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Qbicle

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Posts posted by Qbicle


  1. Source:

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

     

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

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    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.

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    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.

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    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.

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    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.

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    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.

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  2. Source:

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

     

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    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.

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    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.

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    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.

     


  3. Source:

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

     

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

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    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

  4. Source:

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

     

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    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.

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    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.

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    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.

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    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)

     


  5. Source:

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

     

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    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.

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    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.

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    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.

     


  6. Source:

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

     

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    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.

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    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.

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    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.

     


  7. Source:

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

     

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

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    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

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

     

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    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.

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    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

  9. Source:

    https://aw.my.games/en/news/general/update-042-now-available

     

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    We are happy to announce that the Update 0.42 is now available!

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    List of Update 0.42 Changes

     

    Battle Coin Token and Booster Changes for Rise of the Dragon

    With this update, we are removing the Battle Coin tokens (for the Eclipse Battle Path) and the Battle Path Boost tokens from the Battle Path Shop. Additionally:

    • All Battle Coin tokens for the Eclipse Battle Path that were purchased via the Shop will be removed from player inventory and compensated with the full purchase price in Battle Coins
    • Compensation price is 4000 Battle Coins for the 500 Battle Coin token and 5600 Battle Coins for the 1000 Battle Coin token
    • Battle Coin boosters are not affected, they will stay in your inventory
    • Eclipse Battle Path tokens obtained from weekend Special Operations are not affected either
    • In the future, Battle Path blueprints and blueprint vehicles will only be possible to sell for Credits instead of Battle Coins

    These changes are connected to the fact that we have detected abnormal behavior involving these items on such a scale that it prevents us from dealing with it individually. These measures will stay active until the end of the Rise of the Dragon Battle Path.

    General Changes

    • Centurion AVRE: Switching between the main gun and the machinegun no longer shortens the gun aiming time
    • Centurion AVRE: Fixed the vehicle’s minimum and medium settings model
    • Centurion AVRE now counts as a Special Vehicle for Garage filter purposes
    • Leclerc T4 Rhone-Alpes skin no longer breaks the vehicle’s armor
    • Lynx Skyranger HE shells now detonate correctly above targets, dealing the intended damage
    • Fixed the old Perihelion avatars
    • Fixed an issue with environmental sounds in Garage playing when not intended
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues

     


  10. Source:

    https://aw.my.games/en/news/general/update-0412-now-available

     

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    We are happy to announce that the Update 0.41.2 is now available!

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    List of Update 0.41.2 Changes

     

    • 2S38 Derivatsiya: Reverted the PELE guided round change to the previous (pre-0.41.1) state as the fix caused some other unintended behavior
    • Centurion AVRE: Changed the model size
    • Centurion AVRE: Fixed the minimum settings visual model
    • Centurion AVRE: Changed the gun sound to a large caliber one
    • Leopard 1A5: Several visual model fixes
    • T-15 Kinzhal: Fixed an issue where the gun fired 2-shell burst instead of the intended 3-shell burst
    • Fixed an issue where installing the KPz T 55 skin on the T-55 MBT affected its turret traverse rate
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues

    The Lynx Skyranger is on Global Vehicle Directory (aka Encyclopedia) for preview and test drive.

    • Upvote 2

  11. Source:

    https://aw.my.games/en/news/general/developer-diary-lynx-skyranger-update

     

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    It’s been a while since we announced the Lynx Skyranger Tier 10 Premium AFV and we’d like to return to it with an update. The original article features the general description of the vehicle’s weapon systems and capabilities and we’d like to disclose more about their current state and how the vehicle will be played.

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    The main idea behind the Skyranger is burst damage as well as anti-scouting. In other words, the 30mm gun will have the ability to deal damage in short (or longer) bursts followed by periods of cooldown. The 30mm Oerlikon gun uses the Gatling gun mechanics with AP ammunition as such:

    • 2-second bursts
    • 80 damage per shot
    • Deals reduced damage even upon non-penetration

    The gun can tear up a Centauro 120 in three bursts providing you are aiming at a green area. It’s also quite accurate – it can do so at 300 meters. However, against heavier targets it’s far less effective and don’t even try to engage MBTs frontally using this ammo type – it won’t work.

