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Qbicle

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Posts posted by Qbicle


  1. Source:

    https://armoredwarfare.com/en/news/general/update-0130-now-available

     

    Quote

    We are happy to announce that the Update 0.130 is now available!

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    List of Update 0.130 Changes

     

    Website Transfer

    In this update, we are transferring the EU website to a new infrastructure and to a new address (armoredwarfare.com). This transfer is a complex one and, despite possible precautions, may result in unforeseen issues with the portal.

    The issue we known about is the one where the launcher daily bonus will not work directly after the transfer. We’ll restore it as soon as possible.

    Boxer RIWP Changes

    We made some changes to the Boxer RIWP configurations based on player feedback and statistics:

    • Hydra turret no longer fires two rockets at once, adjusted the rate of fire to compensate
    • TOW turret no longer fires two missiles at once, the time between launches changed to 2s
    • Brimstone turret time between shots increased to 4s
    • Starstreak turret no longer fires two missiles at once, adjusted the rate of fire to compensate
    • Hybrid turret no longer fires two missiles at once, the time between launches changed to 2s

    Furthermore, we have fixed the bug where the dirt texture sometimes flickered when moving.

    Vehicle Fixes and Updates

    With each patch we continue (and will continue) to update vehicles based on your feedback and fix them. In this update, we have the following changes for you:

    • Abrams AGDS: Camouflage no longer interferes with decals
    • AMX-30 B2: Vehicle now has the correct diesel engine sound instead of a turbine one
    • AS90: Vehicle now leaves surface tracks when driving around
    • ERC 90 F4 Sagaie: Fixed the occasional roadwheel wobble
    • Challenger 2: Added the Stock Tracks module to the vehicle
    • Kornet-EM: Fixed the bugged fire modes
    • KF41 Lynx Prototype: Gunner and Commander are now correctly positioned in the turret (which counts as manned)
    • KF51 Panther: Fixed the headlight glare positions
    • Leopard 2AV: Fixed the occasional roadwheel wobble
    • Leopard Cockerill: Fixed the occasional roadwheel wobble
    • Lynx Skyranger: Laser ability now correctly deactivates upon the destruction of the target
    • M113 Hellfire: Rocket launchers no longer have a collision model (they were getting stuck on things)
    • M113 Hellfire: Improved Launcher module now allows you to launch two missiles at once (the module description text still needs to be fixed)
    • Puma: ATGM launcher now depresses and elevates correctly
    • T-90MS: Nakidka skin destroyed ERA no longer clips through the tarp
    • VBR: Missiles no longer fly out of the autocannon
    • VN17: Ammo capacity increased from 480 to 1200
    • VN17: Switch time between gun ammo types reduced from 5s to 2s
    • VN17: Switch time between gun and launcher reduced from 1s to 0.5s
    • ZBD-04A: Vehicle now counts as a Special Vehicle for the purposes of Garage filter
    • ZTQ-15: HE shells no longer make you lose more camouflage when fired than the other types

    General Changes

    • Removed the Joker camouflage we had previously incorrectly issued to everyone
    • Ajax: Active ability now works correctly and increases the guaranteed spotting range
    • Gold received from Exile Loot Crates can now be activated correctly
    • Fixed several localization issues
    • Added a number of future event assets

     

    • The website transfer was originally scheduled to occur last week, but the devs had to revert back to the original domain during maintenance.
    • "aw.my.games" now redirects to "armoredwarfare.com"
      • The Russian portal has moved their domain from "awru.my.games" to "arwar.ru" 2 weeks earlier
    • The blue "Play" button may not appear on MY.GAMES launcher. Click on "Armored Warfare" on the left sidebar, then the blue button should appear near the top-right corner of the launcher.
    • There are reports that Steam players cannot play the game, because the sidebar is inaccessible
    • Not in the patch notes, but there is a new Modern British Contract achievement series added to the game, and it is reportedly not working at the moment (i.e. you don't gain progress in the achievements even if you complete any contract missions after the update, and it is not retroactive).

     

    • Upvote 1

  2. Not sure if this is added in this patch or before, but there is a camo called Joker that is given to most, if not all, players. According to its description the camo was supposed to be introduced in 2022, but "didn't get it to it until now". It's essentially a digital camouflage with purple, green, grey, and black squares.


  3. Source:

    https://www.twitch.tv/videos/2115201063

     

    Mirror:

    https://www.youtube.com/watch?v=0oTLRmwNmv8

     

    ----

    BP vehicles:

    • SS considers adding a forward facing hard kill APS for the KF51 Panther (similar to that on CV90120 Ghost), but it's still too early to decide on such a change
    • There are plans to add drones to the Panther, not as an ammo slot, but as an ability similar to the ones tested very briefly last month, except that it would be launched from the tank and not from an off-map location.
    • Some people think that the Leopard Cockerill is too similar to the progression Harimau, but SS thinks it's fine as a premium counterpart
    • Although they are still gathering more data, the Leopard Cockerill is doing fine in terms of stats and balance
    • All three new BP vehicles are more or less doing OK, but the Ajax may be on the weaker end. The Ajax originally had much stronger armour, before it got readjusted at BP launch based on some testers' opinions. SS states such readjustments might have gone a bit too far, but he does not blame anyone on this. The vehicle will get firepower buffs, and maybe the new Assault Squad that Lynx Prototype has.

    Others:

    • Samuel Thorpe rework is still in the backlog, buried by more urgent issues so he still didn't get to take a look at this task.
    • 2nd mission in Black Company Spec Ops is projected for release in the summer. It will be a long and complicated (programming-wise?) mission just like Rate of Decay.
      • SS hasn't seen the map, so he does not know if it'd be a corridor map or not.
    • T-80BVM's model was outsourced, but it arrived in a really bad shape, hence the delays on its rollout.
      • Its unlock requirement will be damage based
    • No ETA on Apocalypse Spec Ops missions' return, but there may be increased rewards for completing this mission chain when it does appear in War Games eventually.
    • There are plans to replace the Leopard 2AX with Leopard 2A8, but much of the details are still to be determined.
    • There are also plans to overhaul the spotting mechanics, with drones possibly taking on a more important role, but there are disagreements internally as to how to do it.
    • PLZ-05's very high DPM will be readjusted
    • SPG ready rack and ammo swap time etc will be looked at in the future
    • SPG usage has increase after class-wide overhaul last December. The class will get more buffs (firepower ones first) in the future in order to make it more competitive.
    • HE shell fixes are still WIP - a "painful topic" and complicated, as many basic mechanics became broken. Different air bursts shells used different versions, and devs may want to redo them.
    • When asked if AFT-10 will get buffed in the future, SS says it will as part of a general overhaul (the vehicle is doing very badly in PvP)
    • There may be plans to buff LT's DPM up to autocannon kind of level
      • This statement leads to some concerns about the very high DPM that can ruin objectives in some Spec Ops missions (e.g. protecting the Zubr in the 2nd mission of Caribbean Crisis or the SAMs in last mission of Moscow Calling), but SS doesn't think so
    • As for autocannons' high DPM, SS disagrees with suggestions to tone down their rate of fire, saying that their high rates are popular with players, but maybe reduce their damage values instead.
    • There are also plans to make MBTs more useful in PvE in face of DPM-heavy vehicles. One such idea is to give them a taunt ability (similar to MMORPGs) that forces bots to focus on the MBT player, who then takes reduced damage and possibly gets rewarded for tanking. Nothing is set in stone though.
    • QN-506's loitering munition uses a lot of "non-standard" mechanics, and it will take a lot of work to reprogram it to whatever the new drone mechanics may become, so it's likely to stay as it is.
    • No plans to sell T-72M1 Wittmann in the future, as it is a BP pre-order exclusive, which won't be sold again under normal circumstances
    • No plans for new standard PvE missions
    • XSolla issue (i.e. players are blocked from paying via webshop in some regions or countries) is still being dealt with slowly, as there are legal factors behind it. Changing payment processor is not easy either both in terms of legal process and implementation
    • An testing server is WIP, but it won't be a PTS - instead it will be a closed testing environment

     

    ----

    I'm sure I've missed some other details or points, so please mention them in the replies if you know any.

