Jump to content


Popular Content

Showing content with the highest reputation since 12/08/20 in all areas

  1. 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.
  2. 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 :)
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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...
  10. 5 points
    AW dirt remove.7z
  11. 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!
  12. 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".
  13. 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.)
  14. 5 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.
  15. 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.
  16. 4 points
  17. 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.
  18. 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.
  19. 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 :)
  20. 4 points
    Imagine SPHINX lieutenants' view range. It can even spot you from another PvE mission!
  21. 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
  22. 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.
  23. 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.
  24. 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
  25. 3 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
  26. 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.
  27. 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).
  28. 3 points
  29. 3 points
    Just a quick post after playing AW for exactly a year now, with over 3500 missions and 70 vehicles later... Many thanks to Haswell, TeyKey, Defnce, Knutliott, and the legions of others who have provided thoughtful advice on the forum. Nods of thanks to Baron_Georg, Blapowski, and other contemporary teammates for support through the continual grinding. Gratitude to all who play, because it is the player base that keeps AW alive and the server open... and to the devs (despite our grievances) who never cease to amaze us with ingenious updates. :-) To new players just starting out (always heartening to see tagless folks driving T1 and T2s out there)... Stick to it. There are definitely peaks and valleys. Map knowledge will come eventually no matter how foggy it seems at first. There are plenty of great players out in the community willing to help, and this forum is a terrific way to learn new aspects of the game from folks who have been there, done that, and then compiled statistics on it. It's the support from the community that will keep you from burning out. There's a reason why my warmest and most memorable moments in this game are not from epic kills or caps, but from freeing stuck and trapped fellow players. See you on the battlefield (haha!) DVC, QR
  30. 3 points
    https://gall.dcinside.com/mgallery/board/lists?id=armored_warfare Korean Forum for free talking about AW. some articles are for newbs some for advanced users, but most of articles are just talking about daily playing and some memes.
  31. 3 points
    Modified the BGM for each interface fight BGM loading BGM and more download:https://drive.google.com/file/d/1-oAvM1OR-3Ct8UUkuQVCfKBGWZteWMKW/view?usp=sharing
  32. 3 points
    Yes, 195 is balanced
  33. 3 points
    A story in pictures: Not shown: I started off the reroll spree with 54k coins. Got lucky with a few big coin drops, but I was still bleeding coins slowly until I found Shield Bitch.
  34. 3 points
    preview However, the MOD have a effect like Moving camera too far will cause anime to disappear, and I'm don't know why it does, so I can't fix it. If anyone knows why, please let me know,I will appreciate it. download:https://drive.google.com/file/d/1_jmGi4l9YIN7EfJx06Ml07rwNAfEXcmX/view?usp=sharing
  35. 3 points
    So yesterday we were spreading the name of LABS for a good cause in our premium P2W PLZ Arties in GLOPS Bet someone was salty..
  36. 3 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.
  37. 2 points
    https://aw.my.games/en/news/general/development-assigning-premium-vehicles-dealers This could actually be a good change, if they actually do exactly what they said here and nothing more or less. But you know, can we even trust them to not screw this up after all the hidden changes in 0.37 and 0.38?
  38. 2 points
    Redeem the code in your profile page: https://aw.my.games/en/user
  39. 2 points
    Crossposting what we know about it so far. T-15 w/ 57mm is also going to be the top BP reward. Miscellaneous stuff that may or may not be related to the BP:
  40. 2 points
    The remaining BP vehicle is the TR-85M1 (Romanian MBT, an evolution of the T-55 modernised to NATO standards) Source: SS on ArmoredLabs Community Discord server (message link) SS also said that Derivatsiya may be the blueprint vehicle this time, but he's not sure about it.
  41. 2 points
    Boom car edition, all credit to PanzerSofa. All info and pictures are sourced from PanzerSofa: https://vk.com/wall-102237486_273711 Modified installation procedure for non-RU players: Note: this mod uses installs using localization injection, the mod will stay active across game updates without any further adjustments. To uninstall, simply remove the mod files. Note 2: because this mod changes both the model and textures of the K153, existing skins and camos and base paints will not work. Not that it matters anyway with the sweet sweet model.
