 한글패치 v38.8749(22년 3월 24일) 0.38.8749 패치노트 * 아머드 워페어 0.38.8749 변경사항 적용 버전 * 오타 수정 * 일부 번역 개선 (3월 27일) 추가 수정사항 : 옵션 파일 - 전차병 이름 한글화, 한국인 전차병 이름 한글화 모드가 추가됨 알려진 문제점 (Known issues) * 맞춤법 ^_^ * 오타 ^_^ * 오역 ^_^ (그래도 번역 개판 쳐둔 영판보단 하나하나 실험해서 바꿔놓은 한패가 더 정확한듯) * 폰트 ㅎㅎ 오타, 오역 신고용 한글화 모드 디스코드 https://discord.gg/5gY4scNydD 오타, 오류 신고가 아니라 오역이나 번역투가 문제라면 가급적 [X]가 [Y] 했는데 [Z] 어떨까요? 방식으로 신고해주시면 감사하겠습니다. -------------------------------- 1920x1080 해상도 / 기본 폰트 기준으로 맞춰져 있습니다. 타 폰트에서는 버그가 있을 수 있습니다. 버그 발생시 제보해주세요. -------------------------------- 아머드 워페어 한글패치는 특정 소속 인원 대상으로 만든 한글패치가 아니며 공개용 모드이고 누구나 사용할 수 있습니다. 한글패치 개발진과 아머드 워페어의 권리를 소유한 회사(Postmeta Games) 외에는 소유권 및 권한을 주장할 수 없습니다. ----------------------------------- 다운로드(Download) 차량명 영문판(월탱 같은 느낌) -차량명 한글화판으로 변경하려면 차량명 한글화판을 덮어씌우면 됩니다. https://drive.google.com/file/d/1JrwMxKl0EBCzJS-dTQM_n0nbq4KHQl72/view?usp=sharing 차량명 한글화판(차량명이 발음 또는 번역으로 한글화되었으며 일부 차량의 명칭이 수정된 판) - 차량명 영문으로 돌아가려면 영문판으로 덮어씌운 뒤 Vehicle_name.xml을 삭제하면 됩니다. https://drive.google.com/file/d/1TU6qiFLYtLLb2MVG4tjxbXQ-7ni6fqI7/view?usp=sharing 옵션파일(option files) 옵션용 폰트 묶음집 (Additional Option Ponts)(마음에 드는 폰트가 있다면 한글화 모드 업데이트시 libs 폴더를 빼고 덮어씌우면 사용 중인 폰트를 유지할 수 있습니다.) https://drive.google.com/file/d/1hQD2NYYskfHeUMzspc6YUYrioz1vxo7U/view?usp=sharing 전차병 이름 한글화 옵션파일(Crew Name Localization - ALL)(모든 인명을 한글화시킵니다. 마음에 들지 않으면 Crew_firstname과 crew_lastname 파일을 삭제하면 됩니다.) 단순 음역으로 처리한게 아니라 각종 [뉴스]와 [블로그]에서 일반적으로 한국에서 부르는 이름을 찾아보고 안 나오면 [구글]에서 한글화된 이름을 찾아보고 그래도 안 나오면 [인명 발음을 불러주는 사이트]에서 찾아서 귀로 듣고 살려보려고 했으며 그마저도 안 나오면 -> [영어식 발음]으로 음역처리를 했습니다. 여기에 영문 스펠링은 다르지만 한글화시켰을 시에 서로 동일한 발음을 보이는 이름의 경우에도 해당국의 발음적 특징을 과장해서 바꿔보거나 하는 방식으로 어떻게든 서로 다르게 만들었습니다. 물론 이래도 확실한 것과는 거리가 멀기 때문에 평소 본인이 사용하던 전차장의 이름이 이상하게 나오거나 번역이 중복되는게 있거나 하면 디코나 댓글로 제보 해주세요 https://drive.google.com/file/d/1em7RTLnLQWd3ZmRaZC44Btqj3mGLSIvN/view?usp=sharing 한국계 전차병 이름만 한글화 옵션파일(Crew Name Localization - Korean Crew Name only)(마음에 들지 않으면 Crew_firstname과 crew_lastname 파일을 삭제하면 됩니다.) 기본 한글화판의 영문 이름이나 전체 이름 한글화 모드에서는 국적별로 따로 정렬되는 기능이 없고 abc 또는 가나다 순으로 정렬되어 나오기 때문에 한국인 이름을 찾기 힘듭니다. 극한의 컨셉 플레이를 원하시는 경우 한국인 캐릭터 설정을 짤 때 이 옵션 파일을 사용하면 게임 내부 데이터적으로 한국 이름으로 정해진 이름들만 한글화되어 아래쪽에 따로 묶여 나오므로 게임 내에서 이를 이용하여 저장해뒀다가 이름 파일을 삭제하여 기본 영문 이름이나 한글화 전차병 이름 모드를 덧씌워 되돌리는 용도로 쓰기 좋습니다. https://drive.google.com/file/d/1inlWGKZ6LK0iD7Lcvd6naqEzS0cNcbYB/view?usp=sharing ---------------------------------- 설치 방법(installation) For install, You need check here (Korean)/설치방법은 다음 글을 참고하세요 you can install it by unzip in Armored Warfare MyCom\localization\english (steam users are use different location.) https://gall.dcinside.com/mini/board/view/?id=hangle&no=63 암호(password) ---------------------- Specific 특징 * Hand written Translation, not use(At least no CCCV) Translator. / 번역기를 사용하지 않고 손으로 번역했습니다. * Some New functions which are not in english version. for example, there r vehicle's ammo rack type description on armor description. /영문판에는 없는 몇몇 기능들이 추가되어 있습니다. * Fix wrong texts of english version. / 영문판의 오류를 수정한 부분이 많습니다. 실험 후 변경한 부분이니 영문판과 다른 부분은 한글판이 맞습니다. * Made for Easy understanding. For example, Burst rate of fire increase 50% is not make it half but lots of people misunderstand it. so in korean traslation mod, there is additional information like 'which mean if your magazine/ready rack's basic cooltime for each shot is 4sec, burst rof increase 50% mean not making it 2sec but (4/1.5) sec / 쉬운 이해를 중심으로 하였으며 일부 햇갈리는 부분은 추가 정보를 제공하여 혼돈되지 않도록 했습니다. 예를들어 급속사격 속도 50% 증가 업그레이드의 경우 기본 4초 탄간 쿨타임을 2초로 줄이는 것 처럼 보일 수 있으나 실 메커니즘은 4초 나누기 (1+0.5)로 계산됨을 서술해두어 햇갈리지 않도록 되어 있습니다. * Made by 'Find what is not translated in game' -> 'Change it in xml', way so very precise.(Not just open XML, Change everything and just check in game n little fix way. its more harder n slower but better) /게임 내부에서 번역이 되지 않은 부분을 찾은 뒤 파일을 두고 그 부분만 한글로 번역하는 방식으로 만들었습니다. 그냥 영문판 전체를 켜놓고 다 번역한 뒤 게임 내부에서 나오는지 확인하는 방식으로 만든게 아니라서 느리지만 더 정확합니다. option font is AW Basic Font + Naver Fonts 기본 폰트 파일은 아머드 워페어 기본 영어/숫자 폰트에 네이버 계열 폰트를 덧붙인 버전을 사용합니다. 오픈 라이센스 사용권 정보는 다음과 같습니다. https://help.naver.com/support/contents/contents.help?serviceNo=1074&categoryNo=3497 option font is AW Basic Font + google notosans(kr)/ 구글 노토산스 which is open license. 옵션 파일로는 아머드 워페어 기본 영어/숫자 폰트에 구글 노토산스를 덧붙인 버전을 사용합니다. 오픈 라이센스 사용권 정보는 다음과 같습니다. https://www.google.com/get/noto/ ------------------------- Additional Translation of AW information (번역) 아머드 워페어 스토리라인 / (Kor Translated) Armored warfare Storyline https://gall.dcinside.com/mgallery/board/view/?id=armored_warfare&no=5527 (번역) 아머드 워페어 차량 고증정보 모음(일부 링크 날아감)/ (Kor Translated) Armored warfare Vehicles n other Articles(Some missing) https://gall.dcinside.com/mgallery/board/view/?id=armored_warfare&no=5528
  24. 5 points
    This is not my work, it's part of PanzerSofa's sound overhaul! A while ago now PanzerSofa released a very comprehensive sound mod, called Voice of War, for Armored Warfare, that changed most sounds in the game. The overall mod pack was very mixed, with some sounds being fantastic and others quite awful. It also changed crew voices to Russian, which is pretty much useless for non-Russian members of the community. So I have decided to take the engine sounds and post them here separately, where they can be used to complement other sound mods, such as my Weapon mod, or Artos mechanized infantry voices mod. Again, this is not my work, I'm not claiming any ownership of these, it's just a small part of PanzerSofas's mod I've been personally using, and thought the rest of you guys might also like. It changes the sounds for diesel engines (and maybe hybrid engines, I haven't checked), the turbine engines are left unaffected. Link to the Engine sounds: https://www.mediafire.com/file/ocdn4lgk62ticf4/Engine_sounds.7z/file Installation: throw the vehicles folder into the sounds folder, like so. Link to PanzerSofa's mod: https://vk.com/panzer_sofa?w=wall-102237486_280585 Links to other mods mentioned: my weapon sound mod: https://armoredlabs.net/index.php?/topic/48729-vadims-weapon-sounds-mod/ and Arto's CoH2 infantry VO mod: https://armoredlabs.net/index.php?/topic/48502-company-of-heroes-2-voicelines-for-infantry/
  25. 5 points
    An overhaul for all in-game autocannon sounds (all three of them!) using modified War Thunder sounds. Included are small caliber autocannons (20-35mm), large caliber autocannons (50-57mm) and rotary gun (GAU-8 and T249), including both external and internal sounds as well as a mechanical spool sound for the rotary. Download link: Version 1.1 (Autocannon sound volume bumped up to be more in line with other sounds): https://drive.google.com/file/d/1lcS9yUpabK9hU4MDomH2fbISoI9j4XHi/view?usp=sharing Original release: https://drive.google.com/file/d/1kE1rsPjHFVlvZnoC2uvj4BLD0une2i22/view?usp=sharing Installation instruction: Simply drop the sounds folder into your language localization directory, which should look like this:
  26. 5 points
