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Haswell

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Posts posted by Haswell


  1. Harimau, hairy meow. Go figure.

    fdP6Xzh.jpg

    I free-XP'd to the improved load conveyor right off the bat because I was impatient, my confirmation bias keeps telling me it's well worth it and my buyer's remorse should shut up. Who am I to argue against myself?

    First impression is that this is a Stingray all grown up. The extremely fast burst reload meant I could dump out ~2k damage within the span of less than 5 seconds, which is guaranteed to delete anything with 1800 hitpoints or lower. Superior Bradley bots at 1909 hitpoints can also be reliably deleted assuming I don't low roll. Keeping in mind that the tier 8 meta still faces a lot of BMPs and BMDs as well as fragile and normal bots, this makes the Harimau extremely capable at removing priority targets faster than everything at tier 8. The downside is that its DPM output drops off significantly once the RR is depleted, my 5.69s reload pales in comparison to the Dragun's 4.89s or the ST1's 3.67s. Even so, good positioning can easily compensate.

    Mobility-wise, it's extremely slow for a squishy. You're still faster than every MBT, but you won't be winning any races. Despite having a high top speed you'll still take forever (relatively) to go faster than 70km/h without using the Override ability. That being said, it's still fast enough for me to get to positions with plenty of time to spare, I just have to start moving slightly earlier than I'm used to.

    Vision control is nothing to write home about, though it does have marginally higher camo than other lights (38% vs 37%). Armor is nothing special either, not getting shot at is still the best defense.

     

    Overall a very fun vehicle to play, definitely less boring than conventional single-shot squishies. I only wish it has HEAT so I can dump out even more damage.

     

     

    d7CZBAZ.jpg

    This is also a hairy meow, but she's a whole lot prettier.


  2. On 3/6/2020 at 3:36 PM, WildBiker said:

    A. They have a full set of all vehicles in the game, fully ranked.

    B. They used to have a complete set of all the vehicles, fully ranked; of the AI versions too. Had video proof of the AI versions back in the day from 1 of the members of AOD before that Battalion crashed & burned!

    This doesn't really have any bearing on whether they are official staff or not, nor does it matter.

    Please don't be overly hostile towards any official staff. If you're unhappy with them, argue with reason instead.

    • Upvote 1

  3. Disclaimer: everything in this guide is purely of my own opinion. I am not infallible, please don't take my word to be gospel but simply advice.

     

    Squishy: noun, singular. Anything with insufficient practical protection against being shot at. Plural: squishies.

    Non-squishy: noun, singular. Anything that isn't a squishy.


    I've always hated the game's vehicle classifications, because they encourage the belief that each vehicle class fulfill certain roles. The "classic" belief is that MBTs brawl, lights flank, AFVs scout and TDs snipe. This belief is entirely incorrect since any class can perform any of the above mentioned roles perfectly well, given the player is experienced enough to do so. There's no reason why AFVs and TDs can't flank or lights can't scout.

    A keen player will quickly realize that even though any class can perform any role, it doesn't necessarily mean they will excel at it. A PL-01 can certainly try push up against hordes of T-15s, it may even succeed given the ideal conditions but any MBT would be much more suited for that role. At the same time however, a K21 could maintain vision control almost as well as a Sphinx, but any advantages the Sphinx may have is purely due to its stats and not differences in vehicle class. Even though any class can perform any role, some of them simply perform said role better than others even within the same class (ie. T-15 vs Wilk).


    xHJ1U3j.jpg
    Who says a Sphinx is needed in heroic ch2?


    At the very core of the game, vehicles could be classified into two primary types: ones that could survive against being shot at, and ones that could not. The term "squishy" would apply to the latter, this includes practically all AFVs, most TDs and lights. Why would I wrap them all into one category, you ask? Because they all fundamentally similar to each other in terms of gameplay. They tend to survive by not being shot at, have high vision control capabilities, and have far higher tactical mobility than any non-squishy (some exceptions apply).

