Jump to content

Qbicle

Members
  • Content Count

    247
  • Joined

  • Last visited

  • Days Won

    51

Posts posted by Qbicle


  1. Source:

    https://aw.my.games/en/news/general/update-046-now-available

     

    Quote

    We are happy to announce that the Update 0.46 is now available!

    scr1

     

    List of Update 0.46 Changes

     

    Battle Path Fixes

    We are introducing the following Eclipse Battle Path fixes and changes:

    • Completed Derivatsiya, Ghost and Gadyuka vehicles can only be sold for Credits
    • Removed the incorrectly included Type 16 MCV progression vehicle from the Overprogression Loot Crate contents (all players affected with this issue should contact Support for compensation)
    • Fixed an issue where the Shop would sometimes show “Owned” for all items, even those you don’t have yet

    Direct Fire Artillery Test

    The previously announced test will start today as intended. Please note that the Akatsiya has several issues that we know about, including:

    • Missing icon
    • Missing machinegun
    • Blocked retrofits

    There’s no need to report these. Please submit your feedback to the survey linked in this article.

    Please also note that the Akatsiya may take a whole day to arrive to your account.

    General Changes

    • Fixed an issue where the game was crashing after playing the intro video
    • Fixed additional rare crash reasons
    • Fixed an issue where some elements of the game were incorrectly localized (the “Type 99A1” issue)
    • AI vehicles no longer randomly teleport when aimed at
    • AI vehicles no longer stop moving when all the player vehicles are destroyed
    • AI vehicles now have tweaked path finding (should not get stuck on vehicle wrecks so much)
    • Gadyuka: Fixed the incorrectly moving flags
    • Gepard: Reduced the minimum damage of HE and PELE shells
    • Gepard: Reduced the penetration of PELE shells to 50mm
    • Jaguar: Fixed the incorrectly thin turret armor
    • M50 Ontos: Fixed an issue where this vehicle didn’t lose any camouflage when moving
    • T-62M: Vehicle no longer drowns too early
    • T-80B: Fixed an issue where installing the Kontakt-1 armor kit would create a driver hatch weakspot for no reason
    • T-80B: Fixed various minor armor and ERA issues
    • T-80B: Fixed various smaller armor issues on the T-80BV skin
    • Fixed an issue where new accounts wouldn’t see any Tier 1 vehicles in their Garage
    • Fixed an issue where the UI wouldn’t scale correctly on large screens
    • Fixed an issue where the Inventory button in the Garage menu was not written in capital letters in Russian (tiny problem but definitely an annoying one)
    • Fixed some small localization issues
    • Added a few assets for upcoming events

     

    The test version of direct fire only Akatsiya is being handed out slowly as stated on official Discord server's announcement channel:

    Quote

    Please note that the Akatsiya will start arriving to your accounts momentarily. However, given the massive amount of active players, the process will very likely take well into the night. All Akatsiya testing vehicles should be handed out by tomorrow morning.

     

    Several bugs and issues have popped up:

    • There is no cooldown timer for daily challenges, which means you can practically complete a new daily mission every mission or match.
    • M113 Hellfire's missiles lost their partial reload
    • Ontos used to lose a lot more camouflage than other TDs when moving (up to 32%), but contrary to what the patch note suggests, today's update actually removes its camouflage penalty for movement altogether.
    • BP repeatable missions now have a cooldown of 24 hours, details TBC
    • When using ATGM with T-80BV skin, gun barrel is fixed on max elevation angle.

     

    I heard there are a few more out there, but I haven't confirmed them myself yet.


  2. Source:

    https://aw.my.games/en/news/general/direct-fire-spg-testing

     

    Quote

    Not so long ago, we unveiled our plan to overhaul the Self-Propelled Gun vehicle class into direct-firing vehicles. We have gathered your preliminary feedback but in order to evaluate it further, we’ve prepared a demonstration for you.

    scr1

    The plan is rather simple. In the next update, we’ll be introducing a direct-firing version of the Tier 6 Akatsiya SPG as a separate vehicle (temporarily in the Tank Destroyer class) and will be handing it out to every active account.

    For one week, you’ll have the opportunity to try it out and submit your feedback via the form linked below. After the week passes, this vehicle will be removed from your account and its performance analyzed along with your feedback.

    Click on the image below to open the form:

     

    scr2

     

    The following rewards are available during the testing:

    • Win 5 matches in PvP to receive 250 Battle Coins for the Eclipse Battle Path
    • Win 10 matches in PvE to recieve another 250 Battle Coins for the Eclipse Battle Path
    • Three randomly chosen feedback posts submitted via the form will receive 6.000 Battle Coins

    Please note:

    • The event begins on May 25 (with a regular Thursday maintenance)
    • The testbed vehicle will be removed from your account after the end of the event
    • Visual customization used on the testbed vehicle will not be compensated in any way (install anything at your own peril)
    • The testbed vehicle does not count towards any missions or objectives and may experience other issues not connected to the tests
    • The vehicle is for the purposes of this test introduced as a Tank Destroyer
    • Only those feedback posts where the submitter did clearly put some effort into them are eligible for a reward
    • The rewards will be sent after the end of the event

     


  3. Source:

    https://aw.my.games/en/news/general/development-t-80um-1-bars

     

    Quote

    In Armored Warfare, the T-80UM-1 will be a Tier 8 Main Battle Tank.

