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Qbicle

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Posts posted by Qbicle


  1. 22 hours ago, Zafir said:

    GET IT WHILE IT'S HOT! :classic_rolleyes:

    There are reports of web shop not working properly, i.e. a popup prompting users to log in when clicking on the "Buy" button, even if the user is logged in. Steam players also encounter purchase problems. Players registered via the Russian portal are not affected by this.

    UPDATE: SS made an announcement tonight that the web shop problem is now fixed, but there is still an ongoing problem on Steam.

     

    19 hours ago, ceejee007 said:

    But do I see it correct?; It does have a huge weak spot on the frontal amour? A Fully green bar in the middle of the frontal amour *the intended frontal amour picture). If that is correct the A.I will skin you alive.

    And it may be hot, but it is also (again for those premiums) very costly. :classic_dry:

    Godspeed.

    It seems to have relatively similar weakspots as high tier Abrams. Some vehicles like Leclerc T4 also have rather wide lower front plate weakspot, but bots don't consistently aim for that spot, so we'll wait and see just how vulnerable or tough it is from matches and other people's feedback after the fix.


  2. Source:
    https://aw.my.games/en/news/general/update-050-now-available

     

    Quote

    We are happy to announce that the Update 0.50 is now available!

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    List of Update 0.50 Changes

     

    AbramsX

    We are introducing some fixes to the AbramsX.

    • Fixed an issue where the aiming reticle would behave strangely when moving the hull
    • Fixed the autocannon module visual model
    • Fixed an issue where camouflage would not apply to the tank’s sides correctly
    • Fixed a missing piece of texture on the turret

    More adjustments will follow. Please note that the armor will be fixed in the upcoming update.

    General Changes

    • In-game report button now works correctly again
    • Fixed some small localization issues
    • Added some assets for upcoming events

     

    A few points:

    • SS: "I wanted to have it called 0.49.1 but it might create chaos in our internal numbering so... it is what it is."
    • The sentence "Please note that the armor will be fixed in the upcoming update." was added a bit later in the patch notes.
    • The current iteration AbramsX has very thick frontal armour against ordinary AP shells at the moment (and it's very resistant to many ATGMs. The intended frontal armour layout is scheduled to come in next week's update. However, the tank is now on sale via lootcrates despite of this problem.

  3. Source:

    https://aw.my.games/en/news/general/update-049-now-available

     

    Quote

    We are happy to announce that the Update 0.49 is now available!

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    List of Update 0.49 Changes

     

    AbramsX

    We are introducing some fixes to the AbramsX. However, it is still not release-ready yet.

    • XM1111 MRM-KE now works the same way as on Griffin 120mm
    • Fixed the unintended driver’s hatch weakspot
    • Fixed the incorrect 500 shell counter in battle
    • Fixed the destroyed model physics

    More adjustments will follow.

    General Changes

    • Gadyuka: Fixed the unintended gun convergence buff
    • M50 Ontos: Fixed an issue that allowed you to fire faster than intended while the Retreat ability is active
    • Base paint Olive Drab (1944-1945) now has the intended color
    • Fixed some small localization issues
    • Added some assets for upcoming events

  4. Source:

    https://aw.my.games/en/news/general/update-048-now-available

     

    Quote

    We are happy to announce that the Update 0.48 is now available!

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    List of Update 0.48 Changes

     

    AbramsX

    We are adding the AbramsX Main Battle Tank to the game. It will soon be available in our Web Shop. For more information, please read the attached article.

    General Changes

    • Otomatic: Fixed an issue where the smoke grenades fired only forward
    • Removed the intro video
    • Fixed some small localization issues
    • Added a few assets for upcoming events

     

    • For unknown reasons, the devs have skipped 0.47 in version number and go from 0.46 to 0.48.
    • AbramsX is added to the game, but there are problems, most notably its frontal armour (among other bugs), so it won't go on sale right away.

    IMG_2760.png

    • Upvote 1

  5. Source:

    https://aw.my.games/en/news/general/development-as90

     

    Quote

    The Centurion AVRE Contract is slowly coming to an end and today, we’d like to unveil the next Contract Mission vehicle, which is the British AS90 Self-Propelled Gun.