    Source: https://www.twitch.tv/videos/1293596540 ---- Random bits and bobs from the stream: SS is not a fan of T-15 in general due to its size. He's not fond of Kinzhal's triple shot burst either. Draco is OP and SS will ask devs to nerf it. SS enjoys seeing the camouflage and skins that players use on their vehicles, especially if they are the ones he personally proposed. No plans to introducing more rules to PVP matchmaking at the moment due to PVP queue; "it's more important to get into a match than to have a balanced match". The idea of new progression vehicles is still being brought up to the devs from time to time, but there are still no plans for them at the moment. SS personally wants to complete the T-80 line, with T-80U-M1Bars on T8, T-80BVM on T9, and Object 292 on T10. Puma IFV may be coming at some point. SS was surprised that there is a decal written in Russian that translates to "Screw everybody; I park where I want" In-game store is being worked on. Regarding Labyrinth, the win rate and popularity dropped over time, and it eventually became a mode where many players found it difficult and only a small percentage of players enjoyed or could take advantage of it. It's been taken down for re-evaluation and may be readjusted in the future. SS also wants to see more PVE maps, and he has designed/proposed two missions for devs to consider at the moment. Fixing Cerberus' lieutenant spawn problem is still in the backlog. Other non-Spec Ops War Games have been shelved; they were dropped in favour for Spec Ops development back then. The devs did not want to create more gameplay modes that would only cater to a small percentage of players. That said, the latest Spec Ops did not go as well as the devs had hoped, so there will be no new Spec Ops missions in the near future. SS will ask the devs how to bring Plague back for players who want to replay the mission. The Storyline Campaign, which came to an abrupt end last month, will return in the form of portal events (aka Perhelion event). SS will continue to write the story. No more signups - just hop in, play, and get prizes, should one wants to, or just watch how the story unfolds. As this will potentially become official lore for all clients, some elements of the story will be adjusted so they can be "compatible" with other regions as well. There will be no trackers at the moment, but they hope to have in-game tracker eventually. If it goes well, then the story will become the official story for Armored Warfare, including future Spec Ops, PvE missions, and other events. Players who have participated in the Storyline Campaign will get a bonus for the upcoming event.
  27. 5 points
    Well, since there is no place where all commander builds are compiled together, I decided to make a thread for this... Do note you might be using a different build, which you prefer and feel free to add your own build! Ophelia "shield bitch" kitescu Well let's start with the most hated commander in the game, shield bitch. First a regular build: (Yes, you have one skill point to do whatever the fuck you want) Then the meme retarded build with less hitpoints: Erin "miss ireland" O'connel: The good build: (Thanks hassie) The I am stupid, I should use taco instead build: Alisa: ammo build: Ramming build: Juan Carlos "taco" Miramon: To get quicker to the useful skills: The other build: Some stupid build cursed guy gave me: Douglas O'Reilly Dpm build: View range build: Slightly different: Some combined build: (Thanks seb mon Amour) Sabrina Washington: (got these two from Stratzi, thx) (thx Charlie) Viktor Kirsanov: Got this one from Seb (thx mon amour), should be for module damage, so "sabrina" like module damage build: (thx again). idk, max spread and max module dmg or something stupid like that: (thanks yxlouvia) Freja: (idk whatever this is, Tey gave me) Min spread build: combined module damage build: Aim time build: (thx seb) Vincent "frenchie" Girard: Ioannis "fire guy" Sanna Fire memes: (thx Yxlouvia) Balanced build: Spotting: (Thx again) Rachel "I want to taste my enemy" Kramer: (Thx mon amour) Rashid "atgm boy" whatever the fuck that surname is: (thx) Viktor "I like my troops" Kirsanov: I like my troops build: Aleksandr "I am lucky" Cortez (Yes, I will shame you if you use this) Andrey Zaitsev
  28. 5 points
    This part and the paragraph below it, as well as the "looking up, down, left, right" for a WS just screams "WE BELIEVE OUR PLAYERS ARE JUST COMPLETE RETARDS THAT CAN'T EVEN LEARN ANYTHING NO MATTER WHAT SO WE MUST DUMB DOWN THE GAME AS MUCH AS POSSIBLE HAHA WE ARE SO GOOD AT BALANCE, YES INDEED, NO NEED FOR TESTING" LFPs were already pretty much an universal WS, before they started destroying game balance with 0.33, this is just a stupid statement... Well, to me, this """"compromise"""" of realism, is very important to make the game appealing to me. If the appearance of the vehicle is the only real part about it, my interest in playing is greatly diminished. Yes, it is the same in high tiers, but as they said, we don't know the values, and it is in a way, at least to me, easier to accept, even if it's certain that most armor and pen values are over the top compared to the real thing. I'm still very much against the high tier balance overall. But we know about the precise armor and pen values of most of the low tier stuff, and seeing them being completely ignored, in layout, shapes, values, is really making me sad. Making armor more predictable ? What a load of BS, having to shoot at a tank hitbox that barely looks like the tank you are looking at isn't making it more predictable. Also why does this model butchering doesn't affect anything eastern really? T series tanks have their round turret actually being round, apart for a bit of turret roof on one T-72 If I recall correctly. IS-7 pike nose is there, but Chieftains and M48 hulls and turrets had to be butchered to great lengths apparently. Welp, too much to talk about this part, better move on... I will just talk about the ammo part here, more precisely the HEAT shells that "can rarely penetrate frontal armor, best used against MBT side armor or light targets", which is complete BS, since only the T series stuff on T6 and the Chief 900 can stop HEAT shells on their LFP, on all the others MBTs, it's pretty much a big chunk of green. Also, low tier HEAT MP will deal up to 245 chip dmg (Taifun HEAT) for a 120mm shell, as if us complaining how retarded that is when it was there on high tier tanks and the nerf to HEAT MP chip dmg that was done never happened. Yeah.... "SOME", of course, not the Fox with 50mm thick plates, not the Leo 1 with 700mm UFP, not the BMP-1 with 200mm turret front, etc... Apart for the VBL and the Jarmila, it seems that every single vehicle has had its armor overbuffed accros the board to their retarded standards. Testing? What does that even meeeeeean? Logic ? What does that even meeeeeean? Welp, the thing has been bugged for years, being a MBT with LT stats, same size and armor as the T-55, might as well go all in right? Once again, retarded arguments... Hey, at least the Rooikat becoming a TD can actually be argued on, it's not a completely illogical retarded change! Even though it's a nerf for the tank, as wheeled gun TD are mostly crap... And the Rooikat lost its decent-ish armor, but we have a TD that can designate now, how original! Much diversity! This is kinda the last nail in the coffin for the game to me really... Well, there were a lot of last nails in that coffin for the past year when I think about it... I'm pretty sure there is a funny quote about still being here and suffering, but can't remember it... Oh well...
