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TeyKey1

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Everything posted by TeyKey1

  1. I'm just speaking for myself here. But let me place my opinion about this topic as a fairly decent AW player. Just fyi I'm running AWtactics, a german website dedicated to help players become better/understand the game mechanics better. Therefore I'm writing lots of guides and recording/commenting my gameplay videos. Nobody starts as a master in any game: I started with WOT back in 2012 and in the beginning did not really care about game mechanics, tactics and whatnot. So I was what you would call an average/sub average player for some time. When getting to know the game more and more I wanted to get better. I tested various stuff from reading forum guides to joining Clans/Platooning. The forum guides are great in explaining the various game-mechanics and how they work (which is a crucial thing to understand if you want to improve) but they can't really show you how to actually play. For this purpose I joined Clans and teamed up in Platoons. While this certainly helps to improve some of your skillset it did not really had a very strong effect on myself as a player. So what helped me the most back then, you may ask? Videos and Livestreams of very good players (Clanwars of top clans, Tournaments, ...) this way I could actually "see through the eyes" of someone who is good at the game. I could observe how they react to certain situations, which spots they use, how they make armor work. Simply put: How they play the game. So what I did is observe carefully and then try to apply this to my tactics. With time and exercise there was a significant improvement and I went from average to a good player fairly quick. Now what is the difference between videos and platooning up with decent players? In my opinion there is one big difference and that's why I personally think videos are better. While you're in a platoon you can certainly get a better winrate and see where the player goes and how he reacts to certain situations. However, keep in mind that you're distracted while in battle so you can't just sit there and observe the nice plays of your platoon-mate. In videos you have a first-person view and can see the very same the player sees at the moment. In my opinion this is a big and meaningful difference. You just can't learn the small details of wiggling your armor, hiding your weakspots... by playing in a platoon. You need to see when a player uses such tactics and then understand why he did that at this particular time. This is something that's very hard to achieve while in battle in my opinion. (Humans simply can't multitask that good) Why are there little to no players who want to platoon for this purpose? There certainly are people who would do this. But I think noone wants to actually explain you every little detail about what you should do in this moment to be successful. Those people are playing as well so their brain is already being used. So in this situation it is very hard to play and then additionally give meaningful advice. At least I would struggle doing so. Secondly there is lots of stuff nobody can explain to you/show you while in a Platoon/Battle: Stuff like where to aim, what ammo you should use right now, if you should use smoke or just retreat, if you should go for the blindshot, ... There are lots of things we clearly can't tell when in battle without seeing what you see. Yes you could just stick together the whole game, which is possible while driving MBTs, but otherwise not always the best option in a battle. Other than that it as well requires patience. Not everyone wants to put so much effort into that. But I believe if you're able to join a Battalion ther are definitely players you can learn from while platooning. I just don't think that it's the best way because it lacks some "insights". What makes a good player "good": For me there is only one answer: Situational awareness If you master this one you're set to dominate What do I mean by "situational awareness": You know exactly what the enemy does. Same goes for your team. And use it to your advantage You know your surroundings (you know the maps, you know where to take cover, you know where the nearest cover is at all time) You use the minimap to your advantage (If you happen to get rushed you've done something wrong, if you get wrecked within seconds you usually failed too reading the minimap) You know the game-mechanics and how to use them to your advantage You react fast to any changes during the battle and adapt accordingly to gain maximum advantage You take your chances if the enemy happens to provide them I think I forgot half of it but in the end it's all about knowing in advance what the enemy and your team is going to do and adapt accordingly. You don't need those "aiming skills". All you need in this game is to use the actions of your enemies and team to your advantage. This is something you can't learn by platooning. Yes your platoonmate could tell you what you should do now but in the end you need to realize this yourself and draw your own conclusion in order to be successful as a solo player aswell. While watching videos you see the very same situation as the player and can thus start to analyze the battle yourself and see if you're right with your predictions and observations. This can be very valuable. In my opinion you learn this best if you watch videos/livestreams and then try to adapt such details for your own gameplay. Secondly learn out of your failures and carefully observe how enemies/friendlies react to certain situations to use it to your advantage in the future games. So in the end experience as well helps a great deal if you just keep trying out new stuff and learning out of your failures. What I want to add as well and this is very important in my opnion: There is no "right" playstyle. I personally like a very offensive playstyle but there are lots of other players who have way different playstyles and are successful as well - Remember you're not trying to copy someones playstyle but trying to improve your own playstyle by using the tactics you like and tactics that work for you.