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    AS90

     

    As usual, a little bit of history first.

    The AS90 (which stands for “Artillery System for the 1990s”) started as a private venture of VSEL (Vickers Shipbuilding and Engineering Limited) to build a modern self-propelled howitzer based on an older export turret project from 1982 called GBT 155, which could be mounted on a number of platforms. In this case, the GBT 155 was trialed in India on a Vijayanta chassis (itself a Vickers tank) but never accepted in service.

    Contrary to the GBT 155, however, the AS90 was aimed at the domestic market – Britain. In the 1980s, the British Army was looking for its next self-propelled gun to replace the obsolete FV433 Abbot with something with a lot more firepower and the Vickers’ FH70 towed 155mm L/39 gun seemed like a very good candidate for an upgrade in mobility and protection.

    By the time the project begun, Britain was involved in the unsuccessful SP70 project along with Germany and Italy since 1973. After a decade of development, the result was noticeably worse than the American M109 Paladin, which ultimately led to its cancellation in 1984. Vickers knew about the project and its problems as it was the company involved in the design and production of the SP70’s main armament, the FH70 howitzer. They considered mechanizing this excellent gun fundamentally a good idea but with the SP70 national collaboration a mess as usual, they waged on the project dying on the vine. When that happened, they’d be ready.

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    SP70

     

    As its name suggests, the idea for the AS90 was to bring the self-propelled artillery concept into the 21st century. The emphasis was put especially on firepower, crew survivability and systems integration. The goal was also to make the system as easily operable as possible along with the ability to rapidly load, fire, and move away before any retaliatory counter-battery fire could harm it. The final important aspect of this design was the possibility of an upgrade – no gun stays unbeaten forever and the engineers were well-aware of that fact.

    The development ran in one form or another from roughly 1982 to 1985 (the preparatory phase) with the first prototype being ready in 1986.

    On one hand, the AS90 was innovative, but it was also to use well-proven components so that it could be rolled out quickly. The SPG was therefore of classic composition. It had a chassis with a front-mounted engine and a fully traversable turret. The crew consisted of five members (driver, commander, two weapon operators and a loader) protected by welded 17mm thick steel armor – barely enough to withstand heavy machinegun fire. But the emphasis was put on surviving counter-artillery strikes, specifically the 152mm shell fragments.

    Additional protective measures included a NBC protection system, automatic fire suppression system, and turret-mounted smoke grenades.

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    AS90

     

    The 45 ton vehicle was powered by an American Cummins VTA-903T-660 14.8 liter engine V8 diesel engine producing 660hp at 2800 RPM, paired with ZF LSG 2000 automatic transmission. This engine was similar to that used in the Bradley or the MLRS rocket launcher and there were trial runs with it cranked up to 750hp – however, in British service it was detuned to improve its longevity and reliability. Regardless, it made the vehicle quite mobile and agile despite its ground pressure value being worse than that of the Paladin. Its maximum speed was 55 km/h. The average off-road speed was roughly 30-35 km/h.

    The suspension was hydropneumatic and non-adjustable. The vehicle could cross a 0.88m tall wall or a 2.8m trench, or ford a 1.5m deep body of water. The maximum range was roughly 370km while driving at the speed of 45 km/h (which implies hard surfaces).

    And last but not least, there was the firepower. The 155mm L/39 howitzer could fire NATO standard ammunition. The gun came with a fume extractor and a muzzle brake. The loading mechanism it used allowed it to fire:

    • 3 rounds within 10 seconds
    • 6 rounds per minute for 3 minutes
    • 2 rounds per minute after that

    The vehicle could carry 48 shells and charges inside (31 shells in the turret bustle in four modules). The gun could depress to -5 degrees and elevate to +70 degrees. The turret traverse was electric (10 degrees per second) with the power provided not just by the engine, but alternatively by an in-built auxiliary generator, reducing the need for the engine to be constantly running. The turret could also be traversed manually.

    For its time, the AS90 used an advanced fire control system with automatic gun laying, navigation and other bells and whistles. The operators had a day/night telescopic sights at their disposal while the driver could use night driving optics.