  42. 2 points
    As Spirithaven is active currently and there are quite some people who still fail chapter 4 I did a cheapo screenshot guide which covers the important bits on how to succeed in this mission and turn it from an average difficulty into an easy mission. The guide starts at the phase where the first wave of Magnus attackers will be triggered. If you have trouble until there I suggest you to search for some more basic guides like how to control your tank, weakspots, etc. The key in this mission is to be at the right spot at the right time. Additionally there's some nice stuff in it which enables you to drastically increase difficulty, by triggering some caps too early. I assume you know how to evade the bombs and lasers and I will not explain that any further. Additionally, please note that the cameras mounted at the walls can/will spot you. Either you don't care or you destroy them. As for vehicle choice I like to use the SPHINX while playing solo. But for starters I'd not recommend it, as it needs special playstyle in order to not get yeeted in the first two minutes. Better choices is anything with dpm and bit of armor. So T15, Termi and the likes, or MBTs. So let's start with the pic spam: In case you still experience any trouble to complete the mission on your own it might be better if you get a platoon for a carry. Once you get to know the positions the mission should become pretty easy even if there's one or two total noobs in the team.
  43. 2 points
    (정식판) 아머드 워페어 한글패치 0.9872 (12월 6일) 정식판 패치노트 -12월 6일 * 신규 업적, 자막, 퀘스트 한글화 * 폰트 수정 (조선일보+바른고딕 혼종) * 한글화 모드 파일 다이어트(350mb->60mb). 이제 옵션 폰트들은 별도로 다운 받아서 사용하시면 됩니다. 패치 업데이트 시 libs 폴더를 빼고 붙여 넣으면 폰트는 변경되지 않습니다. * 차량 고증정보에 원래 영문판과 조금 이름이 다른 차량/스킨의 경우 왜 이런 이름이 붙었는지 설명이 추가되었습니다.(ex:BMPT 18년형/ 레오파르트 2A7/ T-72B 친절한 청년들 등등) * 일부 부분 수정 알려진 문제점 : 신규 스옵 목표 부분 뭘 하라는 것인지 모르겠어서 다시 게임 해보고 수정 예정. 목요일 패치에 맞춰서 목표도 수정될 예정. 임시판 v2 패치노트-12월 1일 낮 12시 20분판 * 퀘스트, 업적, 자막 제외 신규 부분 한글화(팀원 작업 대기중) * 일부 부분 수정 임시판 v1 패치노트(Patch note) -12월 1일 새벽 3시판 * 깨짐 방지용 0.38 '영문' 추가 임시버전 * 기본 폰트 변경(조선일보)-앉은뱅이 현상 잡으려고 임시로 사용 * 기타 미 번역, 오타, 오역 수정 알려진 문제점 (Known issues) * 0.38 신규 퀘스트, 업적, 자막 미번역 * 신규 스옵 목표 부분 불분명 * 맞춤법 ^_^ * 오타 ^_^ * 오역 ^_^ (그래도 영판보단 나은듯) * 폰트 ㅎㅎ * 폰트의 앉은 뱅이 현상이 많아도 게임 내에서 폰트가 터지는 부분이 적었으면 좋겠다는 사용자들은 나눔바른고딕ow 폰트를 사용하면 거의 아무런 문제가 없는 게임을 즐기실 수 있습니다. -------------------------------- 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. 그리고 또한 한글화 모드의 오타/오역/비 번역/버그/건의 제안은 아머드랩 댓글 또는 아머드 워페어 갤러리 디스코드 https://discord.gg/HMbVcgmDb5의 한글 및 모딩 채널에서 받습니다. 비 번역 부분 및 버그 제보를 제외하고는 오타/오역/건의는 반드시 [x]가 [y]했는데 [z] 어떨까요? 형식으로 제보해주세요. 이 양식을 지키지 않으면 어그로 취급을 받을 확률이 높습니다. (ex: 도전과제 일부로 계속 놔두고 있는건지 궁금합니다 X -> 도전과제 이 부분 이상한데 이렇게 고치면 안될까요? O) ----------------------------------- 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 옵션용 폰트들 (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 ---------------------------------- 설치 방법(install) 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=14 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
  44. 2 points
    What should have been a joke guide is unfortunately less of a joke and more of a sanity-preservation technique. 1. Check the HQ screen, stare at chat, despair as you often see bouts of stupidity (nobody being stupid in this screenshot surprisingly). 2. Click on the middle button on the top right corner to pop the chat out. 3. Drag the popped out chat to whatever corner you desire. I prefer bottom left corner so I can forget it exists entirely. 4. That's it.