    The second ammunition type – High Explosive Programmable – does pretty much exactly what the initial announcement article mentioned. It explodes above a target dealing damage to the roof using its blast wave (or “splash” in Armored Warfare terms). Firing at a target directly makes it behave pretty much exactly like any normal HE ammunition.

    To use its special features, you must aim slightly above the target. Since this requires careful aiming, it’s only possible against static targets unless you have an exceptionally accurate hand.

    When used correctly, this firing mode can deal devastating damage to almost any static target in hulldown position. Against MBTs it often destroys the turret-mounted APS and damages its gun, leaving the target open to attacks by other players and unable to retaliate. However, this type of ammo is very situational and only skilled players will be able to use it to its fullest potential.

    The third weapon system is the Starstreak missile. Starstreak is not a true ATGM – it’s a dual-purpose warhead that’s possible to use against ground targets in real life. However, such a use is not its primary intended function – it’s still an anti-air missile. It is therefore quite small and deals limited damage.

    To make it viable, the Armored Warfare version works like a kinetic missile. It doesn’t deal a whole lot of damage (especially at short ranges) but the further from you the target is, the more damage will the missile deal and the more armor will it penetrate. Compare the values at 50 meters:

    • 400 points of damage per launch
    • 500mm of penetration

    To the values at 600 meters:

    • 600 points of damage per launch
    • 1000mm of penetration

    The missile also flies very fast (2000 m/s) and ignores enemy APS. As the description suggests, the missile should not be used at close ranges (that’s what your gun is for). You can launch two missiles in rapid succession (2 seconds between launches). Together, they can deal roughly 700-1000 damage, followed by 14 seconds of reload time. Once again, it is a situational weapon that’s best suited against targets far from you where it will deal more damage than your cannon bursts.

    And finally there’s the active ability, the High Energy Laser. Simply put, it reduces the enemy viewrange by 70% for 18 seconds, followed by 20 seconds of cooldown. This can be a useful tool against passive scouts that can buy you a few seconds of time. Doesn’t sound like much but it can make all the difference in the world in certain situations.

    And that’s pretty much it. The vehicle has NERA-covered hull but its unmanned turret is fairly vulnerable to all kinds of incoming damage – this is not a front-line fighter, it should stay behind stronger vehicles at all times. At the same time it’s quite large and has a corresponding camouflage factor of 20% which really isn’t all that much. On the bright side, it does have the Recon Package, a special set of sensors and a very high baseline spotting range.

    If you’ve made it this far into the article, you’ve probably realized that unlike the Namer, this won’t exactly be a new player friendly vehicle. The Lynx Skyranger is a specialized tool that can deal a lot of damage under certain circumstances. Nonetheless, some careful gameplay will be required.

     

    • Upvote 1

  12. Source:

    https://aw.my.games/en/news/general/update-0411-now-available

     

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    Commanders!

    We are happy to announce that the Update 0.41.1 is now available!

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    List of Update 0.41.1 Changes

     

    T-15 Kinzhal Adjustments

    We are somewhat reducing the firepower of the T-15 Kinzhal Tier 10 Premium TD as follows:

    • Reduced the burst rate of fire from 1400 to 500 rounds per minute (the overall damage per minute value remains at roughly 19000)
    • The penetration buff from its special burst ability is reduced from 25% to 17.5%
    • Module damage is reduced by 53%

    You can read more about this change in our dedicated article.

    General Changes

    • Rise of the Dragon Battle Path extended by 2 weeks
    • Cerberus PvE Mission: Fixed an issue where some AI lieutenant vehicles would not spawn
    • Cerberus PvE Mission: Returned the mission to the rotation
    • T-72M4CZ: Replaced the incorrect ERAWA Generation 1 ERA with DYNA-72 Generation 2 ERA (performance on par with Kontakt-5)
    • 2S38 Derivatsiya: PELE guided rounds no longer count as ATGMs for the purposes of missions and challenges (and any other purposes really)
    • Type 99: Significantly increased this vehicle’s ammo rack durability
    • Type 99A: Significantly increased this vehicle’s ammo rack durability
    • Type 99A2: Significantly increased this vehicle’s ammo rack durability
    • Type 99A2-140: Significantly increased this vehicle’s ammo rack durability
    • Type 99A2 Hades: Significantly increased this vehicle’s ammo rack durability
    • ZTZ-20: White Phosphorus missiles now have a properly animated icon
    • Fixed an issue where the Survival of the Fittest contract mission didn’t work properly
    • Fixed an issue where the Survival of the Fittest award didn’t work properly
    • Fixed the Battle Path window background (again)
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues
    • Added several assets for future events