    The tank will be possible to unlock from the Tier 7 T-80U MBT of Marat Shishkin’s MBT branch.

    scr7

     

    Click the image to open a larger version

     

    As you could have guessed from the history section of the article, the tank will be somewhat similar gameplay-wise to its T-80U predecessor. The basic armor will remain roughly the same but the tank will feature two APS systems:

    • Arena hard-kill APS
    • Shtora-1 soft-kill APS

    The tank will also retain the predecessor’s solid firepower and will be able to use the more advanced 3VBM33 Svinets-2 APFSDS round (along with the HEAT and HE rounds as well as the Invar guided missile). We’re still considering additional ammunition such as programmable HE (3VOF77 Namestnik-1) and thermobaric gun-launched missiles (3UBK14F1). The mobility will also be excellent thanks to a new 1400hp engine (available as an upgrade), pushing the power-to-weight ratio to 30 hp/t.

    scr8

     

    Click the image to open a larger version

     

    The introduction of this vehicle is still planned for the summer of 2023 and will be followed by the next vehicle in line, the T-80BVM, further down the line.

     

    Now confirmed that T-80BVM will be the Tier 9 vehicle in the line.


  4. Source:

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

     

    Quote

    Today, we’d like to tell you more about our plans to change the Self-Propelled Gun class of vehicles that we’ll be implementing this summer.

    scr1

    To understand why these changes are needed, we have to go way back to the very beginning of Armored Warfare development where it was decided to bring indirect fire to the battlefield because, well, there are players who like this sort of thing – to sit in one position, point, click and... boom goes the enemy tank without any fear of retaliation.

    Not that there aren’t such vehicles present in PvP even today – you can absolutely take your 122mm Buratino and trash a few MBTs by a stream of rockets. The difference is, driving a Buratino always puts you at risk of being immobilized or knocked out. In case of indirect-firing SPGs, there was no such danger in PvP except for occasional counter-battery fire where SPG players would target each other and trade shots across the map in a game of hide and seek.

    The veterans of this game might remember the SPG class being repeatedly tweaked but the conclusion we came to was that no matter what we did, artillery in PvP was simply a failed concept that wouldn’t ever be fun. And so we restricted the class to PvE and left it there essentially unchanged except for an occasional change of high-explosive shells that led to its current, impotent state. Indeed, the SPGs are barely played these days (despite being one of five main classes in the game, only roughly 2.4 percent of Tier 9-10 matches are played with SPGs). We aim to change that.

    And so, long story short, we’ll be making the following changes:

    • Artillery vehicles will be overhauled to fire directly
    • Afterwards, artillery will be allowed in all modes

    This is not an unrealistic change – artillery has often been used this way in recent conflicts. There are, however, some challenges to this task. First of all, artillery generally lacks armor. Secondly, artillery typically cannot fire kinetic shells.

    That is why we are planning to overhaul the current artillery vehicles into highly nimble and fast (roughly similar to Light Tanks of the same Tier), lightly-armored machines that will typically fire powerful HE and (newly added) HEAT shells. In other words, they’ll rely more on single shot damage than on their rate of fire.

    They will retain their Smoke and White Phosphorus shells and will be able to switch quickly between this utility ammunition and damage-dealing rounds, but every ammunition type will use a direct fire aiming reticle similar to the current TOS-1M Buratino (with a flat, horizontal-oriented aiming circle instead of the classic tank one). The accuracy will, naturally, not be all that great and long-range fire will resemble bombardment rather than sniper shots. Lower calibers (122mm) will have a rate of fire advantage while higher calibers will focus more on damage. Additional shell types will also be available for various individual vehicles.

    And that’s pretty much it. The last thing we’d like to mention are the Premium SPGs. There are only three in the game at the moment – two Abbots and Msta-S – which makes things easier. These will initially not be overhauled and will stay as they are (including their restriction to the PvE modes). After all, players purchased them the way they are now for a reason. We will monitor the post-release feedback and, if that will be the wish of their owners, we’ll change these too.

     

    Several comments and replies from SilentStalker on official Discord server:

    • Regarding the potential burst damage from a 4-shot clip PLZ-05, "Well obviously that's going to need tuning. Like, removing the PLZ clip or making it more manageable."
    • He turned down the idea of scrapping the class and relabelling SPGs to TDs, saying "TDs come with some design expectations, like high accuracy."
      (Side note: the idea of a class merge, specifically combining LTs and TDs into Fire Support Vehicle or FSV class, had also been rejected before)
    • Having both indirect fire and direct fire modes is also a no-no, "Because we specifically do not want indirect mode in PvP."
    • TOS-1M Buratino's 220mm rockets somewhat influence SPG's future direction
    • It's not possible for SPGs to behave differently between game modes; "I don't know the details, I am not a programmer. But assigning more than two POV to a vehicle breaks the game."
    • Overhaul is still at proposal stage, "right now it's basically a "we'd like that" stage, nobody started working on nit."
    • "The change is not supposed to appeal to the players who are perfectly fine with the way it is. It's meant to appeal to other players who don't have SPG vehoces yet and maybe make them more active."
    • "There are more reasons for the overhaul than that. For example, SPGs actually actively decrease low-Tier retention of new players. They decrease its average because arties now suck on most maps."

