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Haswell

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Posts posted by Haswell


  1. Certain BP reward vehicles have an overprogression mechanic, where their module upgrades can only be unlocked via completing BP missions/challenges. If you don't participate in BPs and grind your ass off, you won't be able to unlock them. That said, they are unlockable over any BP.

    Specifically for the Griffin 120, the upgraded ammos (not really missiles in the normal sense, more like rocket assisted shells) aren't really worth using since they increase your reload time by 1s over normal shells and have slow acceleration despite the high listed speeds. The KEM is situationally useful, but you still get higher DPM using normal shells in the long run.


  2. I'm not even going to bother. Read stuff in the article if you want.

    https://aw.my.games/en/news/general/wars-past-battle-path-now-available

     

    Missions and stuff exactly as before, check here: https://armoredlabs.net/index.php?/topic/6346-here-we-go-again-eow-bp-megathread/&tab=comments#comment-11460

    As always, ignore the ranks and keep collecting free coins from the shop until the final days of the BP. Shouldn't be too hard considering all the vehicle rewards from going up the ranks this time are trash.

    Derva is actually boring, but may be a good investment if you want a tier 8 premium dakka that is somehow cheaper than the shitty tier 5 TR-85.

    If you have no desire to get the Derva, then just ignore the BP entirely. Do not buy access. Do not spend any money on it. Just ignore its existence like the Raid.

     

    Also, regarding the T-72:

    2 hours ago, dfnce said:

    This all is very curious.

    ZY1q9Zu.jpg

    RU site tells this tank is 30 rank

    uINsjSe.png

     

    cDtuo4T.png

    mSfeVZa.png

     

    • Upvote 1
    • Downvote 1

  3. Quoting before anything gets changed: https://aw.my.games/en/news/general/development-wars-past-battle-path

    Quote

    Commanders!

    One of the main features of Update 0.38 will be the Wars of the Past Battle Path and today we’d like to tell you more about it because there will be some changes in it compared to the last one.

     

    But let’s start with the things that remain the same, such as the basic principles. Once you acquire access to the campaign (the price remains the same), you’ll be earning Battle Coins and spending them on Battle Path progress. Battle Coins will be earned either by just playing or by completing missions.

    Four mission sets along with repeatable daily Battle Coin Missions and Challenges will be available like the last time (there are no changes to the Missions or Challenges themselves). And, of course, the popular Battle Coin Shop feature will be making a re-appearance.

    This Battle Path doesn’t have a specific topic except for a loose connection to some military topics of the past, but all four of its vehicle prizes come from the former Warsaw Pact countries. They are, in ascending order:

     

    Prize Vehicles (Click to Open)

     

    In addition to the vehicles, four Warmonger skins will be available via the standard Level progression for the following vehicles:

    • Merkava Mk.4M Tier 10 MBT (for reaching Level 10)
    • XM1A3 Tier 10 MBT (for reaching Level 50)
    • T-15 Kinzhal Tier 10 Premium TD (for reaching the maximum Level)
    • 2S38 Derivatsiya Tier 8 Premium AFV (obtainable by completing the Elite mission series)

     

    Warmonger Skins (Click to Open)

     

    There will, of course, be other prizes as well, such as Decals, Titles, a single Avatar with five stages, Battle Coin boosters, Premium Time, Credits, Gold and Banners. There will also be a special Camouflage with one environmental version awarded per each of the three basic Mission sets.

     

     

    Click the image to open a larger version

     

    In fact, there will be more rewards than the last time around, which brings us to the differences.

    The biggest one definitely is that the Wars of the Past Battle Path will last 120 days instead of the usual 90 days. In other words, the event will take place between December 2021 and the end of March, 2022.

