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Qbicle

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Posts posted by Qbicle


  1. Source:

    https://aw.my.games/en/news/general/maintenance-august-27

     

    Quote

    List of Update 0.32.7245 Changes

     

    • Added some assets for an upcoming event
    • Fixed an issue that caused Mechanized Infantry positions to become visible to the enemy team on the entire map even without spotting
    • Fixed an issue with the spotting system that caused some vehicles to become spotted incorrectly

    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:

    Quote

    ...we’ve decided on a couple of goals for the whole project:

    • Reducing the results of power creep, as described in the already mentioned article
    • Make all types of shells useful
    • Make the gameplay more dynamic

    The last point is closely tied to the success of the 2018-2019 plans to improve low-Tier gameplay in order to make it more dynamic. Since the plan had been positively accepted, we started to introduce some quite dynamic vehicles over the last two years, all of which were more or less received. We’d like to achieve the same fun gameplay on higher Tiers.

    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.

    OpZ474S.png


  4. 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%

     


  5. Article URL:

    https://aw.my.games/en/news/general/maintenance-july-2

     

    Quote

    Battle UI Indicator Fixes

    Based on your feedback, we’re introducing a number of adjustments to the recently added overhauled UI indicators, as we promised we would. Specifically:

    • Fixed an issue where vehicle indicator could appear on incorrect places
    • Added new font size options (small and very small)
    • Reduced the indicator font boldness
    • It’s now possible (via a new setting in the Settings panel) to change the color of your or the enemy team’s vehicle indicators in the game
    • Dead AI opponents no longer appear with indicators
    • It’s now possible to switch the health indicator between percentage and actual hitpoints
    • Flyaway hitpoints logic was changed a bit so they don’t merge so much, allowing players to better identify damage from autocannons
    • Many tiny changes to the appearance of these indicators

    AI Opponent Aiming Changes

    In accordance with the previously released article, we are introducing the following changes:

    • AI ATGMs are now considerably less accurate
    • Changed the AI aiming system in accordance with the article linked above and optimized its performance
    • AI opponents now target unmanned turrets less often
    • Fixed an issue where the AI opponents did not use their Ready Racks correctly
    • Fixed an issue where some AI opponents would not use ATGMs

    Global Operations Air Raid Changes

    Changed the number of possible Air Raid wildcard spawn points in the Global Operations mode as such:

    • Ghost Field: Reduced by 25%
    • Roughneck: Reduced by 40% along with a small reduction of AC-130 spawns
    • Panama: Reduced by 20%
    • Grindelwald: Reduced by 50%
    • Narrows, Desert Crossing and Barren Divide: no changes

    General Changes

    • Mechanized Infantry is now invulnerable for a short period of time after deployment
    • Mechanized Infantry active ability description tooltip now has its characteristics in it (shell type, damage dealt, view range, camouflage and the number of troops in the squad)
    • Fixed an issue where infantry would not deploy properly upon respawn
    • Challenger 2: Armor Inspector model now correctly shows hits that would kill the loader
    • PL-01: Fixed an issue where this vehicle’s ADAPTIV module would not always provide the intended camouflage amount
    • Fixed an issue where the damage dealt to various objects such as pillboxes would show in your UI as blocked damage
    • Fixed an issue where changing the camouflage environment type (for example, from Desert to Woodland) would not lead to the change of the vehicle’s appearance correctly
    • Fixed the mortar crew firing animation
    • Fixed the double flag issue for the following vehicles: XM247, M50 Ontos and WPB Anders
    • Fixed an issue where the doors of an IFV would not close if the Mechanized Infantry deployment was unsuccessful
    • Fixed some issues that led to game crashes

     

    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.


  6. 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).