     

    The idea of changing artillery into direct fire only had been tested in Balance 2.0 PTS before:

     

    The results were apparently not up to expectations, and this idea was dropped. In Update 0.19 SPG as a class was limited to PvE only, and bot SPGs were removed from all existing maps at the time (Spec Ops was not out yet, as was Desert Path which had a chance to spawn an SPG in an off-grid location in relation to a specific secondary objective). Illumination (free spotting in a designated spot) and smoke shells as well as counter-battery pings (the ability to see the approximate location where an enemy SPG fired a shot on the minimap) were also removed. From an anecdotal experience, the SPGs' firing arc was greatly reduced, and the splash radius was also made smaller since then.

    SPGs were reintroduced to GlOps mode in 2020 together with smoke shells. White Phosphorous shells were added instead of illumination shells, but for some reasons they do not help reset cap in that mode (they should) as they would in PvE even to this day. These utility shells now have very high firing arc, almost mortar-like. At some time high calibre HE shells dealt tremendous module damage, and while this was a problem mainly associated with high tier MBTs, SPG also benefitted from this, but it was largely reversed for Update 0.35. Otherwise they more or less played the same since 2017's Update 0.19: relatively low firing arc, small splash radius, map/terrain restrictions, and generally low utility caused some players to re-adapt and play such vehicles in direct fire mode, and this is the direction that the developers are currently going for.

    • Upvote 1

  5. 7 hours ago, knutliott said:

    Anyone have details on how much they changed?  I've always wanted to like the Scimitar, but it's just been... meh.  Is it decent now?

    Please don't quote me on this, but AFAIK the changes are as followed:

     

    APSE (green ammo)
    Damage: 14 → 24
    Penetration: 90mm at 150m & 68mm at 500m → 100mm at 150m & 75mm at 500m

    AP
    Damage: 16 → 20
    Penetration: 250mm at 100m & 75mm at 400m → 300mm at 100m & 90mm to 400m

    HE
    Damage: 36 full pen, 24 partial, 12 non-pen → 39 full pen, 26 partial, 13 non-pen
    Penetration: 12mm → 15mm


  6. Source:

    https://aw.my.games/en/news/general/update-045-now-available

     

    Quote

    We are happy to announce that the Update 0.45 is now available!

    scr1

     

    List of Update 0.45 Changes

     

    Eclipse Battle Path

    The following changes are taking place in this update:

    • Fixed the Black Mamba skin compensation for BMPT Mod.2017 (compensation pending)
    • Fixed the compensation mechanics of other Battle Path items, including the Flag Unlock
    • Fixed an issue where the Perihelion base paints were also available in the Battle Path Shop
    • Fixed an issue where the Centauro ERA would turn blue when enabling the VRCC skin

    General Changes

    • Fixed an issue with opening various Loot Crates
    • Fixed an issue where obtaining a new vehicle would sometimes display an incorrect model
    • Arjun: This vehicle now has a Dozer Blade module and ramming bonus
    • BMD-2 Wolf: Fixed an issue where this tank would sometimes deploy smoke from its engine bay
    • FV107 Scimitar: Improved this vehicle’s gun penetration
    • Otomatic: 4 Retrofit slots are now available
    • Otomatic: Radar ability description now displays the real activation times
    • TOS-1M: Tracks no longer change color when applying base paints
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues

     

     

    • Arjun's dozer blade now should deal extra damage upon ramming, but it doesn't seem to provide additional armour as they are still treated as external components in armour viewer
    • All 3 types of Scimitar's ammo gain damage and penetration buff

  7. As mentioned there, BP is now officially 120 days long, with a possibility to extend it to 180 days. It causes an uproar as it was stated to be 180 days before release, and the 120-day timer on BP launch was supposed to be a bug, but now it isn't. SS, who designed this BP, doesn't appear to have a say on this change (i.e. a decision from the higher-ups or the marketing department etc).

     

    Linking yesterday's patch notes thread here for reference:

     


  8. Source:

    https://aw.my.games/en/news/general/update-0441-now-available

     

    Quote

    We are happy to announce that the Update 0.44.1 is now available!

    scr1

     

    List of Update 0.44.1 Changes

     

    Eclipse Battle Path

    The Battle Path’s duration is now set to 120 days. Additional extensions are very possible when we begin to reach the end of this deadline. Additionally, the following changes are taking place in this update:

    • Adjusted the entry price of the Battle Path to the intended value
    • Fixed the animation and sound of Overprogression Loot Crates
    • Added a new Eclipse garage to the game (takes place early in the story, in Arizona)
    • Level 49 now costs the correct amount of Battle Coins
    • Diary button no longer displays “404” error when inspecting it while not having access to the Battle Path
    • Battle Path vehicles are now correctly assigned to their dealers (Otomatic – Francine De Laroche, TOS and Gadyuka – Marat Shishkin and Gepard – Sophie Wolfli)
    • Fixed an issue where 3 Overprogression Loot Crates awarded a Progression vehicle (Sucuri II)
    • Fixed an issue where the M551 Acid skin wasn’t being awarded correctly when bought in the Shop
    • Fixed the price of Workshop modules in the Upgrade window (their requirements did not change but the modules now visually cost 10 XP)
    • Gadyuka parts are no longer available for trading on Lootdog