    Correspondingly, we’ve increased the number of Levels from 50 to 60. Levels 1 to 10 will require only a small amount of Battle Coins per Level as usual, Levels 11 to 50 will require 4.500 Battle Coins as before and Levels 51 to 60 will require 7.000 Battle Coins per level. Since extra 70.000 Battle Coins are no joke even with the extended period, we will also be increasing your Battle Coin income as such:

    • Daily Battle Coin missions will award 700 Battle Coins instead of 600
    • The total amount of Battle Coins from Challenges will increase from 70.000 to 80.000 Battle Coins
    • Added an extra Battle Coin booster to the Level progression

    Especially the first change represents a major increase in your Battle Coin income as long as you complete those missions diligently. Additionally, we are increasing the prizes as such:

    • Available Premium Time from 37 days to 49 days
    • Available Gold from 600 to 800
    • Available Credits from 60 million to 75 million

    The Battle Coin Shop will of course be also updated. Aside from the same items as the last time, you’ll be able to find (if you’re lucky or persistent enough) the following new items in it:

    • CV90 Mk.IV Tier 8 Premium AFV from the last Battle Path
    • CV90105 TML Tier 7 Premium LT from the last Battle Path
    • Stridsvagn 2000 Tier 10 Premium MBT from the last Battle Path
    • Jomsviking skins from the last Battle Path
    • Desert Storm Raid skins (excluding Asad Babil)

    And that’s pretty much it. The Battle Path is currently planned to launch on December 9, 2021. If anything in this article caught your eye and you haven’t done so already, you can still purchase discounted access via MY.GAMES Market.

     


  4. https://aw.my.games/en/news/general/maintenance-december-9

    Quote

    On the 9th of December 2021, starting from 8:00 CET (8th of December, 11 PM PST), the server will not be available for 5 hours due to the application of Update 0.38.8612

     

     

    List of Update 0.38.8612 Changes

     

    Wars of the Past

    In this update, we’re introducing the Wars of the Past Battle Path, which will launch upon maintenance completion. You can read more about it in our dedicated article.

    Special Operation “Burning Grounds” Fixes

    • Fixed an issue where players would appear too far from the actual fighting upon respawn
    • Fixed an issue where a number of assets that should not have been visible until the volcano explosion were
    • Fixed an issue where it was possible to deploy Mechanized Infantry in lava at some specific spots
    • Fixed the appearance of several visual effects on minimum graphics settings
    • Fixed the enemy trooper that was previously levitating above his post
    • Fixed a number of smaller visual issues

    AMX-40 Fixes

    We fixed various shell values that were incorrectly corresponding to the 105mm caliber instead of 120mm. As such:

    • 120mm OFL 120 G1 APFSDS penetration increased from 535mm to 565mm
    • 120mm OFL 120 G1 APFSDS damage increased from 330 to 450
    • 120mm OFL 120 F1 APFSDS penetration increased from 585mm to 615mm
    • 120mm OFL 120 F1 APFSDS damage increased from 360 to 480
    • 120mm OCC 120 G1 HEAT penetration increased from 700mm to 730mm
    • 120mm OCC 120 G1 HEAT damage increased from 430 to 570
    • Reload time increased from 4.5s to 6.3s

    General Changes

    • Extended the Whispers of Frost event to January 9, 2022
    • Stryker ADATS: Fixed this vehicle’s turret collision model
    • T-15: The turret platform on which the combat module is sitting now takes reduced damage as an unmanned turret
    • T-15: Fixed the incorrectly thick spaced armor (the “turret ring armor issue”)
    • T-80B: Fixed an issue where the crew collision model was clipping out of the turret
    • Fixed an issue where the CV90105 TML Light Tank unintentionally got the Laser Lock active ability
    • Fixed a number of small visual model issues

    Please tell me how do you "unintentionally" remodel the turret of the TML to include a laser emitter specifically for a new Laser Lock ability.

    Before:

    WRwkTRJ.png

    After:

    ksKbpZ3.png

     

    I'm also never going to let anybody forget about the T-15.

    lq76wzz.png

    • Upvote 2

  5. https://aw.my.games/en/news/general/development-assigning-premium-vehicles-dealers

    Quote

    Commanders!

    Armored Warfare features two types of vehicles – regular progression vehicles available for Experience and Credits, and Premium vehicles (with increased Credit income) that are available for Gold or by other means.

     

    These other means include:

    • Battle Paths (example: Object 195)
    • Raids (example: T-72M1)
    • Blueprint Loot Crates (example: Armata 152)
    • Contracts (example: TAM 2IP)
    • Events (example: M60A3 SLEP)
    • Direct Sales (example: M1A1 AIM)
    • Battalion activities (Hades series)

    However, Armored Warfare currently has a problem you’ve been asking about for a while now. The Premium vehicles that are not available directly in the game for Gold are not assigned to any particular dealer, which means they cannot be used for various in-game missions that feature dealer requirements (these typically appear during Raids or Battle Paths).