  45. 2 points
    TL;DR - I've wanted a Premium T-15 for basically forever, and this comes pretty close. Offense The Kurganets has 3 separate weapon systems, 4 if you count the coaxial machine gun. Each is good, but each also has limitations. 57mm Autocannon (AP only): good penetration (320mm), decent damage (140), good rate of fire (200 rpm, 20-round clip, 480 total rounds), deceptively poor accuracy. What, you ask? Yeah the accuracy rating of 0.08 is only while it is fully aimed, which is realistically only your first shot in a burst. It's "largest circle" accuracy is almostly meme-tasticly bad, fully encircling a Bradley at any kind of decent range (which is where you're going to want to fight, but more on that later). You can single fire, of course, but that means you're waiting for it to re-aim after every shot which lowers your ROF to 1 shot every 1.5 seconds or so. This is still a great weapon against any kind of soft target, though, since its pen is high enough that you don't really need to aim all that accurately. Clip reload is 8 seconds so you can get away with only using the AC if you really want to, but there's basically no reason to do so. See next weapon. Bulat ATGM-TB: poor pen (30mm), good damage (320 thermobaric), insane rate of fire (120 rpm for an ATGM, 8-round clip, 320 total rounds), deceptively good accuracy. Again, huh? It's weird, but even though these are ATGMs they do not seem to be affected by soft kill APS. They will get shot down by hard kill, but honestly that's a good thing since these come in clips of 8. It's reasonably easy to hit the green areas on a T-15 with these, for instance, while a regular ATGM veers off on its way to mars if fired anywhere remotely near an Armata. And yes, there are green spots on a T-15 - these are TB ATGMs so they have a different armor map than regular HEAT-based ATGMs. The smoke launchers on either side of the mid hull of a T-15 are green from most angles, and you can hit them. The front deck is also mostly green if you have a height advantage. Translation: you can obliterate T-15s with these. They'll also do chip damage to most armor, which is only ~50 but with 8 missiles per clip that's still decent. The clip reload is 12 seconds which isn't bad at all. The down side is that it takes 4 seconds to empty the clip and then you have to hold aim until all of the missiles reach your target, so you're pretty exposed while using these. Kornet-E ATGM: good pen (1150mm), good damage (1000 HEAT), normal rate of fire (pretty standard 4 seconds between missiles, 24 seconds to fully reload, 4 missiles in the rack). Not much to say here, as these are pretty standard high-tier ATGMs. Meaning that they're really good against just about any target, but can be difficult to control when there's soft kill APS around. I find that I don't actually use them all that much because in PvE the first 2 weapon systems are all that you need, but there are times when neither of them will pen the only target(s) you have available and these will. So they're handy to have around. Defense Armor? What's that? Don't be fooled by the numbers - 90/165 Hull, 210/370 Turret for AP/HEAT. That doesn't stop anything but coax and maybe certain fragile/weak bot autocannons. The reality is that you have no armor and have to play as if you have no armor. 2100 base health isn't going to keep you alive for long when literally anything other than a machine gun that hits you does damage. That said, the 20% base camo is actually useful because you're going to be fighting from range as much as you can. Every little bit of camo helps at range as it tilts the VR battle in your favor. Your base VR is 370, but I immediately equipped it with Augmented Optics and Telescopic Lenses and 405/475 is workable with 20% camo. Your best bet is to rely on teammates for spotting, though, and to use Ophelia (if you have her) so that when you get suddenly spotted by a random Lieutenant you don't insta-vaporize. Maneuverability is good - it feels like a smaller, quicker, more maneuverable T-15. By that I mean that it still feels a bit weird because it has a rear turret like the T-15, but it isn't as long or as wide so it doesn't feel like a wallowing whale the way a T-15 does. Note that it's technically slower than the T-15 (70 kph vs 80 kph), but it accelerates much faster so has more useful speed than the T-15. The Kurganets also has 360-degree smoke, which is significantly more useful than either hull or turret aimed smoke especially for a fragile vehicle that needs to be able to pop smoke immediately when spotted without having to figure out which direction to aim the smoke. Summary In PvE you're just going to cycle back and forth constantly between the AC and the TBs, and you can do that pretty close to constantly for an entire match. I have yet to run out of ammo for any of the weapons in a PvE match, though I'm sure