  2. No I don't think this will happen. What I've seen we are pretty limited in what we can do. Either way I don't believe it has any effect on PVP at all. If people require weakspot skins let them do so. Usually it won't make them much better. What would be cancerous for sure is something like XVM but that's not possible to develop here in AW. I mean this is not a new feature - theoretically you could do that since like forever in AW. I used it for example to extract the minimap-images of various maps for my videos and guides. Based on this I do not think you can develop extensive cheats like the WOT warpack stuff. Yes we've seen some people "cheating" in AW (YETI) but I'm still not sure if it was bugusing or effective cheating. But what I've seen there confirms that there was certainly something wrong. Even if you would develop such a cheat-mod you'd be violating the abovementioned unofficial agreement. In case my.games finds this out I'm pretty sure those people would get banned right away. Concerning WOT and WT being "moddable" I haven't seen much cheaters at all there. So I guess that's more of a rare phenomena.
  3. Hello guys. I'd like to know your opinion about this vehicle. I really didn't bother having a look at it when it was introduced and only lately bought it. I was expecting a trash tank but oh boi was I wrong. That thing is literally trashing every enemy it faces with ease. The marder kind of feels like a joke compared to this thing let alone the VBR. I have played it in PVE and in PVP. It performed exceptionally well in both modes. My PVP stats are as follows currently: Keep in mind it is nearly stock at the moment. 5k average damage blows everything else I own on T8 out of the water except some strong TDs. Again that thing is nearly stock and already dominating. My setup is as follows currently: Commander: Sabrina (Gimme all the module dmg) Driver: Offroad and overall accuracy Retros: Reinforced Ammorack (I've never had a vehicle blow up more often than the doom wagon) Telescope Breech (All the DPM ) Infantry: PVP: Mortar (easy to use nearly always grants over 1k dmg for doing nothing if positioned correctly) PVE: AT Guys (Higher dmg output than mortar easier to use in PVE than PVP (Bots are dumb usually) ) Pros: 50mm gun You can pen the MBTs frontally if you know where to aim. Works at bad angles against most side armour. High module damage (enemies are easy to track) Infantry (You get damage for doing nothing at all) Unmanned turret combined with very good elevation angles (gives you much opportunities to just show your turret while receiving just little damage) Hard-Kill APS (If it's already strong why not make it even stronger?) Good mobility (It gets fast to where it needs to be) Tacticam camouflage (Its good at spotting and concealment Cons: NONE I literally found none OK maybe that it blows up very fast when being hit in the turret. Hence the ammorack retrofit. In my opinion this thing is ridiculously OP and I have no clue why I've not observed this right after 0.30. It can do anything equal or better than other AFVs at T8. It can deal damage against all sorts of targets by using the 3shot mechanics to its advantage. I have no clue why nobody screamed that this thing is OP after update 0.30 that's why I want to know your opinion about the tank and if you think it is too strong or just right. In my opinion the APS and even maybe the infantry is a bit over the top.
  4. Me too. I just see it as a game and means to relax and have fun. Only thing that bothers me is the utterly bad sound in the game but maybe we can now mod this...
  5. As @di_duncan already said we can't give you specific feedback without knowing what you do during the battles. If you always receive the lowest score you're clearly doing something wrong. I suggest you to post some of your Battles here and request feedback: https://armoredlabs.net/index.php?/forum/23-tape-study/ What made me a way better player back in my WOT time was watching videos of very good players and clanwars in WOT. This was really helping me to improve and try out new tactics.
  6. We should not forget that AW is an arcade game. It does not even try to simulate realism. Yes the game is modern tank themed but other than the looks of the tank models not much is "realistic" at all. Should it be? No because lots of stuff would either break the game for example instakills on a hit to replace the HP system (Being hit and penned by a 120mm usually leads to a total kill or at least mobility kill of a tank). But such mechanics would completely change the gameplay an which basis this game was never developed on. Concerning the "realistic" solid gun barrel. Some maps would probably need a rework to implement such a feature. Secondly if you hit something with your barrel the gun would get damaged which I suppose would lead to frustration. There are probably lots of players who would not be able to take care of this additionally to what's happening during the game. So it does not really fit into the AW-scheme and would in my opinion lead to frustrating gameplay. That's probably the reason why it was not implemented. Well as always if one wants realism he should join the army. There is no game that can simulate the ultimate realism. Otherwise the game Steelbeasts is a very good simulation of various tanks.
