Qbicle
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Posts posted by Qbicle
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I think it's related to the changes they made last year:
QuoteRicochet Overhaul
We've overhauled the way ricochets work – as a result, thin armor will ricochet shells off less often and thick armor will ricochet them more often.
Furthermore, earlier on, ricochets would happen from 70 degrees (0 percent chance) to 72 degrees (100 percent chance) – now, they will happen from 67 degrees to 73 degrees for APFSDS shells that still nominally have the ricochet value of 70 degrees. As an example – when an APFSDS shell standard impacts armor (not thin enough to trigger the overmatch mechanic but thin enough to guarantee penetration) under the angle of 71.5 degrees, the chance to ricochet will be:
Ricochet Chance = (71.5-67)/6 = 75 percent (ergo, the chance to penetrate is actually 25 percent)
From Moscow Calling 0.29 changelog.
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There is a relatively new weekly mission called Tank Hunters, which requires you to use infantry to destroy 2 enemy vehicles in one match.
It's much less of a fuss to complete than the Semper Fi daily mission.
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The article is finally out:
https://aw.my.games/en/news/general/development-type-10-hitomaru
QuoteIn Armored Warfare, the Type 10 will be a Tier 10 Premium Main Battle Tank. As the description above suggests, as Main Battle Tanks go, it will be amongst the lightest, almost crossing gameplay-wise into the Light Tank territory. In addition to that, it’ll have a few interesting features that are described below. But before we get into any details, the usual disclaimer:
The numbers below are very preliminary as the vehicle has not been properly tested. They are sure to change and should only be discussed as an indicator of how we’d like to set the vehicle up.
With that being said, let’s start with the statement that despite weighing only roughly 40 tons, it will not only be highly mobile and accurate thanks to its advanced electronics, but it will also carry MBT-level armor.
Okay, that may sound a little too good at first glance. No worries though – the vehicle’s armor is just one of the new mechanics we’ve prepared for it.
The basic armor of the vehicle will be very thin (effectively Light Tank level), but the tank will feature ablative NERA armor. Simply put, the tank will start with its armor on par with other MBTs, allowing for some high-risk gameplay early on. However, as the game progresses and you get fired at, the ablative armor deteriorates and after a short while, it will not provide any protection whatsoever, leaving the tank with its basic hull only.
In such a form, the Type 10 will be left quite vulnerable, but combining its solid starting armor with Commander Kwon Han, who provides bonuses for the initial part of the battle, may yield some excellent results. This mechanic is a variant of the NERA mechanism, already introduced in the Hunter article. Additional protection will be provided by a soft-kill APS.
Firepower-wise, the Type 10 MBT will be armed with a 120mm L/44 smoothbore gun. This may not sound like much, but keep in mind this is basically a Light Tank in MBT’s clothing. What we’re looking at right now is:
- 825mm of APFSDS penetration (with mediocre damage per shot)
- 4 round magazine (compensating the low per-shot damage value with excellent burst capability)
- Extremely high accuracy (superior to the Tier 10 Leopard)
- Solid -12/+20 degrees gun depression and elevation (enhanced even further by the presence of an active suspension)
But that’s not all because it’s here where the second new mechanic comes into play – a new AI aiming assistant called "Ballistic Sensor Suite". This one will, however, work differently than the one on the Type 16 MCV. Instead of telling you where to aim, the assistant will display the exact chance (in percent) to penetrate your target based on its armor thickness and angle.
The mobility will also be excellent with the tank’s 1200hp engine propelling its 40 tons forward at 70 km/h (0 to 32 km/h acceleration in 2.5 seconds), as will its agility. Few other heavier vehicles will be able to outmaneuver you. The Type 10 MBT will also be exceptionally stealthy for its class with its 20 percent camouflage rating that further increases with its active suspension lowered. The vision range (without the lowered suspension) will match that of the Black Panther (460m).
On the downside, this tank will not feature any hard-kill APS and once its ablative armor is depleted (which will happen after taking a few shots), it will become easy to destroy. In other words, this tank will be suitable for skilled players who enjoy aggressive, fast gameplay and strive to achieve battlefield dominance early in the battle. As the match drags on, the vehicle will lose its protection and you’ll have to be very careful not to get caught off-guard, but you’ll still be able to deliver devastating punches with this little devil.
