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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 The mod was originally made by me for the VKontakte group and was a kind of exclusive.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. 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
  6. 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.:
  7. 7 points
    Sorry for bad quality and audio. Hope this can let people know how to mod sounds in AW.
  8. 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.
  9. 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.
  10. 6 points
    preview Download:https://drive.google.com/file/d/1VcK-jfFHav1dQu79CRj4oATdNbtea-YB/view?usp=sharing Hope you like it
  11. 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.
  12. 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.
  13. 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/
  14. 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:
  15. 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.
  16. 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...
  17. 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!
  18. 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".
  19. 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.
  20. 4 points
    This was a massive pain to get working properly. Link: https://drive.google.com/file/d/1vVuLU_lqCnth_IKD29cENMdK7vVCvRvq/view?usp=sharing Note: I switched the folder names around by accident. The invisible APS folder has APS visible and the other way around. Drop the contents of your desired version into your localization folder. Some caveats: The gun sleeve is a little too short, creating a gap between the cannon base and the sleeve. Nothing I can do about that. The netting does not cover the ERA module or the APS. The only thing I can do about it is making the APS invisible. The ERA problem can be avoided by simply not mounting it. The netting takes camo colours, but in visibly darker colours. I am not sure if I can do anything about it. Works on ADATS too. (hull only)
  21. 4 points
    Do you miss that? And I referenced Tusk II to add machine gun on cannonbase. Download:https://drive.google.com/file/d/1v9gdL2ZFWjYDjd8DpWKW4qyWDCFjxZM3/view?usp=sharing enjoy!
  22. 4 points
    It was a first attempt to invoke the game model. 99A 99A2 99A2-140 enjoy! Download:https://drive.google.com/file/d/1hZ26O9OQdCKS449HnxCJZXBqYKNZvsyt/view?usp=sharing
  23. 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!
  24. 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!
  25. 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.
  26. 4 points
  27. 4 points
    This is going to be awkward to explain, as I'm going to do something completely out of character and unexpected from me. The response for nominating mod candidates was lower than expected, as I have overestimated the number of active non-EU members we have. Out of the five nominated candidates, only two are (presumably) from non-EU time zones. Given the purpose of this round of mod recruitment is to appoint mods to cover non-EU time zones, I have decided to forgo the formal voting phase and directly appoint our two non-EU mod candidates to their posts. This appointment will take effect on June 30/July 1. Our prospective mod appointees will be @Bob_Magilica and @Nekrosmas, to cover the NA and SEA time zones. This thread will serve as an inquiry process to allow our two appointees to address any potential questions and concerns.
  28. 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.
  29. 4 points
    This MOD has been done for a few months.Its down well in my local community,So I posted here too.For some reasons, some voice are not replaced.(like APS and ammo change or something). Because Harper AND Kitescu has their own voice, so i didn't change theirs voice. Enjoy! Download:https://drive.google.com/file/d/1F994B0o0-garKKexmlxXffGdSjRNcKZM/view?usp=sharing
  30. 3 points
    This secret was....a hard one to crack and we needed all the help we could get! So we started with the single image: And the 5 lines of descriptions: "A young man dressed in an ancient pilot’s attire and a wizened one-eyed warrior dueling with katanas in front of a Tiger tank on a plain that had no end. An inhumanely tall Viking and a silver-skinned boy crossing a sea on a Drakkar. New York City, entombed in ice. A two-headed dragon dogfighting a Great War biplane, the rattling of Spandau machineguns almost pathetic against the beast’s mighty roar and flame – and yet, the dragon was losing. An army of the dead invading the world of the living under a skull-shaped, alien moon." Based on this, frankly it was a dead end as it could have been anything and how the hell would you guess a single word from the above? Well, simply you couldn't, so Haswell had to ask for more help, which SilentStalker provided: So, from this we started to look into more mythical type aspects and naturally fell more into Norse mythology and and least we had a start....but as before, from the above, we couldn't really get anything concrete that would stick. There were other hints and tips dropped in conversations, - it shouldn't be that hard with somebody who is familiar with SS' lore writing. It was at this stage we heard that somebody from the RU server cracked the code, so we resigned out fates to not being the first to crack it, rather we wanted to know how it was cracked and what the final result was....so we carried on, and we gave more info into the official discord to see if somebody over there could think outside the box and different to our train of thoughts as, we were told a few times that our guesses were well off and we needed to think simpler / differently. And then finally, less than 5 hours before the deadline, a tiny sliver of hope was found.... A two headed dragon, fighting a biplane...And confirmation that it was indeed the source of the image description. 