    In one of future updates, we want to remedy this situation and will therefore be assigning the previously dealer-less Premium vehicles to specific dealers as follows:

     

    List of Vehicles (Click to Open)

     

    Sorted by Tier, descending order.

    Marat Shishkin

    • Chall.2 Streetfighter II
    • Object 195
    • Object 490
    • Object 640
    • Armata 152
    • Armata 152 Hades
    • Kornet-D1
    • Т-15 Kinzhal
    • Challenger 2 Hades
    • Kurganets-25
    • M8-120 T-bolt II Hades
    • T-90MS Hades
    • BMPT-72 Hades
    • BMPT Mod. 2017
    • BMPT Mod.2000
    • 2T Stalker
    • 2S38 Derivatsiya
    • Challenger 1 Falcon
    • Vickers Mk.7/2
    • T-90A Burlak
    • T-72B3
    • Khrizantema-S
    • Object 187
    • Sabre
    • Object 287
    • MT-LB S8
    • Chieftain Mk.6
    • Object 279
    • T-72M1
    • IT-1
    • SU-152 Taran
    • ZSU-23-4 Shilka
    • Object 430
    • T-55M1
    • T-62M
    • PT-76

    Sophie Wölfli

    • MPF Light Tank
    • CATTB
    • Panzer 87-140
    • Stridsvagn 2000
    • CV90120 Ghost
    • Leopard 2A6 Hades
    • M1A2C Hades
    • Abrams AGDS
    • Stryker ADATS
    • M1A1 AIM
    • Marder 2
    • CV90 Mk.IV
    • CV90105 TML
    • M60-2000
    • M1A1 Storm
    • Kampfpanzer 70
    • M60A3 SLEP
    • Taifun II

    Zhang Feng

    • Type 99A2-140
    • AFT-10
    • VT-5
    • ZTQ-15
    • QN-506
    • Msta-S
    • BM Oplot
    • Type 96B
    • Wilk
    • M-95 Degman
    • BWP-2000
    • Zubr PSP
    • T-72M4CZ
    • Scorpion Kastet
    • T-72M2 Wilk
    • BVP M-80A
    • TR-85M1
    • BWP-1M
    • Type 59-IIA
    • Abbot VE
    • T-55 Enigma

    Oscar Faraday

    • Altay
    • Pindad
    • Griffin 120mm
    • Bradley AAWS-H
    • TAM 2IP
    • Expeditionary Tank
    • RDF/LT
    • XM247
    • M50 Ontos

    Francine De Laroche

    • Type 10
    • Hunter AFV
    • Type 89
    • Type 90
    • K1A1
    • Seon'gun-915
    • Type 74

     

     

    Just to be clear, this does not mean they will all become available for Gold or become progression vehicles. They will retain their status; the only major change is that they will become available for missions with dealer requirements.

    Do you feel some of these vehicles belong to other dealers? Let us know on Discord. We’re open to your feedback!

    Please note:

    • While the abovementioned vehicles will be associated with a specific dealer, they will not appear in that dealer’s tech tree
    • It will be possible to filter these vehicles out using standard Dealer filters in your Garage, but we’ll also add a new filter option for this specific Premium vehicle type
    • These vehicles will not work for dealer-specific achievements

    And last but not least, let us discuss the new icon made specifically for the abovementioned vehicles as well as some changes to the existing vehicle class logic. Vehicle icon now consists of the following elements:

    • Class symbol (silver for progression, golden for Premium vehicles)
    • Golden laurel wreath for fully unlocked vehicles (automatically assigned to Premium vehicles)
    • Silver star for Premium vehicles that are not available for Gold within the tech tree (eg. the abovementioned list)

    As such, a fully unlocked progression vehicle will feature a silver class symbol with a wreath. A vehicle available for Gold within the tech tree will feature a golden class symbol with a wreath and these special Premium vehicles not available for Gold will feature all three symbols together (golden class symbol, wreath and the silver star).

    We hope that you’ll find this change to your liking and, as always:

    This could actually be a good change, if they actually do exactly what they said here and nothing more or less.

    But you know, can we even trust them to not screw this up after all the hidden changes in 0.37 and 0.38?