  7. Article URL:

    https://aw.my.games/en/news/general/maintenance-june-18

     

    Quote

    General Changes:

    • Fixed several issues that led to game crashes
    • Fixed an issue that caused the game to lag or freeze when certain special visual effects were in use (also known as the “explosions make my game lag” problem)
    • Fixed an issue where some ATGMs would not fly accurately towards the aim reticle at short-to-medium distances (also known as the “Sphinx ATGMs are weird” problem)
    • Fixed an issue where, in battle, deployed Mechanized Infantry's stats would scale based on the lowest Tier present on your team
    • Fixed the description of the Battle Path mission requiring you to achieve (for example) a kill or three kills before anyone else (in reality, the mission requires you to achieve three kills before anyone else achieves a single one)
    • Fixed an issue where, while crossing the boundaries of a deployed smokescreen, a vehicle could appear (become spotted) and then disappear to the enemy team in a quick succession
    • Mechanized Infantry active ability description now has its characteristics in it (shell type, damage dealt, view range, camouflage and the number of troops in the squad)
    • BMPT Mod.2000: Reduced the size of the model of this vehicle’s autocannon
    • Hunter AFV: Fixed an issue where a damaged ATGM launcher would not appear red in the vehicle’s status outline in the lower left corner of your screen
    • Type 96B: Fixed an issue where this vehicle’s sides would clip into buildings when driving near them
    • Type 96B, Type 99A, Type 99A2: Improved the quality of these vehicles’ visual models
    • Type 99A2-140: Fixed a number of smaller visual model issues for this particular vehicle
    • Fixed an issue where, if your Mechanized Infantry got killed while disembarking your vehicle, the vehicle’s doors wouldn’t close
    • Updated the Help overlay (appears by pressing F1 in battle)
    • Fixed some smaller vehicle model issues
    • Added detailed info about vehicle class requirements for incomplete platoons
    • Added the previously announced Asian camouflages as well as some other assets

    Known Issues:

    • When deploying from several vehicles (T-15, Warrior), Mechanized Infantry sometimes dies during the process

     

    Getting to see infantry stats will definitely help. We can finally update that infantry stats thread too.


  8.   

    3 minutes ago, Haswell said:

    Prices for the Hunter lootboxes are available, courtesy of the RU side. 25% increase in price compared to the previous BP.

    62sHHxR.png

    Source: https://vk.com/wall-100099393_71238

     

    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).


  9. Article link:

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

    Quote

    Another common piece of feedback we are regularly receiving mentions the behavior of Armored Warfare’s AI opponents – their movement and shooting habits.

    These reports often mention “cheating” when firing or the strange behavior where the bots would drive rear-first towards players. To address some of these issues, we’ll be taking a look at the AI aiming mechanism in one of the upcoming smaller updates during this season. Specifically:

    First and foremost, we’ll be improving the AI targeting mechanics. At short-to-medium distances, AI opponents will run a check against your armor and internal modules to determine, which of them can be damaged effectively, depending on how protected they are from the AI’s point of view. Based on their chances to cause damage, the opponents will then take a pick.

    Please note that there are some internal modifiers in place – for example, an AI opponent is more likely to attack your penetrable side or frontal armor than directly aim at your ammo rack. These modifiers are made with player experience in mind – we want to make the AI aiming process more logical, not toxic. Having AI immediately target your ammo rack area the second it becomes exposed would be possible, but not much fun.

    At longer distances, the AI opponents will not be performing the internal component check and will simply target your hull or turret as a whole.

    Now, you may be wondering how this mechanic will affect the most hated AI feature of all – ATGMs. To address that issue, we’ll be considerably increasing the AI ATGM noise value, far beyond that of player ATGMs. In other words, AI missiles will be considerably less accurate, making it easier to survive when fired upon.

    Furthermore:

    AI opponents will no longer target unmanned turrets as often as they did before. Even if this might not seem that way at first glance, this is actually an improvement for affected player vehicles. Unmanned turrets take reduced damage, but typically also have very thin armor, just like in real life (after all, that’s why the reduced damage rule was implemented). By having the AI aim more at the armored hull, the vehicles with unmanned turrets will be able to survive more AI shots.

    AI opponents will turn their front towards their intended target. This will not happen under all circumstances, but if an AI opponent targets you, it will attempt to face you with its frontal armor. This is actually something that has been intended all along – the “rear-first” movement is a bug that we will be fixing. This change will, however, happen further down the road than the rest.

    We’ll be fixing other issues too, such as:

    • AI opponents will also be able to make use of the Ready Rack mechanism properly
    • Under very specific circumstances (tied to an ammo rack explosion), a bot can fire much faster than intended
    • A few AI vehicles don’t fire ATGMs even though they should
    • Sometimes, crew kills on AI vehicles don’t count for mission purposes, this issue is getting fixed
    • The incorrect aiming and firing process of the bots that are using Chinese MBTs (the issue where the bot is aiming somewhat away from you but you get hit nonetheless)
    • AI targeting optimizations will also lead to less lags and increased server performance

    Further down the road, we are planning to introduce even deeper changes to the AI behavior, but it’s an ongoing process rather than one large feature. We will inform you of more when the time is right.