    • Upvote 1

  4. The Europe's Edge Battle Path is now live.

    https://aw.my.games/en/news/general/europes-edge-battle-path-now-available

    https://aw.my.games/en/news/general/development-europes-edge-battle-path

     

    Related thread:

     

    Known issues so far:

    • BP chain missions have incorrect icons
    • BP chain missions' requirement and what's needed for progress on counter are different
    • Ajax's Passive Detection ability (seen in modification/upgrade screen) states 400m, but patch note states 200m. According to SS, 200m is the correct value; 400m is a localisation error.
    • Ajax has Large Troop Compartment trait even though it deploys the normal number of infantry.

     

    Other notes:

    • BP lasts for 77 days, or at least that's what the counter states when it started. However, SS also commented that "Considering our extension history, we'll be lucky if it doesn't last 6 months again"

     


  5. Source:

    https://aw.my.games/en/news/general/update-0120-now-available

     

    Quote

    We are happy to announce that the Update 0.120 is now available!

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    List of Update 0.120 Changes

     

    Europe’s Edge Battle Path

    We are rolling out a new Battle Path featuring a lot of exciting content, including the following prizes:

    • KF51 Tier 10 Premium MBT
    • AjaxTier 10 Premium AFV
    • Leopard Cockerill Tier 8 Premium LT
    • Epic skins
    • Numerous camouflages

    And much more! The prizes can be explored in this article and you can read about the entire Battle Path in our dedicated article. Connected to the topic are also the changes on the content you might have seen already:

    • Ajax: Vehicle now has the correct dark green color
    • Ajax: Added a passive (always active) ability that significantly increases the camouflage penalty for firing weapons for all enemies within 200 meters (the active ability described in the article stays)
    • Leopard Cockerill: Performance adjusted as per the earlier article (yes, Harimau too)
    • Leopard Cockerill: Vehicle now has the correct dark green color
    • Leopard 2A4CZ skin: Corrected the base color of the skin
    • KF51 Panther: Removed the programmable HE ammunition (the tank was performing well without it)
    • T-72M1 Wittmann skin: Mantlet now has the correct brown color
    • T-72M1 Wittmann skin: Radiation liner no longer incorrectly appears on the turret

    However, there are some known issues:

    • Battle Path chain missions have incorrect icons
    • Centauro 155 is temporarily disabled

    These will be fixed as soon as possible.

    Vehicle Fixes and Updates

    With each patch we continue (and will continue) to update vehicles based on your feedback and fix them. In this update, we have the following changes for you:

    • 2S1 Gvozdika: Fixed the smoke generator smoke placement
    • AS90: Fixed several smaller visual issues
    • Boxer CRV: Fixed several camouflage issues (camouflaged missiles etc.)
    • Boxer CRV: Commander optics module now visually appears damaged in damaged state
    • Boxer CRV: ATGM launcher now appears correctly
    • Boxer CRV: Fixed that one missing smoke grenade on the turret
    • Boxer CRV: ERA color no longer differs from the rest of the vehicle
    • Boxer CRV: Shells no longer use the Gatling visual effect and appear the same as on other similar vehicles
    • Boxer RIWP: Javelin missiles no longer fly from the autocannon
    • Boxer RIWP: Fixed the driver optics appearance
    • Boxer RIWP: Fixed the dirt appearance on various lower settings
    • Boxer RIWP: Fixed several camouflage issues (camouflaged missiles etc.)
    • Boxer RIWP: Fixed the broken track visual appearance
    • ERC 90 F4: Removed the incorrect “Libereté” inscription from the République skin
    • Griffin 50mm: Smaller adjustments to the Tacticam skin
    • Harimau: Added HEAT ammunition
    • Harimau: Improved the reload time inside the magazine to 1.5s
    • KF41 Lynx Prototype: Fixed a smaller camouflage issue
    • Khrizantema-S: Fixed the launcher animations (launcher no longer sinks into the hull under certain circumstances)
    • M60A1: ERA now appears as ERA in the Armor Inspector window (earlier the modules were listed a steel plates despite working correctly as ERA)
    • M108: Fixed the smoke generator smoke placement
    • M109: Fixed the smoke generator smoke placement
    • M109A6 Paladin: Fixed the smoke generator smoke placement
    • M109A6 Paladin: Improved Shock Absorbers and engine modules returned to the tech tree
    • M109A6 Paladin: Renamed the HEAT shell for improved consistency
    • Panzerhaubitze 2000: Vehicle can now carry 60 rounds in total
    • Panzerhaubitze 2000: HEAT round now correctly has 25% bonus module damage
    • Puma: Fixed the smoke grenade launcher textures
    • Puma: Fixed the appearance of destroyed wheels on lower settings
    • ZTZ-20: Fixed one ERA element that was extra shiny on lower graphics settings
    • ZTZ-20: Fixed an issue where ERA elements would appear as destroyed when destroying APS

    But we’re only getting started. The next update will bring more fixes and improvements to existing content.

    Rate of Decay Special Operation

    While working on a new Special Operation, we aren’t forgetting to fix smaller issues in the current one:

    • Fixed an issue that caused players to lose connection after killing several bots (this isn’t a common occurrence, which is why it was hard to track, but it could happen)
    • Fixed the bridge reflection effect in the river beneath it
    • Fixed the infamous overhang rock in sector I2 players were getting stuck on
    • Dead players can now correctly switch between teammates in the observer mode

    General Changes

    • Fixed an issue where Mechanized Infantry wouldn’t disembark from player vehicles under certain circumstances
    • Mechanized Infantry also disembarks the vehicle only when driving slowly (at higher speeds the doors close and the rest of the squad stays in the vehicle (this is intended)
    • Fixed (or at least improved) the Garage render problems where tanks would not appear all at one but some of their parts would appear sooner than others (a small step for players but a giant heap of backend work from our programmers)
    • Fixed the aiming reticle behavior when interacting with smoke
    • Fixed an issue where the Match Results window sometimes wouldn’t appear after the battle’s end
    • Fixed the annoying flickering of the flame effect in the initial Battle Path window
    • Fixed some other smaller UI issues in general Battle Path design
    • Loot Crates in your Inventory no longer appear transparent
    • Special Operations mode now has a mode description in the Garage UI
    • Category “New” in camouflage window UI now works correctly
    • Fixed an issue where players weren’t able to buy Reputation bundles from various vehicles
    • Fixed the localization issues of commander Philipp Holzklau
    • Fixed a whole bunch of localization issues
    • Fixed an issue that could cause a crash when replaying older matches

