Jump to content

Haswell

Forum Badmin
  • Content Count

    1047
  • Joined

  • Days Won

    150

Posts posted by Haswell


  1. https://aw.my.games/en/news/general/update-01105-now-available

    Quote

    scr1

     

    List of Update 0.110.5 Changes

     

    Drone Testing

    This update is bringing the previously announced test of a new feature, the drones. The test begins with the launch of the update. For more information, please visit the portal article.

    General Changes

    • Fixed an issue across multiple vehicles where some 12.7mm machineguns had incorrect statistics on some vehicles or dealt incorrect damage (different from the nominal one)
    • Abbot VE: HESH and HE shells now have the same accuracy
    • Abrams AGDS: HE shells now correctly deal minimal damage when not penetrating
    • AbramsX: Fixed the suspension collision model so the tank no longer gets stuck where not intended
    • AS90: Updated vehicle’s icon
    • BMD-2: Fixed camouflage appearance
    • Boxer CRV: Antennas are no longer flying in the air
    • Gepard: Mud now appears correctly on the Bundeswehr skin
    • Griffin 50mm: Tacticam skin no longer messes with opening doors when deploying Mechanized Infantry
    • KF41 Lynx Prototype: Machinegun now moves correctly
    • KF41 Lynx Prototype: Vehicle now correctly appears in search filters
    • M108: HEAT shells no longer deal partial damage
    • M108: HEAT shell module damage bonus now correctly appears in the interface
    • M109: Smoke and WP shells are now treated as regular shells
    • M1A2: SEP v2 skin is no longer exceedingly rusty
    • Object 787: The turret is now ripped off correctly when the ammo rack explodes
    • PLZ-05: L/52 gun reload time without Ready Rack increased from 5.5s to 7.25s
    • PLZ-05: L/54 gun reload time without Ready Rack reduced from 9.215s to 5.5s
    • PLZ-05: L/54 gun reload time with Ready Rack reduced from 5s to 4s
    • Puma: ATGM launcher no longer takes full damage
    • T-80B: Certain side areas of the turret no longer take reduced damage
    • T-90A Burlak: Fixed the appearance of one of the headlights
    • Adjusted minor server settings to improve connection stability
    • Added a number of assets for future events
    • Fixed some small visual issues
    • Fixed some small localization issues

     

    https://aw.my.games/en/news/general/drones-testing

    Quote

    Commanders!

    In our earlier article, we have unveiled the future appearance of a new mechanic – several types of Drones.

    We have also promised that a test would appear in the near future. And that future is now here – we are launching the first test of the Drone feature. In order to test the drones, you need to own either the T-15 Tier 10 TD or the Boxer RIWP Tier 10 Premium AFV. Here’s how you do it.

    scr1

    Select the vehicle in your Garage and select the drone you want to test in the form of an active ability. Since one vehicle can only choose a single active ability, only one type of drone can be deployed in a match. In short, you need to choose. Two drone types are available – a damage dealing drone (Lancet) and a scouting drone (Orlan).

    After selecting the drone, you can enter the match. In match, hold the “Ctrl button” and left-click on your mini-map where you want to send the drone. A yellow flag will appear, marking the location.

    scr2

    Now press the Active Ability button (“E” by default). A countdown will appear on your UI on the right side from your reticle. When the countdown reaches zero, a drone will launch to the marked location.

    scr3

    You can either forget the drone and let it fly on its own (the results will be shared by the drone operator’s voice), or you can guide it around by changing the destination mid-flight. When you do that, the drone will change its direction and will fly towards the new target. That way you can bypass strong concentrations of enemies (which the drone will engage automatically if it flies over them).

    scr4

    After certain period of time, the drone will either find a target and attack it, or fall to the ground when it runs out of fuel. A new drone will be launched after that (until you deactivate the ability or run out of drones).

    And that’s pretty much it. Please note that as this is the first test of this complex feature, elements such as rewards or achievements are not implemented. They will appear in the future.

    And last but not least – when you are finished testing, please do share your feedback in our dedicated form:

     

    https://forms.gle/9bNV2EV42oKRifof9

     

    The initial testing phase will last one week (after which we will collect your feedback and analyze it). We hope you will enjoy the test and, as always:

     


  2. https://aw.my.games/en/news/general/update-0110-now-available

     

    Quote

    List of Update 0.110 Changes

     

    HE Shell Fixes

    In this update, we’re fixing some of the issues with HE shells that got into the game in the last patch, namely the disappearance of blast wave (splash) damage.

    The good news first – artillery and other “regular” splash damage should be working correctly now, which accounts for the vast majority of vehicles. The bad news is that the issue causing the loss of splash is far deeper than we previously thought and is connected to multiple other issues (for example the infamous Puma performance loss).

    That is why, as a temporary measure, Puma and Boxer CRV have had their airburst shells turned into regular ones. We do realize this is a massive nerf to their performance and are working on making the airburst shells work as intended (or at least compensate the performance loss by other buffs).

    General Changes

    • AS90 is now available to players as a Contract vehicle
    • Fixed the infamous Rate of Decay issue where players always spawned at the beginning of the map
    • Fixed an issue where using the Retreat active ability incorrectly increased the rate of fire on multiple vehicles (most notably the Kornet-D1 and Ontos)
    • Improved the matchmaking speed for the SPG class
    • Boxer CRV: Fixed the vehicle’s size (we have made the vehicle smaller in order to correspond to its real-life parameters)
    • Boxer CRV: Fixed an issue where its ATGMs would sometimes fly in the wrong direction
    • Griffin 50mm: Fixed the appearance of the Tacticam skin (paint layout, some smaller parts weren’t painted etc.)
    • KF41 Lynx Prototype: You can no longer shoot through some turret parts on the destroyed turret model
    • Pindad: Adjusted the aiming circle appearance
    • Puma: Fixed the camouflage appearance on this vehicle
    • T-80UM-1: Fixed the achievement progress bar for this tank
    • TOS-1M: Adjusted the aiming circle appearance
    • Rate of Decay: Fixed a spot where players could get stuck at C3
    • Fixed a large amount of specific cases where players would see a different vehicle in the acquisition screen when buying a new tank
    • Removed the upper cap on the amount of Credits possible to own
    • Added the Drone mechanic for future testing (currently not available)
    • Added a number of assets for future events
    • Fixed an issue that caused the server to crash earlier tonight
    • Fixed some small user interface issues
    • Fixed some small visual issues
    • Fixed some small localization issues

     


  3. Source: https://aw.my.games/en/news/general/update-0100-now-available

    Quote

    List of Update 0.100 Changes

     

    Modern British Contract

    The Modern British Contract is now available. This multi-month contract features the AS90 Tier 8 Premium Self-Propelled Gun as its main prize in addition to the British Loot Crate available for the following stages as usual. New achievements are also available. You can read about the AS90 in our dedicated article.

    Please note that the AS90 is temporarily not available in the in-game tank list.