  29. 5 points
  30. 5 points
    The article also included a neat little scavenger hunt leading directly to the secret objective. Here is how it goes (spoiler alert!): Tl;dr the campaign now has -20% difficulty. Special shout-out to LABS for cracking the code!
  31. 5 points
    Trying to make some order of things (errors are possible) Simplest and probably profitable thing (because i play premiums mostly) is just spamming T-14-152 -- 200 battles. I may not get reward bonus, but I free of IFV/support vehicle "rules of surprise".
  32. 5 points
    It is time, people for another story from your local retarded official staff, Soren! And because i decided to actually do the apocalypse season please help me dear god. But, because i still doesn't want to link, Enigma's legacy and Apocalypse season to the main game story. I will consider the whole Apocalypse and Enigma's legacy as a "What if" crazy fan theory / fanstory The Apocalypse arc start directly after the end SpiritHaven. With the low detail we have, we can assume, that, we take control of a little resistance group. Certainly an American one that helped Ryan in the event of American Dream. (We could also say it's Black Company, but as mentionned in one of the mission chain of the Battle path, the leader of the Lions of Nequiel says that we are the one that tried to put a bullet in his head, so it's very unlikely.) World is starting to collapse, a super volcano erupted and as a last hope, you try to find the Enigma's legacy. Hidden vault that would most likely save your life and the life of your friends. Sadly... those vault are already taken by old enigma's allies, namely, the Project Liberty Militia, the Lions of Nequiel and the National Patriot Activist Army. But there was still a hope. In fact, a last hidden vault with much better tech was still free. To get it, the resistance group decide to work for their old enemies, getting coordinates for the last Enigma vault, saving their life before the worse happened... This conclude the very short prequel of Apocalypse. Sometimes later, when everything start to calm down, we follow our new heroes, Ivo Rinaldi, the old boss of the Liberty militia (surprising isn't it?) and Igor, an old Russian military Major. Together, they created a settlement in the enigma vault for the PLM. The problem? No more ammo to defend their base, this is how the Duo got into a new adventure and where the Events of Plague happened. Plague take place in Gori. After the apocalypse, the whole city is in ruin, except for the old CI base. Igor, with a "freshly" stolen Enigma airship drop Ivo in the castle, begging him to not make any trouble and steal the ammo quickly. Because otherwise the mission wouldn't happen, Ivo doesn't comply, and his greed push him to steal more ammo in the lower part. Chain reaction occurs, the CI base is collapsing, Igor is forced to take off, and Ivo is forced to drop from the base to escape. After successfully escaping the base, Ivo and Igor are quickly noticed by the "local wildlife" as called by Ivo. David Gelovani. Extremely angry of this intrusion, David will proceed to send every last one of his soldier against our two Heroes. Ivo, fighting for his life, end up getting out of the city in one piece. Of course, he does that while throwing some "Thanks for your feedback' memes to Igor and banters against David.Obviously, it doesn't please neither of them. Resulting in a very stressed Igor, and an extremely pissed off David. But with the power of the meme and bad writing, Ivo end up fleeing in the Airship with Igor, in one piece, and with a ton of ammo "for a whole god damn army". David, still angry of what happen, tell Ivo that's this encounter is not the last one, and so, they will meet again. One month later, we follow once again our Meme boy and butthurt Major into new adventures. This time, they get to Panama, to try and steal some fuel for their Settlements. After landing, Ivo see that fights are currently happening, but that also a storm is slowly arriving on the operation Area. Ivo thinking quickly, start blasting enemies one by one with the cheer power of (nerfed) HE memes and Thermobaric T15 double tap abuse, before being interrupted by the one and only Cannibal Hana (yes, it's cannon, Hana did ate Austin) that lost of her sanity and start insulting people. As a pure reflex, Ivo use the power of lies to befriend Hana, by telling her he isn't a raider like the ones attacking Hana's settlements. (and so, ignoring the whole plagues event, definitly a fucking meme boy) Hana without her sanity, trust Ivo and his obvious gigantic stupid lies, while Ivo decide to s i m p on her and push back a whole god damn army of endless bots that can't be penned by HEAT and ATGM because there is fucking water everywhere please help. As a reward for his simpery, Hana offer Ivo a whole train of only 10k HP full of fuel. Ivo go get it in his magnificent moderator camo T15 that definitely look like a magnificent boat in this watery hell. But Hana forgot one detail. Devs are cruel, and so are the bots. The raiders decide to attack the train, with retarded instant reaction mini Terminators and Transport choppers ready to drop them. Major butthurt suddenly remember he exist in this Special operation and decided to be not useful at all Ivo, with his cheer power of memes and try hard, end up loosing all sanity trying to do the "Don't touch anything" achievement, creating a time paradox, and killing every enemies in the maps. (while Hana decided to give you 2 little LT that do nothing except existing) The two protagonist end up fleeing with the precious fuel, while Hana have an edgy Emo moment with the magnus death theme remixed in the background. And this, conclude the events of apocalypse for now. As you can see, i tried to do it seriously, but ended up giving up because of the totally mediocre/bad quality of the story and the total emptiness of it. I hope this doesn't push away some people from reading the second part. Also hope you had a good laugh reading War but in a total retarded meme way. I will now proceed to go back into nothingness until the next chapter (or two chapter) are outs. (and don't worry, i will meme them, unless they give important information.)
  33. 5 points
    My general feeling about the PTS is that the changes reduce or even remove incentives to improve your gameplay and promote a more passive and arguably less enjoyable playstyle. Furthermore, the PTS arguably does not achieve the stated goals of reducing vehicle imbalance. I see this in a few ways that I'm going to list out and explain. 1) HEAT Changes I'm first going to outline how HEAT more or less currently works. HEAT damage is based off of 3 values, the armor thickness of where you're hitting, the RNG damage roll of your shell, and the RNG penetration roll. If the penetration roll is more than the armor thickness, you do damage based on the RNG damage roll (HEAT-MP is an exception). HOWEVER, you get a bonus based on how much your penetration roll is higher than the armor thickness. This means that hitting thinner armor will generally reward you with more damage up to a point. This is where the maximum bonus damage stat on HEAT rounds comes in. With HEAT-MP, you'll deal some damage even if you don't penetrate. What does this mean though? This means that you get more damage for hitting weaker armor. This is an incentive for learning weakspots, being patient by waiting for bots to turn, and practicing your aim which will improve your gameplay. Let's compare this to the current PTS system where HEAT damage is flattened. Learning weakspots is no longer comes with additional incentives to improve your gameplay. The ability to instantly change ammo also makes this worse. Instead of trying to manually find weakspots, you can just swap to AP to lolpen MBTs through their LFP. Speaking of MBT LFPs, 2) Armor Layout Changes Once again, I'll start by explaining how the current armor layouts are generally structured. MBTs will typically come with multiple weakspots from the front. I'll give some examples. The T-14 has a LFP and turret ring. The XM1A3 has a weakspot under the mantelet and a vulnerable hull. The CATTB has multiple strips along the hull front that can be penetrated (with some difficulty) and a viewport on the top of the turret. The ATDU has a weak strip along the LFP and a driver's port weakspot. Notice how tanks mostly have multiple weakpoints that are placed around the front of the vehicle. What does this mean though? This means that every vehicle has a semi unique armor layout that is generally distributed around the vehicle. This means