     

    Several new issues have popped up:

    • Chain missions' written requirements and progress counter do not match (e.g. text states deal 140,000 damage to vehicles, but counter shows 50,000 for requirement)
    • The Honey Badger skin is applied on ATDU tank automatically, changing the vehicle name to Challenger 2 TES "Honey Badger" / Chall. 2 TES, and it is reported to be irremovable right now.
    • Boxer RIWP and T-15 got several drone abilities, and the devs have to restart the server to disable them according to the announcement in official discord server
    • A new set of achievements are revealed for the upcoming Black Company spec ops mission, which is called "Lone Star" (not yet announced)
    • This update appears to have caused existing sound mods to stop functioning

     


  6. BP is extended once more until 2nd April.

     

    Source:

    https://aw.my.games/en/news/general/server-maintenance-13

     

    Quote

    On the 28st of March 2024, starting from 8:00 CET, the server will not be available for 3 hours due to a planned server maintenance.

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    Please note:

    • We are extending the current Battle Path to April 2

    Please note that the maintenance can be extended beyond the abovementioned timeframe. We apologize for the inconvenience.

     


  7. Source:

    https://aw.my.games/en/news/general/europes-edge-battle-path-prize-highlights

     

    Quote

    The Europe’s Edge Battle Path is right around the corner. As you can already see from the trailer shown below, it is stylized into a modern-day expo showing off some of the best vehicles recently unveiled or deployed in Europe.

     

     

    These vehicles are:

    You can read more about them in each respective article.

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    But that’s not all. As we announced previously, the prizes of this Battle Path are split into three groups by topics:

    • Cockerill company (Level 1-20) with various prizes from the countries using Cockerill equipment
    • Great Britain (Level 21-40) with various British-themed prizes
    • German/French collaboration (Levels 41-50) with various French and German prizes

    Let’s take a look at some of them.

    As befits the topic, you’ll start the Battle Path with the NATO flag.

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    The Cockerill part of the prizes follows and brings with it such prizes as the classic NATO camouflage (the Dutch variant):

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    Two camouflage used by the Philippines (a classic one and a digital one):

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    There will be a Malaysian camouflage as well:

    scr8

    And to top it off, two Turkish ones:

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    We’ll stay in Turkey for a while longer because the skin belonging to this part of the prizes turns your Harimau Light Tank into a different variant of the vehicle called Kaplan MT, featuring Turkish flag, camouflage and a rather pretty paintjob.

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    Continuing to the British prizes, we can’t help but start by showing off the Challenger 2 ATDU skin called Honey Badger. With a large camouflage net covering the whole vehicle, your vehicle will resemble the real-life ATDU test-bed Challenger like never before.

    scr12

    But the British section features two skins, the other being a Union Jack paintjob for your Boxer CRV, based on the Boxer demonstrator that appeared in real life during the promotion of the platform in Great Britain. British by birth and all that.

    scr13

    But Levels 21 to 40 are also bringing a number of British camouflages, from classic stripes to the cutting edge digital camouflage unveiled only recently on the Ajax.

    scr14

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    And last but definitely not least, there’s the French and German section that features for example several digital German camouflages as seen on various prototypes, including the Lynx and the KF51:

    scr19

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    There are two French camouflages as well:

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    There will naturally be more prizes to be acquired but the items above represent an overview of the main ones.

     

    • Upvote 1

  8. Source:
    https://aw.my.games/en/news/general/update-0117-now-available

     

    Quote

    We are happy to announce that the Update 0.117 is now available!

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    List of Update 0.117 Changes

     

    This update is bringing a large number of fixes for the current Battle Path vehicles as well as some other issues.

    PELE Improvements

    In this update, we’re improving the PELE rounds for Boxer CRV and Puma. This is a straight up buff but it also deserves some context.

    After the special HE airburst shells started suffering from the current problems for these two vehicles, their statistics dropped significantly. On one hand, this was a good thing – the airburst shells were clearly overperforming and we had promised an adjustment even before the current issue arose.

    On the other hand, the statistics tanked so much we felt it wasn’t fair to you, the players. That is why, in addition to having standard HE shells, we are adjusting the PELE shells for the vehicles to perform better. In the future, with the introduction of correctly working airburst shells, the performance of the affected vehicles will once again be reviewed.

    Additionally, we fixed the bugged part of PELE mechanics for the KF41.

    General Changes

    • Contract loot crates no longer award broken achievements
    • BMD-1: Fixed the transparent light on the turret
    • Boxer CRV: Shells and missiles no longer fly from above the vehicle
    • Boxer CRV: Fixed an issue where the actual aiming reticle moved slower than intended, lagging behind the player aiming point (some remnants of this issue might still be there)
    • Boxer CRV: Fixed the incorrectly positioned aiming reticle
    • Boxer CRV: Fixed the incorrectly positioned gunfire effect
    • Boxer CRV: Fixed the destroyed ERA appearance
    • Boxer CRV: Fixed the infantry door appearance
    • Boxer CRV: Fixed the engine fire visual effect placement (when the engine on fire, it was the antenna that was burning instead of the hull)
    • Boxer CRV: Fixed an issue where the ATGM launcher module would just disappear when destroyed
    • Boxer RIWP: All turrets now correctly take reduced damage for being unmanned
    • Boxer RIWP: Added the ammo belt for the autocannon and the machinegun to the model
    • Boxer RIWP: Fixed several gaps in the launcher module (the “launchers in the air” issue)
    • Boxer RIWP: Fixed the way the vehicle gets covered in mud
    • Boxer RIWP: Fixed the ERA textures
    • Boxer RIWP: Fixed the misaligned infantry door
    • Boxer RIWP: Tracks now appear correctly when destroyed
    • Boxer RIWP: Roadwheels now have proper rubber coating
    • Boxer RIWP: Fixed the firing visual effect for all weapons and turrets
    • Boxer RIWP: The gun now recoils correctly when fired
    • KF41 Lynx Prototype: Vehicle now correctly appears in filters to all players
    • Marder 2: Fixed the camouflage layout on this vehicle
    • Puma: Fixed the issue where the gun fired through enemy targets at short distances
    • Puma: Roadwheels now have proper rubber coating
    • Puma: Roadwheels no longer disappear when destroyed
    • Puma: Fixed the destroyed ATGM launcher visual model
    • Puma: Fixed the destroyed model textures
    • Puma: Fixed the texture flickering around the vehicle’s optics
    • Puma: Fixed the camouflage appearance on several places
    • Puma: Smoke grenades now have proper animations
    • Puma: Reactive armor is now properly colored in the Tank Inspector window
    • Puma: Fixed an issue where a part of the door texture remained in the air when deploying infantry
    • T-80UM-1 Bars: Fixed the broken collision model that made the tank get easily stuck in various holes and on slopes
    • T-80UM-1 Bars: Fixed a number of smaller visual issues (clipping boxes and optics)
    • T-80UM-1 Bars: Fixed several missing ERA elements
    • TOS-1M: Camera zoom now works correctly between first person and third person modes
    • Aim reticle no longer behaves strangely when encountering smoke
    • Fixed an issue where the penetration indicator would not consider destroyed vehicles in its path
    • Fixed an issue where installing retrofits would show incorrectly in the garage’s log (as not completed instead of the price in Credits)
    • Fixed a number of smaller visual issues
    • Fixed some small localization issues

    Please note that we’re aware of the Puma reticle issue and are working on a fix for this problem that unfortunately turned out to be considerably more complex than expected. We should have a solution soon.