    General Changes

    • Fixed an issue that caused the game to crash when trying to play videos and animations
    • Fixed an issue where some vehicles (Stridsvagn 2000, Object 195, Armata, Armata 152) did not count as “heavy” for the purposes of Platoon creation
    • Fixed an issue where the AI opponents in PvE were teleporting around, including into buildings, rocks and other obstacles
    • Fixed an issue where two Loot Crates would open at once if you decided to skip the animation
    • EBRC Jaguar: Fixed an issue where this vehicle had an invulnerable turret (parts of its hitbox were missing)
    • EBRC Jaguar: Fixed an issue where the muzzle brake was not moving in sync with the barrel
    • Gadyuka: Fixed this vehicle’s armor and modules (multiple issues)
    • Gadyuka: Moved the ammo rack to its correct location under the turret
    • Gadyuka: Removed the “Unmanned Turret” trait and made the turret manned (takes full damage)
    • Gadyuka: Fixed an issue where this vehicle didn’t count as Special Vehicle in the Garage filter
    • Gepard: Fixed the performance of HE shells (reduced their non-penetration damage)
    • Gepard: Fixed the Radar ability name and description
    • Gepard: Fixed the lower frontal plate that was incorrectly 7mm thick (now it corresponds to the upper frontal plate)
    • Otomatic: Fixed an issue where this vehicle didn’t count as Special Vehicle in the Garage filter
    • T-80B: Fixed an issue where upgrading to ERA actually created two weakspots (driver hatch, lower frontal plate)
    • TOS-1M: Fixed an issue where the Armor Inspector showed the launcher and its elements flying in the air
    • TOS-1M: 122mm rockets are now fired from the launcher in the correct order
    • TOS-1M: Fixed this vehicle’s acceleration
    • Fixed an issue that caused the acceleration statistics to appear incorrectly for a large number of vehicles (the actual values did not change, they just appear correctly now)
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues

    Please note that the update is incorrectly marked as Update 0.41.5 – this nomenclature issue will be fixed in the future.

     

    The 120-day duration on countdown timer was originally a bug, but now it's official. SS comments that this change wasn't by his own intention or decision, and it's "quite likely certain" that it would be extended back to 6 months (180 days) eventually.


  9. One of the users reported their Eclipse Loot Crate openings:

    • AMX 10P 90 Fox
    • ZBD 86 Neon
    • Merkava 2D Black Eagle
    • Stingray 2 Black Eagle
    • T-80U Shark
    • VT-5 Dragon
    • SPHINX Monster

    All reskins. No vehicle from Tier 8 crate, but 6000 Battle Coins for compensation instead. It's worth noting that this user said they haven't got some other reskins like BMPT 2000 Reaper or Sapphire.

    References (on AW official Discord): Message 1, 2, 3, 4


  10. The Eclipse BP is now available

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

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

     

    Related thread:

     

    Known issues so far:

    • BP should last for 180 days, but in-game timer shows 120 days Now intended, but with a possible extension back to 180 days eventually.
    • All five BP vehicles (Gadyuka, Gepard, Otomatic, Buratino, Jaguar) are currently assigned to the legacy Unknown Dealer. Furthermore, Gadyuka and Otomatic do not count as special vehicles on filter (same issue as ZBD-04A). Fixed, though they still haven't touched ZBD-04A from the previous BP.
    • BP ranks major milestones at Ranks 10 and 30 do not correspond to actual major rank rewards, which are at Ranks 19 (Gepard), 34 (Otomatic), 50 (Buratino), and 60 (Jaguar). Fixed
    • Tier 3-6 LT Net Experience repeatable mission's requirement is too high: its current requirement is 16000, whereas other classes' requirement is only 7000 for the same tier range.
    • Gadyuka ammo rack module exists inside the vehicle, but it appears to be very hard to hit under normal circumstances. Autoloader also exists, but its placement is unknown.
    • Gadyuka's autocannon does not load full capacity after switching ammunition type - it currently exhibits similar behavior to guns with clips instead.
    • Gepard's radar name is displayed as "Gepard_Ability_Radar_short" on the upgrade screen Fixed
    • Gepard's HE can deal damage even against heavily armoured targets (UPDATE: they reduced the partial and non-pen damage as well as a bit of splash penetration, but it can still cause damage that way)
    • Gepard's overheat threshold is much lower than other vehicles using the same overheat gauge (~25% compared to others at ~66% of the full gauge)
    • Otomatic does not have its 4th retrofit slot unlocked Fixed
    • Otomatic does not suffer from ammo rack fire or explosion
    • Otomatic's smoke grenades fire from the hull's front instead of the turret's, contrary to what the visual model suggests Fixed
    • Otomatic's turret has collision mesh
    • Buratino's autocannon can aim and fire below its intended minimum angle
    • Buratino's hard kill APS has no known hitbox
    • Awaiting confirmation: Buratino's soft kill APS may not have a model, hitbox unknown
    • Buratino's turret has collision mesh
    • B1 Centauro 105 VRCC skin has blue ERA Fixed
    • Jaguar has frontal armour that is vulnerable even to machine gun fire Fixed
    • Jaguar's sights are mostly covered by vehicle armour, making them hard to hit with AP ammo
    • Gadyuka parts do not stack properly. SS says they should still be exchangeable for a complete vehicle when you have 100 parts in total across all stacks.
    • Eclipse Loot Crate may drop the progression Sucurii II, which is not intended. (reference screenshots: 1, 2, 3) Fixed

     

    Other notes:

    • Buratino's autocannon has no first person view - this is intentional
    • Samuel Thorpe currently shares the same skill field as Fyodor Sokolov and Maximillian König, but this will change in the future, and it will depend on  the outcome of this event.
      UPDATE: Results suggest Thrope's new expertise will be part autocannon, part ATGM.