it's possible. The limiting factor is your defense which means you can't just constantly toggle weapons and keep firing, but on some maps (read: Perseus) you can come pretty close from the right sniping perch. Due to its mix of weapons and huge ammo loads, it's pretty easy to out-damage a T-15. The T-15's advantage is armor so realistically it's still the high tier OP King, but if you're a support fire player like me and you know how to position yourself to provide maximum fire support for your teammates, 40k and even 50k damage matches become routine (on maps where that's reasonable... some maps simply don't have enough targets to get there no matter how good your vehicle is). Good games for me in the T-15 might reach 35k or 40k. I'm averaging 26k damage so far in the Kurganets (which includes losses, etc) but only 21k in the T-15. Granted that's only 35 matches in the Kurganets vs 245 in the T-15, but it feels representative to me. I don't play PvP in AW but if I had to guess then I'd say the Kurganets probably isn't that good in PvP. It can do a lot of damage pretty quickly, but has no real armor and isn't actually all that good at the VR game. So I suspect it's "fine" as far as AW is concerned and hopefully it won't get nerfed. So for me, at least, this is the best BP reward vehicle in ... possibly ever. It's the only one that I'm likely to keep in my daily play rotation.
  46. 2 points
    Most gun-launched ATGMs tend to have lower alpha than their ballistic shell alternatives, making them not particularly desirable to use if there's no gimmick involved. The VT4 on the other hand, is one of the rare handful of vehicles that offer significant advantages with missile spam over conventional shells. More importantly, it's fun to play because it's so different. Let's take a look: Firepower: pretty damn good (as long as you spam missiles) First things first, 8.6k DPM. This gives the VT4 the third highest DPM out of all the tier 8 MBTs, just shy of the Ariete/Evo at 9k and Merk 3 at 8.7k. On the other hand it also has the second highest alpha at 805 after the 72B3's 850, and also the highest penetration at a whopping 1100mm pen. This gives you very short TTK against most targets even if your DPM isn't the highest, and there are zero targets that you can't penetrate one way or another. The reload time is also extremely short for the amount of alpha you dish out, spam those missiles and keep spamming them until there's nothing left to shoot at. The downsides of relying on missiles only are obvious: deflection shooting at moving targets is very difficult due to the slow flight speed of the missiles, and you are very susceptible to softkill and hardkill APS. The remedy to this is simple: always try to get closer to your targets, particularly those with APS. Get close enough so that you can't possibly miss, this shouldn't be too hard in the current corridor meta. Also note, missiles have pinpoint accuracy when not affected by softkill. Seriously good missiles. Spammable too. Durability: 0.33 Lower plate weak, upper plate strong, turret strong, sides paper. Your typical 0.33 armor scheme, nothing particularly worth mentioning. Okay, I lied. Upper plate is decently resistant against 825 pen AP and 1100 pen HEAT on flat ground, but starts to fail beyond that. It is mostly protected by ERA blocks that can reliably stop missiles, but take care of the corners that aren't covered by ERA. Terrain awareness is important, do not let stuff shoot you from above. Against 825 pen AP Against 1100 pen HEAT Mobility: very agile Overall mobility is pretty much the same as all the other MBTs because 0.33. The only noteworthy aspect is that the VT4 has very fast hull traverse, possibly best in class in tier. Speen to ween Vision control: irrelevant You are MBT, why do you care? Conclusion: fun to meme In the 0.33 era of boring as fuck uniformity, anything that stands apart from the cookie cutter vehicles should raise eyebrows. VT4 is one of the very few vehicles that can be competitive using gun-launched missiles, this makes it a welcoming breath freshness that is even fun to play at times. Do you know how rare it is for me to say something is fun in the game? I'm saying VT4 is fun, that's one of the highest praises I can give. Build recommendations: Commander: whatever MBT commander you fancy. If you are one of those special people with dedicated commanders for ATGM vehicles, they will work nicely as well. Driver: off-road, hull traverse. Why would you use anything else? Gunner: ATGM control, turret traverse. Remember, ATGMs have no aim time and pinpoint accuracy, this make the usual gunnery skills outright useless. Retrofits: rammer/filter/optics. Or whatever setup you prefer for MBT, just don't worry about aim time and accuracy stuff. Consumables: gas/repair/medkit. You are already dead if you get set on fire, and more mobility never hurts.