     

    • Until today Puma's and Boxer CRV's PELE only had one single damage value for penetration, and had no partial or non-penetration damage unlike those on most other vehicles that have the same ammunition.
    • Not mentioned on patch notes, but it is likely that Lynx Prototype's 30mm PELE also got a similar adjustment, because it also only had full penetration damage when it first became available (see Chavez's stream on 21st December for reference).

  9. Source:

    https://aw.my.games/en/news/general/developer-diary-leopard-and-harimau-upgrades

    Quote

    Today’s text is going to be short and sweet in order to show you we are listening to your feedback. Since the initial release of the Leopard Cockerill article, we’ve analyzed your feedback as well as the performance of the Harimau progression Light Tank (which the Leopard Cockerill closely resembles in performance – same turret and all that).

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    In short, we’ve come to the conclusions that buffs to both vehicles are needed. That is why we are making the following changes:

    • Harimau is receiving HEAT rounds (similar to the other ones of the same caliber and Tier)
    • Leopard Cockerill is receiving them too
    • Leopard Cockerill is getting the optional firepower configuration that trades the previously announced magazine for sustained rate of fire
    • Both vehicles will also see the magazine configuration reload time reduced to 1.5s

     

    The fourth bullet point appears to be referring to the reload time within magazine (in this case it should be a ready rack), which is 3s in the current build. Given that both tanks have Improved Ammo Feed module (burst rate of fire increased by 50%) as well, dumping 4/6-shot HEAT in quick succession has great burst potential, perhaps even more so with Rapid Fire ability, but the latter is mostly used to reload faster in most cases.

    • Upvote 1

  10. Source:

    https://aw.my.games/en/news/general/development-europes-edge-battle-path

     

    Quote

    Today, we’d like to tell you more about the upcoming Europe’s Edge Battle Path campaign as a whole along with the changes and improvements we’ve prepared for you.

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    Europe’s Edge

     

    Unlike the previous two such events, the Europe’s Edge Battle Path is a “historical” one in the sense that it contains camouflages, decals, flags and other prizes tied to the topic behind each of the vehicles (as described below). The main theme is cutting-edge European hardware presented during a military expo organized by none other than our own Francine De Laroche!

    As usual, multiple vehicles await you. This time there’s three of them:

    The specifics topics therefore are:

    • Cockerill company (Level 1-20) with various prizes from the Philippines, Indonesia or Turkey
    • Great Britain (Level 21-40) with various British-themed prizes
    • German/French collaboration (Levels 41-50) with various French and German prizes

    There will be camouflages, decals, boosters, Platinum Loot Crates... you name it. But there are two new prizes that will be issued as a part of a mission overhaul.

     

    Mission Overhaul

     

    The mechanics of this Battle Path are similar to those in the Exile Battle Path save for an overhaul of the chain mission system. Chain missions in their current state are divided into MBT missions, AFV/LT missions and TD/SPG missions.

    In Europe’s Edge, they will be divided into:

    • Cockerill missions (that can be completed using vehicles with Cockerill turrets or guns, including the Leopard upgraded by Cockerill)
    • British missions (that can be completed using British vehicles, including the Ajax)
    • Euro MBT missions (that can be completed using European MBTs, including the Panther)

    The basic concept is the same – complete the first three mission chains to unlock the fourth mission series called Elite.

    However, the idea behind the overhaul is very different. The missions are moving away from an easy to obtain source of additional Battle Coins to a proper achievement. In other words, they are getting harder and will take some effort to complete.

     

    New Mission Rewards

     

    But as the difficulty increases, so do the prizes. The basic chains will end with a new reward called Lesser European Loot Crate.

    The Lesser European Loot Crates work just like Exile Loot Crates but with a limited vehicle pool.

    • These loot crates contain a Tier 4 to Tier 7 Premium European vehicle that you do not have yet, or a “last ditch prize”
    • These loot crates do not contain the alternate paintjob versions of the existing vehicles (“reskins”)
    • It is possible to receive “last ditch prize” even if you don’t own some of the vehicles that can drop from these crates (it’s, however, far likelier for you to receive a vehicle)

    The “last ditch prize” drop can be one of the following items:

    • 5 Battle Coin Boosters
    • 800 Gold

    There will be three of them in the Battle Path (one for each chain), but the truly valuable prize is the Greater European Loot Crate awaiting you for completing the Elite mission set. Here’s how it works.

    The individual missions from the Elite mission set will reward you with 10 Challenger Streetfighter II blueprints each (5 missions, 50 parts in total). The final mission will also reward you with the Greater European Loot Crate. This loot crate works like the lesser crate – but with important caveats:

    • It only contains European Tier 10 Premium vehicles that you don’t own (specifically: Altay, Strv 2000, Lynx Skyranger, EBRC Jaguar, Boxer CRV and Puma)
    • There is a “last ditch prize” that you can obtain but in this crate (even if you don’t have all the vehicles listed above) and it’s another 50 Challenger Streetfighter II blueprints
    • Obtaining this last ditch prize will allow you to instantly receive the Challenger Streetfighter II Tier 10 Premium MBT – the real trick here is, however, that if you have it already, you will receive its price in Gold

    In other words, you are guaranteed to get a Tier 10 Premium vehicle from this crate but if you’re really lucky (or have everything), you can get a massive Gold compensation (19.000 Gold) that will set you up for future Battle Paths or you can always trade it for a large amount of Battle Coins in this one.

     

    Conclusion

     

    The rest of the Battle Path remains mostly the same, including the prices, both the access itself and level unlocks (5.000 Battle Coins), as do the contents of the Battle Path shop. The Battle Path is currently planned to launch in March but the specific date will be announced a bit later.

     

    Stuff from SS on official Discord server (content possibly subject to changes):

    • Eligible vehicles for Cockerill missions:
      • Dragoon 90
      • Harimau
      • K21-XC-8
      • LAV-300
      • Leopard Cockerill
      • Scorpion 90
      • Wilk-XC-8
      • WWO Wilk
      • ZUBR-PSP (either turret is fine)
    • Lesser European Loot Crate drop list:
      • AMX-30B2
      • TR-85M1
      • Chieftain Mk. 11
      • Kampfpanzer70
      • T-72M2 Wilk
      • T-72M4CZ
      • BWP-2000
      • CV90105 TML
      • ZUBR PSP
    • Some vehicles like Abbot isn't on this drop list. SS said he decided so based on vehicle ownership analysis.
    • Greater European Loot Crate's drop list may change (e.g. Boxer CRV is not tier 10, so SS may swap it with the RIWP, and add KF41 Prototype as well)

     


  11. Source:

    https://aw.my.games/en/news/general/development-kf51-panther

     

    Quote

    A new Main Battle Tank will be storming the battlefields of Armored Warfare in the near future and today we’d like to tell you more about it. Yes, it’s the final prize of the Europe’s Edge Battle Path and it’s called KF51 Panther.

    scr1

    The KF51 Panther was developed by Rheinmetall as a private venture and a competition to the planned MGCS main battle tank program in order to replace the aging Leopard 2 series of Main Battle Tanks while keeping things affordable. That is why the entire concept is rather conventional and using tried and true pieces of technology despite some innovative approaches to various issues that plague modern MBTs.