     

    • Upvote 1

  11. Source:

    https://aw.my.games/en/news/general/update-044-now-available

     

    Quote

    We are happy to announce that the Update 0.44 is now available!

    scr1

     

    List of Update 0.44 Changes

     

    Eclipse Battle Path

    We are launching the Eclipse Battle. Follow the story of Samuel Thorpe and earn epic rewards, including the TOS-1M Buratino Tier 10 Premium Tank Destroyer! Learn more in a dedicated article.

    General Changes

    • AMX-40: Fixed this tank’s armor
    • Added several future event assets
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues

     

    Other notes:

    • The Tier 9 Type 99A is currently named "Type 99A1". This is apparently not an intended change.
    • The devs are aware of the issue where players are unable to claim log-in bonus from the launcher, which began on the night before update. Reportedly fixed by now.
    • There are multiple reports of players getting CTD shortly after launching the game, usually after the intro video. SS suggests submitting a ticket to support for troubleshooting.
    • Do not press the "skip animation" button while opening crates. According to SS, "If you skip the animation, it opens a second box without any notification about the prizes. [The opened items] get added but you don't see them anywhere and have to check your inventory"
    • Bots may teleport across a short distance mid-battle.

  12. Source:

    https://aw.my.games/en/news/general/developer-diary-playing-buratino

     

    Quote

    As you already know, the TOS-1M Buratino is the main prize of the upcoming Eclipse Battle Path. Since this vehicle is unlike anything we’ve released so far, we’d like to tell you (and more importantly, show you) more about it and the way it will play in Armored Warfare.

     

     

    The basic 122mm configuration is fairly straightforward. You have 80 direct-firing HEAT rockets, you press the firing button, things start exploding. Easy as. The trick here is to close the distance between you and the target quickly or, alternatively, wait in ambush somewhere you know the enemy has to pass through. The rockets are very inaccurate (this is very much a “whomever it may concern” type of weapon) and given your lack of armor, you will not survive exchanges at longer distances.

    Another obstacle you’ll have to overcome is the poor depression of the launcher (and the autocannon that is tied with it). Firing from a hulldown position at vehicles below will therefore be very difficult – a typical situation where the TOS will do truly poorly is on top of a Frontline map ridge. Not only are the engagement distances quite long there, but you’ll be also firing below you, leaving you exposed for a long time – which is not a good idea, it’s a rocket launcher – it is not stealthy.

     

     

    The upgraded 220mm configuration faces similar issues but the dynamic here is a bit different. Instead of a rather forgiving rocket salvo, you deal a lot of damage with a single missile. This missile can be absolutely devastating and can single-shot a lighter Tier 10 vehicle and seriously damage an MBT. However, it is also very slow, somewhat inaccurate and difficult to aim. In other words, you need to maximize the chance of hitting your target. For that, you need to master your autocannon.

    At first glance, the autocannon (which can now fire both AP and HE shells) is a secondary, “fallback” weapon. It also uses the same sights as the rocket launcher so it is difficult to aim. Additionally, you cannot switch to the first person mode (sniper mode) while using it. You can, however, use it at shorter to medium distances as such:

    • Switch to the autocannon
    • Destroy the tracks of an enemy vehicle
    • Switch back to the rocket launcher and fire at the immobilized target

    With these rockets, you have one more advantage. They fly in rather high arcs, which means that, positioned properly, you absolutely can fire over obstacles (where the enemies can’t easily fire back at you). This tactic requires good map knowledge but can pay off, especially if you can target an objective area where you know the enemy has to go. On the downside, you cannot use your autocannon to immobilize them this way.

     

     

    As for the thermobaric rockets that are the ultimate upgrade – we have tested them meticulously in the original configuration but they were absolutely mental (the destruction of three enemy tanks at the same time wasn’t rare at all), which is why we reconfigured them. Right now, they still do a lot of damage but instead of direct fire explosions, they do two things:

    • They damage targets far away (better for long-range fire) due to improved splash
    • They do a lot of external module damage

    Indirect hits will therefore still deal considerable damage while direct hits will cripple all save the toughest of MBTs. Needless to say, getting hit by one of these is not a good idea and the Buratino will be the bane of static defenses and “camper” players.

     


  13. Source:

    https://aw.my.games/en/news/general/eclipse-skin-banger

     

    Quote

    The Banger skin is one of the earlier Eclipse Battle Path prizes and today we’d like to tell you more about it.

    scr1

     

    Click the image to open a larger version

     

    The name Banger might sound familiar to you as it is mentioned in the Wages of Sin PvE mission – if you discover a certain semi-secret dialogue, that is. A bit of lore first:

    The Banger was an old M113 leased to Perihelion for its training duration by the U.S. Army. The official version is that it gained its nickname from a large recoilless rifle mounted on top. Several days before the arrival of Samuel Thorpe, the gun was accidentally discharged in the middle of the camp, resulting in severe hearing issues for several Perihelion mercenaries. There are some who claim the name came from the stretcher found in the troop compartment, which a number of Perihelion troops used as their private hideaway. The Banger was lost during the battle for the U.S. Army base, the fate of its crew unknown.

    ref

     

    Some of the Banger References

     

    As we promised before, pretty much every prize in the Eclipse Battle Path is tied to the Battle Path’s story and you can learn about every aspect from its description in the Customizations menu. Even vehicle descriptions change upon installing the skin.

    scr2

     

    Click the image to open a larger version

     

    This skin is connected to the earlier part of the tale where the forces of Perihelion fight an unknown enemy in Arizona covered, as we mentioned before, by the Wages of Sin mission. That much you already know. But we’d like to give you an overview why the skin does look the way it look.