  47. 2 points
    Hello everyone! This time I managed to assemble the T-90A Burlak - it was a very complex model in terms of details. I hope you like it :)
  48. 2 points
    The swiss army strikes back! Given I was in service on a Panzer 87 Leo WE I had to have it. Time to short review the Panzer 87 140 after couple GLOPS and PVE battles. Price: Firs things first. It's currently a lootbox tank as you would expect from a new T10 prem. From people I heard of and my own experience of course, you should get the tank after around 100 boxes. If you're lucky though 50-60 boxes can also already give you the 100 Blueprints required. Given you're usually not lucky you have to calculate around 100 boxes (175 Eur). Obviously it's pretty expensive and if you only want the tank because of its potentially good performance I can already tell you it's not worth it. If you kinda want it but it's too expensive for you or you despise lootboxes it's quite certain the tank will arrive in a 150Eur bundle with gold and commander at one point (better value for price). Probably not in the near future though. Some images: It's a beauty for sure. Most prominent thing is probably the exhaust muffler. Not sure why they put it on the tank though as those are not used in combat configuration. Nevertheless a nice feature giving it the unique look of the training tanks. It's got some additional armor plating on the hull as well as on the turret. And the enormous gun of course. Some stats: The winrate of 85% is quite high currently and way above my average of 60%. We need to keep this in mind while watching those stats because they'll likely drop a bit once winrate starts to normalize. 15k average is quite high compared to my other T10 MBTs but with taking the winrate into account this value starts to become average. Of course it can't compete at all with Type 10 and the likes. Battle and Firing efficiency is actually quite good right now but also might drop to a slightly above average. Clearly outstanding is the average potential damage received of around 6k damage. Compared to the average 10-15k on other T10 MBTs this is pretty lacking and suggests quite bad armor. The PVE stats mainly consist of Heroics and some plague matches with randoms (also the cause of the losses). Clearly shitty winrate caused by the fact that it's quite hard to kill the firing points fast enough in this tank because randoms rarely bother with those and wonder why they keep loosing. Average damage is a bit above my average. But this is a bit hard to tell because of the nature of PVE and the vastly different achieveable damage values per modes/maps. Potentail damage received is quite high here, mainly because the bots are pretty dumb and as long as you do hull down nothing bad will happen. Equipment and crew: In general I did emphasize on viewrange in this build because the Leo offers the improved thermal imager module as a choice instead of the improved reload, which grants a 40m VR boost. Retrofits: - Rammer (Who doesn't like higher rof) - Optics (Because of VR build) - Filter Systems (Not required more of a module I like to use a lot because of the better acceleration and added engine durability) - AI targeting system (Again not really required. Could also use something else, but it makes the already excellent gun a tad bit better in terms of handling) Modules: As already said I use the "Improved Thermal Imager" module instead of the "Improved autoloader" module. The autoloader gives 5.5% better reload, the thermal imager +40m VR and 30% improved spotting through foliage. In my opinion the 5.5% reload boost is hardly noticeable (small fraction of a second) and therefore not worth to trade against 40m VR boost especially in PVP. In PVE you could choose the loader as VR doesn't matter too much usually and dpm is key. Crew: - Commander: Juan Carlos Miramon Skilled for accuracy while moving https://csb-hype.5v.pl/?miramon=A1B1B3C1C2C3D1D3D4E1F1G1G2G3G4 his main-skill gives us a 32m VR boost if no friendlies are within 25m. Upping the VR of the tank to 457m. The accuracy skills make the gun accurate enough to hit stuff reliably on the move up to medium range (depending on the size of the target) - Driver: offroad driving, overall accuracy while moving - Gunner: aimspeed, improved gun hp (can be replaced by something else instead, was just annoyed by bots wrecking my gun constantly) Consumables: - Oil (figured med kit is not needed as crew doesn't get killed often, can also replace this with a second repair kit for ultimate GLOPS experience) - Improved Repair kit - Improved fire extinguisher (Due to its vulnerability