    • Upvote 2

  6. Albatross             - 7
    Anvil                      - 10
    Banshee               - 11
    Basilisk                 - 10
    Cavalry                  - 11
    Cerberus               - 11
    Dire Wolf               - 4 
    Erebos                  - 11 
    Frostbite               - 7
    Ghost Hunter       - 4
    Harbinger              - 11
    Hydra                     - 7
    Kodiak                   - 11
    Leviathan              - 4 
    Life Jacket           - 7+1=8 Surprisingly I don't mind Life Jacket too much despite being a boring all-defense map. It's decent for both squish and non-squish vehicles to perform well in and cap 2 allow lots of infantry damage farming. Having only one respawn point all the way back at the beginning of the map is annoying though, but I guess it promotes not dying.
    Meltdown             - 12
    Onyx                      - 10
    Perseus                - 13 
    Phalanx                - 10
    Prometheus         - 5 
    Raiding Party       (dead)
    Red Opossum      - 10
    Ricochet                (dead)
    Rolling Thunder  - 10
    Sapphire               - 7 
    Scorpio                 - 11
    Snake Bite            - 11
    Spearhead           - 7
    Starry Night         - 7 
    Stormy Winter     - 11 
    Tiger Claw           - 10 doesn't exist
    Tsunami               (dead)
    Umbrella              - 10
    Watchdog            - 4
    Wildfire                 - 10
    Zero Hour             - 12

    Desert Path        (dead)
    Desert Fox            - 4-3=1 Desert maps die. The whole MBT meta needs to die.
    Desert Saber        - 10
    Desert Strike        - 11 
    Desert Viper         - 7-3=4 Die die die.


  7. https://aw.my.games/en/news/general/development-carson-city-pvp-map

    Quote

    It’s been a while since we added a new PvP map, but the time has come to welcome another new battlefield in Armored Warfare – Carson City!

    scr1

     

    Click the image to open a larger version

     

    Despite its name, this charming small town knew little of true city bustle until a newly-built interstate highway skirted its territory. It became a major transportation hub practically overnight, attracting first the attention of major corporations and subsequently various armed groups eager to take control of it and with it the traffic flow from the east to the West Coast.

    scr2

     

    Click the image to open a larger version

     

    The bases on this map are located in the south-western and north-eastern corners and the whole Nevada-based map can be split into three areas.

    scr3

     

    Click the image to open a larger version

     

    The south-east is occupied by the Carson City itself. A labyrinth of streets awaits you with a lot of cover, but also some flanking opportunities. Is a group of MBTs holding a particular position? Go around the block in order to appear right behind them. Situational awareness will play a key role in this area because you’ll never know what awaits you around the corner.

    scr4

     

    Click the image to open a larger version

     

    Moving north, the center of the map is filled with a large lake with a small island in the middle of it. You can get there of course and if you do, you’ll be able to fire pretty much all across the map. This area will be suitable for fast vehicles such as Light Tanks and Tank Destroyers as the MBTs trying to go there or around the island will be slowed by the lake’s water significantly.

    scr5

     

    Click the image to open a larger version

     

    And last but not least, the north is walled off from the rest of the map by a group of cliffs, making the area a long, wide mountain corridor for heavily armored MBTs to push through. There’s also a narrow path leading around the lake to the north where lighter, smaller vehicles can slip through.

    scr6

     

    Click the image to open a larger version

     

    This map will be available in the Standard mode (two bases) as well as the Encounter mode. In the Encounter mode, a single base will be located on the island in the middle.

    Why do I get the feeling this will end up like Lakeville from WoT? Big lake in the middle for unplayable space, city knife-fighting, valley of death.

    Good thing I don't care for PvP at all.