    The overall look of the skin matches an M113 that was previously mothballed and only brought to working order so that it could be transferred to the Perihelion mercenaries as a training vehicle. It was placed in Arizona for a long time (since the 1970s in fact), that is why it is painted using the MERDC “red desert” camouflage pattern, a perfect fit for Arizona.

    scr3

     

    Click the image to open a larger version

     

    Several signs indicate the history of the vehicle goes all the way back to the Vietnam War. The hull was modified by removing its side skirts. This was typically done to wartime M113s so that branches and mud wouldn’t stick behind them – those were a pain to clean up). Additionally, the vehicle carries spare parts on it which nobody really bothered to remove.

    And last but not least, the rolled metal grid attached to the front turned out to be very useful when travelling across soft, wet or sandy surfaces.

    scr4

     

    Click the image to open a larger version

     

    The vehicle’s tactical markings were painted over by the military so that it wouldn’t pass as regular U.S. Army vehicle.

    And last but not least, the vehicle was personalized by the Perihelion mercenaries to an extent.

    scr5

     

    Click the image to open a larger version

     


  14. Source:

    https://aw.my.games/en/news/general/developer-diary-t-80um-1-bars

     

    Quote

    Today we’d like to tell you more about the T-80UM-1 Bars that we are working on. The Bars will be a Tier 8 progression MBT that will be possible to unlock from the classic Tier 7 T-80U.

    scr1

     

    T-80UM-1 Bars, 2009

     

    A few words about the vehicle. The Bars (“Snow Leopard” in Russian) is a prototype version of the T-80U MBT from 1997, the main upgrade being the addition of the Arena hard-kill APS alongside the Shtora-1 soft-kill APS. The rest was comparable to a standard T-80U. A single vehicle was built and offered for export but the project didn’t really go anywhere.

    And that’s about it – a more detailed article will follow when we are closer to the point of release, which will be the summer of 2023 (at the earliest, the vehicle is still in very early stages of development). It’s also a bit too early to say more about the gameplay of the vehicle or its available upgrades. What we can say is that we’ll be finishing the entire branch in 2023.

    scr2

     

    Click the image to open a larger version

     

    Why are we letting you know this early on?

    Because with a few more weeks left to the launch of the next Battle Path, we’re hard at work not only polishing it, but also planning ahead. We do have a number of exciting ideas for 2023 and this is but one of them. You do have other things to look forward to that we’ll tell you more about later.

    Right now, most of our effort goes into the Battle Path but once the work is finished, we’ll pivot straight to our other plans.

     


  15. Source:

    https://aw.my.games/en/news/general/update-043-now-available

     

    Quote

    We are happy to announce that the Update 0.43 is now available!

    scr1

     

    List of Update 0.43 Changes

     

    • Centurion AVRE: Gun and machinegun elevation and depression angles now match
    • Centurion AVRE: The previously incorrectly cut decal now appears correctly
    • Lynx Skyranger: It’s now possible to fire missiles while the gun is cooling down
    • Lynx Skyranger: Fixed an issue where the active ability icon moved when firing at the tagged vehicle
    • Lynx Skyranger: Fixed an issue where the lights didn’t appear correctly
    • Namer: Fixed an issue where it was possible to use the wrong shells in the Autocannon configuration
    • T-72B: Fixed the appearance of smoke grenade covers
    • Removed several offensive names from the PvP AI vehicle list
    • Fixed an issue where your Mechanized Infantry would randomly run away or even leave the map
    • Added several future event assets
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues

    Please note that the following vehicles are temporarily unavailable: XM247, M48 GAU-8, Ramka-99, BMPT Mod.2000 and BMPT Mod.2017. They will return in the next update. Under some circumstances they may appear as available but please do not attempt to use them as it will cause your game to crash.

     

    The five abovementioned vehicles do not show their visible models in garage. They also appear invisible in battle, and seem to have collision problems as they attempt to fall through the map.

    Initially, only the three BMPTs were mentioned in the patch notes. The York and GAU are found out shortly after server is live.

     

    NEW: Foliage transparency setting isn't working even if you enable it in the settings, which means the leaves will render and they will hamper your sight if you try to aim at targets while positioned around bushes in first person view.

    • Upvote 2

  16. Source:

    https://aw.my.games/en/news/general/development-tos-1m-buratino

     

    Quote

    In Armored Warfare, the TOS-1M Buratino will be a Tier 10 Premium Tank Destroyer.

    As this vehicle is fairly unique, you’re probably wondering how exactly this vehicle will work in the game. Here’s how.

    bluep1

     

    Click the image to open a larger version

     

    As you might have guessed from the screenshots, the platform is T-90A-based. This is not something fictional – in 2011, the TOS-1A was modernized to use a T-90S chassis and the T-90S really is a T-90A predecessor. The T-90A uses Kontakt-5 armor and you’ll be glad to know those side panels will be working as intended (we’ll fix that for the basic T-90A as well but that is a topic for another time).