    General Changes

    • In one of the previous updates, we’ve adjusted the partial damage of Puma and Boxer CRV HE shells from 72 to 45. This update did not help in bringing their performance to acceptable levels and we’ll be changing their mechanics further as explained in this article (but not in this update)
    • Woody’s Tank Gang Radio can now be disabled in Settings (under Sound, Subtitles)
    • 2S1 Gvozdika: Smoke cover no longer obscures vision when driving forward
    • Centauro 155: Added Ready Rack mechanism with 4 shells and rebalanced the reload times to keep the damage per minute value identical
    • Centauro 155: Smoke and White Phosphorus shells now count as regular shells
    • Boxer CRV: Shell impact now aligns correctly with the gun reticle
    • Boxer CRV: Reverse lights now work correctly
    • Boxer CRV: Added the Programmable Ammunition trait
    • Boxer RIWP: Fixed the aiming reticle position (no longer appears above the cursor)
    • Boxer RIWP: Gun penetration indicator now works correctly
    • Boxer RIWP: Switching between ATGMs when using the Hybrid now correctly takes 0.1s
    • Boxer RIWP: ERA modules are now correctly called StrikeShield
    • Boxer RIWP: Hydra rockets and Brimstone ATGMs now appear correctly
    • Boxer RIWP: Hybrid turret no longer clips the hull
    • Boxer RIWP: Removed the incorrect NERA trait
    • Boxer RIWP: Fixed the gun elevation in the first person mode
    • Boxer RIWP: Smoke grenades now correctly launch forward instead of in turret’s direction
    • Boxer RIWP: You can now select all turrets in the Armor Inspector feature
    • Boxer RIWP: Empty shells now fly out of the gun correctly
    • Boxer RIWP: Fixed the effect of the turret being ripped off upon ammo rack explosion (previously the turret just disappeared)
    • KF41 Lynx Prototype: Fixed the rate of fire module names
    • KF41 Lynx Prototype: Firing at commander’s optics no longer deals damage to the tank itself
    • KF41 Lynx Prototype: Fixed the turret collision model
    • KF41 Lynx Prototype: Fixed the machinegun firing effect
    • KF41 Lynx Prototype: Smoke grenade launchers now empty correctly when fired
    • KF41 Lynx Prototype: Fixed a number of camouflage issues
    • KF41 Lynx Prototype: Fixed a number of other smaller visual issues
    • KF41 Lynx Prototype: Updated the tank’s icon
    • Leopard 1: Fixed the 1A1 skin elements leaking into the base model
    • M1A1 AIM: Fixed some smaller FEP skin visual issues
    • M1A2: Fixed some smaller Asgard skin visual issues
    • MPF LT: Fixed the Booker skin’s appearance (incorrect texture above gun, flag)
    • Panzerhaubitze 2000: Rebalanced the Read Rack mechanism for more difference between Ready Rack and regular reload times (5s versus 7.33s)
    • Panzerhaubitze 2000: Smoke and White Phosphorus shells still count as regular shells
    • PLZ-89: Fixed the incorrectly armored zones on the turret
    • Puma: Switching between shell types now takes 0.5s
    • Puma: Fixed the incorrect HE shell impact visual effect
    • Puma: Fixed the armor values in the Garage’s UI
    • Puma: Fixed the destroyed vehicle visual model
    • ZTZ-20: Fixed the Obsidian Blade skin’s damaged NERA appearance
    • Rate of Decay: Made some adjustments to Woody’s Griffin behavior
    • Rate of Decay: Fixed the issue where Joshua’s tank and some other objects seemingly disappear after the initial cutscene but their collision models remain, which can make players seemingly get stuck for no reason in the initial section of the map
    • Rate of Decay: Fixed the water reflection effect on low and minimal graphics settings
    • Added some assets for future events
    • Fixed the Mechanized Infantry animation on some vehicles
    • Fixed some small user interface issues
    • Fixed some small visual issues
    • Fixed some small localization issues

     


  4. In light of the recent wave of spambots repeatedly defeating the forum's ant-bot measures when registering their accounts, we are implementing a separate passphrase system that will act as a another layer of defense. We apologize for the inconvenience for actual, human users trying to register.

    The current registration passphrase is: Do You Hear the People Sing?

     

    Please input the passphrase when prompted by the account registration screen:

    image.png

     

    If you are experiencing any difficulties registering your account, please inform us at ArmoredLabs Issues & Feedback (https://armoredlabs.net/index.php?/forum/26-armoredlabs-issues-feedback/)

     

    • Upvote 1

  5. There was also a separate, moderated Q&A on the RU server around the same time as we had ours. Google translation below:

    1. Will there be new branches to upgrade in the near future?
    We shared news about advanced vehicles in special articles on the website (https://awru.my.games/news/7681.html, https://awru.my.games/news/7652.html). In short: in the near future we plan to extend the T-80 branch.

    2. What kind of advertising is carried out to increase online in the game?
    We are considering new options and launching bonuses for new accounts, inviting old players, etc.

    3. When is the next raid?
    Never. The last raid received mediocre reviews, so we see no reason to repeat such an event, especially when it duplicates existing missions and actions of the Battle Paths and the contract.

    4. When will the team consider a deep modernization of the existing one or a transition to a new game engine?
    Partial improvements - yes. Complete modernization? No. The transition to a new engine (including a more modern CryEngine) is a matter of several years of work and rather large sums.

    5. Will there be an addition of remote sensing on the T-14 and T-15 in the near future?
    What you are describing belongs to a category of work called TechArt. Unfortunately, the team responsible for this is one of the busiest on the project right now and is working on new content and bug fixes for the future (for example, now it's AS90 armor). We are actively looking for more people to join the team, but in the current realities, the solution of such tasks may be delayed.

    6. Will there be new PvP maps next year?
    It is likely, but not certain. At the moment, when it comes to cards, we are not focused on releasing more of everything, but on what to do with what we have. For example, a new mode? Quite possibly!

    7. The gap in strength between the 10th levels and those who get into battle with them is growing more and more, as is the strength of the abilities of the top machines. Do the developers think of somehow stopping this - or will the review, armor and DPM fly into space?
    The "arms race" is really a problem, so the tanks to come will be more conventional (albeit interesting). For example, we consider the AbramsX to be a fairly ordinary tank and not very powerful.

    8. Will there be an expansion of the functionality of the landing? New mechanics, anti-amphibious units in the squad, orders to escort, take position, search for targets, etc.?
    For the next BP, we are planning a new type of assault. We'll tell you more when we have something specific. The management system is also being revised, we want to make it more practical.

    9. Will there be any interesting suggestions from the developers for the "Clash" mode?
    Clash is not the most popular mode, and, most likely, we will not do anything new with it. However, there are a number of proposals for its complete processing, including a MOBA-like mode.

    10. When is the new SO?
    We plan to release this year. You can read more about it in the article on the website (https://awru.my.games/news/7521.html).