  8. Albatross             - 10
    Anvil                      - 10
    Banshee               - 11
    Basilisk                 - 10
    Cavalry                  - 11
    Cerberus               - 11
    Dire Wolf               - 4 
    Erebos                  - 11 
    Frostbite               - 7
    Ghost Hunter       - 4
    Harbinger              - 11
    Hydra                     - 7
    Kodiak                   - 11
    Leviathan              - 4 
    Life Jacket           - 7
    Meltdown             - 12
    Onyx                      - 10
    Perseus                - 13 
    Phalanx                - 10
    Prometheus         - 5 
    Raiding Party       - 1-3=-2 Let me just kill this so there are less choices left. The map itself is nightmare of corridors.
    Red Opossum      - 10
    Ricochet                - -2 (dead)
    Rolling Thunder  - 10
    Sapphire               - 7 
    Scorpio                 - 11
    Snake Bite            - 10+1=11 Generally a boring map and straightforward map, but it's also very comfortable to all vehicle classes. It's a good map to teach basic combat tactics such as hulldown, vision control, controlled yoloing, etc.
    Spearhead           - 7
    Starry Night         - 7 
    Stormy Winter     - 11 
    Tiger Claw           - 10 doesn't exist
    Tsunami               - 1-3=-2 Die.
    Umbrella              - 10
    Watchdog            - 7
    Wildfire                 - 10
    Zero Hour             - 11

    Desert Path        (dead)
    Desert Fox            - 4 
    Desert Saber        - 10
    Desert Strike        - 11 
    Desert Viper         - 7


  9. 19 hours ago, Krieger22 said:

    Zajeta_slika.PNG

    So I'm guessing the new 57mm will sail right through this spot while the old 30mm won't.

    For reference, this is what the armor looks like on Nov 5:

    mmrq5EA.png

    This is what it looks like now:

    mqQJAbU.png

    The change is substantial because it means the T-15 went from being frontally vulnerable against its own dakka, to being fairly resistant.


  10. Of8WGeX.jpg

    Two sets of notes because the RU ones are much more detailed.

    https://aw.my.games/en/news/general/update-038-exodus-now-available

    https://awru.my.games/news/6991.html

    Quote

    Special Operation “Burning Grounds”

     

    The first Special Operation of the Exodus season continues the story of Igor Kopylov and Ivo Rinaldi and the defense of their settlement from an old enemy. You can read more about the Special Operation in our dedicated article.

     

    As before, the next missions of the Exodus arc will appear within a few months from each other in future major updates. Additionally, your Garage will also update to match the visuals of the new Special Operation.

     

    Burning Grounds (Click to Open)

     

     

    Further Season Plans

     

    Update 0.38 will be available at least until the end of February and we have plenty of extra content prepared for you to enjoy during the upcoming months. These include:

    • Whispers of Frost free holiday event (planned to launch tomorrow)
    • Wars of the Past Battle Path with the T-15 Kinzhal Tier 10 Premium TD and a host of other prizes (planned for December 9)
    • New PvP map (planned for mid-December)
    • Autocannon overhaul featuring the overheat system and penetration changes (planned for mid-December)
    • Christmas and New Year celebrations (with the return of the Holiday mode)
    • New Tier 10 Premium AFV
    • Further events, improvements and fixes

    You can read more about the contents of Update 0.38 “Exodus” below:

     

    List of Update 0.38 Changes

     

     

    Gameplay Mechanics

     

    General Changes

    • Moved the spotting point of Mechanized Infantry to 1 meter above the model (previously it was 2 meters), which will make Mechanized Infantry a worse spotter (it won't spot as easily over hills or obstacles) but also harder to spot
    • The 3VBK25 and 3VBK27 HEAT rounds are now designated as Tandem HEAT (this is only a UI update, they have always had this property)
    • Changed the annoying whistling of gas turbine engines in the first person mode
    • The Macedonian flag name changed to North Macedonia

     

    Vehicles

     

    Top-Down Attack Missile Improvements

    We have carefully analyzed the performance of top-down attack missiles (the missiles that fly over a target and explode above it) and have updated their performance as such:

    • C13 TUA: BGM-71F TOW-2B penetration increased from 250mm to 400mm
    • M1134: BGM-71F-6 TOW-2B Aero penetration increased from 300mm to 450mm
    • NM142: BGM-71F-6 TOW-2B Aero penetration increased from 300mm to 450mm
    • ZUBR PSP: BGM-71F TOW-2B replaced with BGM-71F-6 TOW-2B Aero with 450mm penetration

    We've also fixed the trajectory of these missiles so that they now work more reliably.