that each vehicle has unique weakspots that you have to work around. It is incentivized to learn armor layouts of each individual vehicle so you can find the weakspots faster. Let's compare this to the current PTS system where MBT armor schemes have been adjusted. If you look though each vehicle, you'll see a pattern. Everything is red except for a green strip along the bottom of the vehicle. The LFP is now a universal weakspot. While this on it's own would be fine, it also comes with a removal of all other weakspots. The T-14 turret ring is now virtually invulnerable. The XM1A3 has lost it's weakspot under the mantelet. The only exception is the Leopard 2AX which has kept its weakspot under the mantelet. There is now less of an incentive to learn weakspots and spend time studying armor layouts because every MBT essentially follows the same formula of weakspots. Speaking of studying armor layouts, 3) Fuel Tank Removal Fuel tanks are one of three fire sources on a vehicle. Considering the RNG nature of engine fires, fuel tanks can be considered to be one of two consistent sources of fire. By studying armor layouts, you can learn where to shoot a vehicle to destroy fuel tanks or ammo racks to set enemies on fire. What does this mean though? This rewards careful aim and experience with the potetial to set fires that can drastically increase a vehicle's damage potential. This is a further incentive for properly aiming shots and targeting modules. With the removal of the fuel tank, it is now more difficult to set enemies on fire since the number of consistent sources of fire has been cut in half. This reduces the incentive to learn module placement as you will be rewarded with additional fire damage less often. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- These 3 issues are the biggest ways I can see the 0.33 PTS undermining incentives to improve gameplay. I'm going to move on to how I can see the 0.33 PTS changing the meta negatively. 1) MBT armor With the armor layout changes, the LFPs of MBTs were often weakened and expanded, especially on frontline MBTs such as the ATDU. This will most likely result in more passive MBT play, despite the intentions of the developers. This will be compounded by the AP penetration fall-off at long range. MBTs are incentivized to hold positions where their weakspots are hidden and harder to penetrate at range. This will result in less MBTs being willing to push out and expose their weakspots in order to play aggressively. 2) Chip damage The ability for ATGMs to constantly do damage even on non-penetrations is a massive pain. This once again disincentivizes good play by making it impossible to completely avoid damage. The existence of chip damage in PvE already existed when BMP-3s fired HE and still exists as Ramka-99s still fire thermobaric ATGMs. Chip damage makes constant aggressive play difficult in PvE as you will constantly be losing health whenever you expose yourself to deal damage. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Potential influences on gameplay are all theoretical until all vehicles are released on the 0.33 PTS and such. As such, I won't spend too much time on it and I'll start talking about imbalances I see and gripes I have with individual tanks and mechanics. 1) HEAT-MP vs. HEAT-FS & HEAT-T HEAT-MP might as well stand for HEAT-MyPenis because MBT HEAT-MP is highly inadequate. While the logic of reducing HEAT-MP damage to compensate for damage on non-penetrations does make sense, it is taken too far with HEAT-MP. In virtually all cases on MBTs (mainly NATO MBTs), HEAT-MP will have identical damage to AP. Compared to the massive HEAT damage dealt by HEAT-FS and HEAT-T, HEAT-MP is honestly useless. The best comparison is probably between the 140mm cannons on the XM1A3 and the 99A2-140 which use HEAT-MP and HEAT. The XM1A3 HEAT-MP has 900 damage and 940mm of penetration. Meanwhile, the 99A2-140 HEAT has 1240 damage and 950mm of penetration. Losing out on over 300 damage for the ability to do 180 damage on non-penetrations is a pathetic trade and results in a shell that is about as potent as the semen of an 84 year old man. In fact, the XM1A3 HEAT-MP is also beaten by the Leopard 2AX's 130mm HEAT-T shells that have 1100mm of penetration and 1025 damage. Even if the 2AX and 99A2-140 HEAT shells will not deal damage if they don't pen, this is not an issue for experienced players and only results in the XM1A3 not being a competitive vehicle at higher skill levels. 2) The Tragedy of Darth ATDU Where to start with the poor ATDU. Not only did it lose its frontal protection with the addition of a massive LFP, the side armor is now worthless as well. Whether the side armor is unintentional or not is honestly still up in the air. But possibly the greatest tragedy is the loss of the ATDU's only gimmick. The ATDU used to be the only high tier vehicle with a viable HESH round. Not anymore. The extra penetration the PISH shell receives is not enough to offset the massive drop in alpha damage and the loss of the ability to go through cage armor. Even if the PISH shell can now brute force through a Merkava 4M's UFP, it doesn't matter if the shell no longer has the module damage that allowed it to brutalize ammo racks and other internal modules. During the PTS, I platooned up with 4 other people in various vehicles. The ATDU now ammoracks people more consistently with AP than PISH. PISH is truly PISS now. 3) T-15 Buffed The armor changes in the 0.33 PTS also applied to the T-15. If you recall, turret ring weakspots were buffed on most vehicles. Based on gameplay in both the vehicle testing area and in PvE, the turret ring on the T-15 has been buffed to the point of being impenetrable by 2AX HEAT rounds. Most experienced PvE players will know that the turret ring of the T-15 is the best place to shoot a T-15 for the sole reason that the ammo rack is located directly behind it. While the frontal hull is technically easier to penetrate considering the penetration buffs across the board, you are now unable to reliably light a T-15 on fire from the front which will increase the time required to kill a T-15. Side armor is weaker but thats pretty irrelevant considering side armor was always weak. 4) 10 inch shAFT In 0.32, the AFT has a maximum damage of 1128 assuming you get maximum penetration damage bonus and maximum damage roll. It also comes with 1400mm of HEAT penetration which is the highest HEAT penetration in game. As if this wasn't powerful enough, the AFT-10 now has ATGMs that chunk you for 1200 damage on average with 1500mm of HEAT penetration. Furthermore, these ATGMs will chunk you for 240 damage even if they don't penetrate. Considering you get a magazine of 8 ATGMs with 3.53s between shots and a 34s reload for all 8, the AFT-10 is about as balanced as a paraplegic on a unicycle. 5) ATGM Spam ATGMs are probably the strongest ammunition in the 0.33 PTS. They have the HE effect of HEAT-MP with doing damage on non-penetrations. They get some of the highest penetration values in the game. They get bonus module damage for having HEAT warheads. They can also be manually guided. Even with the numerous APS systems in game, ATGMs will most likely be dominant in PvE and PvP. During the PTS, I platooned up with 4 other people in various vehicles. One of those vehicles was the Merkava 4M firing only LAHAT ATGMs. This sounds ridiculous until you realize that the LAHAT ATGM has the highest penetration at 1200mm and best damage at 690 (besides for HE) of all the ammunition types. This also applies to the T-14's ATGMs which have the same alpha of the HEAT shells despite having 300mm more penetration. And we were making fun of the bots for spamming ATGMs in 0.32. 6) Limited Uptime Probably the biggest bug I've seen is the fact that the 0.33 PTS is only active for 4 hours a day. This is a very strange bug and it is potentially gamebreaking for certain player bases. Literally 2 minutes after I posted this, the schedules got changed. It is now 6 hours a day on weekdays and 3 hours a day on weekends. Whoop-dee-fucking-doo. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I would have put in screenshots of vehicle stats but the PTS isn't up right now and I genuinely can't be fucked to wait for it to come back or to dig around on Discord for screenshots.
  34. 5 points
    Smudlicko had a history of prior infractions on both the official Discord and within the game. But, more importantly: I don't think any public justification of actions we take on official platforms is required. For any further info, everyone who feels they've been treated unfairly can contact support.