    11. Will the Base return to the game in some form?
    No. The old "Base" is dead and gone (code broken, documentation missing, etc.), it's one of the things left from Obsidian. It will have to be programmed from scratch. And the question you have to ask yourself is if you enjoy five minutes of daily clicks like you used to, only to get the bonus you already have now.

    12. Will there be new PvE maps and more enemies for levels 9-10?
    Wages of Sin was the brainchild of a designer who no longer works on PvE missions. As a result, the direction was changed from such missions to SO.

    13. Should we wait for a rebalance of the entire long-suffering Leopard and Type 99 branch? Compared to other branches, there is a clear gap here. And unlike premium or marathon tanks, the gap flew into space.
    Yes. Most likely, we will start doing this in the near future.

    14. When is the full rebalance of commanders?
    We do not plan to recycle in the near future. This is one of the systems that is working more or less correctly by now, and reworking all commanders is a global task. There are things that need fixing more than commanders. With one exception - Samuel Thorpe will receive an update, most likely during the next Battle Path (we promised this before, but put it off).

    15. Will there be work on the optimization of the game in the near future, in particular, unstable FPS and ping?
    Complex issue. Update 0.50.5 improved map loading times, so yes, we are working on that. We will also be increasing the performance of the server, which can improve the stability of the game, but this applies to many things, including routing. If you are asking if we will improve the game for extremely weak computers, most likely not. Support for legacy hardware is a big burden and a limitation for future development, and the game is already well enough optimized for weak computers. By now, computers running Armored Warfare has been working with problems for more than a decade. It is impossible to maintain the oldest instances forever.

    16. Is it planned to improve the detailing of vehicle models, as well as improve customization (adequate type of camouflage on each vehicle and their fitting to the model; adequate arrangement of decals)?
    Yes, we plan to introduce new models and remake some of the old ones. But as far as the decal system is concerned, this is still in the background. A very difficult and low priority task.

    17. Will they get their 20mm MBT-70 and KPz-70 that they should have? The same question for the entire Leclerc series and their 12.7mm coaxial machine gun, which for some unknown reason is still 7.62mm.
    Leclerc is a known issue, we will fix it. But the MBT-70 and KPz-70 don't need additional armament, they perform quite well in the current balance.

    18. Many Soviet and Chinese tanks have an anti-aircraft machine gun. Will the course machine gun be replaced with anti-aircraft ones? It's just that it's impossible to kill troops on rooftops during SO and missions from the course.
    It is possible, but the replacement will take a long time.

    19. Will tier 10 tanks be balanced in our game?
    Yes.

    20. When will the rebalance of the T-14 promised in January 2022 with the introduction of remote sensing on board?
    As mentioned earlier, TechArt is now quite busy. Unfortunately, there is no way to give specific dates. We hope so this year.

    21. Will damage to allies be removed?
    It already exists in PvE. In PvP, no. Why? It's simple - it's a "griefing" that is easy to track. Doing team damage? You get punished. Eliminating this strategy won't make those who damage allies on purpose into good people, it will just force them into tactics that are harder to track down, like ramming or blocking.

    22. When will they fix a long-term bug with exiting the battle to the hangar, when your tank is destroyed, but the splash screen freezes when exiting the battle?
    Although the bug is quite old, it turned out to be difficult to catch for identifying causes and tests. We are aware of it and are certainly working to fix it. We cannot give an exact date for the correction for the reasons stated above.

    23. When will the economy (earning credits) be fixed on the PvE mission "The Wage of Sin"? When will the PvE mission "Tiger's Claw" return to the rotation?
    We are currently dealing with this issue. In most cases, missions have a certain credit ratio. In the case of these two missions, the mechanics seem to be broken, and we are looking into the cause.

    24. What about the Death Race event? What is the reaction of the players in the survey and what is the current development status of this event?
    The reaction was not very good, so we temporarily suspended the project until the review. For now, we cannot report any specific findings.

    25. Will there be any changes in the system for deflecting missiles from smoke, both allied and enemy smoke? Recently, rockets fly away in an unknown direction upon contact with any smoke.
    Smoke should disable ATGMs, this is the intended mechanics. We'll check all the reports we've received, but the most likely culprit is a combination of COEP and smoke.

    26. Is there any work being done in terms of allowing non-CIS players who play on RU accounts to make purchases on the VK PLAY Marketplace? In particular, players from Ukraine and EU countries.
    Currently, unfortunately, there are difficulties when paying with VISA cards of foreign banks.
    If you have the opportunity, make a payment using Mastercard, or use any other payment method presented in the payment window.
    We apologize for any inconvenience caused.

    27. When will the enemy plane be fixed on the Desert Strike mission so that it can be shot down, as required by the mission?
    This is one of the hardest bugs we've ever encountered. Her research has been going on for several years. The problem is that we can't reproduce it in a controlled environment, which makes it much more difficult. Such bugs are usually related to the game's netcode, which is notoriously difficult to investigate. In addition, so far our efforts have been focused on the release of a new CO "The Price of Decay". Nevertheless, after the release of the CO, we will return to this issue more than once.

    --------

    Untranslated source:

    Spoiler

    @everyone
    ***1. Будут ли новые ветки для прокачивания в ближайшее время?***
    Мы делились новостями по поводу прогрессионной техники в специальных статьях на сайте (https://awru.my.games/news/7681.html, https://awru.my.games/news/7652.html). Если кратко: в ближайшее время планируем продлить ветку Т-80.

    ***2. Какая реклама проводится для увеличения онлайна в игре?***
    Мы рассматриваем новые варианты и запускаем бонусы для новых аккаунтов, приглашаем старых игроков и т. д.

    ***3. Когда будет следующий рейд?***
    Никогда. Последний рейд получил посредственные отзывы, так что мы не видим причин повторять такое событие, особенно когда в нем дублируются существующие миссии и действия Боевых путей и контракта.

    ***4. Когда команда рассмотрит вопрос глубокой модернизации имеющегося или переход на новый движок игры?***
    Частичные улучшения — да. Полная модернизация? Нет. Переход на новый движок (в том числе и на более современный CryEngine) — это вопрос нескольких лет работы и довольно больших сумм.

    ***5. Будет ли в ближайшем будущем добавление ДЗ на Т-14 и Т-15?***
    То, что вы описываете, относится к категории работ под названием «ТехАрт». К сожалению, сейчас команда, отвечающая за это — одна из самых загруженных на проекте и работает над новым контентом и исправлением ошибок для будущего (например, сейчас это броня AS90). Мы активно ищем еще людей в команду, но в нынешних реалиях решения такого рода задач могут задерживаться.

    ***6. Появятся ли новые PvP-карты в следующем году?***
    Вполне вероятно, но не точно. В данный момент, когда речь идет о картах, мы сосредоточены не на том, чтобы выпустить всего побольше, а на том, что делать с тем, что есть. Например, новый режим? Вполне вероятно!