    General Changes

    • We've modified the movement model of several vehicles (Sabra Mk.2, Centauro 155, PLZ-05, PLZ-89, Panzerhaubitze 2000 and Palmaria), the acceleration and hull traverse values remain roughly the way they were before
    • Significantly reduced the HE shell penetration for many autocannons in order to match the intended behavior (exceedingly high PELE shell penetration was a bug as well, the list of PELE changes is listed under specific vehicles)
    • A number of vehicles can now switch between ammo types instantly (BMP-1, BMP-1P, BMP-2, BMD-1, BMD-1P, BMD-2, ZBD-86, BVP M-80A, XM800T, Object 287 and Begleitpanzer 57)
    • Added a MRS mirror to the gun barrels of some Leopard 2 series MBTs
    • Changed the ERA armor calculations so that Generation 1 ERA (such as Kontakt-1) no longer protects its vehicle from Tier 10 kinetic shells

    AMX-13 DCA

    • Fixed an issue where the Radar active ability would reduce the camouflage factor too much
    • (Fixed a bug where using the active ability "Radar" reduced stealth by 50% instead of 5%.)

    AS21 Redback

    • Reduced the PELE shell penetration from 165mm to 120mm

    BMP-3

    • Fixed an issue where the smoke grenade launchers would disappear when you upgraded the armor to ERA

    Expeditionary Tank

    • The turret now properly counts as unmanned and takes reduced damage

    FV107 Scimitar

    • Reduced the APSE shell penetration from 165mm to 90mm

    FV721 Fox

    • The ATGM launchers can now elevate and depress

    FV438 Swingfire

    • Somewhat reduced the initial ATGM flight speed so that the vehicle can now hit targets while hidden behind cover more comfortably

    Hunter AFV

    • Reduced the PELE shell penetration from 165mm to 120mm

    K21

    • K40 turret AP ammo now has 230mm of penetration and deals 80 damage
    • K40 turret HE ammo now has 30mm of penetration and deals 120 damage
    • CTAS turret AP ammo now has 300mm of penetration and deals 65 damage
    • CTAS turret HE ammo now has 16mm of penetration and deals 98 damage

    Kampfpanzer 70

    • Fixed an issue where switching between shell types took too long

    KTO Rosomak

    • Stock AP shell penetration increased from 150mm to 170mm

    LAV 600

    • Reduced the time between shots from 6 to 3 seconds

    Leopard 1A5

    • Fixed the collision model issue causing this vehicle to get stuck in buildings and other objects

    M50 Ontos

    • This vehicle now has two optional modules for two different play styles, one allowing you to fire all shells in rapid succession (much like the pre-overhaul Ontos could) and one keeping the rate of fire lower but also making the vehicle more accurate
    • (The automatic drum loader accelerates the rate of fire, reducing the time between shots to 0.33 seconds, while increasing the reload time of shells to 32 seconds; The Advanced Fire Control Complex improves accuracy, but reduces the time between shots to about 2.4 seconds.)

    M48 Patton

    • This vehicle received two new modules – Improved Optics Stabilizer (reducing the accuracy penalty for traversing your turret and firing) and Improved Gun Mount (reducing the accuracy penalty for moving)

    M60 Patton

    • Fixed this vehicle's gun clipping issues

    M8-120 Thunderbolt II

    • Updated this vehicle's armor values in the UI to match the real ones

    Marder 2

    • Reduced the PELE shell penetration from 245mm to 125mm

    NM142

    • The stock TOW missile now has a tandem HEAT warhead

    Rooikat 76

    • Replaced the trait Stealthy with Marksman
    • Removed the Improved Reverse trait
    • Replaced the Designate Target active ability with Zero In
    • Somewhat improved the acceleration in reverse

    Rosomak M1M

    • Reduced the stock PELE shell penetration from 150mm to 95mm
    • Reduced the upgraded PELE shell penetration from 160mm to 120mm

    Scorpion Kastet

    • The turret now properly counts as unmanned and takes reduced damage

    Sho't Kal Dalet

    • Fixed this vehicle's gun clipping issues
    • Fixed an issue where this tank would excessively rock to the front and to the back when accelerating and breaking

    Sprut-SD

    • Improved the track visual model

    Stingray 2

    • Fixed the collision model issue causing this vehicle to get stuck in buildings and other objects

    T-80

    • This vehicle received three new modules to make it fit its new class – Improved FCS Sensors (reducing the accuracy penalty for firing and traversing your hull), Improved Gun Stabilizer (improving accuracy on the move) and Improved Gunner Optics (improving overall accuracy)