  7. I don't think this is possible because I suppose that such calculations are serverside. Additionally why would you want to do that? This would give you a disadvantage over your enemies/teammates
  8. Hello everyone. It's again time for a new guide translation from AWtactics. The original guide in german can be found here Keep in mind that english is not my native language, I try my best to write correct sentences. Aswell I use google translate on my original text to keep the effort a bit lower. So there might be some errors I'm missing. In this case feel free to correct me. Blindshots, i.e. shooting at the enemy without seeing them, can be seen as a legitimate and effective tactic in Armored Warfare. Used correctly, you can use it to increase your damage output and increase your chances of winning the game. As always the Guide is a bit more focused on the PVP side of things. However, there is not really much of a difference to PVE concerning this topic. Content: I'll cover the following things in this guide: What are blindshots How to use blindshots as a tactic How can you prevent being blindshotted 1. What are Blindshots In general, you can say that a blindshot is a shot at an opponent who is not visible (ie not spotted). There are a few tactics that can be used to increase the damage output from blindshots. These are detailed below. It is important to know that a hit with damage to an unspotted opponent is not displayed in the UI and is not reported by the crew. So you only know at the end of the battle in the winscreen with 100% certainty whether you hit the blind shot or not. The only exception is if your shot was defeated by a hard-kill APS. In battle, one can guess the successful effect of the blind shots by one of the following aspects: The opponent sets a smoke screen after the blind shot, although he is actually not spotted at all. The opponent moves after the blind shot (which is visible if he hits some trees or even gets spotted by his movement) The enemy has lost the estimated number of HP compared to the damage which your projectile deals. (Of course you only see this when the opponent is spotted again) Your shot almost disappears in the air, where the opponent is. (This is not always the case, but you can observe it from time to time) The opponent's APS triggers (a message appears on your reticle) The opponent complains about cheaters in chat (rare but possible ) 2. How to use blindshots as a tactic In general, blind shots can be divided into 5 categories, whereby these situations can of course also occur in combination in combat (e.g. blind shot at tracked opponents behind a smoke screen). Of course, you can combine these tactics in any form and adapt them to the battle situation. Blindshots at frequently occupied enemy positions: Blindshots at frequently occupied enemy positions are rarely used. The benefit of this is that you can scare away the potential opponent from there by blindshooting his position, on the other hand it is a very random method and of course due to that not always successful. You need a lot of luck and of course also appropriate map knowledge to guess where the opponent might be positioned. In general,while using this tactic you should be aware that the enemy is usually hiding behind bushes, trees, rocks or house corners rather than standing in a completely open field. Accordingly, you should prefer such positions as targets for this type of blindshots. The general advantage of this tactic can be that you can chase away enemy spotters who make life difficult for you, or at least force them to reposition their vehicle. Blindshot at enemies who were previously spotted: These blindshots can be made very often and mostly with a very high level of certainty. If an opponent is no longer spotted, but you are already aimed at his position and can shoot within a short time, it is mostly worth firing the shot. The opponent cannot change position very quickly in such a short period of time, so the chances of a hit are good. Blindshot at tracers: Blind shots to bullet tracers can be used very often. Here it is especially important that you know roughly where your opponent is. Especially if you are shot at by invisible opponents, you can successfully defend yourself by using this tactic. The easiest are bullet tracers from machine guns and autocannons, which form a direct line to the target. The only thing you have to do is shoot directly at the origin of this tracer. Keep in mind that you might want to aim lower to not hit the gun of a potentially unmanned turret. Single-shot cannons are also not a problem with a little practice. The following checklist for a blindshot at a tracer is helpful: Estimate where the opponent could be (from which direction am I / my teammates being shot at?) Watch this spot, preferably in the sniper view Wait until the enemy shoots Recognize the tracer and shoot at the place of origin. Blindshot at tracked enemies: Blind shots at tracked opponents can be very effective. It is important that you shoot continuously at the position of the drive wheel or the idle wheel in order to keep the enemy tracked. Try to evaluate how much shots you need to kill the opponent, so as not to shoot 20 shots at a position where the opponent is no longer standing (for example, the opponent has repaired his tracks). In the video example