    ***7. Разрыв в силе между 10-ми уровнями и попадающими с ними в бой все сильнее растет, как и сила способностей топовых машин. Не думают ли разработчики как-то это останавливать — или обзор, броня и ДПМ так и будут лететь в космос?***
    «Гонка вооружений» — это действительно проблема, поэтому грядущие танки будут более обычными (хотя и интересными). Например, AbramsX мы считаем довольно обычным танком и не слишком мощным.

    ***8. Будет ли расширение функциональности десанта? Новые механики, противодесантные отряды в отделении, приказы сопровождать, занять позицию, искать цели и т. д.?***
    Для следующего БП мы планируем новый тип десанта. Мы расскажем вам больше, когда у нас будет что-то конкретное. Система управления также пересматривается, хотим сделать ее более практичной.

    ***9. Будут ли интересные предложения со стороны разработчиков по режиму «Столкновение»?***
    «Столкновение» — не самый популярный режим, и, вероятнее всего, ничего нового мы с ним делать не будем. Однако есть ряд предложений по его полной переработке, в том числе в MOBA-подобный режим.

    ***10. Когда новая СО?***
    Планируем выпустить в этом году. Подробнее о ней вы можете прочитать в статье на сайте (https://awru.my.games/news/7521.html).

    ***11. Вернется ли База в игру в каком-то виде?***
    Нет. Старая «База» мертва и исчезла (код поврежден, документация пропала и т. д.), это одна из вещей, оставшихся от Obsidian. Ее придется программировать с нуля. И вопрос, который вы должны задать себе, заключается в том, понравятся ли вам пять минут ежедневных кликов, как это было раньше, только для того, чтобы получить бонус, который у вас уже есть сейчас.

    ***12. Будут ли добавлены новые карты в PvE и увеличено количество врагов для 9–10-х уровней?***
    «Плата за грех» была детищем одного дизайнера, который больше не работает над PvE-миссиями. В связи с этим направление было изменено с таких миссий на СО.

    ***13. Ждать или нет ребаланса всей многострадальной ветки Leopard и Type 99? По сравнению с другими ветками тут прослеживается явный отрыв. А в отличие от премиумных или марафонных танков — отрыв улетел в космос.***
    Да. Скорее всего, мы начнем это делать в ближайшее время.

    ***14. Когда полный ребаланс командиров?***
    В ближайшее время не планируем переработку. Это одна из систем, которая к настоящему времени работает более или менее корректно, а переделка всех командиров — это глобальная задача. Есть вещи, которые нуждаются в исправлении больше, чем командиры. За одним исключением — Сэмуэль Торп получит обновление, скорее всего, во время следующего Боевого пути (мы обещали это раньше, но отложили).

    ***15. Будут ли проводиться работы над оптимизацией игры в ближайшее время, в частности, нестабильный FPS и пинг?***
    Сложный вопрос. Обновление 0.50.5 улучшило время загрузки карт, так что да, мы работаем в этом направлении. Мы также будем увеличивать производительность сервера, что может повысить стабильность игры, но это касается многих вещей, включая маршрутизацию. Если вы спрашиваете, будем ли мы улучшать игру для крайне слабых компьютеров — скорее всего, нет. Поддержка устаревшего оборудования — это большая нагрузка и ограничение для будущего развития, а игра и так достаточно хорошо оптимизирована для слабых компьютеров. К настоящему времени компьютерам, на которых Armored Warfare работает с проблемами, уже более десяти лет. Невозможно вечно поддерживать самые древние экземпляры.

    ***16. Планируется ли улучшение детализации моделей техники, а также улучшение кастомизации (адекватный вид камуфляжей на каждой машине и их подгонка под модель; адекватное расположение декалей)?***
    Да, мы планируем вводить новые модели и переделывать некоторые старые. Но что касается системы декалей — это пока на втором плане. Очень сложная и малоприоритетная задача.

    ***17. Получат ли свои 20 мм MBT-70 и KPz-70, которые они должны иметь? Тот же вопрос для всей серии Leclerc и 12,7 мм их спаренного пулемета, который по непонятной причине до сих пор 7,62 мм.***
    Leclerc — это известная проблема, мы ее исправим. Но MBT-70 и KPz-70 не нуждаются в дополнительном вооружении, они достаточно хорошо показывают себя в текущем балансе.

    ***18. Многие советские и китайские танки имеют зенитный пулемет. Будет ли произведена замена курсового пулемета на зенитные? Просто с курсового невозможно убивать десант на крышах во время СО и миссий.***
    Вполне вероятно, но замена потребует много времени.

    ***19. Будут ли танки 10-го уровня балансироваться в нашей игре?***
    Да.

    ***20. Когда будет обещанный в январе 2022 года ребаланс Т-14 с внедрением ДЗ на борта?***
    Как говорилось ранее, сейчас довольно большая загруженность у «ТехАрта». К сожалению, нет возможности назвать конкретные сроки. Надеемся, что в этом году.

    ***21. Будет ли убран урон по союзникам?***
    В PvE это уже есть. В PvP — нет. Почему? Все просто — это «грифинг», который легко отследить. Наносите командный урон? Получаете наказание. Устранение этой стратегии не сделает из тех, кто наносит урон по союзникам специально, хороших людей, оно просто заставит их перейти к тактике, которую сложнее отследить, например таранить или блокировать.

    ***22. Когда уже починят многолетний баг с выходом в ангар из боя, когда твой танк уничтожен, но при выходе из боя зависает заставка?***
    Хоть баг довольно старый, он оказался тяжело уловимым для идентификации причин и тестов. Мы знаем о нем и, безусловно, работаем над его исправлением. Точные сроки исправления назвать не можем по вышеизложенным причинам.

    ***23. Когда исправят экономику (заработок кредитов) на PvE-миссии «Плата за грех»? Когда состоится возвращение в ротацию PvE-миссии «Коготь тигра»?***
    Сейчас мы как раз занимаемся этим вопросом. В большинстве случаев миссии имеют определенный кредитный коэффициент. В случае с этими двумя миссиями механика, похоже, сломана, и мы выясняем причину.

    ***24. Что с событием «Смертельная гонка»? Какова реакция игроков в рамках опроса и каков текущий статус разработки данного события?***
    Реакция была не очень хорошей, поэтому мы временно приостановили проект до проведения экспертизы. Пока мы не можем сообщить о каких-либо конкретных выводах.

    ***25. Будут какие-либо изменения в системе отклонения ракет от дымов, как союзных, так и дымов соперника? В последнее время ракеты при контакте с любыми дымами улетают в неизвестном направлении.***
    Дым должен выводить из строя ПТУР, это предусмотренная механика. Мы проверим все поступившие сообщения, но наиболее вероятным виновником является сочетание КОЭП и дыма.