1 of 5 images found. This then lead to more Norse mythology lead us to this image which was confirmed as the Endless Plain: We were close, but something still wasn't there...the penny hadn't dropped, it wasn't clear what we were looking at. Sure, we had these images, but these didn't give us the information we needed to crack that password. With 5 minutes left, defeat was looming closer, and SS, decided that as we'd found some more of the clues, he'd give us 24 hours to submit the final answers, if we didn't crack it, then we never would. 'But that RU player already beat you too it you silly sausage' I hear you cry...turns out, yes they did put the right answer, and then submitted over 100 other incorrect answer...meaning that they didn't understand the code and were just trying to brute force the answer. They didn't win...we still had a shot.. So, the next morning, I set to it, with the first image we found in mind, I started to look for the book it came from...It turns out, it's by a Sci-Fi writer who has made a series called 'Valhala' - a set of stories based in an alternative universe where portals and inter dimensional travel are a thing, along with the Norse worlds (Author is František Novotný) and the cover art, you guessed it, related to those 5 descriptions. For the next 3, maybe 4 hours I spent my time trawling reviews and write ups for the stories to see if I could find something to help us crack this code....I posted in official that I'd found the books, but was having difficulty in finding English versions of them, or anything about them that didn't need to be translated. So SS gave me a link to a copy of the books, which I downloaded, and started to review.....I was struggling...but I kept scrolling...and then suddenly at the end of one of the books...I saw a page that was different to all the others. It wasn't like any chapter I had seen, it looked like German documents from WW2...I skipped past it, then had to go back..why did it look so different...why would that be there...I scroll down... There it is....a copy of the image I have spent the best part of a week trying to crack...It's there...right in front of me...With a key - telling me the letters stood for Norse worlds / lands. From the top - G = Midgard, M = Muspel, H = Hel, N = Niflheim. We had the answer..so we submitted it, SS closed off the form...it was done... But, like all things, it comes at a cost...we don't know what this will be, but it could be bad. The prize for cracking the code - 5000 gold and Samuel Thorpe as a commander
  31. 3 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
  32. 3 points
    Fuel Tank with Camo grass,Dozer Blade Fuel Tank with Dozer Blade Fuel Tank with Camo grass If you are using 99A2140's Desert camo MOD, Updated new version to fit fuel tank camouflage 99A2-140 Desert camo 2.0:https://drive.google.com/file/d/1fQ9VAWRKkbIyXUZXgTaIMWGZgWQ8ofg8/view?usp=sharing Fuel TANK MOD for all 99A:https://drive.google.com/file/d/19yhwXdcGSujIk5sAyZN4gAI_oFQm4FX1/view?usp=sharing Enjoy!
  33. 3 points
    preview Download:https://drive.google.com/file/d/1C3dh_CEUEbjVsG3DKEQ6O4H9U6dmbrTC/view?usp=sharing enjoy!
  34. 3 points
    Feel the wrath of the constantly defeated AI! just for fun
  35. 3 points
    I was inspired by these T72B3 pictures. And then after a lot of trial and error and retry, I made this. Download:https://drive.google.com/file/d/1JzwPUUFbn2x_q35TCLbGwd7Z48zFkgiO/view?usp=sharing Hope you like this!
  36. 3 points
    https://drive.google.com/file/d/1sA-UzQpa3DQpQvtbkAQX20VC0Y-hKyws/view?usp=sharing And I should remind you that changing or removing armor only changes your local visual model and does not change your collision volume.
  37. 3 points
    Thanks to TobiichiOrigami. He taught me how to do sound mods and eventually after a whole day of suffering because of how BS the audio files are designed in the game. I eventually did it. However it is not perfect. 76mm will be using 105mm sounds in WoT because of how the game assign different sounds to an unknown selected group of tanks. Not very straight forward indeed. And 152mm will sound a bit hollow when scoped in due to unknown sound processed stored in unknown places even if its using modded sounds. Small calibers - 75-90mm and some ready rack tanks will be using the 105mm sound from WoT (Cant fix it, its how the game works) Medium caliber. MBTs with 105-130mm will be using the 100mm caliber sound from WoT High caliber. 140-152mm will be ofc. Using the 152mm caliber sound from WoT. https://mega.nz/folder/Y6RwXS5C#SuO8DQWn2754VBbjrmlgcw All credit goes to TobiichiOrigami. <3
  38. 3 points
    preview Download:https://drive.google.com/file/d/1flNz3eG1UkDUwft3M3wmUzhtRrbYGjHO/view?usp=sharing enjoy!
