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Azdule last won the day on May 25

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About Azdule

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  1. SS Has been discussing today that his plan is to step back from the CM role to a more 'back office' type thing. This is in relation to SS' comment that Arto was still around, at which point I advised he was pissed at SS and left:
  2. Latest update is - it's hoped that it will come out in 2024.
  3. Worrying parts that stand out for me: When asked if AFT-10 will get buffed in the future, SS says it will as part of a general overhaul (the vehicle is doing very badly in PvP) - A global rebalance has been 'on the cards' for 3+ years so far, and stated in every Q&A that it's being looked into. There may be plans to buff LT's DPM up to autocannon kind of level This statement leads to some concerns about the very high DPM that can ruin objectives in some Spec Ops missions (e.g. protecting the Zubr in the 2nd mission of Caribbean Crisis or the SAMs in last mission of Moscow Calling), but SS doesn't think so - SS has stated several times he doesn't play the game outside a quick load up to see if a tank works. This will be a disaster for any sort of balance / objective where you have to defend something from swarms of light tanks As for autocannons' high DPM, SS disagrees with suggestions to tone down their rate of fire, saying that their high rates are popular with players, but maybe reduce their damage values instead. Terrible idea, auto cannons were meant to be given more burst and less overall kill potential with the previous AC rework. Instead they just made the best AC's even better - some now can kill 2 tanks before overheating. Or deal like 7.5k damage before overheat kicks in for 2s. The game engine doesn't cope with the sound files as is and causes overlap / stuttering when multiple fire at once. Easy fix is to reduce the ROF and balance it with the damage values after. There are also plans to make MBTs more useful in PvE in face of DPM-heavy vehicles. One such idea is to give them a taunt ability (similar to MMORPGs) that forces bots to focus on the MBT player, who then takes reduced damage and possibly gets rewarded for tanking. Nothing is set in stone though. This exists. It's called Co-Ax machine gun. The AI is coded to respond to the most recent tank that shot it but I'm not surprised that SS doesn't know this as he doesn't play the game. The devs simply do not use the same version of the game that the players are on to do any sort of changes / balances. SS considers adding a forward facing hard kill APS for the KF51 Panther (similar to that on CV90120 Ghost), but it's still too early to decide on such a change - Why are we getting newer tanks with random balance in a way that doesn't apply to the rest of the game? It makes no sense and for a newer players experience, it will be confusing and frustrating to play with. Edit: one other thing I was thinking about after this - there is talk of bringing light tanks up to Auto cannon dpm levels. But this would just further stretch the difference between the high damage tanks and the lower damage ones. If you buff light tanks it will mean that gun based TD's, or ATGM based TD, or SPGS will also suffer from being just flat out worse than others. MBTs will be left in the lurch and then you get the hybrid outliers like the MPF which become dominate over the tech tree stuff. Why take the PL when you have a premium with more armor, same camo & VR, and double the DPM?
  4. As reported to support - currently I suspect due to the drone introduction - you can deploy a single unit of inf on the move:
  5. As of 07.02.24 - The news article has been removed and it leads to a 403 error. No official comments on why it was removed
  6. I mean, if you come here expecting support, you'll likely not get the reaction you are after. MBT with very good armor - it's like all other MBT's with weak lower front plate. The fact you've already stated that you have a lot of paid for content means that you're either lying, or an idiot. Or both.
  7. " I'd say with the event, there is something there, however the current idea just seems terrible. It would promote the worst possible behaviours in pvp. It would force non-pvp players into matches, causing agro for everyone and just creating huge amounts of toxic abuse. Time gating and reserving a specific game mode to make tanks more powerful, will not go well. All that will happen is the highest performing players will just extend the gap between the next level of player. The original HADES idea was scrapped for this very reason, but now it seems to be making a come back in a worse way. The event would be aimed at highest performers / vets with all of the tanks, and would make newer players suffer even more. Imagine trying to explain to a new player that they will simply just have a worse tank, because they weren't playing when this event was on. Given the recent track record of the devs, it's highly likely that any sort of balance would be thrown out the window and will just break more tiers of the game, ruining fun and engaging experience for even more of the playerbase. If you took the idea and expanded it, then I would be interested - remove the following and it COULD be a start: - Time limit - Game mode specifics - Tank limitations (if tanks dies can no longer be used one) Given we don't have specifics on how it would work (if it's upgrades on specific tanks, or if we get to chose which tanks to apply it on etc) I can only suggest how I think it would or could work. I figure it might be worth combining the ideas behind it, with something like the Raid or Battlepath. All figures changed / examples etc Make it so there are missions that we can grind towards in any mode, but make them get the 5x pvp booster from the BP. This way, pvp players can speed through with their meta and do it how they want, regular or casual players aren't excluded or forced to do something they don't want to. Make them a chain of missions - requiring a specific tree or tank to grind. E.G. You want to upgrade your Chally 1? You need to farm 400k damage in PvE to unlock a token for it. With that token, you use it to unlock X upgrade. This would be a bit like the old WoW token system for raid dungeon armor. Once you've completed a chain of missions, you get to unlock the commander. Or have it so you complete chains of missions like the BP mission chains, and follows an elite mission chain for the commander. "