to HE and frontal ammorack) - Jesus kit (Because I don't bother with getting no damage in PVE) Ammo: 29x HEAT (Given the high HEAT pen and good gun handling you can use HEAT as your primary ammo in GLOPS) 15x AP Pros and Cons: Pros: - Excellent gun and ammo. The gun is a dream to use. You hardly notice it's a 140mm because it's accurate even on the move to a certain degree. Good aim times too. You won't struggle to hit weakspots even at long ranges, especially when you shoot AP. HEAT has a high penetration of 1045mm and AP of 950mm at 150m which both are excellent. Damage of HEAT rolls around 900 up to 1025dmg. AP damage is 855. As you'll be using HEAT mostly you can slap enemies with 900-1000dmg shells every ~7.5-8s - Good viewrange with VR module (390m) gives you the ability to spot even better concealed stuff fast once they engage you. - Auxiliary Ballistic Processor module: Gives you pinpoint accuracy if you stand still for 9.5s. It's more of a gimmick usually, especially in GLOPS where you move a lot. But there's some situations where it can become invaluable support and a significant advantage. For example on very long range shots on well armored onehsot targets with good positions. You'll hit weakspots at such distances unlike any other gun existing in the game. - Elevation angles of the gun (-10°/20°) The negative one is pretty good compared to other MBTs (without pneumatics) and makes hulldown plays a bit more comfortable to execute - 360° smoke the pinnacle of smoke Cons: - Armor in general: It's basically a T7 hull given you angle your hull in a suboptimal way the enemy will have no problems penning your ufp. Turret armor is good enough though which allows for effective hulldown play. Side armor is uber crap (especially on hull) ACs with around 150mm of pen will be able to pen your sides. - HE and Chip damage resistance: It's bad. Enemies can chip you for quite some damage. Compared to other T10 MBTs this is eating quite a damn lot of it. High caliber HE resistance is as bad as you would expect. lfp HE hit is insta ammorack and Arty can splash you for an easy 500 usually even by just hitting 2m besides the tank. On direct hits (frontally) the Cent even tends to do full pens with the immediate catastrophic results. This is by far the worst protected MBT against HE splash. It eats so much of it once Arty starts to shoot you it's incredible. Was first thinking this is bugged. As you can see there's not much it's exceeding in and given you're forced to play a more cautious playstyle in order to not get wrecked immediately it's simply not competitive against most of the current T10 MBTs especially in GLOPS. There has hardly ever been a situation where I was thinking that there isn't another MBT which can do it better than the Panzer 87. So in general not recommended as it's not competitive at all in its current state. Doesn't mean it's not fun to play though because I had a lot of fun playing it. Maybe I just like bad vehicles
  49. 2 points
    It is. But it's in the game, so you can't really fault people for playing it. I just finished a match (Stormy Winter) in a K2 that had a GAU-8 and a Wilk in it. I still got 9 kills and 2nd most damage. I was helped by the fact that the ATDU was a total putz. Yeah the GAU-8 got most damage and most kills, but I was far from a spectator in my K2. That's a good way to get yourself banned. All it takes is a couple of people reporting you for abandonment.
  50. 2 points
    The challenges and repeatables appear to be exactly the same as the previous BP, only the mission sets got updated. Repeatables (too bloody long, open the spoilers if you really want to see): Challenges: Mission sets: Just some observations and possible tips for making the BP less miserable: Ignore the ranks altogether until the very last day. The reward vehicles (except Kurganets) this time outright suck and aren't really unique in any useful ways. Grind the challenges, repeatables and mission sets for coins. The mission sets in particular are extremely easy this time, the Kurganets parts for the elite missions are practically freebies. Play Plague for damage farming. Play heroics for net XP and missions that require you to find higher tier enemies. Cheese wherever you see fit, only play just enough to complete your mission requirements and move on. All those elite mission that require you to do something 10 times are good examples. Pick up the coin offers in the shop as often as you can, apparently you can get steep discounts like these Kurganets is the only reward vehicle that seems remotely interesting to me this time.
  • Create New...