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    AS90

     

    The June 1986 prototype was well-liked and underwent extensive military trials that ran until in June 1987. In late 1986, Britain left the SP70 project and started officially looking for its new SPG. The contest ran until June 1989 and the AS90 ended up winning it over the American M109A6 Paladin. A contract was signed for the production of 179 vehicles and the AS90 officially entered service in May 1992 under the name “Gun Equipment, 155 mm L131”. The full production run took place between late 1992 and the spring of 1995. The first British unit was operational in 1993.

    The AS90 development didn’t stop there. In 1994, a prototype appeared featuring a Royal Ordnance 155mm L/52 gun along with a new shell charge system called MCS. Nothing really came of it, the time of the longer gun came later when, in 1997, a new AS90 variant with a 155mm L/52 gun was unveiled. This became known under the name AS90M “Braveheart”.

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    AS90M “Braveheart”

     

    The turret of this system was eventually mated with the South Korean K9 Thunder chassis to produce the AHS Krab variant (which has a French gun), but that is not really an AS90 variant anymore and therefore beyond the scope of this article. The “Braveheart” was not used by Britain due to issues with the new shell charges (co-developed with South African Denel).

    Further export attempts took place in the 1990s as well. In 1993-1994, the AS90 turret appeared on a T-72 chassis and was clearly intended for India. It passed some trials in 1996 but nothing really came of it. Another variant was the Desert AS90 (also known as AS90D) intended for the Middle East. The vehicle had improved cooling, air conditioning and different tracks. In 1996, it was successfully tested in Saudi Arabia and Kuwait but subsequently lost to the Chinese PLZ-45.

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    AS90 in Iraq

     

    In British service, aside from the peacekeeping operations in former Yugoslavia (Operation Cambrai in 2001), the AS90 fought in the Iraq War. During its deployment there, it was re-painted to sand color and some of the vehicles were upgraded to the AS90D standard. They were used during the Battle of Basra. From the mid-2000s, aside from some partial electronics upgrades, the British started scaling the use of AS90 down. By 2008, 134 vehicles out of 179 were in service. Seven years later, in 2015, it was only 117. Currently, they are still use by two units:

    • 1st Regiment Royal Horse Artillery
    • 19th Regiment Royal Artillery

    They are expected to stay in service until 2032. In early 2023, Britain announced it would send 32 vehicles of this type to Ukraine (in British service, they’d be replaced by the truck-mounted Archer artillery). This happened around April 2023 and the first combat footage appeared in May 2023. No losses of this artillery type have been reported so far.

    In Armored Warfare, the AS90 is going to be a direct-fire Tier 8 Premium Self Propelled Gun.

    Following the positive results of the overhauled Akatsiya testing, we will be introducing the AS90 as a direct fire vehicle that will be available in all game modes. We will be taking a lot of your feedback into account. Most importantly, this means increased reload times but higher damage per shot – and yes, the AS90 will hit hard.

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    Click the image to open a larger version

     

    We’ll be introducing the “standard” L/39 howitzer variant firing HE and HEAT shells. We briefly considered adding HESH shells as well but since we do have the Centurion AVRE with its high damage HESH shells on Tier 8 already, it’s better to do something different.

    We’ll be therefore adding the Copperhead HEAT round with terminal guidance. In Armored Warfare terms, it means that the shell will become controllable after a certain distance and will be possible to guide when firing at long ranges. It will not be agile of course – it’s a shell, not an ATGM. But it should make it easier to target vehicles at long distances.

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    Click the image to open a larger version

     

    The AS90 will also come with relatively high mobility and, of course, poor armor (although we’ll probably make it frontally resistant to basic autocannons).

     

     

    • Upvote 1

  6. Source:

    https://aw.my.games/en/news/general/development-object-292

     

    Quote

    Today, we’d like to officially unveil the second of the upcoming progression vehicles, the Soviet Object 292 MBT!

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    Object 292 model

     

    As usual, let’s have a bit of history first. Object 292 was a late Soviet era “supertank” that was intended to fight the next generation of NATO MBTs. It was designed as an improved variant of the T-80 series MBT by the Kirov Plant in Leningrad (St. Petersburg).