  35. 5 points
    Since up-to-date guides for Armored Warfare are few and far between, I’ve decided to contribute a comprehensive crew overview/guide (in spite of how much of the crew system is already common knowledge). Since I will be writing it, the content presented may come off as long-winded and/or excessive. A side effect of university papers perhaps… Apologies in advance if this is the case. On the other hand, if the community here enjoys my transcribed thoughts and opinions, I may decide to create more of these posts/topics. I think the ArmoredLabs forum is an excellent platform and initiative, where perspectives, information, and discussion pertaining to AW can be shared between and archived for players, experienced or not. Note that some elements of my writing will be influenced by personal opinion, so please do not take everything here as gospel. Much of it can be classified as suggestion instead of fact. Any suggestions and/or constructive feedback would be greatly appreciated. Please notify me of any errors and/or discrepancies, edits will be made if necessary. I will strive to keep my posts up-to-date. With that out of the way, here is my AW crew guide: Crew Vehicles in AW (all currently manned) require a [healthy] crew complement to support and sustain combat capability during battle(s). The bulk of the material within this overview is not applicable to commanders. Although commanders are also technically crew members, they employ a skill and leveling system far more complex while also boasting significant/substantial distinct abilities and mechanics; therefore requiring a dedicated guide of their own. When a new vehicle is purchased/acquired, it is assigned crew members automatically, each with specific roles/duties to fulfill in their respective vehicles. Crews will also have skills and attributes related to their position. Skills: Crew skills are selectable performance improvements available to individual crew members. Different crew roles will each have their own respective sets of [unique] skills relevant to their position. Two skills can be chosen for each crew member, with the first skill slot unlocked upon reaching level 2 and the second slot upon reaching level 4. Attributes: Predetermined set of intrinsic competencies relevant to the specific crew member’s function within the vehicle. Designed to reflect a crew’s mastery of the vehicle, its percentage/potency increases alongside a crew’s level of proficiency. Attributes are maxed once a crew attains level 5. Crew Progression: Unlike commanders, which can be moved and/or shared between different vehicles, the other crew members of a vehicle must remain with their respective vehicle. Crew members gain crew experience tied to the amount of base experience (based on performance) gained from battle(s). Consequently, crew experience can be augmented by winning (in PvP), completing [primary and secondary] objectives (in PvE), first win of the day multipliers, and premium account. However, crew experience income can be further increased with certain boosts, applicable insignias, and special event bonuses as well. As a vehicle’s crew accrues experience, their proficiency level will gradually increase. Higher levels will progressively increase their [passive] attributes while reaching levels 2 and 4 will unlock a skill slot respectively. Proficiency is maxed upon reaching level 5. Crew experience required for level up: Level 1 → Level 2: 3,000 Level 2 → Level 3: 17,000 Level 3 → Level 4: 70,000 Level 4 → Level 5: 110,000 Players are also presented with an option to immediately “promote” the crew to level 3 (with credits) or to level 5 (with gold). But this is generally unadvised, as the crew grind is rather seamless and quick, occurring in parallel to the corresponding vehicle grind. Some premium vehicles come with a level 5 crew as standard: Crew in Combat: Similar to internal vehicle modules/components, crew members are modeled with a hitpoint pool and located at their respective positions within their vehicle. A penetrating shot in or around these particular area(s) may injure crew member(s). Whereas modules are [eventually] repaired automatically, injured crew cannot recover without the use of a medical kit or first aid cabinet. Crew Consumables: The three consumables relevant to crew are: Medical Kit: Heals all injured crew members in your vehicle (single use) First Aid Cabinet: Heals all injured crew members in your vehicle (3 uses, 90 second cooldown) Both medpacks feature a passive 15% bonus to crew resilience (crew “durability”). There is no reason not to equip the first aid cabinet over the medical kit (especially if you play GlOps), unless you are particularly low on credits. Energy Drink: Increases crew stats (attributes) by an additional 5% for a single battle Energy drink (and some commander skills) buff crew stats, but this only improves crew attributes, not crew skills. Therefore, vehicles with a manual loader should be equipped with energy drink. A vehicle with a level 5 loader trained with Rapid Fire combined with energy drink would see a considerable 10% increase to its rate of fire (without factoring in any additional crew stat buffs) Crew Configuration: The number of crew a vehicle seats may vary from vehicle to vehicle, from a minimum of 2 (Wiesel) to a maximum of 5 (Some SPGs, AFT-10, etc.). All vehicles require two crew members minimum, specifically: Commander Leader of the vehicle. Guides, instructs and directs crewmen during operation of the vehicle under his/her control. Responsibilities encompass communications, navigation, target acquisition, operating weaponry, etc. A commander injury disables any commander abilities and results in a sweeping debuff to vehicle characteristics, such as mobility, targeting, and firepower, even if the crew member corresponding to that function is still alive/unharmed. Driver Drivers are responsible for mobility; specifically driving and/or manoeuvring a vehicle. They steer and control the hull movement of vehicles, namely forward/reverse movement and turning/rotation. An injured driver will have significant negative effects to speed, acceleration, hull traverse, etc. Attributes: Traverse Speed (+5% max, +1% per level) Self explanatory, the rate at which a vehicle rotates its hull. Expressed in degrees (°) per second. Terrain Resistance (+10% max, +2% each level) How evenly a vehicle distributes its weight to the ground. Better terrain resistance effectively improves vehicle acceleration off-road. Skills: Smooth Ride: Overall accuracy while moving is improved by 10% Use/Function: Better accuracy while firing on-the-move Classes: MBT, LT, AFV (particularly LTs and AFVs) Vehicles: Most LTs, AFVs which are able to fire on-the-move (eg: SPHINX) Battering Ram: Ramming damage increased by 50% Use/Function: Increased outgoing ramming damage Classes: MBT Vehicles: M1A1 Storm, T-80U, Obj 640 Off-Road Driving: Acceleration on off-road terrain increased by 20% Use/Function: Better off-road mobility Classes: All Vehicles: Any vehicle which feels sluggish off-road (eg: Challengers) Spin to Win: Hull traverse speed improved by 5% Use/Function: Improving turn rate Classes: All Vehicles: Vehicles with poor hull traverse/large turning circles (eg: Merkavas) Field Repair: Track and wheel repair rate improved by 25% Use/Function: Decreasing track/wheel repair times Classes: MBT Vehicles: Brawlers and/or vehicles frequently receiving fire The vast majority of vehicles will also feature a gunner. Gunner Gunners operate vehicle weapon systems and it is their task to aim and fire upon targets. Vehicle turrets and/or weapons are manipulated by the gunner. When the gunner is injured, a vehicle’s accuracy and turret traverse speed will decrease drastically, while aim time will increase considerably as well. Attributes: Aim Speed (+10% max, +2% per level) Self explanatory, the time required for a vehicle to minimize its aim circle. Turret Traverse Speed (+5% max, +1% per level) Self explanatory, the rate at which a vehicle rotates its turret. Expressed in degrees (°) per second. ATGM Accuracy (+10% max, +2% per level) The missile guidance stability of a vehicle. Skills: Do the Twist: Turret traverse speed improved by 8% Use/Function: Improving turret rotation rate and target engagement Classes: All Vehicles: 490, MGM, ADTU, etc. Quick Draw: Aim speed improved by 5% Use/Function: Improved gun handling/targeting Classes: All Vehicles: Any vehicle with longer than desired aim time Sharpshooter: Max spread is improved by 5% Use/Function: Improves maximum (best) accuracy. Classes: All Vehicles: Any vehicle which has less accuracy than desired Preventative Maintenance: Cannon hitpoints are increased by 50% Use/Function: Making disabling weapon(s) more difficult Classes: MBT Vehicles: MBTs with easily disabled guns (XM1A3, 490, etc.) Accuracy: Accuracy decay rate while firing is improved by 25% Use/Function: Decreasing weapon bloom after firing Classes: Some MBTs, LTs, and TDs Vehicles: CATTB Some vehicles will also retain a loader, until higher tiers (especially tier 10) where they are largely replaced by autoloaders. Loader Loaders are mostly self-explanatory. Vehicles without an autoloader must rely on a human loader to manually replenish (reload) their armament. When loaders sustain an injury, both vehicle reload speed and weapon/ammunition swap time increases substantially. Hence, loaders are both potential liabilities and/or beneficial assets. An injured loader can effectively disable a vehicle’s weaponry, although (or conversely) loader effectiveness can be buffed with energy drink. Attributes: Rate of Fire (2.5% max, 0.5% per level) Self explanatory, the rate at which a vehicle is able to fire its weapons. Applies to reload times on single fire weapons, both reload and intra-clip reload times on weapons with ready-rack/magazine and the RPM of autocannons. Skills: Rapid Fire: Rate of fire increased by 2.5% Use/Function: Increasing DPM Classes: All Vehicles: All Preparation: Ammo swap speed improved by 50% (Bonus is higher on clip-style autoloaders and large magazine autocannons. Activates only if the number of shells are full.) Use/Function: Improved weapons and ammunition flexibility Classes: MBT, LT Vehicles: Vehicles with longer reloads but decent gun/ammunition Explosive Shells: Module damage increased by 10% Use/Function: Greater module damage Classes: All Vehicles: Any vehicle set up for module damage (eg: Cent 120 w/ Sabrina) Secured Ammunition: Reload speed not reduced when ammo rack and/or breech are hit Use/Function: Eliminating reload penalties for damaged/disabled ammo rack/cannon breech Classes: MBT Vehicles: Any MBT with easily damaged/disabled ammo rack and/or cannon breech (eg: Leopards) Vehicle Expertise: Repair speed increased by 10% Use/Function: Improved module repair speed Classes: MBT, some LTs Vehicles: Vehicles with modules that are consistently/routinely destroyed Safety: Chance of explosion during a fire reduced 22.6% Use/Function: Chance to preventing additional damage from ammo rack explosion Classes: MBT Vehicles: MBTs with vulnerable ammo racks (Leopards, Ariete, etc.) Notable vehicles/lines without a loader: [Most] Russian MBTs [Most] Chinese MBTs AFVs Autocannon [exclusive] vehicles [Most] Missile [exclusive] vehicles Note: Some vehicles may have a crew member assigned as both a gunner and a loader. In this case, the crew member will serve as both roles simultaneously and will have attributes and skills available from both positions. Accordingly, dual-role crew members should benefit from loader skills (trained in Rapid Fire) while their vehicles should also be equipped with energy drink. Interesting fact: Crew members can be customized in AW. First and last names can be chosen from an extensive list of different names originating from various languages and/or nationalities. Crew portraits can also be changed; another likeness can be selected from yet another expansive list of appearances of varying race, ethnicity, gender, and attire. Fin
  36. 5 points
