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Qbicle

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Everything posted by Qbicle

  1. Source: https://aw.my.games/en/news/general/maintenance-august-27 No direct mention of uber invisible infantry in PVE, but this may be related to the abovementioned bug.
  2. Bob, Teykey, and others have already given out detailed feedback on this thread, so I'd just drop down some thoughts instead. MBTs drift a lot. Not as much as the light tanks did some time ago, but still very noticeable. Having it buffed a bit can be a good thing as driving up hills can be a pain, and the decision to make them accelerate much slower past 32 km/h that the devs made last yearwas a strange one. However, they also seem to move too fast now, potentially outrunning TDs and outmaneuvering LTs. MBTs now reload quicker, and Chinese/Russian tanks have significantly higher DPM. T-90MS can have 2500+ more DPM than the Leopard 2A6. Why is this a good idea? Abrams' AP and HEAT-MP now share the same base damage before applying randomisation. It's difficult to see why one should bring the latter into battle anymore. It's sad to see how T-14's 125mm HEAT offers greater damage and penetration than XM1A3's 140mm HEAT-MP. Although this is said to be in live server as well, it is odd seeing the gun shells (calibre and even name) on MBT have different damage to those on LT or TD. T-90s now have really high HEAT resistance even on the lower front plate. Western MBT HEAT actually won't penetrate those area anymore, at least not reliably if it's even possible. It's true that MBTs can now swap shells very quickly, but I'd think players would be more inclined to bring one type of shell instead i.e. AP. Some vehicles that are said to be available for PTS phase 1 don't actually appear, or at least for some people (e.g. Type 96A, Type 99). On the other hand, there are also reports of players being able to bring vehicles outside of the list into battle (Black Eagle in particular). Restricting PTS' opening hours to one particular region and pointing fingers at people not participating don't help, even when they don't represent the majority of the entire player base. Looking back at one of the 0.33 Rebalance articles: Aren't the changes in late 2018 precisely what killed the balance and fun for low-tier gameplay? Now much of those vehicles don't get a revision anymore because "players tend to skip them and there's little point to invest development", but this is pretty much a vicious cycle of "players don't find low-tier fun → there is little incentive to play them → seldom play them or don't play them anymore → devs use that as an excuse to not do anything about them → ♻". The same can also be said for artillery. And now this is the argument for changing much of the gameplay element for high tier vehicles, this does not bode well with players even before the PTS kicks in. What shall we expect for the second phase? What will get noted and changed after this phase? Should we embrace any kinds of expectations? There is already much pessimism and a jaded view that the devs would push on no matter what and ask players to adapt (or indirectly getting them to leave in this particular case).
  3. RIP to infantry commands but that was kinda expected. As for the Cougar FSV, that has been around in the files for quite some time and the 3D model can still be previewed on a certain website Other unused models include the XM723 and Piranha IIIC. There was even a BMP-3M with 57mm gun at some point even before Balance 2.0 became live. It makes me wonder what they'd want to do with all those models apart from leaving them in the not-so-forgotten realm.
  4. Project Armata's VK page has a few more pictures: https://imgur.com/vW06phttps://imgur.com/a/PYGecyr Source: https://vk.com/wall-68420747_1314518
  5. Mari Makinami Illustrious. She only appears in the remake movies (2nd movie onwards).
  6. The infantry stats are finally in after 2nd July update. Here are the numbers as listed in the garage: AT Squad: Tier Damage Vision Range Camouflage (while stopped) 10 102-310 275m 65% 9 102-310 275m 65% 8 180-276 260m 63% 7 180-276 260m 63% 6 180-276 260m 63% 5 158-241 255m 60% 4 158-241 255m 60% 3 158-241 255m 60% Mortar: Tier Damage Vision Range Camouflage (while stopped) 10 72-528 225m 50% 9 72-528 225m 50% 8 72-528 200m 45% 7 72-528 200m 45% 6 72-528 200m 45% 5 72-528 175m 40% 4 72-528 175m 40% 3 72-528 175m 40% Sniper: Tier Damage Vision Range Camouflage (while stopped) 10 7-17 500m 85% 9 7-17 500m 85% 8 7-17 450m 80% 7 7-17 450m 80% 6 7-17 450m 80% 5 7-17 400m 75% 4 7-17 400m 75% 3 7-17 400m 75%
  7. Article URL: https://aw.my.games/en/news/general/maintenance-july-2 Hopefully the new additions to the vehicle indicator UI settings will be useful and customisable. The bot changes mentioned in AI Improvement should begin to take effect.
  8. The original text in the official Discord server has been removed, and a new article now takes its place on the website. A couple of things to note: 2T Stalker will be at tier 9 The unannounced premium mentioned in 0.33 preview is neither the Kurganets nor artillery (which were teased separately in the June 24 military parade stream)
  9. Shortly after Maciek announced the initial results, someone reported that you platooned up for the PVE damage results. You may have been disqualified because of that. It's best for you to contact SS and/or Maciek if you do have screenshots/replay that can otherwise disprove such accusation.