    For example, instead of relying on traditional heavy armor that’s pushing the weight of modern MBTs too far, the Panther relies on active protection (StrikeShield advanced armor and ROSY soft kill APS) combined with bleeding edge electronics and weapon systems.

    The first demonstrator was based on an old Leopard 2A4 hull. The turret is brand-new though, and well-armed too with its primary weapon being the 130mm Rheinmetall Rh 130 L/52 automatically loaded smoothbore gun (the 51 caliber barrel length reported earlier seems incorrect).

    scr2

    This gun has been in development at least since 2016 and Rheinmetall states that its performance over the NATO standard 120mm guns is increased by roughly 50 percent:

    • 18 MJ of muzzle energy
    • 1700-1900 m/s muzzle velocity for APFSDS ammunition

    The gun can elevate to 20 degrees and depress to -9 degrees. The new 130mm DM83 ammunition should be available by 2025 or 2026. The loading mechanism is also innovative as it consists of two independent magazines (each for 10 rounds). While the average loading time is somewhere around 7-8 seconds, the gun can fire two shells within 3 seconds (if the first one is already loaded).

    Secondary armament consists of a 12.7mm coaxial machinegun and a RCWS called Natter (armed with a 7.62mm machinegun) at the back of the turret. The Natter weapons station is very versatile, it can be fitted with another 12.7mm machinegun or even 40mm grenade launcher firing programmable airburst grenades. And last but not least, there’s the roof-mounted launcher for Hero-120 loitering drones or other similar weapon systems (some articles even spoke of ATGMs).

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    Click the image to open a larger version

     

    All that is controlled by a very advanced FCS combined with a BMS (battlefield management system) so the crew’s situational awareness is pretty much unprecedented for an MBT.

    The demonstrator vehicle first appeared at the Eurosatory expo in 2022 and immediately caught a lot of attention. In 2023, it was decided to develop the concept further, including a new hull. While no customers have been confirmed so far, the country most interested (enough to even join the development) currently is Hungary. Ukraine showed some interest as well but given the high cost of such a program, its participation remains in doubt.

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    Click the image to open a larger version

     

    In Armored Warfare, the KF51 Panther will be a Tier 10 Premium Main Battle Tank.

    As you can probably tell from the historical part, the KF51 is related to the Leopard 2 series of MBTs (or at least the demonstrator is) so, gameplay-wise, the tank will be comparable to the Leopard 2AX Tier 10 MBT. However, as it is a more modern vehicle reflecting the experiences derived from contemporary battlefields, it’ll be somewhat better protected thanks to a NERA kit covering the front and the sides of the vehicle.

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    Click the image to open a larger version

     

    Then there’s the main gun of course – the powerful 130mm L/52 smoothbore cannon capable of firing APFSDS, HEAT and advanced HE (Programmable) ammunition. On the roof of the vehicle, there’s a retractable ATGM launcher that’s filled with Hero-120 drones on the real vehicle (although the actual launcher is just a mock-up). However, since even the designers of the real life tank envisage alternative armaments, we have decided to fill the launcher with 4 Spike ATGMs – for now, at least. In the future, this tank will receive the Hero-120 drones as alternative armament (once we’re happy with the recently unveiled Drone mechanic.

    As for its mobility, it’ll be comparable to (or slightly better than) the Leopard 2AX – after all, there’s still an old Leopard 2A4 beneath all that tech and the tank itself is not exactly light (59 tons).

    scr6

     

    Click the image to open a larger version

     

    And that’s it, more or less. Unlike some specialist vehicles we have in the game, the Panther will be a suitable vehicle for pretty much all players and not just the experienced ones. With no parameter lagging behind, it’ll perform well in most situations and we hope you’ll enjoy it.

     

    Some tidbits regarding the new BP from SS on official Discord server:

    • The Eurosatory expo camo pattern (i.e. the one in the first image) will be available in the upcoming BP (not a skin).
    • No new parts BP tanks "aside from the existing ones"
    • "There will be a chain mission overhaul"

     


  12. Source:

    https://aw.my.games/en/news/general/development-ajax

     

    Quote

    Earlier this week, we unveiled the first main prize of the upcoming Europe’s Edge Battle Path – Leopard Cockerill and today, we’re going to take a look at another one – the Ajax IFV.

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    Click the image to open a larger version

     

    But first, a bit of history as usual. In the early 2000s the British Ministry of Defense took another stab at designing a scout vehicle and this project morphed into the Future Rapid Effects program (FRES). The parameters were hampered by the UK’s perplexing STRIKE doctrine. The resulting requirements that fueled FRES looked on paper to have created an impossible vehicle. The resulting winner for FRES was the General Dynamics Scout SV series, one of which is Ajax.

    By this point, the utter stupidity of STRIKE was apparent, however, very senior officers had their careers tied up in the success of at least some of it and the Scout SV series was therefore pushed forward. Due to the lack of Army-controlled vehicle design systems, the project ran into several failures such as the Spanish manufacturers making the two sides of the vehicle’s hull of different lengths. And because they were not using even such basic tools as jigs, no two parts were of the same dimensions.

    scr2

     

    Click the image to open a larger version

     

    These problems were not discovered on site as the final assembly was conducted in Wales. Even after several hundred components had been delivered, only a handful of vehicles were able to be completed. These problem, along with and many more, resulted in multiple over-spends and delays, and made Scout SV tied up in politics, which compounded the delays even further.

    Eventually, the politicians demanded that the project be gripped, and with a replacement of one very senior officer, who had been in part responsible, the project was gotten back on track with the estimated operational date of 2024-2025.

    While expensive, the vehicle is a lot larger than your usual scout vehicle, however, it is phenomenally well protected and armed and has a list of sensors with capabilities beyond belief. That means it is a very welcome addition to the UK’s AFV fleet.

    scr3

     

    Click the image to open a larger version

     

    There’s a lot more to the story of the Ajax and it’ll be followed by a more comprehensive history article. But, for now:

    In Armored Warfare, the Ajax will be a Tier 10 Premium Armored Fighting Vehicle.

    Just from the photos alone you can probably tell the Ajax will be – in the best traditions of British armor development – extremely well protected. Despite lacking advanced armor such as ERA or NERA, those thick slabs of composites covering its entire hull will make it all but impenetrable to autocannons. The advantage is that they don’t degrade like ERA or NERA does.