So the second ability is like bringing an armour viewer with you.
Doesn't have hard kill APS, though such system is known to be in development at TRDI.
Not known if the tank will have shells other than APFSDS.
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SS posted a teaser screenshot of the Type 10.
Quoting from SS on official AW discord server:
QuoteBasically a MBT/LT hybrid with some plot twists.
QuoteOne of them is a variant of the NERA armor (basically the tank will start as a normal MBT but its armor will deteriorate to something between MBT and LT). The other, more interesting one, I'll leave for the unveiling article.
Maybe something akin to Object 640's level of protection at most (and how it's relatively vulnerable after losing its ERA)?
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Last vehicle is indeed the Singaporean Hunter NGAFV.
Homing Spikes confirmed, and apparently NERA would be its feature as some kind of "new mechanics", but don't we already have vehicles with NERA in the first place?
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SBS Pindad article is now out
https://aw.my.games/en/news/general/development-sbs-pindad
QuoteThe rockets will (unlike those of the MTLB S-8) follow an arcing trajectory, which means that with some skillful positioning, you’ll be able to fire at enemy targets without them being able to fire back because there will be an obstacle between you.
So this is the aspect that was said to be a bit like Swingfire.
QuoteHE missiles won’t be especially effective against frontal MBT armor and you’ll have to pick your foes carefully, otherwise you’ll be wasting precious ammunition on targets you can barely damage. Secondly, once the magazine is emptied, it will take more than 30 seconds to reload, which is a significant period of time to be left without any means of defense.
But, most importantly, the rockets will take considerably more time to travel to the target due to their high arc than any ATGMs or other vehicles’ rockets would. That will make targeting fast moving targets very difficult, unless they are moving directly towards you. Your fire will also not be all that effective at close ranges. The vehicle will also be using standard first-person (“sniper”) mode to aim, which means that aiming over obstacles, while possible, will require skill and careful positioning.
And last but not least, due to the way the rocket launcher is aimed and the high arcs it uses, its range will be severely limited and the vehicle will not be able to fire at more than 500 meters of distance. It’s also worth noting that the actual effective range will be far lower than that because of the long rocket travel time (unless the target is completely stationary).
The Pindad SBS AFV will also have relatively low camouflage value for its size and will become easy to spot when using this weapon due to the obvious fact that firing a massive rocket launcher is hardly inconspicuous.
HE only, and there is a maximum firing range. Not sure if there would be a minimum firing range though. One way or another, its use seems very, very situational.
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SBS Pindad will be a tier 8 AFV
QuoteThis AFV will resemble a crossbreed between the popular MTLB S-8 and the Swingfire in the sense that it will fire devastating salvos of unguided rockets that will be also possible to launch over obstacles since they will follow an arced trajectory.
Another PVP-oriented vehicle, it seems.
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After 5 tries, we finished Spirithaven Spec Ops Chapter 4 on Extreme.
A few points taken from this run:
- There are no internal timers for each objective. The only main concern is keeping Magnus alive when he is surrounded by Bradleys while the flagship thing is also targeting you. In Extreme difficulty he has 15k HP but loses 1k at a time.
- Assign players on different focus: those destroying Bradleys and those destroying the gun / missile turrets on the flagship. For those destroying the turrets, thermobaric missiles can help as they have a good splash radius.
- Keep moving when the turrets are about to come online. React too slowly and you may not get out from multiple stacks artillery-like missile strikes.
- As for the guns, they will aim at you with laser before blasting at you with their one-hit kill guns. As long as the lasers end up beaming on some obstacles, you should be fine, but there are cases where you can still die from them.
- As for the final phase, have at least one player stay on top to kill bots popping out from spawn, whereas the rest hunker down behind Su-25 wreckages from one-hit kill blasts and defending any potential threats coming to cap.
Regarding the screenshot with safe spots, I decided to parallel park on the left because the T-15 is quite long, and the wreckage may not cover the vehicle fully from bombardment if you park sideways. BMPTs are fine though; you can shove at least four of them in that spot.