    Take the following vehicles for example:

    TgOLMb6.jpg
    Bradley

    EIgzOuB.jpg
    Dragun

    ZKA8wdA.jpg
    Sprut

    All 3 vehicles have similar vision control capabilities (view range + camo). They all have high effective DPM and relies on not being shot at to survive. Their mobility are similar as well, with the Bradley lagging behind in top speed. The Sprut and Dragun in particular are essentially siblings, with the Sprut trading DPM for slightly better vision control. There's no reason why the Bradley has to be the scout out of them all, or why the Sprut couldn't flank and skirmish just as the Dragun could. The classic belief falls apart when the differences between classes get blurred and they could all substitute for each other.


    Non-squishies are far easier to classify: almost all MBTs fall under this category, as well as hardy TDs such as the T-15 or Termi series. They have armor, they can afford to get shot at and still come out relatively intact. If you feel comfortable with getting shot at and staying alive longer than squishies, you're a non-squishy. Not much else to say about that.


    Note even with this simple dichotomy, the line between squishy and non-squishy can often blur depending on the situation. Certain squishies such as the PL-01 and Draco may sometimes become non-squishy if you are in hulldown positions, as their turrets are unmanned and could afford to take hits. Likewise, if an MBT doesn't have sufficient practical protection to survive being shot at, it should be relegated to being a squishy by virtue of having to avoid getting hit. Having enough hitpoints to afford trading damage doesn't mean you can afford to get shot at, it just means you can survive a little longer.

    33VqzTn.jpg
    The Cent 155 is very much a non-squishy if you can hide that hull. Surprise!

    KD9qiDV.jpg
    Try to argue the Leo 1A5 isn't squishy. I tried, I couldn't.

     

    The takeaway from all this is that vehicles should be played according to their capabilities, not their arbitrary classifications. If you have good vision control, go exercise vision control. If you have mobility, run around to tag objectives or get flank shots on targets. If you have armor, go use that armor.

    • Upvote 1

  4. 1 hour ago, Perdita_Olio said:

    Btw: How can I increase the size of the icon's on the bottomline?
    To my opinion they are really small. If I remember correctly in the past you could change the size of it in small, medium- or large.

    The new UI don't allow you to scale the elements except for the minimap, sadly. It's truly a step backwards from the old UI.


  5. https://aw.mail.ru/news/6046.html

    Quote
    Daily rewards for beginners!
    03/06/2020

    Tankers!

    30 days of premium status, reputation, gold, "Object 279" and many other rewards for entering the game for beginners.

    Great news for new fighters. If you signed up for the game no more than a week ago, in the hangar you will now see the “Daily Bonus” button with a very special offer. By clicking on it, you will get access to purchase a special set, which includes progressive cars of all five classes, which will instantly open your way to further achievements, and, most importantly, access to rewards for entering the game for 30 days!
    Equipment

        MBT Level 3 Tiran 6;
        Level 3 IT Dragoon 300 LFV-90;
        Level 3 LT FV101 Scorpion;
        Self-propelled guns of the 3rd level M108;
        BBM Level 3 XM800T LAW.

    After purchasing the kit you will open a new section in the game menu. Within 30 days there you will receive rewards for entering the game. Among them: gold, premium status, loans and premium technology.

     
    6376b4b7d57d984730b0da64d05f22c6.png

    Already on the first day you will receive 30 days of premium status, 15,000 reputation and 1,500 gold! And the next day, new prizes. In any case, you will not stay in the red, and if you are active, you will get much more!

    See you on the battlefield!
     

    I guess free stuff for new players is always nice? A pity they don't benefit anyone silly enough to have played the game for years.

    :boredseal:


  6. Since the game is horrible and don't provide any numbers, I did some observations in the testing grounds. Note that the damage numbers are based on best guesses due to the ridiculous amount of RNG and damage bonus against "thin" armor (whatever that means).

    All ranges listed are only view ranges.