    Edit: just a quick disclaimer. The information here represents my current understanding of the agro system in AW. I'm not 100% certain that the information here is completely accurate, so there may be a few things that I either missed or got wrong. If you find something that isn't written here or indicates that some of the information here is wrong, please let me know so I can update it. There was a dev article a while back (almost 2 years ago, right around the time that Heroic spec ops was released) that explained the rules for AI agro. According to the article, the vehicle that the AIs target is based on 2 things: The player in the heaviest and closest vehicle The player with the highest aggro (with aggro being generated by dealing damage to bots and deflecting the return fire according to the article) When an AI has not fired a shot and not been shot at in return, it defaults to the first setting (this can be seen when spotting a fresh AI vehicle, note how they typically face the nearest MBT even when said MBT is behind multiple layers of cover). I believe the equation that determines each player's proto-agro value takes the form of: ProtoAgro = VehicleWeight / Distance This means that a decrease in your vehicle's weight will allow you to get closer to an AI before it targets you. For example, if a player in a 50-ton vehicle is 250m away from an AI, another player in a 30-ton vehicle would need to be less than 150m away in order for the AI to decide to focus on them instead of the player in the 50-ton vehicle, while a player in a 10-ton vehicle would need to be less than 50m away for the AI to focus on them. Of course, this assumes that distance has a proportional effect on which player is focused when in is entirely possible that the effect of weight or distance is squared (placing a larger emphasis on heavier or closer vehicles, respectively). Some tests would need to be done to determine exactly what the effects of vehicle weight and distance are. Once an AI has either fired a shot (and had the shot bounce) or taken a damaging hit, the AI will change to the 2nd setting and focus on whatever player (that is currently in their line of fire) has the highest total of damage dealt to that AI and deflected return fire (I'm not sure if there are any modifiers for the total that change the weighting of the dealt/deflected damage stats). If there are no players in line of fire that have damaged the bot or deflected a shot from the bot, the bot will go back to the first setting. It is worth noting that each AI has a separate agro counter, meaning that agroing one bot will not agro any nearby bots (although they will still try to shoot you if you get spotted and have high agro on them). As far as I can tell, agro will only ever go up, which means that deflecting a several thousand damage worth of autocannon AP from single AFV in an MBT will all but insure that the AI that fired those rounds will never attempt to attack a player that isn't you (as long as it can continue shooting at you). If you break contact with the AI, it will immediately begin attacking the player with the next highest agro total that it has line of sight on (like that TD that got a bit too close and got spotted while shooting up the AI), but will go back to attacking you if it regains contact with you. What does all of this mean? If you want to minimize the damage you take from bots: Let someone with armour be the first one spotted, they can deflect damage and will draw more agro with every shot they deflect Try to shoot at the bot that the tanking player is shooting at, they are drawing more agro from that bot than the others Don't outpace the agro drawn by the player tanking the damage, otherwise the bots you shot up will try to shoot at you instead. It is easier to outpace the agro for a bot with low DPM (e.g. Challengers) than it is to outpace the agro for a high-DPM bot (e.g. Termi or T-15), so pick your targets carefully If you start taking fire, fall back and let the bots go back to shooting at the player who was tanking damage. You can take this time to relocate to a position where you will be less likely to be spotted or will be able to better support your team for the next stage of the mission Conversely, if you're in an MBT and want to minimize the damage your team takes from bots: Make sure you're the first one spotted, any shots you deflect will make the bots that fired them less likely to shoot at your teammates Focus on the bots that need to die, this will make them less likely to shoot at your teammates when your teammates decide to shoot at it Do not break line of sight with the bots if any of your soft-skinned teammates are spotted, otherwise the bots will start shooting up your teammates If a bot starts shooting at someone else, shoot it to draw its agro back to you
  37. 5 points
    Hello all. Made this as a little joke. I wanted to make most of them related to the battle path, but was running out of ideas. So some are bp themed, and the others are just your average memes from the game. Have fun completing it. If you win, make sure to tell me.
  38. 5 points
    Short and simple, don't even have to unpack anything for this. Navigate to where the garages are stored. There are two folders, one containing "normal" garages and the other one for holidays and other special occasions. Identify the name of the garage you are currently using. For simplicity's sake I'll be using the "simplified" garage to make things consistent. This is named gar_white. Exit the game, rename your current garage to a backup name, then rename the garage you want into what your current garage is called. It would be helpful to backup all the names before you do this. Assuming nothing goes wrong, load back into the game and enjoy your new (old) garage! Note that there's a possibility some of the garages are used purely for debugging purposes, namely gar_eeu_lean or gar_geom_thumbnail. They might not work properly, but you can always revert your changes if they turn out to be broken.
  39. 5 points
    I'm just speaking for myself here. But let me place my opinion about this topic as a fairly decent AW player. Just fyi I'm running AWtactics, a german website dedicated to help players become better/understand the game mechanics better. Therefore I'm writing lots of guides and recording/commenting my gameplay videos. Nobody starts as a master in any game: I started with WOT back in 2012 and in the beginning did not really care about game mechanics, tactics and whatnot. So I was what you would call an average/sub average player for some time. When getting to know the game more and more I wanted to get better. I tested various stuff from reading forum guides to joining Clans/Platooning. The forum guides are great in explaining the various game-mechanics and how they work (which is a crucial thing to understand if you want to improve) but they can't really show you how to actually play. For this purpose I joined Clans and teamed up in Platoons. While this certainly helps to improve some of your skillset it did not really had a very strong effect on myself as a player. So what helped me the most back then, you may ask? Videos and Livestreams of very good players (Clanwars of top clans, Tournaments, ...) this way I could actually "see through the eyes" of someone who is good at the game. I could observe how they react to certain situations, which spots they use, how they make armor work. Simply put: How they play the game. So what I did is observe carefully and then try to apply this to my tactics. With time and exercise there was a significant improvement and I went from average to a good player fairly quick. Now what is the difference between videos and platooning up with decent players? In my opinion there is one big difference and that's why I personally think videos are better. While you're in a platoon you can certainly get a better winrate and see where the player goes and how he reacts to certain situations. However, keep in mind that you're distracted while in battle so you can't just sit there and observe the nice plays of your platoon-mate. In videos you have a first-person view and can see the very same the player sees at the moment. In my opinion this is a big and meaningful difference. You just can't learn the small details of wiggling your armor, hiding your weakspots... by playing in a platoon. You need to see when a player uses such tactics and then understand why he did that at this particular time. This is something that's very hard to achieve while in battle in my opinion. (Humans simply can't multitask that good) Why are there little to no players who want to platoon for this purpose? There certainly are people who would do this. But I think noone wants to actually explain you every little detail about what you should do in this moment to be successful. Those people are playing as well so their brain is already being used. So in this situation it is very hard to play and then additionally give meaningful advice. At least I would struggle doing so. Secondly there is lots of stuff nobody can explain to you/show you while in a Platoon/Battle: Stuff like where to aim, what ammo you should use right now, if you should use smoke or just retreat, if you should go for the blindshot, ... There are lots of things we clearly can't tell when in battle without seeing what you see. Yes you could just stick together the whole game, which is possible while driving MBTs, but otherwise not always the best option in a battle. Other than that it as well requires patience. Not everyone wants to put so much effort into that. But I believe if you're able to join a Battalion ther are definitely players you can learn from while platooning. I just don't think that it's the best way because it lacks some "insights". What makes a good player "good": For me there is only one answer: Situational awareness If you master this one you're set to dominate What do I mean by "situational awareness": You know exactly what the enemy does. Same goes for your team. And use it to your advantage You know your surroundings (you know the maps, you know where to take cover, you know where the nearest cover is at all time) You use the minimap to your advantage (If you happen to get rushed you've done something wrong, if you get wrecked within seconds you usually failed too reading the minimap) You know the game-mechanics and how to use them to your advantage You react fast to any changes during the battle and adapt accordingly to gain maximum advantage You take your chances if the enemy happens to provide them I think I forgot half of it but in the end it's all about knowing in advance what the enemy and your team is going to do and adapt accordingly. You don't need those "aiming skills". All you need in this game is to use the actions of your enemies and team to your advantage. This is something you can't learn by platooning. Yes your platoonmate could tell you what you should do now but in the end you need to realize this yourself and draw your own conclusion in order to be successful as a solo player aswell. While watching videos you see the very same situation as the player and can thus start to analyze the battle yourself and see if you're right with your predictions and observations. This can be very valuable. In my opinion you learn this best if you watch videos/livestreams and then try to adapt such details for your own gameplay. Secondly learn out of your failures and carefully observe how enemies/friendlies react to certain situations to use it to your advantage in the future games. So in the end experience as well helps a great deal if you just keep trying out new stuff and learning out of your failures. What I want to add as well and this is very important in my opnion: There is no "right" playstyle. I personally like a very offensive playstyle but there are lots of other players who have way different playstyles and are successful as well - Remember you're not trying to copy someones playstyle but trying to improve your own playstyle by using the tactics you like and tactics that work for you.