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Quoting SS from another thread regarding one of the remaining unannounced vehicles:
6 hours ago, Silentstalker said:Two unannounced vehicles left. The next one is going to be either very fun or absolute cancer, I can't really decide. The one after - if you like the Chonker, you're gonna like that one I suspect.
Which is this one I'd assume. Anyone got any idea what this is?
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There's now a brief report on the Arty @ GlOps feedback:
QuoteWe are pleased to report that we have gathered thousands of pieces of individual pieces of feedback that we have carefully evaluated over the course of the test. Based on your reports:
- Roughly 75% of you welcome the idea with roughly 20% being against it (16% were strictly against it)
- More than 80% of you welcomed the Smoke rounds and more than 75% of you welcomed the White Phosphorus rounds
Based on your feedback as well as our own investigations into the issues reported, we have come to the following conclusions:
- For the future, we’d like to keep the Self-Propelled Gun class as a part of Global Operations
- Overall, the support shells work well and as intended, although some partial problems with them need to be addressed
- There are issues and bugs that we also need to address before officially allowing the class in this mode
We’d like to thank you all for your feedback. The Self-Propelled Gun class will return to the Global Operations mode in due time, although it may take us a month or two to address the abovementioned issues.
https://aw.my.games/en/news/general/artillery-global-operations-results
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It's probably a bug, and it's not just Blue Star; all medals don't appear in the results screen, but you can still track what you get in the post-match notification... Sometimes.
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The second BP reward vehicle will be a tier 6 North Korean MBT. A Soviet style MBT with 2-ATGM launcher.
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10 hours ago, BumbaX said:When you want to put a tank that was first produced in 1975 (Type 74) with in the same tier with a tank that began production 10 years earlier and that ended production, if not for some export versions, in 1979 (Leopard 1) you surely have to tweak something to balance them...
When the Type entered in production the Leo was an almost obsolete tank, whose production stopped 4 years later. But i would say that what a tank is in RL, how it actually performs, does not absolutely matters in this game, that is not a realistic tank simulator, we had completely different versions of the T14 or of the Sphinx just to make an example, thee has been a time when the T14 had the best armor and was super fast, and you saw parties with 12 T14 in Random battle and Glops, and the old AC of the Sphinx was completely different of the actual one, it had more a Draco like alpha.
As long as a tank is balanced with the other ones of its tier, and when you see too many of them or never see one of them probably it is not well balanced, if it uses a different ammo of the RL one i personally don't see any problem.
Sure. We already have different era vehicles being placed in the same tier for gameplay's sake; this is no big surprise nor is it some kind of first-time thing. For example there are pre-1991 tanks (e.g. Object 490, CATTB) and tanks developed in the recent years (e.g. T-14) in tier 10.
I am only curious on what shells (name-wise) the devs plan to give to Type 74 for balance.
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IRL Type 74 shares the same ammo as Type 16 MCV, but firepower-wise that would make it potentially too powerful at tier 5. I'd guess there will be quite a bit of tweaking to tune it down to competitive level.
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Panzersofa showed some of the concept art for the upcoming Battle Path.
https://vk.com/panzer_sofa?w=wall-102237486_244416
Quoting SS (Source):
QuoteThey are just concepts. Like "do you want this, or that - post apocalypse skins or more like Asian skins"
Also Type 74 will be the first BP reward (Source) and Type 10 the ultimate reward (Source).
Unfinished Type 74 preview:
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And so all of the Japanese vehicles currently in service bar Type 16 MCV ended up as premium vehicles in AW.
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It is a passive ability. According to the vehicle article:
QuoteSimply put, the more allied vehicles are in the vicinity of the Leclerc, the faster the Leclerc aims and the more accurate it is (roughly 5 percent improvement per an ally nearby). This represents the real life Scorpion BMS feature of always informing the crew of the tank where its allies and enemies are located and what would be the most efficient course of action to help the former and defeat the latter.
Not so sure about the activation range, but it seems quite short. I guess it's around 50m, but it would need someone else to test/confirm.
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WP can cause 11 ticks of damage in total. The damage depends on tier, 25 (max 275 damage) at tier 10; 11 (max 121 damage) at tier 3.