     

    • While you can still hold the fire button and Kinzhal will do triple shot bursts as before, but slower rate of fire, a single click now actually does a 2-shot burst, leaving one round left in the 3-round clip. You can even partial reload while firing, meaning with some macro you can do single shots (fire-reload-fire-reload) in "continuous" fire.
      See Haswell's video for example:
      https://www.youtube.com/watch?v=Pbp10cAPnrE
    • Localisation (garage stats) still state T-72M4CZ's ERA being Gen 1 rather than Gen 2. SS knows about this already.
    • Derivatsiya apparently also lost its limited guidance. SS says this is not intentional.
    • Upvote 2

  13. Source:

    https://aw.my.games/en/news/general/developer-diary-t-15-kinzhal-nerf

     

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    We’re continuing to address the hottest balance and community issues with a topic that’s been coming up rather often these days – the firepower of the T-15 Kinzhal Tier 10 Premium Tank Destroyer.

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    The Kinzhal’s been in our sights for a while now due to its extremely high damage output and its module damage so let’s start with the changes that are coming in the next update. We considered overhauling the gun completely but it’s the gun that makes Kinzhal rather unique. That is why the gun will stay in its current burst-firing form. However:

    • Rate of fire will be reduced from 1400 to 500 rounds per minute
    • The penetration buff from its special burst ability will be reduced from 25% to 17.5%
    • Module damage will be reduced by 53%

    Thanks to the fact we are not adjusting the overheat rates, the vehicle will still be perfectly viable and will still retain its sustained fire capability as well as the ability to eliminate lightly armored vehicles with ease. However, the ability to devastate MBTs from the front will be significantly reduced.

    Now, you might be wondering – what took so long? The truth is that we were super careful because we really wanted to avoid another CATTB situation where series of gradual nerfs created the impression that the tank was – and still is – nerfed to the ground. In reality the tank is statistically more than fine and has for example an above average winrate of 52%. But the rumor is out there and it’s not something we want to repeat – hopefully no further adjustments for the Kinzhal will be needed.

    The same goes with ZTZ-20 where we were able to adjust its performance early on, now its result are far more along the intended lines and Kinzhal outperforms it in both the damage output and winrate. Needless to say, that’s not great but we’re finally getting to the point where we can step by step address some rather old issues, such as:

    • Type 99 series ammo racks (also buffed in the next update)
    • Returning Cerberus to the PvE rotation (unrelated but hopefully welcome)
    • Soviet MBT series missing side ERA (not in the next update but coming)

    And many others. Not all at once, mind you, but we’ll get there. And that’s all for today’s article. We hope that you enjoyed it and, as always:

    See you on the battlefield!

     

    Kinzhal nerf has been planned for a while - it was also announced before Rise of the Dragon BP was launched.

    According to SS on official Discord server:

    • Rate of fire nerf is for how fast the shots get fired within the 3-shot burst. Reload time between bursts should remain unchanged.
    • "The nominal DPM will stay around 19k"
    • "The module damage is the biggest nerf"

    As for the "Soviet Russian MBT series missing side ERA", they should be referring to the T-90s and T-14. SS said he will also look into Oplot's ERAs.

    • Upvote 4

  14. Source:

    https://aw.my.games/en/news/general/update-0401-now-available

     

    Quote

    We are happy to announce that the Update 0.40.1 is now available!

     

     

     

    List of Update 0.40.1 Changes

     

    British Contract

    The British Contract is now available. This multi-month contract features the Centurion AVRE Tier 8 Premium Main Battle Tank as its main prize in addition to the British Loot Crate available for the following stages as usual. Aside from some additional content of the British Loot Crate, no changes were made to the contract itself. You can read about the Centurion AVRE in our dedicated article.