  40. 4 points
    Have you ever wondered to paint your vehicle with whatever you like? This guide will help you make your own unique vehicle skin. To do this we also need a file PhotoShop(of course we need this) The DDS plug-in:https://drive.google.com/file/d/1_1JK1l5vQfz5Blfcuy8fyNUL0X1xnYjW/view?usp=sharing DDSunsplit: https://drive.google.com/file/d/1MJSr6KtNsdwoOH5QfQAIu3f7S2mAppnX/view?usp=sharing Unzip your game files. You need to unzip the .pak file. So you can find the vehicle file you want in the mess of game files. Find the vehicle you want. They are in unzipfile\objects\vehicles. You can see the various vehicle type folders. Take the Type 10 tank for example. You'll find lots of files, models, texture configurations and textures. So first of all we're going to pull out these we need files in.MTL format. we can on objects\vehicles\mbt\type10\textures\new to find Texture files for each part. Take the turret for example.All we need is the AO files to do the work. When we Unsplit the files we have a complete DDS. Then we first put these files (DDS,MTL) here. (just like the MOD setup method before) Now it's time to edit the.MTL. Again, take the turret for example. We add another %CAMO_AS_COLOR to the position of the part we want to edit.(It allows the game to read the tile directly,or other,It will work anyway.) Then drop down to find this Change its path to that of your DDS file.(no need to change.tif) When you're done, open the game and make sure it works. Now, look, the file has been read Let's edit the DDS file, the texture of the AO file allows you to determine the location of the model, but this time we just simple coloring. That's it! Then let's coloring the other parts and putting them together. Done! If you don't want to add a bunch of camo_AS_colors to the MTL files for various parts, you can go to the Materials folder and find the MTL files for unique skins. They are usually edited(also DDS) and you just need to change the texture loading path.
  41. 4 points
    Synthesized using War Thunder sound clips Most main cannon sound Machine gun sound Sniper rifle shots mortar sound Small caliber cannon ATGM sound And more Preview Link:https://www.youtube.com/watch?v=q6ne3fRd5P8 Download:https://drive.google.com/file/d/1_5nYcPiJU9bZ7tl1LSA9z9-8YL5Qtmnp/view?usp=sharing enjoy!
  42. 4 points
    Fun fact: missiles have caliber sizes. Although most missiles are over 120mm in caliber (which can be used to complete the Caliber challenge of BPs), there are several missiles smaller than that threshold and won't count for the Caliber challenge. Furthermore, module damage is heavily related to caliber size in the game (similar to WoT), therefore certain missiles are far more effective at destroying modules than others despite not being a stat listed in the game. All the listed caliber sizes here are referenced from Google, or assumed correct from in-game statistics (ie. gun-launched missiles). Unknown sizes are marked with ???. Info not listed in-game but available on external sources are italicized. List of missiles in the game: blue = AP/KEM green = HE/thermobaric orange = under 120mm Designation Name Caliber 3OU7 57mm Bulat 60-80mm 3UBK10 Bastion 100mm 3UBK10M-3 Kan 100mm 3UBK23-3 Arkan 100mm MILAN 1 103mm Falarick 105 105mm GP105/GP2 105mm GP2 105mm LAHAT 105mm (120mm on PL-01) MILAN 2 115mm MILAN 2T 115mm MILAN 3 115mm 3UBK10-2 115mm ??? 9M111 Fagot 120mm 9M111-2 Fagot 120mm Falarick 120 120mm XM1111 MRM-CE 120mm XM1111 MRM-KE 120mm 3UBK14 Refleks 125mm 3UBK18 125mm 3UBK20 Invar 125mm 3UBK20M Invar-M 125mm 9K112 Kobra 125mm 9M14 Malyutka 125mm 9M14P1 Malyutka 125mm GP125 125mm GP125A 125mm GP125G 125mm HJ-73B Red Arrow 125mm HJ-73C Red Arrow 125mm Kombat 125mm Sokol-V 125mm ZT3 Ingwe 127mm ZT3B Ingwe 127mm 9M120 Ataka 130mm 9M120F Ataka-F 130mm 9M120M Ataka-M 130mm R-2 Barrier 130mm Spike-LR 130mm 9M113 Konkurs 135mm 9M15 Taifun 140mm MMP 140mm MMP-1 140mm MLP 140mm ??? FGM-148G Javelin 142mm HOT-2 150mm HOT-2MP 150mm HOT-3 150mm QN-502C 151mm 9M123 Khrizantema 152mm 9M123F Khrizantema 152mm 9M133 Kornet 152mm 9M133-1 Kornet-E 152mm 9M133-2 Kornet 152mm 9M133F Kornet 152mm AT-1K Raybolt 152mm BGM-71A TOW 152mm BGM-71C TOW 152mm BGM-71D TOW (TOW-2) 152mm BGM-71E TOW (TOW-2) 152mm BGM-71F TOW 152mm BGM-71F-6 TOW-2B 152mm Bulsae-3 152mm MGM-51A Shillelagh 152mm MIM-146A ADATS 152mm Type 79 Jyu-MAT 153mm LOSAT KEM 162mm LOSAT CKEM 162mm ??? HJ-10 Red Arrow 10 170mm Spike-ER 170mm Swingfire 170mm Swingfire SWIG 170mm 3M7 Drakon 180mm AGM-114A Hellfire 180mm AGM-114F Hellfire 180mm AGM-114N Hellfire II 180mm Any corrections are welcomed!
  43. 4 points
    The English article misses one particular detail: Sabra Mk 2 will fall under Sol Schreiber. This can be confirmed on the Russian article.
  44. 4 points
    For the purpose of this discussion, I shall define "teamwork" as situations where multiple players are required to perform some action in the game in order to complete objectives, and that said objectives will be failed or require more time to complete if the players fail to perform their actions. Note that the objectives do include tasks outside of matches, and might not be shared across different players. With that said, let's break down the illusion of teamwork being important in AW, and explore how the game mostly revolves around selfish play. Why Teamwork Doesn't Matter An example of the illusion held by average players. Imagine you receive a task to obtain 10 Blue Star medals, whereby you will be rewarded by completing the task. The requirement for Blue Star medals is to earn the most XP out of all players in a winning PvE match, so not only do you have to perform well enough to win the match, but you also have to perform better than other players in the match. At some point, your performance become heads and shoulders above all the other players to the point where you can secure victory and top XP by yourself very reliably, regardless of how the other players perform. Is there teamwork involved in this task, in that other players need to help you to get Blue Stars? Arguably not, if you can win matches by yourself and outperform other players. The only actions required from the other players is that they perform worse than you do, such as inflict less damage or gain less kills/assists. Would the task to obtain 10 Blue Star medals be easier if other players are not present to compete against you? Most definitely, assuming your performance alone is sufficient to win matches. If the performance of other players cease to become a determining factor in being victorious, then their presence becomes only an obstacle for you to overcome, to outperform them in order to secure top XP in matches. In other words, there is barely any teamwork involved in the task, the lack of teamwork in fact makes it easier for you to complete your objective. You'd actually need to obtain 30 Blue Star medals, 10 for each mission set in the Battle Path. There are many instances in the game where teamwork is not only unnecessary, but even actively discouraged if some objectives require you to perform better than other players. Take the Battle Path repeatable missions of racking up damage and kills/assists and XP for example, in order to complete them as quickly as possible you will want to perform very well in matches. At the same time, you would also want other players to perform as poorly as possible in order to leave more damage and kills/assists for you. Completing the objectives do not require teamwork or the presence of other players at all. Examples of possible repeatable missions in Battle Paths. Even officially promoted events and contests will often discourage teamwork, since the goals of such contests will usually be to outperform other players. It can be further argued that the game simply doesn't promote teamwork at all, and actively discourages teamwork at higher skill levels. The only "teamwork" involved here would be other players refusing to deal any damage in order to leave more for the competitor. Teamwork By Coercion For there to be instances of good teamwork, there must also be instances of poor teamwork. This not the same as unnecessary teamwork as described above nor about poor execution of teamwork, but rather about poor concepts and implementations of situations where teamwork is forced upon players. Specifically, situations where you are explicitly required to rely on the actions of other players in order to complete objectives. Assist damage has a notorious reputation for its criteria of relying on other players to damage your desired targets. The better your own performance in dealing damage by yourself, the less potential assist damage you can rack up due to you own performance depriving other players opportunities to deal assist damage for you. In order to accumulate assist damage effectively, you must intentionally limit your own performance in ways that force other players to deal damage. For a better explanation, please consult the assist damage guide located here: https://armoredlabs.net/index.php?