    You might be familiar with an overhauled T-80BV MBT with the 152mm 2A73 gun but that was not the “true” Object 292 – much like the Black Eagle “prototype”, it was just a testbed (in this case for the gun). It was developed in 1990 to see whether the 152mm gun could fit into the T-80B turret. It could (with some adjustments) and the vehicle underwent extensive trials in 1991 in Rzhev.

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    Object 292 (T-80B testbed)

     

    The tests have confirmed that the gun represented a major improvement of firepower compared to the standard 125mm 2A46 smoothbore series, including a 50 percent increase of muzzle energy. At the same time, due to its advanced construction, the gun had roughly the same recoil as the 2A46, allowing it to be installed into existing Soviet tanks. The chassis of the vehicle was stable and the vehicle performed well. At the same time, another welded turret was developed and it was this new variant that was to be used on the T-80U chassis and it is this combination we’re introducing.

    This Object 292 variant (also known as “T-80U tank with LP-83 gun” or sometimes “T-80M”) isn’t super-well documented but it did exist in the form of drawing and several models. In this configuration, the tank weighed roughly 46 tons and had a crew of three men.

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    T-80U tank with LP-83 gun

     

    The tank was well-armored, the protection levels of the turret were analogical to the T-80U MBT with the ERA kit being upgradeable from the usual Kontakt-5 to Malakhit (a precursor to the current Relikt system). The tank was to be fitted with two active protection systems:

    • Shtora-1M soft-kill APS (connected to new 3D17 Purga-2 or 3D17M Purga-2M smoke grenades instead of the usual 902B Tucha system)
    • Drozd-2 hard-kill APS

    The status of the tank was monitored by a new control system called Barsuk-2.

    The armament consisted mainly of the abovementioned 152mm 2A73 cannon (factory designation LP-83). The gun would be automatically loaded from a large carousel beneath the turret and a bustle-mounted charge storage (with blow-out panels). The vehicle carried 30 two-piece rounds, 16 of which were ready in the autoloader magazine. The gun fired the following shells:

    • Grifel-1 APFSDS with Tungsten core
    • Grifel-2 APFSDS with Depleted Uranium core
    • Grifel-3 HE-FRAG
    • Zaraysk APFSDS (the name also belongs to the research project of the LP-83 gun, performance unknown)
    • Sprinter ATGM with a tandem HEAT warhead

    The weapon was controlled by the 1A45M FCS featuring the DVE-BS wind sensor, 1G46M optics and either the older Buran-M night sights or the Agava-2T thermal imager. The commander had T01-K04 Agat-M optics at his disposal.

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    Object 292 model

     

    The tank was powered by the GTD-1250 1250hp gas turbine engine (or even the then-developed 1500hp GTD-1500G engine), allowing it to go as fast as 70 km/h.

    In short, it was to be a beast. However, with the breakup of the Soviet Union and the major budget cuts that followed, the vehicle was never really developed into a production variant. Its prototype had stayed abandoned for years until it was moved to the Kubinka tank museum and restored.

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    Click the image to open a larger version

     

    In Armored Warfare, the Object 292 will be a Marat Shishkin Tier 10 Main Battle Tank.

    We had several options as to what to put on Tier 10 of the branch but this vehicle seemed like the most natural choice, especially when we decided not to just go with a T-80B with a different gun but an entirely new turret. We also debated the name but in the end, we felt that Object 292 is the best-known option.

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    Click the image to open a larger version

     

    Gameplay-wise, we’re once again looking at a rather conventional vehicle with the gameplay similar to that of the Tier 7 T-80U MBT. The vehicle will be relatively difficult to destroy due to its compact size, fast, and hard-hitting, although the protection levels will perhaps not be the best of its Tier. After all, it’s a three-decades-old piece of technology. It’ll be best suited for players who like a lot of mobility and firepower without sacrificing too much protection.

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    Click the image to open a larger version

     

    We hope you’ll enjoy it and, as always:

    See you on the battlefield!