    ***26. Ведутся ли какие-то работы в плане возможности игрокам не из СНГ, но играющим на RU-аккаунтах, совершать покупки на VK PLAY Торговой площадке? В частности, игрокам из Украины и стран ЕС.***
    В настоящее время, к сожалению, возникают сложности при оплате с помощью карт VISA иностранных банков.
    Если у вас есть возможность, совершите оплату с помощью Masterсard, или воспользуйтесь любым другим платежным способом, представленным в окне оплаты.
    Приносим свои извинения за возникшие неудобства.

    ***27. Когда на миссии «Пустынный удар» исправят вражеский самолет, чтобы его можно было сбивать, как того требует задание?***
    Это одна из самых сложных ошибок, с которыми мы когда-либо сталкивались. Ее исследование ведется уже несколько лет. Проблема в том, что мы не можем воспроизвести его в контролируемой среде, что значительно усложняет задачу. Такие ошибки обычно связаны с сетевым кодом игры, который, как известно, трудно исследовать. Кроме того, до сих пор наши усилия были сосредоточены на выпуске новой СО «Цена распада». Тем не менее после выхода СО мы еще не раз вернемся к этому вопросу.

     


  6. https://aw.my.games/en/news/general/developer-diary-trouble-heat

    Quote

    We’re hard at work overhauling the SPGs to a direct fire vehicle class as we announced earlier. Much of the work is “boring” backend stuff but we’ve run into several rather interesting issues and obstacles.

     

    In the article, we have mentioned that the overhauled artillery vehicles would fire powerful HEAT shells. That will be their primary “tank-fighting” round with HE shells used against lighter target. We approached this with the knowledge of Soviet era HEAT rounds for 152mm cannons (such as the 2VBP2 or 2VBP5). Surely such a round must exist for 155mm NATO guns as well.

    Naturally, it doesn’t. The best known (and practically the only used) such round for the 155mm caliber is the M712 Copperhead, which requires laser guiding from a spotter to even function and 155mm guns in the game begin on Tier 5 and it would just be weird to have the Copperhead starting this low. And then there’s the matter of guidance, which we mentioned in the AS90 article.

    • On one hand, players will expect the round to be guided – that’s pretty much its whole shtick
    • On the other hand, the guidance is pretty unrealistic because the Copperhead is not an ATGM, it just sort falls to its target, correcting its trajectory using fins

    And, last but not least, 155mm gun-launched ATGMs (albeit without a tandem warhead) with amazing accuracy may not be the best thing ever. For this reason, we will do the following thing for the AS90:

    • Remove the Copperhead
    • Add the L/52 gun (from AS90 “Braveheart”) as an upgrade with higher accuracy and muzzle velocity

    scr2

    But that still doesn’t solve the issue with baseline HEAT rounds which our NATO guns need. Here’s what we did.

    As the first step, we opened Hunnicutt and went through various artillery systems. As it turns out, an experimental HEAT round existed in the 1950s – it was called T267 but it wasn’t for an artillery system. It was to be used by a prototype heavy tank called T58 (155mm T180 gun). But maybe it could be compatible with artillery?

    scr3

    Aside from a ton of World of Tanks references (a common and annoying problem when researching older military stuff), the only other document mentioning this round is a detailed 1954 briefing regarding the development progress of the said tank. Again, not very useful, except for one bit.

    scr4

    The briefing also mentions another shell for the tank, a 155mm HESH round called T152. Perhaps we can find more info about that one?

    scr5

    Bingo. The T152 round was tested by firing it from the 155mm M1 howitzer along with the HE M107 shell. Those of you interested in artillery probably already know where this is going.

    scr6

    The M107 shell is a very common artillery shell from the 1950s, fired from all sorts of 155mm howitzers. The abovementioned test proves that the T152 HEP (HESH) shell is compatible with standard howitzers, which means the T267 HEAT shell is as well since both were used in the same (tank) gun. Long story short, we now have a realistic (if anachronistic) HEAT shell for our artillery to use (and also a HESH shell as a bonus).

    Right now, we’re considering what to do with mid-to-high level progression SPG upgrades. We’re leaning towards the following setup:

    • 155mm caliber with unguided HEAT and guided HEAT (Copperhead) or guided top attack HE (SMArt 155) as high-Tier upgrades
    • 152mm caliber with unguided HEAT and guided HE (something like Krasnopol) as upgrades

    Either way, more testing is required but we hope to introduce the artillery overhaul in August. Until then:

     