    General Changes

    • Wages of Sin: Fixed an issue not allowing players to respawn correctly
    • Wages of Sin: Fixed an issue with missing map borders in the E5 area
    • Wages of Sin: Fixed numerous texture issues (flickering, incorrect texture resolution etc.)
    • Wages of Sin: Fixed several places where players could get stuck
    • T-55: Returned the missing laser rangefinder
    • T-72 M1R skin: Fixed the missing antenna and other details
    • VN17: This vehicle now has an unmanned turret that takes reduced damage
    • ZBD-04A: It now takes only 1s to switch between 100mm gun shells
    • ZTL-11: Reduced the gun recoil so that it no longer interrupts a running Active Ability
    • ZTZ-20: Reduced the lower frontal plate armor thickness against HEAT shells (the armor remains very resistant to kinetic shells)
    • ZTZ-20: Noticeably reduced the durability of NERA segments
    • ZTZ-20: Reduced the time it takes to switch to White Phosphorus ATGMs from 5s to 0.5s
    • Fixed an issue causing the game to crash
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues
    • Added numerous new assets for future events

     

    Actual build version is 0.40.21; the game is finally out of 0.38. Updates 0.39 and 0.40 were technically 0.38.9291and 0.38.9314 respectively.

    The Centurion AVRE is available for test drive.

    On the other hand, this update is known to cause mid-game crashes for a number of players. SS is now aware of this issue.


  15. The patch also adds three Wages of Sin-related achievements:

    • Complete the mission 5 times,
    • Complete the mission once with BMPT 2017 (canonically Samuel Thorpe's vehicle), and
    • Complete the mission once with T-90MS (based on Gail Espinoza's "Nightsinger").

    The BMPT 2017 and T-90MS ones are hidden achievements, and all three give 5 million credits as rewards.


  16. 14 hours ago, Haswell said:

    PrPDHLD.png

    Turns out the new map is NOT in the game yet.

    Turns out the mission is in the game. It is essentially American Dream chapter 1 (Unrest) but at night with no flying enemies or secondary objectives.

     

    It appears that the mission has a bug where respawning doesn't actually work.

     


  17. SS has offered an explanation on the version naming difference in AL Discord server:

    Quote
    Quote

    Haswell:

    https://zz.kongzhong.com/huodong/20221025/1287.html
    Very very interesting
    Chinese server is now consistently at least one patch version ahead of us
    Also we are not 0.39 yet, we are still 0.38.9291

    SilentStalker:

    Not really, one patch behind
    Our build is also technically 0.38.92somthing, it's just called 0.39 for marketing purposes because we got stuck on 0.38 for ages and it had tons of stuff
    Well, relatively.

     


  18. Source:

    https://aw.my.games/en/news/general/update-039-now-available

     

    Quote

    Commanders!

    We are happy to announce that the Update 0.39 is now available!

    scr1

     

    List of Update 0.39 Changes

     

    Namer

    In this update, we’re introducing the Namer IFV Tier 10 Premium Tank Destroyer. It is a superheavy TD with its protection levels being amongst the highest of its class. It is slow and ponderous but its thick front can deflect even advanced shells while maintaining adequate firepower thanks to its autocannon and ATGM combination. Its MBT-like characteristics make this vehicle quite forgiving for new players, but, as they say, a jack-of-all-trades is a master of none.

    The Namer will be available later today in a special offer. You can read more about it in a dedicated article but please note that we’ve changed its class to Tank Destroyer and made some additional adjustments.

    Osório

    In this update, we’re introducing the Osório Tier 6 Premium Main Battle Tank. It’s just a comfortable, easy to use tank that you can enjoy in both PvP and PvE, although its damage dealing ability makes it a bit more suitable for the latter, as long as you stay away from the front line. You can read more about it in a dedicated article and it is available as a part of the Beneath the Southern Cross event.

    General Changes

    • Fixed an issue where some vehicles could fire much faster than intended (the “Centauro 120 exploit”)
    • BMP-1: Visual model of the gun now displays correctly
    • Fixed several smaller visual issues
    • Fixed several smaller localization issues
    • Added numerous assets for future events

    See you on the battlefield!