    *Tier*		Sniper		Mortar		AT
    10		500m		225m		275m, 250dmg, +35% (HEAT-MP)
    9		500m		225m		275m, 250dmg, +35% (HEAT-MP)
    8		450m		200m		260m, 200dmg, +35%
    7		450m		200m		260m, 230dmg, +25%
    6		450m		200m		260m, 225dmg, +25%
    5		400m		200m		260m, 200dmg, +25%
    4		400m		200m		260m, 185dmg, +25%
    3		400m		200m		250m, 180dmg, +25%

    The reload times of AT infantry and mortar are 4s, this is consistent across all tiers.

    AT infantry will only fire at targets within their view range. Mortars have ranges of approximately 250-300 350m, this might be influenced by tier but I haven't been able to reliably test it yet.

    • Upvote 1

  7. I would assume so. That would make the most sense given the info available, since 10 / 1.055 = 9.478... rounded up to 9.48.

    As an aside, RoF retrofits and modules buffs are additive and not multiplicative. T-14 for instance, base reload is 8s, with the module upgrade goes down to 7.11s, and goes further down to 6.4s with the retrofit.  8 / (1 + 0.125 + 0.125) = 6.4


  8. The new Kpop star can be found in the Commander tab.

    7ps8wTy.png

    First impressions: good fucking god... who thought putting even more RNG into the game is a good idea?

    His primary skill improves your terrain resistance and makes you a speed demon at the start. Looking closer though, his other skills seem to be a lot more useful. Most of them are module HP buffs, but they are also pretty high buffs for that matter.

    • +21.9% wheels/tracks hitpoints, x3
    • +21.9% gun hitpoints, x3
    • +21.9% turret ring hitpoints, x2
    • +3.5% turret traverse speed, x3
    • +3.5% hull traverse speed, x3
    • +2.45% acceleration, x3
    • +4.4% terrain resistance, x3

    His mobility skills attract me the most right now, having an extra 7.35% acceleration with 8.8% better terrain resistance (before the primary skill) will potentially make even the slowest MBTs somewhat speedy. I'm looking at you ATDU.


  9. Hurray for last minute patch notes. :boredseal:

    https://aw.my.games/en/news/general/maintenance-march-5

    Quote

    On the 5th of March 2020, starting from 8:00 CET (4th of March, 11 PM PST), the server will not be available for 5 hours due to the application of Update 0.31.5990

     

    List of Update 0.31.5990 Changes

     

    AT Squad Rebalance

    Due to this type of Mechanized Infantry performing better than intended, we are introducing several corrections to it:

    • Slightly reduced the viewrange and camouflage
    • Increased the camouflage penalty from firing
    • The AT Squad can no longer fire at distances longer than their viewrange
    • The accuracy of Tier 3-5 AT Squad somewhat reduced

    Griffin 120mm Rebalance

    We are introducing the following changes to the Griffin 120mm Premium Light Tank:

    • XM1111 MRM-KE shell base penetration reduced from 670mm to 640mm
    • XM1111 MRM-KE shell penetration increase with distance improved from 10 to 15 percent
    • XM1111 MRM-KE shell damage increase with distance improved from 10 to 15
    • XM1111 MRM-KE distance for maximum penetration and damage bonus increased from 200m to 250m

    These changes stemmed from the fact that this shell was not only performing extremely well at long distances, but was better in practically any situation than the standard APFSDS ammunition, even when it wasn’t really intended. The abovementioned changes make it a bit better at long distances (the way it was intended) but somewhat worse at close ones.