Size of the circle isn't huge as it only covers about 1/4 ~ 1/3 of a cap circle, but it does it job in defending caps. I kinda wish you can get assist damage for spots caused by the WP's camo punish though.
The smoke shells feel more or less the same. However, unlike pre-Balance 2.0, they share the same shell type as WP shells, so you can't just switch to whatever support shell you want and fire them right away, and instead you'd have to load a whole new shell when going from WP to smoke or vice versa. This would make me want to stick to one type of support shell only.
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Not surprisingly there is now an influx of Leviathan results on the contest channel. Most are going for Leclerc T40 and K21 for high DPM. There are much fewer Revolution results, so I might go for that, but that doesn't look easy either.
As of now these are the highest results I've found so far:
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BWP-2000 performs like a tier 8 in general so comparing it to most (if not all) other tier 7 AFVs would make them seem utterly inferior one way or another.
On the other hand, someone on AW official Discord server states there is a problem with the Type 89:
Quoteapparently it gets the MBT-class penalty on camo while moving (- 20%) despite being an AFV and having the Harder to spot trait and it's not just an UI bug, it DOES get spotted in situations where any other AFV (or even most TDs/LTs) would not (with 90%+ certainty)
ie just a quick comparison (same commander in all 3 vehicles, Seagrove, so no effect on unconditional or on the move camo)
Hope this will get fixed soon or later as camo means a lot for most AFVs.
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I didn't manage to get duplicate crates in the previous weekend with Black Sea Incursion, and there are no further reports last weekend (Arabian Nights), so it appears that they have fixed the issue by now.
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I had a quick look at the in-game Global Directory, and this should be all of them (hopefully).
I also included the upcoming AS21 Redback as it was tested by some players earlier.AT = AT Squad, MO = Mortar Squad, SN = Sniper
Vehicle Tier AT MO SN ------------------------------------------ PL-01 10 ✓ Merkava 4M 10 ✓ Kornet-D1 10 ✓ T-15 Armata 10 ✓ ✓ ✓ AS21 9 ✓ ✓ ✓ Hunter AFV 9 ✓ ✓ ✓ Merkava 4 9 ✓ Kurganets 9 ✓ ✓ ✓ Griffin 50mm 8 ✓ ✓ ✓ K21 8 ✓ ✓ ✓ M2A3 Bradley 8 ✓ ✓ ✓ Marder 2 8 ✓ ✓ ✓ Rosomak M1M 8 ✓ ✓ ✓ Dragun 125 8 ✓ ✓ ✓ CV90 Mk.IV 8 ✓ ✓ ✓ BMD-2M 7 ✓ ✓ ✓ BMP-3M 7 ✓ ✓ ✓ BWP-2000 7 ✓ ✓ ✓ Rosomak 7 ✓ ✓ ✓ Type 89 IFV 7 ✓ ✓ ✓ Warrior 7 ✓ ✓ ✓ BMD-4 6 ✓ ✓ ✓ BMP-3 6 ✓ ✓ ✓ BVP-M2 6 ✓ ✓ ✓ ZBL-08 6 ✓ ✓ ✓ C13 TUA 6 ✓ ✓ ✓ BMD-2 5 ✓ ✓ ✓ BMP-2 5 ✓ ✓ ✓ OT-64 5 ✓ ✓ ✓ BMD-1P 4 ✓ ✓ ✓ BMP-1P 4 ✓ ✓ ✓ BWP-1M 4 ✓ ✓ ✓ ZBD-86 4 ✓ ✓ ✓ BMD-1 3 ✓ ✓ ✓ BMP-1 3 ✓ ✓ ✓ M113 ACAV 3 ✓ ✓ ✓
New BMPT
in Upcoming Changes Discussion
Posted · Edited by Qbicle
Mentioned Reaper & Sapphire versions (see edit history)
New article is out
https://aw.my.games/en/news/general/development-bmpt-mod2000
We won't get to see it being used by bots in PVE.
And it's time to wave goodbye to the old Terminator as it gets replaced by the proto-prototype.
P.S. If you have Reaper and/or Sapphire versions, you'll get their Mod.2000 reskinned counterpart(s) instead.