    Taifun II

    • Fixed an issue where the APFSDS shell accuracy was worse than the rest for no reason

    TAM 2IP

    • Fixed an issue where the vehicle would lose camouflage when moving and too much camouflage when firing
    • Fixed an issue where the Laser Lock ability beam position appeared differently to different players
    • Fixed an issue where the Laser Lock ability beam would (for a short moment) aim in the wrong direction upon activation
    • Fixed a bug where the car lost 5% stealth when moving, as well as 22% when firing. Now the tank does not lose its stealth in motion, when fired it loses 12%, like similar LT, for example Stingray 2.
    • Fixed a slight discrepancy in the display of the laser effect in different clients.
    • Fixed a bug due to which, when the active ability "Laser Designator" was activated, the laser effect could be drawn in the wrong direction for a moment.

    Type 90

    • Fixed the turret collision model so that it no longer gets blocked by walls and other objects

    Type 96B

    • The 125mm Type III shell now has a Depleted Uranium penetrator

    VBL

    • Reduced the PELE shell penetration from 120mm to 80mm

    VBR

    • Reduced the PELE shell penetration from 105mm to 70mm

    Warrior

    • Stock AP shell penetration increased from 150mm to 170mm

    WZ-1224

    • This vehicle received three new modules to make it fit its new class – Improved FCS Sensors (reducing the accuracy penalty for firing and traversing your hull), Improved Gun Stabilizer (improving accuracy on the move) and Improved Gunner Optics (improving overall accuracy)

    XM247

    • Reduced the frontal armor thickness
    • Reduced the PELE shell penetration from 270mm to 190mm

    ZUBR PSP

    • The stock TOW missile now has a tandem HEAT warhead

     

    Player versus Environment

     

    New Special Operation

    In this Update, we are rolling out a new Special Operation called Burning Grounds along with several achievements, including:

    • Volcanic Madness
    • Burning Grounds
    • Volcanic Vehicles
    • Pyre
    • Rapid Response
    • Class-specific achievements as usual

    You can read more about this Special Operation in our dedicated article. Additionally, we've changed the Garage look to meet the new Special Operation.

    General Changes

    • Special Operation "Plague": Destroyed buses now have a proper collision model
    • Special Operation "Death": Removed the ship anchor players were getting stuck on
    • Special Operation "Death": Fixed the snow drift collision model so that players won't get stuck on it
    • Special Operation "Death": Fixed an issue where players could get stuck near the buildings (under the balconies) on the left route
    • Special Operation "Death": Fixed an exploit allowing players to bypass the gates and move towards the final area around the edges of the map

     

    Issues and Corrections

     

    • Fixed an issue where the penetration indicator could show incorrect colors when aiming at an impenetrable object
    • Fixed a large number of small vehicle visual model issues
    • Fixed a number of small UI issues

    What is tandem HEAT?

    M7gh7Pi.jpg

    rU1BA15.jpg

     

    PELE changes for the Marder, Rosomak series, AS21 and Hunter are lies. Their pen have NOT been changed at all, go check their respective vehicle threads for historical reference.

    K21 received no changes at all, the gun characteristics have been that way for a long time now (possibly since 0.33).


  11. Albatross             - 10
    Anvil                      - 10
    Banshee               - 11
    Basilisk                 - 10
    Cavalry                  - 10
    Cerberus               - 11
    Dire Wolf               - 7
    Erebos                  - 10+1=11 Objectives being all spread out promotes moving around the map independently to finish them fast, but also doesn't have any significant time pressure. You can also destroy every building on the airstrip in advance before the objective pops to skip straight to the ending.
    Frostbite               - 7
    Ghost Hunter       - 4
    Harbinger              - 10
    Hydra                     - 7
    Kodiak                   - 11
    Leviathan              - 7-3=4 As much as the map promotes maneuvering around to different objectives, none of them actually matter when you can just AFK and autowin.
    Life Jacket           - 7
    Meltdown             - 12
    Onyx                      - 10
    Perseus                - 12
    Phalanx                - 10
    Prometheus         - 5 
    Raiding Party       - 7
    Red Opossum      - 10
    Ricochet               - 7
    Rolling Thunder  - 10
    Sapphire               - 7 
    Scorpio                 - 11
    Snake Bite            - 10
    Spearhead           - 7
    Starry Night         - 7 
    Stormy Winter     - 11 
    Tiger Claw           - 10 doesn't exist
    Tsunami               - 1
    Umbrella              - 10
    Watchdog            - 10-3=7 Awful map design. While the map itself is easy to solo, over 75% of the entire playable map area is entirely empty and pointless to explore for the duration of the game. Illustration below.
    Wildfire                 - 10
    Zero Hour             - 11