  39. 3 points
    Refer Mod preview Dowload :https://drive.google.com/file/d/1KKTa-ptDl4xnnbGHzqzz0OjppQuMb-NP/view?usp=sharing hope you like it
  40. 3 points
    A continuation of my previous Elysium and Tatra camo mods. The Apate and Triglav camos here are initially my experiments for the Perihelion camouflage contest, dismissed for being a bit too bold and doesn't quite fit the Perihelion theme in my absolutely incorrect opinion. Nevertheless, they still look excellent and were well-received by other users on the ArmoredLabs Discord server. Both Apate and Triglav use simple geometric grids as base patterns and overlaying fractal elements to disrupt outlines. These are my first attempts at using layered camouflage patterns in the game, I'm personally quite satisfied with their results. Their namesakes continue the tradition of using Greek mythology for the Hades camo base, and European mountain ranges for the Mount Elbrus camo base. May the spirits of Apate let your deceit spread in the night, and Triglav keep you nimble and quick in daylight. Apate (replaces Hades): https://mega.nz/file/dU4EQD5K#FGgENwXV-ElIXy12r8ZTNHgNET6_eRhJk2hN0EtCp1w Triglav (replaces Mount Elbrus): https://mega.nz/file/INAiXABa#zYyclKuNwA1HosGVa0xXhrW9YMBItgs8N-rTHG5d48E 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.
  41. 3 points
    I use TeamQfG FMOD FSB Extractor to extract FSB files. And I use Fmod soundbank generator and Aezay FsbExtractor to rebuild the file.
  42. 3 points
    https://aw.my.games/en/news/general/development-namer T-15 finally gets threatened by powercreep. More tidbits from SS:
  43. 3 points
    Source: https://aw.my.games/en/news/general/development-type-62-replacement A very long time ago: Type 59 Legend debuted as a Tier 3 Premium MBT. A fairly long time ago: Type 59 debuted as a Tier 3 Progression MBT on Zhang Feng, the third dealer. There were no tier 1 or tier 2 vehicles on Zhang back then. Balance 2.0 (Proposal): Progression Type 59 would downtier to Tier 1 Balance 2.0 (Actual): Progression Type 59 became Type 62 Tier 1 Progression Light Tank due to "player feedback on too many similar vehicles appearing in the game", while keeping the model unchanged. Legend remained as a Tier 3 Premium MBT, but with its main gun upgraded to 105mm, and was renamed to Type 59-IIA Legend (the gun model didn't change until much later). 0.27: Type 59-IIA Legend got uptiered to Tier 4 along with most other Tier 3 Premium vehicles at the time. 0.38: Type 62 silently changed class from LT to MBT as part of the "Tier 1-6 Overhaul patch". Official reason for the change was that they "needed one more MBT on Tier 1 and of all the existing vehicles, the Type 62 LT was the best candidate since it kind of is a mini-Type 59". Now: Let's just rename Type 62 back to Type 59 and change some values again; model is still the same.
  44. 3 points
    https://aw.my.games/en/news/general/storyline-campaign-episode-1-results-0 Morale to the fuckin moon baby! Also more than a hundred to the ep2 tally
  45. 3 points
    Source: https://www.twitch.tv/videos/1194924628 ---- Random bits and bobs from SS: No new progression vehicles for 2021 and 2022 Autocannon overhaul in 0.38 (belt fed + overheat mechanism of some sort? However some vehicles such as Draco and Bgltpz 57 will retain their clips) MBTs are now dominating after recent rebalance, but more changes are coming in the future SS is unsure on whether there will be an Episode 2 for the current Storyline Campaign. He will decide after seeing the rest of the results for Episode 1. No pink base paint - a potentially sensitive colour in Russia New German vehicle in development for next year T-72M4CZ will be coming in the next Battle Path Tier 10 premium vehicle for upcoming Battle Path will not be an MBT (Updated: it's the T-15 with Kinzhal turret and 57mm gun) 2S38 Derivatsiya will be a Tier 8 premium AFV for upcoming Battle Path. It will have guided PELE ammo. Contract missions are being reviewed. Some may be removed in the future, but "some of the more annoying missions will stay" for obvious reasons Upcoming leopard camo for Whispers of Frost daily reward event Merkava 4M Phoenix skin for Black Friday sales PL-01 Phoenix skin for Black Friday sales Leopard 2AX Phoenix skin for Black Friday sales 2S38 Derivatsiya T-15 Kinzhal ---- Please feel free to add whatever I miss in the replies, and I will add them to the list above when I have the time.