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    Click the image to open a larger version

     

    Firepower-wise, there’s a single weapon system, 40mm CTAS autocannon similar to the one that can be found on other high-Tier vehicles. It provides sustained firepower that’s especially viable in PvE where every second of damage output matters. Although – let’s face it, this kind of weapon is usable under any circumstances. It’s also worth noting the gun will have excellent depression and elevation values. Mobility-wise, things are a little worse off as the vehicle is very heavy due to all that armor installed on it. The Ajax isn’t especially fast, nor is it very agile – but who needs agility when you have so much armor.

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    Click the image to open a larger version

     

    There’s one more ace up Ajax’s sleeve though – a new special ability Gunshot Detector that will (for a short duration) increase the automatic spotting range your vehicle has. Nobody’s sneaking up on this British bulldog. In short, what we have here is a well-armored behemoth that’s performing best on the front lines. Thanks to its relatively forgiving design, the Ajax is suitable both for old and new players who like to have fun in more challenging PvE content, more of which is definitely coming this year.

     


  13. Source:

    https://aw.my.games/en/news/general/update-0115-now-available

    Quote

    We are happy to announce that the Update 0.115 is now available!

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    List of Update 0.115 Changes

     

    High Explosive Shell Fix

    We have fixed the High Explosive shells to the earlier state. That is:

    • Most autocannon HE do not deal non-penetration damage (unless intended)
    • PELE rounds no longer deal full non-penetration damage (the “insane Rosomak” bug)
    • HE shells for large caliber guns work as intended

    General Changes

    • Fixed the loading animation for several vehicles (the “Mephisto launcher” bug)
    • Fixed several smaller visual issues on the Defender skin for T-80UM-1

     

    • This patch seems to revert the HE mechanics back to the state in 0.90.6 (28th December 2023 patch).
      • According to SS on official Discord server, HEAB mechanics are still being reworked
    • The bug that causes some vehicles with missile launcher reload animation to be stuck in the reload position from the last patch should also be fixed.
    • On a side note, there is another announcement on Discord server, stating that "tonight at 23:45 CET, all Armored Warfare items will be removed from the My.Games Market.", adding that players should redeem items in the Market inventory just to be safe, even though the said items should still be accessible after that time (supposedly).

  14. Source:

    https://aw.my.games/en/news/general/development-leopard-cockerill

     

    Quote

    Today, we’d like to unveil the first vehicle from the upcoming Europe’s Edge Battle Path, which is a Belgian Leopard 1A5 modified by Cockerill with a 3105 series turret – while the vehicle has no official name, we call it Leopard Cockerill to make things simple.

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    Leopard Cockerill

     

    But before we get into the details of the vehicle, a few words about the Battle Path itself. The Europe’s Edge Battle Path returns back to the concept of “historical” Battle Paths in the sense that it will (much like the earlier Rise of the Dragon) feature a set of real, appropriately-themed rewards.

    The theme here is cutting edge European technology, which is why it’ll feature recent modern vehicles. The levels leading to each vehicle will be filled with rewards corresponding to their vehicles and the first part is therefore Cockerill-themed.

    John Cockerill Defense (previously CMI) is a major tech company. Weapons are only a part of the company’s portfolio but it has a long history of arms production. The rewards of the initial levels of the Battle Path are therefore dedicated to the countries using Cockerill tech, culminating with the abovementioned vehicle unlocked by reaching Level 20.

    scr2

     

    Leopard Cockerill

     

    As for the tank, it is a demonstrator vehicle built by John Cockerill Defense as a private venture by combining the hull of a Belgian Leopard 1A5BE and their commercially available Cockerill 3105 turret.

    It serves as a showcase of Cockerill’s ability to upgrade pretty much every vehicle with modern firepower as well as a proof of concept for a potential Leopard 1 series upgrade as this MBT is by now utterly obsolete.

    The prototype weighs 39 tons and has a crew of 3 men (driver, gunner and commander) as the gun is automatically loaded. The armor is fairly thin with the hull being steel only and the turret made of military-grade aluminum (STANAG 4569 Level 5 protection). The vehicle is therefore frontally resistant to autocannon rounds but not anything heavy like 125mm guns.

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    Click the image to open a larger version

     

    The 3105 turret is armed with an automatically loaded Cockerill HP 105mm rifled gun capable of firing standard NATO ammunition. The gun can depress to -10 degrees, elevate to +42 degrees and can fire 8 rounds per minute from its 12-round magazine (after all, this is a test vehicle). The turret also features advanced optics and many options that depend entirely on the customer. It can be fitted with various types of APS, additional sensors or even more advanced optics. As for the mobility, well – it’s a Leopard 1, which means it’s powered by the 830hp MTU MB 838 Ca M-500 diesel engine, which is a bit more than the Harimau has, but it’s also noticeably heavier.

    A single prototype was built in 2022 and showcased at the Eurosatory expo in France. Right now there aren’t any customers interested in upgrading old Leopard 1s specifically but the 3105 series turret is in use on the Harimau Light Tank in Indonesia (which came from cooperation between Indonesia and Turkey).

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    Click the image to open a larger version

     

    In Armored Warfare, Leopard Cockerill will be a Tier 8 Premium Light Tank.

    We decided to classify this vehicle as a Light Tank despite it actually being a Medium Tank because, for the purposes of this game, this is a combination of a Leopard 1 hull and Harimau turret. Of all our vehicles it really is the closest to the Harimau and we went from there.

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    Click the image to open a larger version

     

    In short, this tank is a Premium version of the Harimau with some differences:

    • Hull is much better armored (corresponds to the ingame Leopard 1A5)
    • It’s less mobile and heavier (slower, accelerates worse and is less agile)
    • It offers the 6-round clip only instead of two alternative configurations
    • Does not feature hard-kill APS, only soft-kill

    In short, you know what to expect from this tank. It will not have any new special abilities or mechanics, it’s simply a solid vehicle that’ll do the job on the battlefield the way Harimau does.

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    Click the image to open a larger version

     

    • Level 20 reward vehicle as stated in the article
    • When someone on official Discord server comments that other tier 8 vehicles with 105mm gun have HEAT (implying that this and the Harimau don't), SS replied "Who says this one won't?"
      • Also from SS: "The gun can fire most NATO rounds. Whether it will or won't have a HEAT round is a balance decision."

     


  15. Turns out there are more vehicles that can have their launchers' elevation stuck in the reload position. All of them have launcher animations while reloading, and as far as I know they can only get stuck if no stock missiles are included in the their loadout. e.g. VCAC Mephisto's launcher will get stuck if all missiles are of the upgraded HOT-2MP or HOT-3, but if you put at least 1 stock HOT-2 in one of the four ammo slots (you don't have to use it in battle), the the launcher should work as intended.