  7. Been a while since we got one of these. Again, interesting stuff in bold.

    • There may be a review on global game balance.
    • T-80UM1 Bars and Object 292 will likely come in August/September.
    • Investigation of softkill APS effectiveness against bots is on hold.
    • Bringing back PTS has been WIP for almost a year now. "Turns out, it's not easy to set up a new shard and a lot of things got in the way."
    • T-80UM1 will require you to play T-80U, 292 will require you to play UM1 (or BVM). It'll be achievement-based, like the Faraday dealer
    • The game is planned to be around for several more years at least.
    • No plans for Twitch drops
    • There will not be another arty test, the devs already know what to do from the previous test.
    • There will be a major push of content this summer (ie. ads, bonuses), mainly towards newer players.
    • The devs are exploring multiple directions for the game right now:
      1. A MOBA style game mode that will gradually replace GLOPS
      2. Replayable PvE (ie. horde mode) that will become competitive PvE
      3. A realistic battle mode ecosystem using "tier 11 but not really" vehicles by converting existing vehicles to more modern variants
    • Physics issues are game engine problems which are very complex to fix.
    • KF51 is planned
    • Platoon-only PvE modes that allow less players per game may or may not come. PvE is currently a weak spot for the devs.
    • The next BP theme is "expeditionary" - lots of traveling. (note: the traveler from the story?)
    • Devs do not want arty to become more like traditional TDs which are stealthy, accurate and mobile (note: what exactly is a traditional TD at this point?)
    • PT-76 and T-55M1 are legacy vehicles, they won't be obtainable again.
    • More stuff will be added to the coin shop in the next BP.
    • The commander system right now isn't perfect, but it works well enough and is popular, there likely won't be any major reworks soon.
    • Tkvarcheli, Grindenwald maps in GLOPS for 10v10 skirmishes are not planned. The maps are too big and players take too long to get to the fight, plus SS just don't like GLOPS skirmishes.
    • No plans to add cross-play with consoles. Console development ended in like 2018 and still belong to My.com, not the current devs/operator.
    • Techart (ie. guns working, ERA working) development have been slow for the past few months as the person in charge have been busy, changes such as the T-series side ERA panels are affected.
    • No plans for Challenger 3 or Leopard 2A7 (note: we already have the Leopard 2A7 in all but name)
    • Premium vehicles not purchasable with gold are intended to be that way.
    • Daily login bonuses not working is being worked on.
    • Allowing low player-count matches may affect server load (more matches are active), this is one reason why it hasn't been a thing.
    • The coming summer marathon will only have camos, no premium vehicles.
    • It is very difficult to separate 3D models from skins (ie. foliage, extra bits) to let them be used with other camo patterns, it will require overhauling the skin system.
    • SS had thought of special skins that affect vehicle properties, like changing their stats and tier (ie. convert T-72B to T-72B3 Mod. 2023). This is very complex and won't come this year.
    • The skin system will need to be overhauled at some point, as the value of skins decrease when vehicles already have lots of skins to choose from.
    • Hardcore mode for tier 3 vehicles is not available, because new players will get upset by the difficulty and leave.
    • 220mm rockets on the TOS has okay balance now, though not that great in PvE.
    • Otomatic and Gepard will be in the coin shop of the next BP.
    • The current British contract will only last one or two more weeks, it will be replaced soon.
    • Long queue times in spec ops is more due to that there haven't been any new spec ops maps for over a year now, and the current ones are not very well received.
    • No plans to add more localization for Asian languages, they are very expensive.
    • SS will look into why tiers 1-6 have ammo fast swap for everything, while at tiers 7-10 only MBTs and LTs and a few other exceptions have it. (note: because 0.33/0.37 were so disconnected in terms of consistency)
    • No plans for saving vehicle loadout presets right now, but it may come in the future.
    • No plans for the Pereh right now.
    • There may be more progression vehicles in 2024.
    • There are plans to add new infantry types for the next BP vehicles.
    • Partial reload being removed on the M113 Hellfire is intended to address an exploit. It will be re-added when the issue is fixed, hopefully this year.
    • The partial reload mechanic is very complex and have a lot of issues that need to be fixed.
    • SS hardly ever play PvP and prefer PvE to be the direction of the game.
    • An idea to counter the TOS was to give some MBTs a Sentinel system (APS that work against rockets), but that didn't happen. It may come in the future.
    • Raids won't return, the previous raid was very poorly received.
    • Jaguar will be sold in lootboxes later, not sure about the TOS.
    • Realistic Battles won't return this year, it will need to be overhauled to have purpose and rewards.
    • When Rate of Decay launches, the four Apocalypse and one Exodus maps will be added to the War Games rotation.
    • Rate of Decay will come in September or October, it is almost ready.
    • To make low tier vehicles more popular, one idea is to let them play Realistic Battles. The other preferred idea right now is the Dead Pool event.
    • Samuel Thorpe commander will probably get new skills in the next BP.
    • Dead Pool won't come this year.
    • Low ammo capacity on the Gepard is intended as a balance feature.
    • There will be a new website and web store.
    • A system to switch between the main gun and RCWS is being worked on.
    • Very few China skins are usable for the EU market, so they are generally disabled.
    • It took half a year to make the AbramsX work.
    • There was an idea to replace the Shadow for the battalion contract, but that idea went into the next BP so there will need to be new ideas.
    • Thorpe's diary will be fully readable after the current BP ends. (note: or you can just download my PDFs here: https://armoredlabs.net/index.php?/topic/90931-eclipse-bp-thread/&do=findComment&comment=98963)
    • No plans to add bonuses for returning players, as players who left are unlikely to return.
    • No Lootdog for EU.
    • Regarding Supertest: there used to be RU players who test new things on a test server, but there is no test server anymore. There are also a few players that SS trust to give him advice, but not really a Supertest program.
    • SS isn't a fan of the Supertest concept in general, as vehicles being tested mostly came out fine. Most of the problems are QA problems.
    • Some new ideas: a "summoner" support vehicle class that fight by summoning infantry, bunkers, towed guns; ARV "healer" class; self-propelled mortars; flamethrower tanks (rejected because it's stupid). But the next BP is still fairly conventional.
    • AbramsX shouldn't have been released with the broken armor, but no additional tests or advisors could have stopped its release. It's now fine after the fix.
    • Puma is coming, but it is a rather generic IFV.
    • No plans for Javelin infantry as they would be rather underpowered, but it's an option for the future.
    • AbramsX is a great success (in sales).
    • Missing machine guns will be looked at; some vehicles may get 12.7mm guns.
    • No plans for new ammo types for the Otomatic.
    • SS's favourite vehicle in the game is the T-72B.
    • Better decal placement is being worked on, but very low priority.
    • The model for the 20mm Wiesel is lost/corrupted and will need to be redone from scratch, it may not be worth doing it.
    • HEAT ammo not dealing max damage with Designate Target may be a bug.
    • SS is not a fan of weeb stuff, though he enjoy Ghibli movies and older anime.
    • SS is against fake vehicles as a principle. Fake vehicles are bad because they don't represent anything, there are no stories behind them that players can relate to. Players prefer real vehicles and realistic camos/skins.
    • Abrams models won't be overhauled again, they have already been overhauled three times before. (note: and there are still issues with them)
    • SS planned to have a world boss ZTZ-20 with the Eclipse BP, it would randomly appear in different maps and give unique rewards to players for defeating it. That didn't happen.
    • The vehicle pool for bots can be expanded again, to include TOS bots for example.
    • No plans to add more TOS-like vehicles.
    • Upvote 4

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

    Quote

    Today we’d like to tell you more about an upcoming American Premium MBT, the AbramsX.

    scr1

     

    AbramsX

     

    AbramsX is not as much an actual prototype as it is a demonstrator, a “what if” vehicle (just like the Griffin 120mm Light Tank that preceded the MPF was) showing various technologies that could be used to improve the performance of the now four decades old Abrams.

    Not that the U.S. Army is using four decades old tanks per se – the Abrams MBTs in service were all refurbished during their respective upgrades. The oldest service Abrams variant is National Guard’s M1A1 SA (due to be phased out in 2025), the M1A2 SEP v2, and the most recent SEP v3 variant (renamed to M1A2C a couple of years ago). The last one is still in the process of being adopted, the first Abrams Brigade Combat Team was only fully rearmed to this variant in the September of 2022.

    And last but not least, yet another upgrade variant called M1A2D (SEP v4) is currently in development (since 2018) and it is scheduled to appear around 2024-2025. The SEP v4 variant is all about FCS upgrades with a new third generation thermal imager available to both the gunner and the commander along with other upgraded sensors. The Abrams is also scheduled to receive an upgrade in the form of the Trophy APS – 336 sets were purchased around 2020 with roughly 200 more to be delivered.

    That’s the military procurement side of things, anyway. But there’s also the private sector – or rather the private initiatives of various companies and that’s where AbramsX by General Dynamics Land Systems MBT comes in. The main idea behind this demonstrator is maintaining or improving the current Abrams protection levels while reducing the vehicle’s weight. In the recent years, MBTs in general have grown in weight to effectively unsustainable levels due to the never-ceasing battle between weapons and armor. A 70-ton MBT is simply too heavy to be practical. The protection question requires different answers and AbramsX might just offer some of them.

    scr2

     

    AbramsX

     

    The AbramsX MBT therefore offers reduced weight – not only thanks to the adoption of new materials, but also its overhauled layout. Instead of a manned turret (such turrets are generally considerably heavier than unmanned ones), the vehicle is fitted with an unmanned combat module and the entire crew – reduced to three men – sits in the front in an armored capsule. This of course means its gun is automatically loaded from a bustle-mounted ammo rack.