  8. Newest article about (possibly) upcoming event: https://aw.my.games/en/news/general/developer-diary-future-events APR 24TH | 2023 Commanders! With the Eclipse Battle Path released, it’s time to take a look at the future of Armored Warfare. We’re of course not sitting on our hands idly and apart from fixing various bugs and addressing the game’s issues, we’re also already preparing a number of interesting events and features for the second half of this year. Today we’d like to tell you more about one of the direction we’re considering and ask for your opinion. One of the notable issues of Armored Warfare is the fact that its progression system is a one-way street. Once player leave lower Tier vehicles behind, they rarely get back to them unless they are really fun to play, which – by definition – only happen to be vehicles with rather special mechanics, vehicles that are too strong or vehicles that are otherwise standing out. This event (we internally call “Dead Pool”) is supposed to remedy that. The dealers are opening a betting pool to see which mercenary companies survive the longest. Very simply put, at the beginning of the free to play event (which is planned to last a few months), player vehicles will receive a “license token” for each of their vehicles. These “licensed” vehicles will then be able to earn a special new currency in matches (Dealer Tokens, using the same rules as Credits or XP) that can be used to unlock very valuable prizes that include: Unique vehicle upgrades (new, more powerful ammunition for example) New Commanders Additional Retrofit slots Additional Active Abilities And so on. For each one, a player has to play roughly 50 average matches. Sounds too easy? Right, there are several catches. Every time your vehicle gets destroyed, that vehicle will not be available for this event any more until its end (you’ll only be able to use the vehicles to earn the new Currency in the following rounds of the event) The event is only available for PvP without respawns (Random Battles) In other words, if you die in every match, you’ll need roughly 50 vehicles (regardless of Tier) to unlock one reward. Higher Tier vehicles will unlock more currency per match (the same way they make more Credits) so owning more of those will give you an advantage. As they get knocked, you’ll be forced to resort to lower Tier vehicles. And that’s pretty much it. To survive throughout the event and unlock most, let alone all prizes, you’ll need a large amount of tanks and a high survival rate. What do you think about this idea? Good? Bad? Ugly? Let us know in the form below, please, we’ll be sure to take your feedback into account: Thoughts, feedback etc down below.
  9. Not sure why the hate on pve to be honest. Without it the game would have been closed a long time ago. Let peeps enjoy what they want. If you don't like it, fine don't play it. Your comments though, do appear to be an admission of presumed guilt and basic sperging out. Please, seek some help.
  10. It in fact doesn't have the Chinese HEAT shell. It has the same stats as the t-14 HEAT shell, with 1007 (or 1006 depending on skill build) max roll: T-14 shell -
  11. So apparently the ammo bug is effecting all the current reward tanks from the BP (the new ones released with the BP, not ones brought from the shop. So basically all current tanks from the pvp are trash in pvp simply for having the inability to change ammo - and devs kept saying they can't balance tanks differently for PVP/PVE...smh... Also: Seems future BP tokens are also broken.
  12. So far 2 bugs have been discovered with the ZTL & ZTZ in pvp modes so not sure how these ones slipped passed the QA testers. https://youtu.be/0LYJVY5OOxg The ZTL, when in pvp and you fire, sometimes (I'd say around 75% of the time) gets stuck saying it has no ammo left, after a couple of seconds the reload starts. This means that while it's reload is displayed at say 5.6s, in game playing it's more like 8s+. Next is the ZTZ: https://www.youtube.com/watch?v=cX2o_zhfrJM This simply just can't fire and can't switch ammo types. Not really sure how these two bugs passed QA testing, considering the BP was held due to the ZTZ being flat out broken, yet it seems it was never tested in pvp? The alternative is that it was tested in pvp, and the devs pushed a different version of the tanks which introduced these bugs.
  13. From 10th October 21 - Current patch : So it's had a buff to pen, quite a lot of a buff for no patch notes
  14. It's everyone's fave time of the year, what has changed in recent patches that isn't in any patch notes! The list is a little slow to be created as, well I have been busy! But what we have seen / is known: Low tier Smoke launchers got changed - I can't upload the image, however on 20th Feb my Chief Mk2 had an 80s reload on it's smoke launchers. Now it is 25s. This change is across the board I believe (not sure if all MBT's or all low tiers) What I strongly suspect has been changed, however can provide 0 proof of: Low tier HESH module damage or low tier ammo rack HP. The reason I feel I can say this, is because I no lifed the shit out of the Chief Mk2, in pvp, for a perhilion event. I played around 130 matches in it in the space of 3-5 days in Feb 22. I can fairly easily say when and where you could aim and ammo rack certain tanks with 1 shot. Now it takes 2-3 shots directly on the ammo rack to turn it red. There is no difference between it and the AP shell for the amount of shots to ammo rack. You can still knock out modules, however it's not as consistent. This means that knocking out enemy tanks is a lot harder with HESH as it deals reduced damage due to thick armor (50% in some cases). The only plus side of this nerf (and it's very much looking for a a glimmer of hope in a pile of wet shit) is that it does make it 'easier' to crew kill tanks, as now, because the damage of HESH is so low, the reload rate is so bad, and the module damage is crap, you are more likely to crew kill tanks simply because of the amount of rounds required to kill the target, you'll likely luck out and kill the crew before removing all the tanks HP.
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