    Affected vehicles:

    • Bradley FV
    • C13 TUA
    • Khrizatema-S
    • M8 MGM-166
    • VCAC Mephisto

     


  16. Current situation:

    • The drone testing is concluded within 2 hours after server went live, rather than 1 week as originally planned. According to SS on official Discord server's announcement, there will be a new iteration coming in the future.
      • As a result, the paragraph under Drone Testing is removed from the patch notes, and the drone testing article now leads to a 403 Forbidden message.
    • VCAC Mephisto has a new bug where the launcher fires from the retracted position with no elevation or depression, but can still turn 360 degrees.
    • While the patch notes states AGDS's autocannon HE now deals chip damage even on non-penetration, most, if not all, autocannon HE and PELE now deal chip damage against armour, but they can still blocked by spaced armour and modules.
    • Boxer CRV lost its door model at the back

     

     

    • Upvote 1

  17. Comments from SS on official Discord server:

    • "At this moment we are discussing two solutions for Boxer/Puma. Either wait for proper airburst (think KF41 and the article) or we rebalance the firepower around PELE", or even both as an option.
    • KF41 Lynx Prototype not being shown on Encyclopedia (except for those who own it, be it permanently or temporarily i.e. rental) is still a known outstanding issue.

     

    Other notes:

    • An "OUT OF DRONES" icon and message appear on the UI when respawning. This has something to do with the upcoming Drone mechanic for public testing, but implemented incorrectly with bugs. The actual test is not yet available.
    • The KF51 Panther appeared in Encyclopedia and was reportedly playable in test range shortly after update for a brief period of time, but it is now invisible to players.
    • Probably part of the changes made to address a bug that increases the rate of fire on some vehicles, the Retreat ability now has -10.71% rate of fire debuff when activated instead of -80%

  18. Notes on today's patch:

    • Splash damage does not work, be it for regular HE shells, programmable HE's air burst, or thermobaric ammunition.
      • According to SS on official discord server, "They were trying to adapt splash to work on drones but broke everything" but the feature in testing didn't work, and worse it somehow made its way to the live server.
    • Despite saying so on the patch notes, there are no visible listed achievements in association with the new AS90 contract
    • There are reports of players respawning all the way back at the beginning if they die at any stage of the Spec Ops mission Rate of Decay

     

     


  19. Source:

    https://aw.my.games/en/news/general/development-t-80bvm

     

    Quote

    We’re happy to announce that the T-80BVM progression MBT will be making its appearance in the foreseeable future.

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    T-80BVM (with additional side armor)

     

    As you already know, we’re introducing additional progression vehicles to Armored Warfare in order to complete the line previously ending with the T-80U MBT. We have launched the T-80UM-1 Bars in October and have announced the final vehicle of the line but, unfortunately, there have been some delays in adding the “middle” model as it is a complicated one. But there has been progress since and today, we’d like to tell you more about this tank.

    The history behind this vehicle is actually quite complicated. It started well before the fall of the Soviet Union with numerous proposed T-80 upgrades, but almost ended with it as there just wasn’t enough money to go around in the 1990s. Russia’s military was simply in bad shape and things would not improve until the early 2000s. That, however, didn’t mean there were no attempts. There was the 1997 T-80UM-1 Bars and the Black Eagle that appeared the same year. But things didn’t properly take off until the establishment of a program called “Motobol” in 2005 or 2006.

    The goal of this program was to upgrade the existing fleet of Russian T-80s for a number of reasons, most importantly that turbine vehicles fared better in cold environments and that there were thousands lying around the army’s warehouses, a perfect framework for a massive upgrade. Another idea was to offer some for export (for countries like Cyprus and Yemen), but that’s another story.

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    T-80BVM (early configuration)

     

    It’s worth noting that this program wasn’t really connected to the Bars because that was done by Omsktranshmash whereas the Motobol program began at the Kirov Plant (also known as the Leningrad Kirov Plant, LKZ) and the Spetsmash design bureau (KB Spetsmash) in St. Petersburg.

    The goal of the program was to modernize the existing T-80B/BV tanks and included the development of numerous components as well as various T-80 variants, most notably:

    • T-80UA (T-80U upgrade featuring 2A46M-4 gun, improved 1A45-1 FCS, new gunner and commander optics and Shtora soft-kill APS)
    • T-80UE-1 (2005 T-80BV overhaul including T-80UD turret, new GT-1250 1250hp turbine engine, 18kW APU, improved 1A45-1 FCS, Kontakt-5 ERA instead of Kontakt-1 and numerous other features)
    • T-80BV fitted with Relikt ERA (unknown designation, one-off prototype)
    • Object 219AM2 (T-80U with Arena-E hard-kill APS), one-off prototype
    • Object 219M (deep T-80BV overhaul, also called T-80BV-RM or T-80UM), one-off prototype

    Most of these vehicles sort of disappeared in the annals of history. The T-80UE-1 was kind of mass-produced but not really, as Russia couldn’t afford to buy too many of these – it was formally accepted in service in 2005 with 10 allegedly built between 2007 and 2008, but there isn’t much else.

    object

     

    Object 219M

     

    The Object 219M is more interesting though, as it represents a predecessor to the vehicle we are discussing today. In many ways the Object 219M (we’ll be using this name as it is by far the best-known one) was the T-80BVM should have been. It featured the following firepower upgrades:

    • New 125mm 2A46M-4 gun replacing the 2A46M-1
    • Replacing the by-then obsolete gun-launched Kobra ATGM capability with a newer system called 9K119 Refleks
    • New FCS called 45M

    As a result, the effective firing distance grew by 15 to 20 percent. Effective rate of fire at night was doubled (it took less time to line each shot).

    The protection was enhanced by replacing the old Kontakt-1 ERA with the cutting-edge Relikt system and the Arena-E hard-kill APS was added as well. Its mobility was improved by improving the engine output from 1250hp to 1400hp. The tank really came with all bells and whistles – it even came with an anti-mine system and Nakidka camouflage.

    A single prototype was unveiled around 2012 and was shown several times to public but, as you can imagine, it was still way too expensive for the upgrade to be launched en-masse. The tank would end up paraded around for a few years until its disappearance. It is said that the hull was used in the Burlak program as a turret carrier and that’s how it got to Omsk.

    Following the failure of Object 219M, Russia still had tons of old T-80BVs on its hands and nothing to show for its years of development. The idea was therefore simple – “let’s take the concept of Object 219M, simplify it to make it affordable and we’ll have viable tank in no time.” And that’s what the the T-80BVM basically is.

    bvmera

     

    T-80BVM (double ERA configuration)

     

    Developed by Omsktransmash, the first demonstrator appeared in 2017 at the Army 2017 expo in Moscow and featured numerous improvements, but not as many or as high-quality ones as the Object 219M. They include:

    • Brand-new Relikt armor (the Arena-E APS was left out despite being initially announced as a part of the upgrade)
    • New 2A46M-4 gun (the 2A46M-5 model info is incorrect) with improved 2E58 gun stabilizer
    • New Sosna-U gunner optics (similar to those on the T-72B3)
    • New ATGM launching system (replaced the old 9K112 Kobra system with the 9K119 Refleks one)
    • Improved automatic loading mechanism to use the larger Svinets rounds
    • New R-168-25U-2 “Akveduk” comms system

    The contract to upgrade the first T-80Bs to this version was signed in 2017 and the mass-produced vehicle first appeared in public in 2018. It has officially entered service in either 2018 or 2019.

    Since then, it went through numerous iterations with various armor and optics configurations (including the so-called “mobilized” version with downgraded optics).