    The tank is powered by a hybrid variant of the Cummins ACE diesel engine producing estimated 1500 to 2000 horsepower, paired with a SAPA ACT transmission. This way the vehicle can (for a short while) switch to a fully electric drive, which can be an advantage as the electric engines are very quiet and accelerate extremely well. The tracks are also new – the DST (formerly Diehl) 570P3 variant is roughly 30 percent lighter than the currently used Abrams tracks.

    The turret is armed with a lightweight 120mm XM360 gun, similar in performance to the M256. It is, however, considerably lighter (3 tons of the M256 against 1.8 tons of the XM360) and produces 30 percent less recoil. It is fed by a Meggitt Defense Systems automatic loading mechanism in the form of a vertical belt system located at the back of the turret. The bustle magazine carries 34 rounds. This way, the gun can fire 12 rounds per minute, can elevate to +10 degrees and depress to -3 degrees.

    Additionally, the tank is armed with a remote-controlled Kongsberg Protector RS6 weapons station armed with 30mm M230LF autocannon (called XM914 in American service). The autocannon fires new universal anti-infantry XM1211 HEP air-burst ammunition (High Explosive Proximity – not to be confused with High Explosive Plastic, which is an American term for HESH). Additionally, this weapons station can be fitted with a Javelin launcher.

    scr3

     

    AbramsX

     

    The turret is fitted with advanced optics, including two Safran PASEO panoramic camera sets (one for the gunner, one for the commander), both of which include:

    • Full HD camera
    • Thermal imager
    • Laser rangefinder (7km maximum range)
    • Automatic tracking systems

    While the protection values of the vehicle are unknown, they are intended to be similar to the current generation Abrams (except for the turret, which – being unmanned – does not require so much armor). Additionally the vehicle is fitted with a Trophy hard-kill APS and can be fitted with various sensor upgrades as well as UAV/loitering ammunition launchers, AI control modules and more.

    The demonstrator was unveiled in the October of 2022 during the AUSA expo in Washington DC as a vision of what a future generation Abrams could look like. There are currently no plans to adopt or mass-produce this vehicle but it does offer a glimpse into what could come in the 2030s after the SEP v4 Abrams.

    scr4

     

    Click the image to open a larger version

     

    In Armored Warfare, the AbramsX will be a Tier 10 Premium Main Battle Tank.

    Design-wise, the AbramsX will be a less-armored, lighter and faster alternative to the XM1A3 with it shares some of its systems. The unique ability will be the use of two weapons – the 120mm gun and the 30mm autocannon, both firing some rather special ammunition. But let’s take a look at this vehicle’s parameters in the usual order.

    Right off the bat – the AbramsX is not fitted with any ERA or NERA. It’s just a classic (although durable) composite armor and steel. Its protection advantages will lie in the presence of the following elements:

    • Unmanned turret (takes reduced damage)
    • Armored crew capsule (crew takes reduced damage)
    • AN/VLQ-8A soft-kill APS (similar to that of the XM1A3)
    • Trophy hard-kill APS (similar to that of the XM1A3)
    • 360 degrees smoke coverage

    Its three-man crew is located in the hull (right behind the thickest armor). The turret will rotate rather fast (at 50 deg/s). The vehicle will also feature the Supercharged Hard-Kill APS ability.

    scr5

     

    Click the image to open a larger version

     

    Mobility-wise, we’re looking at a 49-ton vehicle powered by a 1630hp hybrid engine, which will offer excellent acceleration (0 to 32 km/h in 4.5s) as well as a decent maximum speed of 75 km/h (the reverse speed will be roughly 35 km/h). Off-road performance will also be good thanks to the vehicle’s excellent tracks.

    And finally, there’s the firepower. The AbramsX will offer two weapon systems. The 120mm XM360 gun will be a standard tank cannon (no magazines, no ready rack) with the following values:

    • Reload time: 5.5s
    • Maximum elevation: +20
    • Maximum depression: -10
    • Ammo capacity: 60

    It will fire the following ammunition types:

    • M829E4 APFSDS (830mm penetration, 600 damage)
    • XM1111 MRM-KE KEM (similar to the Griffin 120mm’s kinetic missile, 750mm to 880mm penetration and 580 to 680 damage, both increasing with the distance of the target)
    • M1147 AMP HEAT-MP (890mm penetration, 740 damage, 95 non-penetration damage)

    You’ll also be able to switch to the (predominantly anti-infantry) 30mm autocannon, which will fire advanced HE ammunition at 350 rounds per minute. The ammunition will have increased penetration (60mm), splash (1m) and will allow for 5 points of non-penetrating damage per shot.

    scr6

     

    Click the image to open a larger version

     

    As for the utility values, we are looking at:

    • 10% camouflage factor
    • 370m viewrange
    • Improved Thermal Imager module (reducing enemy foliage camouflage bonus)

     


  9. Will add more info in later posts, because this is already getting too long.

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

    Quote

    Today, we’d like to tell you more about the upcoming Eclipse Battle Path campaign as a whole along with the changes and improvements we’ve prepared for you.

    scr1

    Unlike the previous Battle Paths, the Eclipse is storytelling-based and represents more an evolution of the concept than a revolution. What that means is the mechanics will remain familiar to you but, at the same time, some things are different. Let’s start with the biggest addition, which is the Diary feature.

     

    Diary and Contextual Storytelling

     

    The core of the Eclipse Battle Path is its story. It starts like this:

    The year is 2028 and the world order is slowly unraveling. The United States of America, once an undisputed leader of the free world, is wracked by internal strife after more than a century of prosperity. The Russian Federation, having fully recovered from the Soviet Union era that ended in 1997, is a rising power once again. Further to the east, the mysterious land of China is closed to all but selected few, its ambitions as strong as Russia’s. Europe’s fortune is closely tied to that of America with their issues similar – the influence of nation states clashing with that of power-hungry corporations.

    scr2

     

    Click the image to open a larger version

     

    It is an age of upheaval and you are smack in the middle of it – a young mercenary down on his luck, presented with an offer he can’t possibly refuse, to train a security branch of a Chicago-based company by the name of Perihelion, its purpose as enigmatic as its founder, an investor by the name of David Murdoch. In June 2028, you have joined Perihelion’s forces in their Arizona camp.

    Sounds familiar? Indeed, a fraction of Eclipse is a re-telling of the Perihelion story and, more importantly, its continuation. If you are familiar with the Perihelion event, you’ll feel right at home from the start. And if you are not, you’ll have the chance to experience this Armored Warfare story right from the beginning. But what does it all mean?

    It’s rather simple.

    As you progress through the Battle Path, you’ll be able to unlock new diary entries in the new Diary window, written in the form of a diary of the main protagonist, Samuel Thorpe.

    diary

     

    Click the image to open a larger version

     

    Unlocking each new level of the Battle Path unlocks new entry, which contains not only text but also related pieces of art. Likewise, prizes for each level are related to that respective entry.