/topic/78-how-assist-damage-works-or-doesnt-work/ Assist damage demonstrates poor teamwork in that aside from preparing specific targets for other players to shoot at (by spotting, detracking, designating), you are at the mercy of other players to deal assist damage for you. Even with careful positioning of the targets so that they present their vulnerable aspects to other players, the rate and quantities of assist damage you accumulate is limited by the performance of other players, therefore intentionally handicapping your own damage dealing becomes essential as you play a waiting game to see how long it takes for others to damage your targets. In this instance, teamwork is forced upon you and other players, and not necessarily in a good implementation. This mission is the nightmare of many players, especially good players. Assist crediting (as opposed to kills) also falls under this category due to the reliance on other players to secure kills for you, and thereby crediting you with assists instead of kills. This is commonly not too problematic as there is only one task in the game requiring assists only, the Support Fire medal. Other players will also likely be inclined to shoot at targets, therefore the limiting factor would rarely be on other players, as opposed to personal performance. The Teamwork medal has a simple requirement of no players are allowed to be destroyed even once in a PvE match. On paper that seems easy, but in practice it requires decent performance on your part as well as relying on other players to also be proficient. The game itself on the other hand do not properly emphasize the downsides of being destroyed and respawning, and sometimes even actively encourage the practice of intentionally respawning through ammo resupplying and advantageous respawn locations. This commonly lead to players simply not caring about being destroyed, thus the Teamwork medal can on occasions become frustratingly difficult to obtain if not all players in a match are proficient enough to not get destroyed, or if they don't care at all. It's not so much about actual teamwork in that players must perform some sort of action in support of each other, but rather a general issue with lack of skill and experience of players. Ironically there is another method to obtain Teamwork medals, but one that can be counterintuitive to the general notion of teamwork. Arguably the worst PvE medal to efficiently obtain. Teamwork and Personal Performance As was said at the beginning, the definition of teamwork here is that multiple players in a match must actively contribute to an objective. On the other hand, if one player performs overwhelmingly and carry the other players to a common objective (ie. victory), but at the expense of other players not being required to anything at all (thus getting low rewards), can this still be considered teamwork from the perspectives of the other players? Returning to the earlier example of Blue Star medals, it hardly qualifies as teamwork if the presence of other players become irrelevant to the desired objectives. This can either be due to other players not having the necessary skill and experience to compete, or certain vehicles in the game massively overperforming compared to others (ie. XM247 York, Terminator series). Therefore this lack of teamwork may not be due to a lack of effort on the other players' part, but rather one player or few players performing so well that others have no opportunities to contribute. In an ironic twist, players would have to perform worse in order for actual teamwork to be present. "Teamwork". The Teamwork medal fall under the same problem: players can either perform equally well and avoid being destroyed in the match, or the players who want the medal specifically can perform overwhelmingly well and prevent others from being destroyed by virtue of removing all threats fast enough. The latter method in essence disregards teamwork altogether in favor of personal performance, much to the irony of the Teamwork medal. Lastly... Actual Teamwork in AW There are few cases in AW where teamwork is actually required, either explicitly or implicitly. A lot of the PvP and Special Operations content will belong to these two categories owing to their general difficulty, making it improbable for single or few players to overwhelmingly carry others to the desired objectives, assuming said objectives do not have selfish requirements (ie. individual damage) that discourage teamwork. Examples of these include various Special Operations achievements, and Heroic Special Operations. Peacemaker is a test of how well players can survive under fire and stress, while defending multiple locations on the map, without destroying enemies. In short, the best way to promote teamwork is to have objectives that are sufficiently difficult and require all players involved to perform with some level of skillfulness. If you've made it this far, thank you for reading my overly long essay.
  45. 4 points
    Title says it all - 11 kills, tier 4 but I've come to learn there isn't that much difference in skill across the tiers with a lot of older players playing lowertiers. This match means that my Shilka is now level 3 flagged - It's a nice little addition to a fun tank :)
  46. 4 points
    Imagine SPHINX lieutenants' view range. It can even spot you from another PvE mission!
  47. 4 points
    Actually it's not an API but it's works like one. It parses player data from statistics page on armata.my.games and returns data in python dictionary(it's some kind of JSON). In order to use this library you need basic knowledge of Python and cookies from armata.my.games(because website just won't give page with statistics if you are not authorized) You can get library itself at it's github repo: https://github.com/lookandhate/ArmoredWarfareAPI There are actually instructions how to install and some examples. For now you can retrieve player stats from all 5 gamemods(including legacy Lords of War mode) and even specify tank if you don't want overall statistics.
  48. 4 points
    Source: https://old.reddit.com/r/ArmoredWarfare/comments/j4ovel/just_a_little_something/ Can confirm codes from both lists work. There are over 900 codes on each list, if you're unlucky enough to nab a used code just try another one. Backup read-only copy of the two lists in case they go poof or vandalized, since the originals weren't protected: https://drive.google.com/file/d/16ZV0PzjsLDwvv7VgXeHtBINZiRvXwEPP/view?usp=sharing https://drive.google.com/file/d/1o0EY6ciKon2EjmK5TIKUAZ8kNDFAeH-q/view?usp=sharing Edit: code can be redeemed at your profile page on the AW webpage (log in first): https://aw.my.games/en/user
  49. 4 points
    That's certainly BS. I don't know where all this salt is coming from, but according to your hate for PVP I suppose you're rarely (if ever) playing PVP in AW. Therefore I'm quite curious how you come to such a conclusion. I struggle to believe that PVE is a fairy-tale land with no toxic players whatsoever (as long as you're in a multiplayer game there will be toxic players, no matter what game or mode you play). Same goes for removing random battles and PVE for example. GLOPS would be way easier to balance Press X to doubt. Seems like I'm not an average PVP player then. Honestly, I think the game should head more towards PVE as well but removing entire modes from the game is not a solution at all. There's still a PVP playerbase around (if it only consists of "toxic garbage" remains yet to be proven )
  50. 4 points
    Regarding the PvP focus... initially (we're talking 2011-2012), the considerations were basically twofold. Apart from the obvious stuff mentioned by you guys above (players themselves being the content): 1) PvP is interesting for streaming. Nobody wants to watch the same PvE missions over and over but skilled PvP, now that's more like it. Essentially, with some very specific exceptions that we did not classify for at the time (MMORPG - hardcore raiding), you don't get a big audience by streaming PvE. They hoped to grow the content creator community this way. 2) In the beginning, they specifically hoped to expand the playerbase by inviting harcore PvP clans from WoT over (aka "unicums"). The rationale was that these clans had established fanbases and very little churn. If they crossed over and the PvP environment was interesting enough, they'd form a very stable playerbase core. The fact that I don't generally like PvP elitists is well-known and I was advising strongly against 2) for a few reasons. For one, hardcore PvP players rarely (almost never) take into account the needs of wider populace. They want as much skill-based gameplay as possible (logically, they want to show their skilly), which tends to lead to very niche gameplay that's not interesting for anyone else. WoT specifically became successful because it offered very casual experience in the beginning. But, more importantly, hardcore playerbase isn't instant noodles. It doesn't come pre-packaged by taking it from somewhere else. It has to grow from the roots. Easy come, easy go, they say - and this is one of the biggest cases where I was proven right. The logical happened - these clans (like RSOP and a few others) did come over, they kinda enjoyed the game, but soon started having demands that were incompatible with the vision of the game as a casual experience. Their demands were not met and so they left. The rest packed up when PvP first on the NA server and then on the EU server collapsed. Of course the whole shitshow with Obsidian didn't help. Regarding the streamers, this too practically collapsed in the west with the demise of PvP queues. The most harmful thing here was the death of the NA PvP queues because most - if not all - great streamers we used to have (who weren't paid) were Americans. This is important because... let's face it. Everyone wants to listen to people with pleasant voices and good English. Streamers are mostly entertainers, they don't even have to be good players (see Jingles for example). When the Americans and English went, the community contributor scene mostly collapsed. We still have dedicated streamers, even good ones like Spitfire, but their views are generally very low. The same happened with the Russians to a degree, only not as bad because their PvP never truly collapsed. But all "influential" (and I am using that loosely, we're talking about guys with single and low thousands of views per video) people on their side are old players (Zuberg, Snake, Chavez mostly). There's nobody new and our playerbase is too small to grow a truly big influencer. Influencers are results, not reasons games get successful. So why am I telling you all this? Because making games has a LOT of inertia. The Mail.ru development team was tuned to this kind of thinking, that's the people there were around when the direction was kept and the people who are around now are the veterans of that era. AW is a five year old game now (a decade if we're talking the initial development phase, which was very long). Changing directions is very, very very hard. Plus you have guys who are good at what they do, with years of experience, at this. At PvP tuning. This all came together in the 0.33 rebalance.
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