    It’s unclear how many were built since but the estimates range between 200 and 300 vehicles. The T-80BVM has been relatively widely used in the Ukraine conflict by both sides as a number of these tanks (possibly several dozen) were captured by the Ukrainian Armed Forces in 2022 and early 2023. The production on the Russian side still continues and the tank remains (along with the T-90M) the most modern MBT of the Russian Federation.

    bvm1

     

    Click the image to open a larger version

     

    In Armored Warfare, the T-80BVM will be a Tier 9 Main Battle Tank.

    The tank will be possible to unlock from the Tier 8 T-80UM-1 Bars MBT of Marat Shishkin’s MBT branch by completing an achievement using the Bars (not to worry, it won’t be a repetition of the previous requirement and it will emphasize active gameplay).

    Regarding the vehicle itself, it’ll be, as one might expect, an evolution of the T-80-style gameplay – a highly mobile, heavy hitting machine with decent protection. There will be, however, several features setting it apart from its peers.

    bvm2

     

    Click the image to open a larger version

     

    For one, the vehicle will offer 4 differed protection upgrades:

    • Basic Relikt ERA coverage
    • Relikt ERA with additional side plates (based on the later models)
    • Relikt ERA with another, secondary Relikt ERA layer covering its sides (this second ERA will be placed in soft bags similar to those used on the BMPT Mod.2017 – this version first appeared in 2022)

    The fourth protection upgrade is the Arena-E hard-kill APS.

    The engine will be possible to upgrade to 1400hp (Klimov GTD-1400 turbine – not bad for 46 tons).

    bvm3

     

    Click the image to open a larger version

     

    And, finally, there’s the firepower consisting of the usual assortment of 125mm ammunition including 3VBM23 APFSDS, 3VBK27 HEAT, 3VOF36 HE and gun-launched ATGM. There will be two new shell types that’ll be available as upgrades though:

    • 3UBK14F1 gun-launched thermobaric ATGM
    • 3VOF77 “Namestnik” programmable HE

    Both should provide some additional gameplay elements for the vehicle.

    And that’s pretty much it. We hope that you’ll enjoy this vehicle that’s coming in the first quarter of this year and will be followed by the Object 292 Tier 10 MBT to complete the line.

     

    • The T-80UM-1 Bars was originally going to get the thermobaric ATGM and programmable HE (as seen in article), but that ultimately didn't happen upon release.
    • SS says there are no plans to review large calibre programmable HE (also available on Leclerc and T-14) despite their relatively poor performance compared to autocannon counterparts.
    • SS also says that the armour configurations will be a linear upgrade
    • Upvote 1

  20. Source:

    https://aw.my.games/en/news/general/development-drones

     

    Quote

    Years ago, the battlefields of Armored Warfare were changed forever by the introduction of Mechanized Infantry and now they are about to be changed again with the appearance of a new game mechanic – Drones.

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    In a sense, this feature reflects the fact that the concept of war itself was forever changed with the Ukraine conflict and the mass use of drones in it. On a modern battlefield, drones are everywhere – from tiny, lightning-fast FPV drones to large unmanned aircraft patrolling the skies.

    In the initial phases of the conflict, large drones such as the Turkish Barayktar were used successfully but the opposing air defenses quickly adapted to their appearance and the focus shifted towards smaller, cheaper suicide drones carrying warheads potent enough to knock out a tank. One of the best examples of this drone type is the Lancet drone that is fully capable of knocking out pretty much any MBT on the battlefield.

    scr2

    On the other hand, electronic warfare became more important than ever with multiple drones knocked out of the sky or even taken over by the enemy using sophisticated jammers now also deployed almost everywhere. And so the face of war changes – and Armored Warfare with it. Here’s how.

    Much like Mechanized Infantry, the Drones will be deployed as an Active Ability. That will be one of the first decisions you’ll have to make. For vehicles with different abilities, will you take a drone or perhaps something else such as Mechanized Infantry? The actual use of the ability is very simple. You have a limited amount of drones. Once in battle, hold the Control button and left-click on the minimap where you want to send the drone. A yellow flag will appear on the map. A countdown will start, after which your drone will appear in flight at the edge of the map (it’ll be initially flying generally from the direction of your base to your position).

     

     

    The drone will then fly towards the designated area. There are two general drone categories we have developed:

    • Recon drones
    • Attack drones

    The recon drones do exactly what you might expect. They fly towards the designated area and, once there, start spotting the enemies beneath it in a certain radius. It’s worth noting that, unlike vehicle spotting, the damage done to the targets spotted by drones does not count as assist damage (same case as with the QN506).

    The attack drones fly towards the designated area and attack anything they come across there (within their engagement radius). If the drones encounter an enemy target on their way before reaching the area, they will attack it instead. First they will start circling around it, looking to attack the weak area that’s vulnerable to their HEAT warhead (typically the rear or the engine deck). They will, however, initially only attack when they deem it appropriate so you can evade them by hiding your weaker areas or just moving around. At some point they will attempt to attack anyway – this attack can be evaded by simply moving (in which case the drone will crash into the ground).

     

     

    It’s important to note that all drones can be shot down. In the air, you can recognize incoming hostile drones by the red frame and map icon. And this is where HEAB (airburst) ammunition comes in handy because it’s designed specifically for this task. Vehicles with this ammunition will have an advantage although it’s possible to shoot any drone down with any rapid-firing weapon or a machinegun. Hard-kill APS will also work against them (although each drone counts as an incoming ATGM, so Swarm drones have a distinctive advantage here).

     

     

    We have developed four specific drone types you’ll be able to choose from.

    • Recon Drones behave the way we described above. They are relatively slow but fly quite high, which makes them difficult to shoot down for anything without sufficient gun elevation. Once targeted, however, they go down almost instantly. They are modeled after the Orlan drone
    • Swarm Drones, as their name suggests, fly in the swarms of 3 and are the weakest attack drone category with poor penetration and low damage. However, they are very fast and therefore very difficult to evade or shoot down. They are modeled after the Warmate drone
    • Medium Drones are fairly fast but not as fast or agile as the Swarm drones. They deal decent damage but not as much as a Heavy drone. In short, they are quite universal. They are modeled after the Lancet drone
    • Heavy Drones are the slowest of the attack drones, but they are also quite heavy and deal a lot of damage upon impact. It’s worth noting that they will withstand several machinegun hits so using an autocannon to get rid of them is preferable. They will also not fare as well as the other types in urban environments so this is something that needs to be taken into account. They are modeled after the Switchblade 600 drone

    And that’s pretty much it. We are planning to conduct a limited test in the near future where the Drone ability will be given to two vehicles:

    • T-15 Armata
    • Boxer RIWP

     

    Comments from SS on official discord server:

    • Drones were originally intended to be a new feature introduced in Exile BP
    • T-15 may not have the ability permanently; the addition will only be for testing
    • The devs will decide on the eligible vehicles after the initial public test
    • Airburst ammo will be adjusted so that they will be effective against drones
    • The devs plan to reward players who manage to shoot down drones, but it's not clear whether SS means stuff like net XP per match etc or something else like achievements
    • Asked whether drones have a limited operation time / fuel, SS says they will drop at some point

     

    SS first revealed their existence on a stream back in November, though Panzersofa found out about them and posted screenshots a few days beforehand.

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