    The chassis will have both soft-kill APS and hard-kill APS, but both inferior to the Malakhit system of Armata – this is also real part of the TOS-1M system.

    The launcher will be treated as an unmanned turret and will have enough armor to protect it against 30mm autocannons. We’ll be using a solution from SBS Pindad where the vehicle does technically not have an ammo rack module as firing at the launcher would obviously immediately set off an explosion, which would be realistic but not very fun to play.

    There will be two firepower configurations and both will play very differently.

    bluep2

     

    Click the image to open a larger version

     

    The stock configuration uses 122mm rockets and is based on the photo of the TOS prototype. This configuration will essentially play like a Tier 10 version of the Tier 6 MT-LB S8 AFV, a favorite vehicle of many players. In real-life, the TOS is rather inaccurate and short-ranged and we’ll be implementing its essence to work exactly like that. The rockets will behave roughly like the ones on the MT-LB S8 – high-explosive warheads, not very accurate at long ranges but excellent at short ones. The rockets will fly directly towards the target, also just like on the MT-LB S8. You’ll have 80 of those in your launcher and 160 in total. However, there will be no partial reload and once your launcher is empty, you’ll have to suffer a very long time before the whole launcher is reloaded again.

    During that time, you’ll have to make do with your backup weapon, which is the 30mm 2A42 autocannon. This weapon will work almost exactly like the one of the Object 195 MBT does – a limited rate of fire with 40-round clip of basic APDS and HE ammunition. This weapon will be useful against lighter targets but its limited performance will not allow you to effectively engage heavier enemies.

    Both the launcher and the autocannon will feature very limited gun depression (-3 degrees), which will make it even more difficult to use the autocannon effectively. You’ll have to position yourself carefully instead of rushing your enemies.

    bluep3

     

    Click the image to open a larger version

     

    And then there’s the upgraded configuration with 220mm rockets. Yes, that’s a thing. You’ll be able to unlock this configuration with basic 220mm thermobaric rockets by completing Battle Path missions and tasks (via the Battle Path Workshop). As you can imagine, an impact of a 220mm rocket that’s longer than a tank barrel is absolutely devastating and, indeed, these will offer the highest damage per shot (alpha) in the game as well as decent penetration. How much exactly – that’s something we need to tweak, but getting hit by one of these will hurt a lot. You’ll have 24 of these (one “magazine”) and you’ll be able to launch one every 10 seconds or so.

    Additionally, you’ll be able to unlock (via the Battle Path Workshop) even more powerful thermobaric 220mm rockets that trade the ability to cause damage by direct hits (by having reduced penetration) for more splash damage.

    Sounds insane? Not quite as there will be numerous drawbacks to the 220mm configuration.

    • Trajectory – unlike the 122mm configuration the 220mm configuration uses Pindad’s high arc of flight
    • Flight velocity – the 220mm rockets will have a very low velocity, making them easier to avoid especially at longer distances
    • Low penetration – the 220mm rockets will not penetrate thick armor and most damage they will cause will be reduced
    • Skills increasing the amount of ammunition carried will not work here as using it will trigger a reload of several minutes, effectively disabling the launcher until the end of combat

    In other words, a hit by one of these will deal monstrous damage – but you’ll have to earn it.

    As for the rest, well... do you truly care about the rest? No active abilities, no camouflage (a box firing telephone pole-sized rockets into the sky tends to be conspicuous) and the vehicle will be blind as a bat. The mobility will resemble the original T-90A tank, perhaps a bit slower. And that’s about it. Despite these disadvantages, we hope – no, we KNOW – you’ll have a lot of fun with it just like you are with the AVRE. Because this is the TOS – it hardly gets any more awesome than that.

     

    Did anyone see this coming?

     

    In short, AW's TOS-1M will be a T-90 hull with Object 195's autocannon, as well as one out of two possible configurations: MTLB S8's direct fire rockets (122mm), or Pindad's rockets but big (220mm) thermobaric and one shot at a time.

    AFAIK this will be the first Tier 10 BP vehicle with workshop upgrades: 220mm configuration and an alternate 220mm thermobaric rocket ammo (↑ splash damage ; ↓ penetration)

     


  17. Source:

    https://aw.my.games/en/news/general/development-object-787-gadyuka

     

    Quote

    In Armored Warfare, the Object 787 Gadyuka will be a Tier 6 Premium Tank Destroyer.

    Like we mentioned above, it’ll be possible to assemble the Gadyuka from blueprints available for Battle Path mission completion (also a returning feature) as well as from the Battle Path Shop.

    blueprint1

     

    Click the image to open a larger version

     

    The Gadyuka concept is rather simple. It’s a close range brawler – essentially a T-72AV with autocannons and rockets instead of the main gun and one Tier higher. Logically, while the protection stays the same (the Gadyuka doesn’t have an APS, just smoke grenade launchers), the balance will shift towards firepower.

    There are two main weapon systems that can be switched between – the two 30mm 2A72 autocannons (which are generic Tier 6-7 30mm guns balance-wise) and two 6-tube 80mm rocket launchers, the very same launchers the MT-LB S8 uses, just without the fancy cylindrical container. Each side of the turret will have one gun-rocket mount with excellent depression and elevation (-8/+60 degrees).