    Additionally the prizes you receive have their own descriptions that allow you to learn more about the world of Armored Warfare and the Eclipse Battle Path.

    item desc

     

    Click the image to open a larger version

     

    There are secrets hidden in the entries – or perhaps some of the descriptions? Who knows? Up to you to find them and receive additional prizes. But beware – these are anything but easy to discover save for the most attentive of players.

    And last but not least, for those of you living and breathing Armored Warfare, there will be additional contests, portal events, bonus missions and extra lore bits appearing on the game’s portal and social media. There will be a lot to digest over the next couple of months story-wise.

     

    Main Requirements and Prizes

     

    Stories are great for whenever you just feel like taking a rest from blasting tanks but let’s face it – you’re here for the prizes, right? Not to worry, there will be plenty of those.

    Prize-wise, the concept of this Battle Path is a bit different. We’ve thrown out the most basic of prizes and have added multiple prizes to each level in the form of several assets related to each respective story entry. Unlocking each level should therefore feel like a celebration!

    uacamo

     

    Click the image to open a larger version

     

    As an example, the Diary entry for Level 2 contains the description of the main character’s trip to Dubai. Correspondingly, you’ll receive all the following items for reaching Level 2:

    • UAE camouflage
    • Decal: Dubai Coat of Arms
    • Banner: Flag of Dubai
    • Battle Coin boost token

    The main prizes of the Battle Path will be, as usual, four vehicles, all of them highly requested:

    Yes, that’s right, an epic TOS as well as a new commander. The TOS-1M rocket launcher is the top prize of this Battle Path with its rather crazy firepower that includes 220mm rockets.

    bluep3

     

    Click the image to open a larger version

     

    A few words about the new commander.

    The story’s protagonist, Samuel Thorpe, is an inexperienced commander and starts with a fairly bland set of skills similar to those of other commanders. However, as the story progresses, he’ll gain experience and his future skillset will reflect that.

    samuel

     

    Click the image to open a larger version

     

    In practical terms, this means that at some point during or after the Battle Path, we’ll rebalance Samuel Thorpe. At this moment, his skill plans are related to his favorite vehicle, the BMPT, but you’ll have a chance to change that. Make sure you follow the portal to find out how!

    And the requirements?

    The main Battle Path progression will consists of 50 levels (down from 60) and the duration is extended to 6 months. The levels (ranks) will cost 6.000 Battle Coins each (to a total of 294.000 Battle Coins for reaching Level 50) but fear not, we’ll be compensating this increase as follows:

    • More boosters as prizes with additional ones available in the Shop
    • More income from chain missions
    • Easier repeatable missions

    As things are, if you are earning your Battle Coins by playing, you’ll be progressing faster than in the previous Battle Path.

    banger

     

    Click the image to open a larger version

     

    Additionally, those of you having participated in the Perihelion event will have a distinct advantage as some of the prizes of this Battle Path were used previously in that event. If you have such a prize already, you’ll be compensated in bonus Battle Coins (22.000 Battle Coins in total in case you have all the Perihelion prizes). All in all, given the extension and the changes to income and missions, you should have an easier time completing this Battle Path.

     

    Overprogression

     

    This is a returning concept that we had in the past Battle Paths, although this time it’s a bit different. The Eclipse Battle Path will feature 10 “overprogression” levels (51 to 60) that are a bonus for the most hardcore of players.

    jaguar

     

    Click the image to open a larger version

     

    The top prize of these levels is an additional Tier 10 Premium vehicle – EBRC Jaguar, but that’s just one aspect of it as the prizes get very valuable indeed, more so with each level obtained:

    • Levels 51 to 58 will feature special Eclipse Loot Crates (one each)
    • Level 59 will feature a Flag unlock (or 25.000 Battle Coins if you have it unlocked already)
    • Level 60 will feature the coveted Jaguar

    The Eclipse Loot Crates work as follows. Each of these Loot Crates will “scan” your vehicle pool and award you one vehicle that you don’t have already – with certain limitations. Each of these crates is marked with a Tier, starting with Tier 3 on Level 51 all the way up to Tier 10 on Level 58. Each crate awards vehicles of its Tier but may award you with a vehicle up to two Tiers higher. A few examples:

    • Level 51: Tier 3 Loot Crate may award you with Tier 3, Tier 4 and Tier 5 vehicle that you don’t have
    • Level 52: Tier 4 Loot Crate may award you with Tier 4, Tier 5 and Tier 6 vehicle that you don’t have

    And so on. Level 57 crate only awards Tier 9 and Tier 10 vehicles, Level 58 crate awards Tier 10 vehicles. In other words, you may earn up to three Tier 10 vehicles from this system alone. However, please note that as we stated above, these Loot Crates will only award you vehicles you don’t have. In the unlikely case you have literally everything the crate can offer (some vehicles are excluded, much like in the BP shop), you will receive bonus Battle Coins.

    Each of these overprogression levels will cost 18000 Battle Coins.

     

    Shop Changes

     

    We are overhauling the Battle Path shop to work a bit different. First things first – the bonus Battle Coins are staying and we aren’t nerfing them. Here’s how things will be set up:

    • The first slot will offer the abovementioned Battle Coins with the same amounts and chances as at the end of the Rise of the Dragon Battle Path.
    • The second slot previously offered a single type of blueprints (parts) depending on the Battle Path. In the Eclipse Battle Path, the slot will offer three types of blueprints – Object 787 Gadyuka, 2S38 Derivatsiya and CV90120T Ghost. That way, you’ll be able to assemble all three vehicles without having to wait for the right drop in the vehicle slot.
    • The third slot will offer the same vehicles as before (minus the Ghost and Derivatsiya) but will feature nearly all vehicles there are in the game, including T-62M, T-15 Kinzhal, the Rise of the Dragon vehicles, Object 225 and Object 287.
    • The fourth slot lost the “trash” drops (insignia, Credits) but will now offer most of the camouflages and base paints available in the game, including some really rare ones. We’ve prepared some real unicorns for you here and it’s up to you to find them!
    • And finally, the fifth slot also lost its “trash” drops and will now offer skins. Just how many skins? Pretty much all of them. Yes, that’s hundreds of new items you can purchase for Battle Coins if vehicle visuals are something you get into. Some of our skins are famously epic and we want to offer you the chance to also get them for Battle Coins.

    As usual, already owned skins, camouflages and paints will not be available for repeated purchase.

     

    Conclusion

     

    And that’s about it, commanders. We hope you’ll enjoy this Battle Path as much as we enjoyed designing and writing it for you. We hope you’ll allow yourselves to look beyond simple numbers and enjoy it as the epic adventure we’re planning it to be. For the future, we’ll give you more opportunities to influence the direction of the story as well as the vehicles you’ll be able to earn, the Eclipse is just the beginning.

     

    • Upvote 2
×
×
  • Create New...