    Desert Path        (dead)
    Desert Fox            - 4 
    Desert Saber        - 10
    Desert Strike        - 11 
    Desert Viper         - 7

     

    A lot of wasted space in Watchdog, there is literally no point in going anywhere other than circling around the lake.

    ZV4A5ci.png

     


  12. Albatross             - 10
    Anvil                      - 10
    Banshee               - 10
    Basilisk                 - 10
    Cavalry                  - 10
    Cerberus               - 11
    Dire Wolf               - 10-3=7 Also a map that is prone to send you back to garage very early. There is no threat of early spawns, but a very easy loss if you do not load in fast enough to deal with bots rushing the first objective (and your pubbies fuck off somewhere because reasons).
    Erebos                  - 10
    Frostbite               - 7
    Ghost Hunter       - 10
    Harbinger              - 10
    Hydra                     - 7
    Kodiak                   - 11
    Leviathan              - 7
    Life Jacket           - 7
    Meltdown             - 11
    Onyx                      - 10
    Perseus                - 12
    Phalanx                - 10
    Prometheus         - 5 
    Raiding Party       - 7
    Red Opossum      - 10
    Ricochet               - 7
    Rolling Thunder  - 10
    Sapphire               - 7 
    Scorpio                 - 11
    Snake Bite            - 10
    Spearhead           - 7
    Starry Night         - 7 
    Stormy Winter     - 10+1=11 A short but excellent map for utilizing vision control in order to farm damage in squishies, while also fun for MBTs to rush and fastcap. Also great infantry damage farm.
    Tiger Claw           - 10 doesn't exist
    Tsunami               - 7-3=4 The map is generally okay (and a great candidate for speedrunning), but the beginning spawn that threatens anybody who loads in late or otherwise not familiar with the map is a major downside.
    Umbrella              - 10
    Watchdog            - 10
    Wildfire                 - 10
    Zero Hour             - 11

    Desert Path          - (-2)  (dead)
    Desert Fox            - 4 
    Desert Saber        - 10
    Desert Strike        - 11 
    Desert Viper         - 10


  13. Albatross             - 10
    Anvil                      - 10
    Banshee               - 10
    Basilisk                 - 10
    Cavalry                  - 10
    Cerberus               - 10+1=11 I'll probably downvote this later, but for now lets appreciate maps with unique objectives that aren't simply defending or attacking caps.
    Dire Wolf               - 10
    Erebos                  - 10
    Frostbite               - 7
    Ghost Hunter       - 10
    Harbinger              - 10
    Hydra                     - 7
    Kodiak                   - 11
    Leviathan              - 10
    Life Jacket           - 7
    Meltdown             - 11
    Onyx                      - 10
    Perseus                - 11
    Phalanx                - 10
    Prometheus         - 5 
    Raiding Party       - 7
    Red Opossum      - 10
    Ricochet               - 7
    Rolling Thunder  - 10
    Sapphire               - 10
    Scorpio                 - 11
    Snake Bite            - 10
    Spearhead           - 7
    Starry Night         - 10-3=7 Nighttime maps are conceptually interesting and the different vision rules are certainly... different. Unfortunately it's also extremely annoying in that vision control basically demands yoloscouting in MBTs. The green tint also gives me a headache.
    Stormy Winter     - 10
    Tiger Claw           - 10 doesn't exist
    Tsunami               - 10
    Umbrella              - 10
    Watchdog            - 10
    Wildfire                 - 10
    Zero Hour             - 11

    Desert Path          - -2
    Desert Fox            - 10-3=7 I don't even remember which map this is, but I'm voting it out all the same for being a desert map and encouraging the MBT meta.
    Desert Saber        - 10
    Desert Strike        - 10
    Desert Viper         - 10

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