you can see that after the first shot with the RDF-LT, which tracks the opponent, I no longer shoot the idle wheel, but in the middle of the hull. This is due to the fact that I shoot HEP ammo. Due to the HEP mechanics, I would not do any damage if I hit the enemy tracks, but would only continue to track the enemy. Therefore in this situation it is better to deal actual damage by hitting the hull. Blindshot at enemies behind a smoke screen: This is also a situation that occurs relatively frequently: The opponent is spotted, takes a few hits and deploys a smoke screen to cover himself. If you are already aiming at the opponent and are almost reloaded, it is a good idea to fire once again at the last position of the opponent (the opponent does not have enough time to move away from his old position). This action is all the more effective if the opponent is poorly armored, since it doesn't matter where you hit. If you have not previously aimed at the opponent, but can see the smoke screen, it can work quite well to shoot in the middle of the smoke screen shortly after the smoke appears. Blindshot at moving targets: Definitely the supreme discipline in this regard. If a moving enemy was previously spotted and then disappears again, it can be quite efficient to shoot at the enemy again. But, of course, you have to take the speed and movement direction of the enemy into account. This is a skill that can be aquired by playing the game and gaining lots experience. Self-protection and priorities when using blindshots: I would like to emphasize again that blindshots can be effective, but due to the uncertainty whether you deal damage or even hit the target at all, it is also a tactic that should be used with caution. Before firing the blindshot, you should always consider whether it is worth firing it. The following factors should be considered: Is it possible that the enemy could spot me because of the blindshot? (Is it better if I remain undetected? Do I have cover in the event of being spotted (rocks, smoke, ...)) Do I have enough ammunition left to fire such a risky shot? (Or should I better save the grenade / missile for later) What is the likelihood of a penetration if I hit? (Is the target well or poorly armored) Are there better targets / targets with higher priority, which are spotted and which I could shoot at immediately? (If so, this would be the better option) 3. How can you avoid being blindshotted Basically, you can always be hit by blind shots. Nevertheless, you can try to keep the probability as low as possible. Especially when you play TDs and stand in one place for a long time, you should constantly watch whether you are being blindshotted. You can recognize this by the fact that shots from the enemy side fly past near your own tank. The most effective way against such shots is to vary the position by a few meters after each shot. If you are heavily blindshot at, which is rare, but can happen, it helps if you have cover and only expose yourself if you really want to shoot. Blind shots are often a considerable problem when using smoke screens. As soon as you deploy one and assume that you will possibly be blindshotted (if, for example, opponents have previously aimed / shot at you), it can help if you do not reverse straight backwards after deploying, but steer the tank to one side (left or right) of the screen. This increases the chance that you will not be hit, since most opponents assume that you are reversing straight backwards.
  9. For those people wanting to have dirt in the battle but not in the garage would it be sufficient to just remove the "garage dirt"? Might try that out this evening
  10. Thanks for the great guide. I'll have a look at it and see if I can do something useful with it
  11. Hello and welcome Well there are lots of rubbish players in PVP so you're not really an exception The thing that sets you apart from them is that you want to improve. I can point you to my AW vehicle guides in the PVP and GLOPS modes. The commentary is in german unfortunately so you'll likely not understand much of it but I think even by watching my gameplay you might be able to improve a bit and maybe adapt some new tactics (That's what helped me the most in my early days of WOT years ago): I try to grow the list continuously. Idiots you can find in every mode unfortunately Anyways. Good luck with your improvement! Edit: Forgot to add that the forum has a guide and tutorial section. I think you might as well be able to find some interesting stuff there: https://armoredlabs.net/index.php?/forum/38-guides-tutorials/
  12. For PVP/GLOPS I usually prefer the mortar over the AT guys. It is easier to position and usually delivers more consistent damage if you place it toughtful. The Sniper is still very strong in my opinion but it depends on the situation. There are maps where you can spot nearly a whole flank with the sniper and effectively stop the enemy from advancing. So I've got her equipped on some tanks. For PVE I tend to use the AT guys. if placed right they can do devastating damage to the bots which is higher than a mortar could do. Nothing against that but then they should equip way more tanks with a koax mg to defend themselves. Especially in the lategame infantry can become very strong against everything that can not delete them with a mg or autocannon.