     

    Some notes from SS (but nothing's solid for now):

    • No ETA for now other than "beyond 'summer'"
    • T-80UM-1 Bars and Object 292 may get released first, with T-80BVM to follow later
    • Some measures will be taken so that players with excessive reputation can't just dump their resources and skip progression unlock to the next vehicle, e.g. playing a certain number of matches

     

     

    • Upvote 2

  7. Source:

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

     

    Quote

    Following our earlier Artillery Overhaul announcement, you had the opportunity to test an overhauled Akatasiya in the field for the entirety of the last week. We’d like to thank all of you who did so and submitted their opinions via our survey.

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    We have gathered more than a thousand detailed pieces of feedback and have the weekend reading and analyzing them. Today, we’d like to share the results with you.

    The most important thing first – the test was a success with roughly three quarters of players supporting the direct fire overhaul. Specifically:

    • In the EU region, 72.5% of players support the overhaul
    • In the RU region, 74.7% of players support the overhaul

    The more detailed results are also remarkably identical for both regions:

    • Firepower-wise, most of you thought the vehicle was adequate (60%) or underpowered (30%)
    • The HEAT shell was deemed relatively weak (55% adequate, 40% underpowered)
    • The protection level was deemed either adequate (55%) or too low (42%)
    • The mobility was deemed adequate by most (80%)

    In other words, as you can see, almost nobody believes the vehicle was overpowered and a good chunk of you believes it was actually adequate in most aspects, which is a good start. Regarding detailed feedback, the most common points were the following:

    • You expect longer reload time but also higher damage per shot
    • You expect burst damage potential (such as the three-round magazine the Akatsiya has now)
    • You expect additional ammunition types
    • Protection levels need to be increased (but no too much)
    • Smoke shells and WP shells need to be tweaked

    All in all, these results surpass our expectations and, as a result, we’ll be proceeding with the overhaul while taking your feedback into account by, for example:

    • Changing the firepower towards higher damage per shot and longer reload times
    • Improving the HEAT shells
    • Adding new shell types and checking the current ones

    The overhaul will take some time to execute and more tests might be necessary but this is the road we’ll be taking. You may expect the results this summer. The Premium SPGs will stay exactly as they are now, for the time being, but any future SPG vehicles will arrive in the direct fire form.

     

     


  8. Source:

    https://aw.my.games/en/news/general/update-0465-now-available

     

    Quote

    We are happy to announce that the Update 0.46.5 is now available!

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    List of Update 0.46.5 Changes

     

    TOS-1M Fixes

    We are adjusting the TOS-1M 122mm launcher performance the following way:

    • Reduced the accuracy of the launcher by eliminating the launch tube convergence
    • Reduced the rate of fire from 200 to 100 rockets per minute (time between launches increased from 0.3s to 0.6s)
    • Reduced the non-penetrating damage of 122mm rockets from 300 to 150
    • Reduced the penetrating damage of 122mm rockets from 500 to 450

    We will be carefully monitoring your feedback as well as the vehicle’s statistics in the near future.

    Direct Fire Artillery Test

    We are analyzing the reports you submitted during the direct-fire Akatsiya SPG testing and have removed the vehicle from your accounts. Thank you for your feedback!

    General Changes

    • Restored the Contract mission and Battle Path mission cooldowns to their correct values
    • Fixed an issue where players would see all items as “Owned” upon Battle Path shop reroll
    • Removed the incorrectly added and obsolete Rate of Decay intro video
    • K2: Fixed an issue where the active suspension ability was no longer usable upon respawn
    • T-80B: Fixed an issue where the T-80BV skin increased the turret traverse rate
    • The Garage UI now refreshes correctly when selling a vehicle
    • Fixed some small localization issues
    • Added a few assets for upcoming events

     

    Update was initially launched with a bug where every player vehicle's non-commander crew's experience were reset. This forced another maintenance that lasted for approximately 7 more hours before the issue got fixed.


  9. 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!

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    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.


  10. Source:

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

     

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    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.

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    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

     


  11. Source:

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

     

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    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.

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    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.

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    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.


  12. Source:

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

     

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    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.

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    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

  13. 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


  14. 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

  15. 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:

     


  16. 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.


  17. 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


  18. 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

  19. 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.

  20. 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.

     

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