    Additionally:

    • XM1111 MRM-CE shell no longer gets intercepted by hard-kill APS (like other HEAT shells)
    • Gun depression improved to -11 degrees since the vehicle geometry allows it
    • The amount of ammo carried improved to 48 rounds
    • Made small improvements to movement physics of this vehicle, resulting in more realistic behavior in some cases

    New Battle UI Improvements and Fixes

    We are introducing a number of improvements and fixes to the new Battle UI:

    • Improved the appearance of your vehicle’s health bar
    • Improved the appearance of the “You are spotted” indicator and added a sound effect to it
    • Added a setting, allowing you to display or hide the ammunition of your vehicle (hide altogether, show only for the active weapon, show for all weapons)
    • Added a setting, allowing you to display or hide the health of your target (hide altogether, show only in the Sniper mode, show always)
    • Fixed an issue that cause outgoing and incoming damage to appear incorrectly in battle in their respective tabs
    • Fixed an issue where APS and smoke icons could overlap with consumable icons after a respawn
    • Cruise control icon is now hidden in the Replay mode and the Spectator mode
    • Fixed the APS icon in the new Battle UI
    • Fixed the QN-506 Battle UI (some elements of it overlapping)
    • Implemented a number of smaller tweaks and fixes to reticle color settings
    • Fixed an issue where the locked target indicator did not change its color based on the state of your weapon

    General Changes

    • The item transfer mechanism now works as described in the initial Update 0.31 patchnotes
    • Merkava Mk.4M’s Trophy Next Gen and Armata’s Afganit hard-kill APS no longer intercept kinetic shells when in passive mode
    • Fixed an issue where the point of impact in Sniper mode and in Third Person mode could differ when switching between the two modes
    • Fixed an issue where it was possible to spot an enemy despite him being hidden behind an obstacle even at distances of over 50 meters
    • Fixed am issue where changing the rendering resolution would make various objects disappear
    • Improved the visual quality of MBT-class vehicles across the board
    • Fixed an issue where the MBT class did not lose as much camouflage when moving as intended
    • Abrams AGDS: This vehicle now has 8 smoke grenade charges (two in a magazine with 6 seconds between them the way other TDs do)
    • CATTB: Fixed an issue where it was impossible to fire shells that were assigned to the first slot after a respawn
    • Challenger 2 ATDU: Fixed an issue where it was possible to “climb” over another vehicle when ramming it
    • Harimau: Improved the appearance of its Pulat APS
    • K21: Fixed the trajectory and flight characteristics of the Raybolt ATGM
    • K21: Added a choice between two firepower upgrades – 20% bonus to its rate of fire, or 30% bonus to its rate of fire but also 50% less accuracy
    • M48 GAU-8: Fixed an issue where other players would see your vehicle’s tracers even if you weren’t firing at that moment
    • Merkava Mk.1: Fixed the protection of its internal modules
    • Type 89: Increased the ATGM flight speed from 200 to 250 m/s
    • Type 89: Improved the minimum distance, at which the ATGM will hit the target, from roughly 40m to roughly 20m
    • The Battalion member tab now also has the date of the last change to Battalion ranking
    • Spirithaven Special Operation, Chapter 2: Fixed the issue that allowed the Five Ways achievement to be obtainable by a platoon that wasn’t full
    • Spirithaven Special Operation, Chapter 2: Fixed an issue where the elevator sound would disappear if the camera rotated
    • If you change your render type from Normal to Simplified and some of your graphics settings are not supported by the Simplified render, a new warning will now appear to tell you so
    • Fixed an issue where the hard-kill APS effect was missing on the Alabino Proving Grounds map
    • Fixed an issue where the window type setting (borderless, fullscreen) would not save correctly
    • Reduced the volume of radar “ping” sounds during the activation of the Radar Active Ability
    • Fixed the Mouse settings in the new Settings window
    • Fixed an issue that caused the Sniper mode Chromatic Aberration setting to not save correctly
    • Fixed several smaller loading screen visual issues


    -RIP AT infantry memes
    -Griffin 120 got even more mediocre
    -UI might be less horrible
    -ATDU can't crush things as easily anymore

    -Disappearing shit issue with render resolution is finally fixed, I can play at 60FPS again :happyseal:

     


  10. Original article in case people want to read the massive wall of text with way too much fluff:

    Quote

    In Armored Warfare, the K2 Black Panther will be a Tier 10 progression Main Battle Tank, unlockable either from the AS21 Redback or the K-153C Tier 9 AFV.