  13. This is something I've been proposing for a long time. Just do not allow any platoon to use the same vehicle and lots of problems would vanish. The CATTB is still pretty ridiculous in PVP. The previous nerfs clearly showed that the devs have no clue of what is wrong with this vehicle. Let's see what the future brings.
  14. The sounds in this game are currently a total joke. This is how it is supposed to sound like: That's a WT soundmod currently in development. I can confirm that the Leopard sounds in this video are very authentic. This is how a turbodiesel is meant to sound like! Also notice the sound of the cartridge base hitting the cartridge basket after firing the 120mm. And the sound of the closing gun breech when a shell is reloaded. This is very authentic and makes you feel way more immersed with the game. This soundmod is developed by one guy so it's definitely not an impossible task for some skilled person. And please those MG sounds in AW are a total joke right now. If you're in sniper view and shooting that coax it is very loud what you can hear in 19:00 in the video comes close to what I mean. And in Sniper mode after you stop firing the MG you should usually hear the last MG shell cartridges hitting the basket. I already suggested this but it does not seem to be a priority for AW I guess. They started to do that with various reskins but there are still some tanks left where you can't do that. That's a great idea. Something like in WOT I suppose. More options are always welcome. Something that bothers me for a long time is that it is not possible to choose your audio output device in the settings. The general graphics would need an overhaul but that's most probably not gonna happen as the game has more serious issues right now. But they occasionally improve some models and textures in updates. I'd not recommend you to do this unless you're familiar with lootboxes and know your risks. Otherwise you're better off just buying the tanks as standalone.
  15. I don't think it will happen at all. Imagine My.games would loose so much money and potential customers.
  16. Yet again I want to thank my randoo teammates for using their brain and playing like decent players do. After 18 Mission failures with randoos that victory felt good I could at least regain my faith in humanity after that one Definitely the hardest Specops Chapter ever in my opinion (at least as randoo player). But with decent players who know what to do it gets surprisingly simple.
  17. That's not going to happen I suppose because of the Airstrike. I think the ban system is too strict at the moment I aswell have found me in the garage multiple times when accidentally killing people in GLOPS. I think at least a margin of 1 kill should be accepted. Because as @Lenticulas said you actually just punish your allies by getting disconnected. There need to be some changes to that system for sure. It's great that teamkillers get kicked very fast but currently its simply too strict.
  18. So I just tried three times to beat chapter 4 T10 and miserably failed. If there are people who have completed it already can you please share your tactics and vehicle setups? From what I could already gather: Damage on Magnus is not dependent on ingame damage but on damage ticks which is dependent on the amounts of attacking bradleys that are alive. Second: 5x T15 is one of the setups that was successful. Brute Burst and DPM I suspect
  19. It was already announced. Type 10 will be the final reward. See here: I'd love to have a LT or AFV as final reward. Would at least be a change.
  20. From what I could observe during the test phase the artillery was mostly utterly useless. It might be because there were probably lots of players playing it who were new to GLOPS or the artillery class. It happened to me only two times during the test that the arty did something useful with its supporting rounds. Otherwise it was very frustrating to have arty players who placed counter productive smoke-screens which actually obstructed the view rather than gaining valuable cover. What I could aswell observe, as I expected, is that lots of arty players tried to blind-shoot caps. This is just frustrating as there are some caps that do not have any arty-safe spots at all. I'm curious on what changes will be made but for the last week arty was mostly just a deadweight for the teams. Along with arty implementation in GLOPS it would be cool to have some additional fast-communication-buttons to ask for smoke or phosphorus rounds..