     

    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.


  10. 3 hours ago, Lenticulas said:

    4. Hunter AFV - Requirements for this one are unknown, so impossible to judge - but it's an AFV, so something I would probably like to get. How? i don't know.

    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.


  11. 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.


  12. They added new changes to the patch notes.

    Quote
    • Fixed the issue that was causing the majority of Update 0.32 lags
    • Fixed the issue that led to incorrect spotting behavior (the “I am permanently spotted” issue caused by broken spotting rules for environmental objects such as bunkers)
    • Fixed an issue where AI infantry would sometimes not react to player vehicles

    The announcement on Battle Path delay is now on the webpage as well.


  13. Quote

    Important: Commanders, due to the existing lag issues and based on your feedback, we have decided to postpone the Battle Path until they are fixed. The announced maintenance will take place tomorrow, but the Battle Path will only launch after the improvement of the situation (hopefully this week).

    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.


  14. 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.


  15. 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.


  16. Source article:

    https://aw.my.games/en/news/general/developer-diary-upcoming-infantry-changes

     

    Quote

    As you already know, Update 0.32 will be a part of the Spirithaven season with its main feature being the Engima’s Legacy Battle Path campaign. That’s, however, not all that it’s bringing. In this update, we’ll be introducing a number of updates and improvements to the Mechanized Infantry feature and today we’d like to tell you more about some of them.

     

    Updated Model Animations

     

    The first feature and probably the one most noticeable at first glance feature we’ll be introducing will be the updated model animations of all the vehicles that carry Mechanized Infantry. Simply put, these vehicles will now have animated doors that will open with the troops disembarking realistically, the way they do in real life. Take a look at this small demonstration:

     

     

    All the vehicles with Mechanized Infantry – more than thirty 30 of them – are getting this upgrade. Not only will this change make the battlefield look more realistic, but it’s also tied to a lot of other model tweaks, checks and improvements.

     

    Other Infantry Updates

     

    Another thing that we wanted to do that’s related to the Mechanized Infantry feature is the update of some Commander skills in order to provide bonuses to Mechanized Infantry. However, instead of introducing a new Commander and making some other less popular commanders even more obsolete, we’ve decided to update one of the existing Commanders – Viktor Kirsanov – with a series of skills that will affect Mechanized Infantry. The upper left corner of his skill field will be overhauled to accommodate those and the commander will also become available for unlocking from the BMP-1 and BMD-1 AFVs.

    kirsa

    And last but not least, we’ll be introducing a number of Infantry-related changes and fixes in the future, throughout the rest of the Spirithaven season:

    • We’ll be introducing the option to command your Mechanized Infantry to either move to the location of your choosing (by aiming your reticle at terrain) or to fire at the enemy designated by you (by aiming at the enemy) using a single key
    • All non-MBT vehicles (including TDs and LTs) that do not use ATGMs as the main weapon system will receive the option to fire machineguns as long as they don’t use autocannons, ATGMs or rockets as their main armament and have a machinegun modeled on them
    • HE shells from MBT caliber cannons will be more effective at killing infantry with splash, addressing the issue where some HE explosions wouldn’t harm infantry even if landing almost next to them
    • We will, of course, fix a number of Mechanized Infantry issues, including mechanics and animation

    Please note that since the Infantry Command mechanics are planned to arrive at a later date after the launch of Update 0.32, we’ll tell you more about them in a separate article when the time is right. But until that time:

     

    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.


  17. There are new changes to this week's update:

    Quote

    List of Update 0.31.6094 Changes

     

    Spirithaven Special Operation, Chapter 4

    • Changed the position of the drones in the final phase of the battle, increasing the space players have to maneuver
    • Increased the delay between the drones using their lasers to indicate they are about the fire and the firing itself
    • Fixed the drone movement animation to make it smoother
    • Increased the time it takes for enemy vehicles to capture objectives during the “Cover Magnus” phase from 15 to 21 seconds
    • The amount of damage Magnus’ tank takes every 5 seconds during the “Help Magnus” phase reduced on the Extreme difficulty from 1000 to 850

    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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