  10. It's a known issue from June 18's update (see thread):
  11. It's a good thing that they are planning to address powercreep and high tier balance for some time. One concern is how they will do it. E.g. when one tank is struggling to survive well enough on the field the dev's solution will be to further increase their firepower instead, or other decisions that may deviate significantly from what players want/expected that may not end up very well. There is no mention of balance on lower tiers, which is quite a whack too especially after the 0.27 rebalance. It feels like that part of gameplay is now left in a derelict state. BVP M-80A making a comeback is a surprise as it was shelved for some time. Hopefully they can make it balanced right as that was a big concern when it was first teased as a reward vehicle for Age of Rage (which as we know got replaced by Ontos in the release).
  12. A new line has been added under the "Known Issues" For reference: Also response from SS in Discord (src):
  13. Article URL: https://aw.my.games/en/news/general/maintenance-june-18 Getting to see infantry stats will definitely help. We can finally update that infantry stats thread too.
  14. Compared to Last Patriot's Bradley AAWS-H crates: 1 Crate for 1,200 Battle Coins 5 Crates for 5,500 Battle Coins 10 Crates for 10,000 Battle Coins And for reference Age of Rage's M-95 Degman crates: 1 Crate for 850 Battle Coins 5 Crates for 4,000 Battle Coins 10 Crates for 7,500 Battle Coins OK understandably we have a tier 9 premium instead of a tier 8 for crate's main prize, but still it's somewhat concerning how much prices hike BP after BP (i.e. how much more coins one has to farm to get them).
  15. Article link: https://aw.my.games/en/news/general/development-ai-improvements TL;DR version: Bots will be less effective at sniping weakspots from long range Bots will priortise aiming at vehicle hull over unmanned turrets Bots will try not to drive backwards towards players BMP-3, BMP-3M, and BMD-4 will fire missiles again (confirmed by SS on Discord) Bots driving vehicles with ready racks will use them (e.g. Stingrays, Merkavas) ATGMs fired by bots will have greater noise value than those fired by the players It's hard to say how changes AI targeting mechanics will be like in practice regarding weakspots. There already is an immediate concern where "new changes" may become new bugs and end up breaking more stuff at launch, just like the smoke and spotting mechanics in 0.32. Stingrays and Merkavas will become a bit more dangerous they manage to flank. BMP-3s and BMD-4 getting their missiles back is an exception to the rule where bots can't use gun launched ATGMs.
  16. I wonder how many numerical variations there are for the repeatable missions. I had "15,000 XP while driving T3-6 AFV " before, and now I have one that is "20,000 XP for T3-6 LT". Why does driving LT require more XP than AFV of the same tier range?
  17. Battle Path loot crates. You will spend Battle Coins to purchase crates, open them, and collect 100 blueprint pieces to assemble the Hunter. Each crate will drop at least 1 blueprint piece and 1 special crate piece. Once you have 10 special crate pieces, you can assemble them into a special crate which will drop a few more pieces (i.e. extra crate with slightly more drops). If you are lucky, these special crates may also drop premium vehicles up to tier 10 or commanders which you would normally need to pay to get in shops or via previous Battle Paths. I don't know when it will become available, but it's usually within a month after kickoff. For reference, these are the prices for Last Patriot's Bradley AAWS-H: 1 Crate for 1,200 Battle Coins 5 Crates for 5,500 Battle Coins 10 Crates for 10,000 Battle Coins The prices may change for Enigma's Legacy. I hope this isn't the case, but we shall see.
  18. Values for repeatable missions vary a lot. In my case I have the following: Deal Damage: 450,000 while driving Shishkin TD or AFV Kill or Assist: 200 while driving Wolfi TD Net Exp: 15,000 while driving T3-6 AFV Some got 500k for damage and there are other variations for kill/assist and exp. They seem to scale with tier, and having assists added to the kill missions is an improvement, but overall they're even more of a slog than before, and just looking at the numbers already makes me feel lethargic.
  19. Only for them to come back on the next day's maintenance announcement. https://aw.my.games/en/news/general/maintenance-june-3
  20. They added new changes to the patch notes. The announcement on Battle Path delay is now on the webpage as well.
  21. Source: Discord announcement A better decision for now given the current situation. I hope they will fix the vision / smoke issues before launching, but one can only hope.
  22. Big RIP to "Armata need buffs" team for getting a time that had potential to win on Chapter 2, only to be beaten by Haswell's team by 1 second. Haswell's team also had the best time for Chapter 3 (which had a huge margin compared to the 2nd place) and they wanted to use that as their winning score, but their Chapter 2 time got counted instead because results were judged in chapter order.
  23. Yea players' Swingfire and Sabre ATGM trajectory got changed sometime this year. I suspected it may be around when Type 89's ATGM minimal distance was lowered in an update back in March. Before Swingfire's and Sabre's ATGM needed well over 100m to lob back down and reach a target. Now they need around 50m or less, depending how low down you are aiming on a flat ground. In a way they now behave much more closely to AI's counterparts.
  24. Source article: https://aw.my.games/en/news/general/developer-diary-upcoming-infantry-changes Getting to order your infantry to go or shoot where you aim will be something I really look forward to; no need to shepherd them anymore. Viktor will lose crew-related skills and gain infantry-related skills? Will have to see what the new skills are. I suspect very few people ever use the top left corner on his skill grid. Non-MBTs eligible for machine gun will get them like most MBTs do. I'd welcome that.
  25. There are new changes to this week's update: The biggest change should be the last one. It should give us more breathing space to save Magnus from his magical damage when being hugged by enemy Bradleys.
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