  21. He is completely useless up there regardless of what he does. According to Lenticulas the battle had just started in this situation. Therefore, it is not necessary to waste time and already wait for the capchange. Especially not with such a mobile vehicle like the SPHINX where you can get very fast from one flank to the other. Watching this minimap suggests that his team was a nightmare anyways
  22. I'm curious on how this turns out. I'm sure it will be a rather tough grind. As a more or less "rich" player I literally never ran into the problems you'll likely encounter. Keep us posted
  23. Top Attack in a nutshell. Literally the best description I've seen to date I have the very same feeling. It seems like they try to make the game easier (than it already is) and more "accessible" by removing stuff and mechanics that actually required skill to master and in the same turn adding such no-skill stuff. One of the newer occasions is that Tanks like the M1 AGDS are loosing their ability of shooting over objects by adjusting the ATGM maneuvrability at the start to ridiculous levels allowing even the dumbest player to succeed hitting something in close combat. This is a very unpleasant trend in my opinion. There are so many whiners out there pretending the Bobject 490 is shit now. And I'm very annoyed by this. Those people are seriously too dumb to actually hulldown that thing against AP shells (it's immune against HEAT anyways as long as the player uses his brain). It's just important that the developers do not give in to such statements. And for what I've seen until now they luckily don't. I think that's as well a problem in terms of their marketing strategy. Every ultimate BP reward needs to ridiculously exceed in some trait or needs to have a super duper new broken mechanic to make that thing "unique" and "strong". The result is normally that it breaks the game. Why do you always need to invent so much new blingbling around those new reward tanks just to kill the game balance over and over again. And again those are very true words. And the number one reason why such mechanics are completely toxic. I feel like they removed arty because it was too frustrating to play against it just to reinvent all possible ways of indirect fire which are way more toxic than any arty at all. The reason of why this is being done is beyond me. It really depends on what vehicle you drive against such players. If you're in a T15: lucky you (you've got all the burst you need) if you're in a MBT: hard luck (And then it gets really frustrating). I think AW lost loads of players after Balance 2.0 even tough I never really regarded the changes as bad. I especially liked the idea of having roughly the same amounts of HP regardless of tier. The stuff that concerns me most in the future are all the new fancy ideas of devs to sell a new super duper tank or commander paired with ridiculous game-breaking skills and mechanics. As well as the continuous attemts to make the game "easier". All in all I think I can/need to adapt to what the future brings anyways. There is not really an alternative to AW and until now I could as well survive the bad changes in the past made to this game.
  24. Another fail and luck compilation for you, hope you enjoy:
  25. I haven't tried it. But it came to my mind aswell. I was indeed hoping for the K153C to get the designate ability exactly because of this. It would at least make it easier to do more consistent damage. Considering the stealth ability is ridiculous as well (With my setup you can get 80% Camo. Depending on commander I think you can get up to 90%) which means you're nearly invisible during the active time. Especially against MBTs. I think the vehicle already has a strong active ability. In my opinion the top attack ATGM mechanics are toxic in general in PVP. Same goes for the top down ATGM. As a player being targeted it is hard to do anything against it. You can have a decent position covering all your weakspots and still get crippled by those dumb ATGM. There is nearly nothing you can do expect relying on your hard-kill APS (if you have one) or relying on your smoke (if you have smoke available at all in such a situation). It basically makes cover and intelligent positioning useless. Now the scenario with a platoon with one designator and 2 K153C is indeed a very toxic and maybe even game breaking combination. If those players play properly the K153C can deliver at least 3.5k damage with ease during a designation phase. In this case the enemy can do nothing about it and that's plain bullshit to be honest. Since a year I'm always stating that troll platoons should be prohibited for PVP/GLOPS Matchmaker. So every platoon with 2 or 3 similar vehicles should be straight excluded from the MM. Of course this should not apply to PVE. Problem is that in PVP and GLOPS we are seeing lots of toxic troll platoons filled with vehicles such as the MT-LB S8 or T40 or usually everything else with high burst dmg in combination with OPhelia (which should be straight up banned in PVP/GLOPS anyways). Especially in GLOPS such combinations are completely dominating the battlefield using easy wolfpack/suicide tactics which require no skills at all. I've already seen lots of players complaining about this phenomena but My.games does not seem to care at all. I mean as long as you can sell stupidly overpriced OPhelia/strela packs why change anything at all I can definitely see this happening with the K153C. This would make the vehicle even more ridiculous as it would only perform decently as part of a troll platoon. I have completely free XPed the vehicle now and I managed to get some decent games with it usually ~4k dmg and ~2k spot. But to really get those 4k damage I was requiring double the amount of potential damage which means I was bouncing/missing/getting APSed in 50% of my shots. This is just frustrating in my opinion even if I managed to at least get a semi decent game in this cardboard truck.
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