  46. 3 points
    Reeeeeeeeeeeee I can't stand those missions anymore, send help! elo, I am profesionalle missions maker and I have come up with news missions fore raid edvent Pay 500 gold to complete the mission. Alternatively, pay 500 gold to complete the mission. Deal 50 000 team damage. Only the matches in which you deal the most damage of all players count toward the objective. Alternatively, TK one of your teammate while obtaining the Teamwork medal. While playing the Abbot, play the Abbot. Alternatively, play the Abbot VE. Destroy 69 vehicule by ramming while going in reverse. Alternatively, crush 10 vehicles in a single match. Lose 10 matches in a row. Alternatively, lose 1 match while obtaining both the Blue Star and Teamwork medal. Buy 200 of our latest lootcrates to complete this mission. Alternatively, buy even more! Play 420 matches using Ulysses Strom as the commander of your vehicle. Alternatively, you can only use the T-55M1 Penetrate the UFP of the York with any gun launched AP projectile. Alternatively, do the same with any HESH round. Drown in less that 1 minute after the start of a match. Alternatively, TK one of your teammates while you're at it. Deal 10 000 damage in a single match while playing the C13 TUA and only using the TOW-2B missiles. Alternatively, do it twice. Deal the most damage in 10 matches while dealing the lest damage. Alternatively, deal the least damage while doing the most damage. Win 20 matches in a row while being AFK. Alternatively, have 5 draws in a row. Explain why the Bulsae 3 ATGM deals 990 dmg while the Swingfire one only deals 630 dmg. Alternatively, play the Swingfire with 300 ms ping. Prove that the Shilka and the York NEEDED PELE. Alternatively, you have 1 hour. Prove that the Cent 120 hasn't been powercrept by the CV Ghost. Look at the armor layout of the Chieftain 900 and try not to cry. Alternatively, look at the armor layout of the M48 Patton and try to cry again.
  47. 3 points
    I've always wondered what those reticle settings do and what they actually looked like, but somehow never seen any images compiled on what they look like But, realizing that i got way too much free time on my hands, I just decided to do something on my own. So here goes Accuracy indicators: Ring Rays Dashed Ring And now the reticles, which are basically just differently sized (1 being smallest/thinnest and 5 being largest/thickest) Dot Size 1 Size 5 Cross Size 1 (barely visible as a cross) Size 2 (now it's a cross) Size 5 Right Angle Size 1 Size 3 Size 5 Acute Angle Size 1 Size 3 Size 5
  48. 3 points
    Just some coin shop data so far. I will make no analysis here yet, not until I collect enough data. I'm putting that 250k coins to good use.