     

    Not sure why this update is labelled 0.39, as it would suggest a major version update. Since 2017 major updates usually come with a theme of sorts, like new progression lines, new Spec Ops missions, Battle Paths, or major rebalance, but this does not seem to fall under any of them.

     

    As for "Centauro 120 exploit", you can check the thread as linked below:

     

    • Upvote 2

  19. Vehicle is not out yet, but there will be some changes to the vehicle. Basically the tank will still be largely similar to progression Type 99A2, but its mobility will be lowered to make up for the extra side hull ERA, thermobaric missiles, and dozer blades.

     

    Source:

    https://aw.my.games/en/news/general/developer-diary-type-99b-changes

     

    Quote

    The final vehicle that was previewed some time ago is the Type 99B Tier 10 Premium Main Battle Tank and we’re happy to announce that this, too, is coming in the near future.

    scr1

    Unlike the Namer, there wasn’t any huge problem with the Type 99B – it just sort of “tagged along” with the delays of other vehicle and we only got to its testing after the launch of the Rise of the Dragon Battle Path.

    With that being said, we made some changes to this vehicle as well. For one, we’ve reduced the tank’s mobility – previously, it was basically the same as that of the Type 99A2 MBT, which was a bit too much the tank also gets extra armor, a dozer blade and guided missiles. The mobility (especially the hull traverse parameter) was therefore reduced:

    • Maximum speed reduced from 85 km/h to 79 km/h
    • Acceleration to 32 km/h reduced from 4.86s to 5.16s
    • Hull traverse reduced from 47.8 deg/s to 38.9 deg/s

    We’ve also slowed down the ATGM reload and increased the switch time between weapons.

    Furthermore, compared to the original concept of the vehicle, we’ve moved the ammo rack back to the hull. It’s not as vulnerable as that of the other Type 99A (which still requires a fix). We’ve also adjusted the tank’s armor to match its Tier and concept.

    There are a few smaller issues to be ironed out but overall the tank is ready to be deployed in the near future.

     


  20. There is a new update to the Namer situation.

     

    Source:

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

     

    Quote

    Commanders!

    Some time ago, we have introduced the Namer Tier 10 Premium Armored Fighting Vehicle and... okay, that’s not exactly accurate. It wasn’t just “some” time ago – it was a long time ago.

    scr1

    More than nine months, in fact and, as the first point of this article, we’d like to apologize for that. Back then, we planned its release for February-March and what seemed like a straightforward thing turned out to be one of the most problematic vehicles to date development-wise for numerous (mostly internal) reasons. Nevertheless, we’ve returned to this long-awaited vehicle and are ready to show it to you in a new form.

    First and foremost, we are changing the class of the vehicle from an AFV to a Tank Destroyer. This is done for a specific gameplay reason. The Namer is not intended as a scouting vehicle and the AFV class would see it matched against Sphinxes and other much lighter vehicles. That in turn would sometimes lead to imbalanced teams in PvP. Since the T-15 or Kinzhal would be a much more suitable match to the Namer and the class change solves that issue.

    Next, we made the following changes:

    • We’ve reduced the basic viewrange to 370m
    • The basic configuration no longer has PELE ammunition

    There are three configurations now available:

    • Scout Configuration now increases the viewrange by 15% and adds the 30mm PELE ammunition that was previously usable in all configurations. Additionally, it increases the ATGM rate of fire by 50% compared to the baseline value
    • Autocannon Configuration now reduces the autocannon overheat rate by 50% and introduces two new 40mm Super Shot rounds – APFSDS (with 52 damage per shot and 390mm penetration) and PELE (with 72 damage per shot and 125mm penetration)
    • ATGM Configuration that increases the launcher rate of fire and decreases the launcher reload time by 75% (but doesn’t feature any autocannon buffs or PELE ammunition)

    And that’s pretty much it. The rest remains the same, although we have solved several issues from the previous versions, including:

    • Unmanned turret taking full damage
    • Turret ring being too vulnerable
    • Ammo rack being too vulnerable
    • Autocannon overheating issues
    • Other assorted issues

    We hope you will enjoy this new Tank Destroyer that’s coming in the near future and, as always:

    See you on the battlefield!

     

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