    You’ll be able to switch rapidly between firing either both guns or both rocket launchers but beware – both weapon systems will be fairly inaccurate given the fact they are lined to fire in parallel. The mobility will be similar to the T-72AV (which isn’t bad for an MBT or a tracked TD) and the viewrange and camouflage values will basically be MBT-like as well.

    blueprint2

     

    Click the image to open a larger version

     

    By now, it should be clear what the intended playstyle for this vehicle will be one. It’ll be a brutal close-range fighting machine with a lot of short-range burst but poor long-range performance. As such, it’ll be best used in urban areas where an enemy vehicle may appear right in front of you, in which case he’ll get to enjoy a rocket burst followed by the withering fire of two 30mm autocannons. In other words, an Armored Warfare equivalent of a shotgun blast.

     


  18. Source:

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

     

    Quote

    In Armored Warfare, the Gepard will be a German Tier 8 Premium Armored Fighting Vehicle and a reward vehicle of the Eclipse Battle Path, obtainable by unlocking Level 19 of the Battle Path.

    The Gepard will be a typical self-propelled anti-aircraft gun that will depend heavily on damage output and long spotting range rather than its armor or stealth. The vehicle’s hull will be similar to that of Leopard 1 and the manned turret armor will be steel-only so right off the bat it’s clear that this vehicle isn’t going to withstand a lot of damage. Of additional protection measures, only smoke grenades are present.

    scr7

     

    Click the image to open a larger version

     

    On the other hand, you’ll have two decent, rapid-firing 35mm autocannons capable of powerful bursts that will tear down even medium-armored targets (in case it wasn’t obvious, the Gepard shouldn’t trade shots with MBTs, at least not in PvP). The combined rate of fire of 1200 rounds per minute is nothing to sneeze at, although we’re still tuning the firepower details in order to make the vehicle viable. Of interesting ammunition types, the Gepard will feature PELE-like FAPDS ammunition as a Workshop upgrade.

    Mobility-wise, the vehicle will be identical to its Leopard roots – in other words, it’ll be similar to a slower light tank or a lighter MBT such as the Leopard 1A5. After all, with its 45 tons it’s not exactly a spring chicken.

    scr8

     

    Click the image to open a larger version

     

    And last but not least, there are the camouflage and spotting range values. We are looking at 25% camouflage and 380 meters of viewrange although the latter will be possible to enhance via the Radar active ability similar to the one of the Draco AFV. And that’s pretty much it – just a solid vehicle for you guys to drive.

     


  19. Source:

    https://aw.my.games/en/news/general/update-0421-now-available

     

    Quote

    We are happy to announce that the Update 0.42.1 is now available!

    scr1

     

    List of Update 0.42.1 Changes

     

    • Tiger Claw PvE mission is returning to rotation
    • Wages of Sin PvE mission is 30 percent more likely to appear
    • Removed the achievements that were incorrectly issued to players with Update 0.42
    • Added the option to respawn upon death if you are the last player standing in a PvE mission (instead of the mission simply ending with your death)
    • T-72M4CZ armor tooltip now correctly displays its Generation 2 ERA
    • Added several future event assets
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues

     

    Tiger Claw debuted in November 2017, and was removed as part of unannounced change(s) in a patch sometime around September 2018. It was notorious for low win rate, alleged bugs, as well as an impression of an incomplete work (no dialogues etc). For some time, some players ask for its return, but SS largely claimed it was highly unlikely for several reasons. The mission currently gives no XP or credits multipliers for completing objectives (see screenshot for reference).

    Update took 10 hours to complete. SS states it was a script to fix blank achievements that also give out rewards (see screenshot for reference), but it took longer than expected.

     

    • Upvote 2

  20. Source:
    https://aw.my.games/en/news/general/development-otomatic

     

    Quote

    In Armored Warfare, the Otomatic will be an Italian Tier 9 Premium Tank Destroyer and a reward vehicle of the Eclipse Battle Path, obtainable by unlocking Level 34 of the Battle Path.

    Gameplay-wise, we’re looking at a very simple concept – this is, for most intents and purposes, a Draco on tracks. It’ll be a bit slower but will feature a bit heavier armor.

    Protection-wise, we’re looking at some basic steel hull and a manned turret. The armor will likely not correspond to the real life value as 25mm of steel is just not enough – it’ll be thicker. How much thicker is still being decided but we’d like the vehicle to at least resist heavy machineguns frontally. This has to compensate for the lack of any APS.

    scr6

     

    Click the image to open a larger version

     

    But the firepower of the Otomatic will be phenomenal, just like the one of Draco. We’re looking at the same 76mm automatic cannon with the same shells, including the dreaded 730mm penetration one, combined with 12 round clip firing roughly 1 round per 0.7 seconds. The exact numbers will have to be tweaked because the Otomatic will be nowhere near as fast, agile, or capable of rapid acceleration as the Draco.

    Which brings us to the chassis and mobility that will roughly correspond to that of the OF-40. We might make the vehicle a bit more agile but, again, some testing is required to decide what to do with it. All things considered, the vehicle will play much like the Draco with its main feature being the large autocannon magazine and high rate of fire.

     

    • Upvote 1
×
×
  • Create New...