  49. 3 points
    Blarg. Blarg blarg blarg. Object 640 has "pretty good stats", so its HEAT ammo likely won't get buffed. 5 new PvE missions coming in 0.36, in late July to early August. No new progression vehicles this year. SS is proposing to extend the T-80 branch to end with the T-80BVM or Object 292, but with a different progression system to prevent people from unlocking everything on day 1. There is one South American tank in mind for this year. (note: maybe Osorio?) There will be more SPAAG vehicles. No current plans for the M-84AS1. Next BP will start "soon". (note: most likely July) There are reports of performance issues with AMD GPUs, but no luck so far. No current plans for new heroic missions. CATTB will be buffed, most likely between the upcoming BP and the next Raid. No current plans to add more Stryker variants. Some older vehicles are underperforming and will need to be addressed. Chinese tanks in particular are have winrates in the low 40s. (note: really? They are bad but they aren't THAT bad...) An "unstuck" function (note: manual respawn) is proposed, but nothing confirmed yet. No current plans to add the S-tank. If added, it would be low tier, difficult and expensive to implement due to the casemate mechanic. Tiers 1-6 rebalancing in 0.37 or later. Even SS don't know. No current work on T-80U and BMP-3 remodeling, dev resources are focused on BP content. A new game engine is not going to happen. Too much dev time and resources are needed for that. 6m splash damage for arty shells belong in hell. (note: I suspect the only reason it got changed is to fit arty into PvP.) Highly unlikely for more "alternate" progression vehicles like the Leopard Evo to get released. PvP maps are getting worked on, both new maps and fixing old maps. No plans for North Korean T-14 clone or whatever it is. No plans for Arjun. If the T-80BVM is to be added it would be above tier 7 at least, perhaps tier 9. An ODS skin for the Bradley was originally planned for the Raid, but got scrapped because it needed remodeling and the vehicle performs very poorly. It may get looked at in the future. (note: Bradley isn't bad at all, other than the missile launcher that won't move.) No plans for top-down ATGMs to deal full damage to unmanned turrets. (note: weren't they supposed to deal full damage if the penetration is enough to go through the turret and into the hull?) The new General Dynamics MPF prototype is a good candidate for a high tier light tank. Limited angles for coaxial MGs are modeling considerations. No roadmap reveal is planned. New features are being pushed back or canceled all the time for various reasons. No plans for modding SDK or statistics API. M113 with the autocannon MIGHT come back one day, but it's not a high priority since it's a tier 1 vehicle. Free skins are meant as rewards for staying with the game, not necessarily "free". Some skins were meant to be sold but released for free, like the T-90MS Nakidka. The loss in potential sales made SS not want to propose more cool new skins. No current plans for Zolqafar and Olifant. No plans to nerf "OP premiums". No plans to revert to pre-0.33. No plans to nerf arty or infantry. No plans to make PvP more skill-based. Optimizations and fixes are being addressed. No plans for adding more vehicles to the AI pool. No plans for players to be able to select Spec Ops missions instead of playing through them all. This is intentional to increase the replay value and to keep the player count high. (note: nobody wants to play the crappy spec ops maps, so they have to be forced to play them.) Crew rework is planned, but likely not this year. No plans for more battalion content. No plans for more commander and crew voice overs. Payment issues with PayPal are known, but cannot be resolved on the game's side. More Asian content might come in the future. Progress counters for the Storyline campaign and other events may or may not appear in the future. SS knows it's annoying. The outcome of 0.33 is mixed. It's successful because the game became easier to understand for new players, but also failed because vehicles with problems before still have problems after, like the Chinese tanks. No current plans for the Ikv 91. It could be a low tier vehicle in theory. No plans for more Terminator prototypes this year. Ammo swapping times being bugged for vehicles without fast swap is known. ATGM chip damage is controversial, but right now it's working as intended. After this burst of Scandinavian content, there won't be more Scandinavian vehicles for a while. Customizable decal locations won't come this year, if ever. It's a painful topic. M163 VADS was supposed to be in the Last Patriot BP, but the gun is too weak. It would likely be tier 1, not likely to be added. Solo PvE never. (note: sad.) Too early to say what the next Raid theme will be, but it will be high tier. No current plans for LAV-25 or LAV-AD. Challenger 3 won't be added this year. Base feature was test about 2 years ago, results were poor. Likely abandoned for good. IT-1's lack of machine gun will get looked into. The Leopard series aren't doing great statistically, there were discussions with the lead balance dev about this. SS wants to get rid of the Leopard 2AX "abomination". Concerting PvE maps to PvP requires a lot of work. Easier to do the reverse. Storyline campaign registration exceeded expectations by 2-3 times. There are 4500+ unique registrations. (note: this is significantly more than expected, given the CCU of ~5000 players.) Centurion AVRE would be tier 2-3 at best, if added. Horde mode won't be coming this year. Nobody wants M60A3 skins. (note: possibly because the vehicle itself performs poorly, so nobody wants to play it anyway.) "Not enough heavy vehicles" with MBTs in platoons is being looked into. Permanent skins for some vehicles (ie. T-62M, T-14-152) will stay unless new skins are made for them. More profitable secondary objectives can be looked into. (note: just make them impact gameplay in noticeable ways like punishments for not completing them or buffs when completed).
  50. 3 points
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