    Gameplay-wise, the Black Panther will resemble the Altay Tier 10 Premium MBT as a highly-mobile MBT that will feature a number of high-tech solutions, compensated by only mediocre armor. Let’s take a look at its characteristics in detail but please do keep in mind that they are preliminary only and are subject to change.

    Let’s start, as usual, with the protection levels. The armor on this tank will be quite thin, roughly on par with the Leopard 2AX or Altay. However, the tank will feature ERA, the KAPS hard-kill APS as well as special smoke grenades with better properties than usual. Additionally, the tank uses an advanced ammo rack with significantly reduced damage from ammo explosions.

    But where things do get really interesting is its mobility and firepower.

     

     

    For starters, the vehicle will have hydraulic suspension, allowing it to tilt to all sides as well as to lower itself to the ground. Thanks to its 1500hp stock diesel engine, it will also feature good mobility (70 km/h maximum speed, acceleration from 0 to 32 km/h in 4 seconds). But all that is just the beginning. The tank will feature an upgraded 1650hp diesel that will make it accelerate even faster (acceleration improved to 3.7 seconds) as well as yet another upgrade that will make it accelerate and turn even better. All in all, it will be one of the most mobile MBTs in the game, second only to the Altay and the CATTB.

    Firepower-wise, the Black Panther will be armed with a 120mm L/55 gun, but don’t let that fool you because those are some really sharp claws indeed. Its strength will not lie in a vast amount of available shells though – in fact, the tank will only have one main type of ammunition (APFSDS shells with 850mm of penetration). The real trick is pretty much everything else that there is to this weapon system because you’ll be able to choose from two variants of this gun:

    • Ready Rack (3 rounds, 4 seconds between shots, increasing to 9.5 seconds once the rack is depleted)
    • Magazine Autoloader (2 rounds, 4 seconds between shots, followed by 13 seconds of magazine reload)

    This basic choice does not look all that important with the base values listed above but the difference between both options will become more apparent with the other optional upgrades. For example, after choosing your weapon type, you’ll be able to unlock the next tier of upgrades, where you will choose one of the following three improvements:

    • Upgrade to overall reload time (10 percent)
    • Upgrade to Ready Rack/Magazine rate of fire (50 percent)
    • Increased capacity of Ready Rack or Magazine (by 1)

    The next tier of upgrades will feature yet another set of similar modules, so you’ll be able to for example combine two capacity upgrades, or two reload time upgrades, or one from each – all up to you. It’s also worth noting that the gun will have truly excellent depression and elevation values (-11/+20 degrees without suspension, -16/+23 degrees with it).

     

     

    The Black Panther will also be able to use the Designate Target ability, making enemy vehicles take increased damage.

    Three Additional Progression modules will be available to this vehicle:

    • Hybrid engine that reduces this vehicle’s maximum speed to 55 km/h but significantly increases its acceleration (0 to 32 km/h in 2 seconds), agility and, as a bonus, it’s impossible to set on fire
    • Improved Targeting System that increases the spotting range and the duration of the Designate Target ability
    • Enhanced Maintenance Kit that makes module repairs 30 percent faster and provides additional module protection

    And last but not least, Commander Kwon Han will also be possible to unlock from the K2 Black Panther.

     

     

    All in all, the K2 Black Panther will be, as we mentioned above, a highly mobile MBT, suitable for aggressive gameplay. While its armor won’t be great, its module protection (especially with the Enhanced Maintenance Kit unlocked) will be second to none and its KAPS hard-kill APS will keep it safe from an occasional stray missile.

    In skilled hands, this tank will be a deadly tool in PvP, but will also be capable of delivering sustained fire in PvE, albeit in a more supportive role since its active defenses would get overwhelmed quickly when facing a large number of opponents. Its active suspension will allow for extremely comfortable gameplay and with all Additional Progression modules unlocked, few other vehicles will be able to go toe to toe with it in a duel.

     

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