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Haswell

March 25 Update Notes

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https://aw.my.games/en/news/general/maintenance-march-25

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On the 25th of March 2020, starting from 8:00 CET (midnight PDT), the server will not be available for 5 hours due to the application of Update 0.31.6015

List of Update 0.31.6015 Changes

  • Fixed several issues that caused the game to crash
  • Fixed a very large number of English localization and text issues based on player feedback
  • Rebalanced the entire Self-Propelled Gun class in order to prepare it for the Global Operations test, specifically by increasing the HE shell flight velocity, improving the aiming speed of the class and by improving its accuracy
  • Spirithaven Special Operation, Chapter 3: Fixed an issue that cause the mission to become impossible to complete if the EMP guns were destroyed before the appearance of the objective to destroy them
  • Spirithaven Special Operation, Chapter 3: We made this mission easier for Tier 9 and 10 vehicles by reducing the difficulty of the runway phase where there are two points to defend at the same time
  • Spirithaven Special Operation, Chapter 3: Fixed an issue where the game would not correctly switched to the Night Vision mode if a player lost connection and reconnected during that phase
  • Spirithaven Special Operation, Chapter 3: Changed the time limit for the Divine Wind achievement from 15 to 12 minutes
  • Spirithaven Special Operation, Chapter 3: Fixed the sounds during the initial and final cutscenes and fixed the issue where, during the first cutscene, players would sometimes see team vehicles’ markers
  • CATTB: 140mm XM140-2 shell with 850mm penetration replaced by the XM140-1 shell with 800mm and slightly lower muzzle velocity
  • Harimau: Fixed an issue where repairing tracks in battle would cause some visual parts of the vehicle (the fuel canisters in the back) to disappear
  • M48 GAU-8: Fixed an issue where fire mode cooldown could appear incorrectly when activated
  • Swingfire: Fixed the ATGM flight trajectory for this vehicle
  • T-15: Improved the visual quality of this vehicle’s model
  • Type 16 MCV: Fixed several gun clipping issues
  • Type 16 MCV: Fixed an issue where the gun firing effect would appear away from the gun itself
  • Type 16 MCV: Fixed an issue where some parts of the vehicle would appear without camouflage
  • New Battle UI: Changed the way ATGM info is displayed near the reticle – upon launch, players will see first the distance of the ATGM in flight and (upon its impact, destruction by APS or targeting disruption), a “Signal Lost” message
  • New Battle UI: Fixed an issue where there was no UI warning about other types of shells than ATGMs, intercepted by enemy hard-kill APS
  • New Battle UI: Added minimap and vehicle status panel opacity settings
  • New Battle UI: Added vehicle status panel size settings
  • New Battle UI: Fixed an issue where the shell icons would disappear from the Battle UI after a respawn
  • New Battle UI: Improved several vehicle status panel silhouettes
  • New Battle UI: Added a hull lock icon for the vehicles with limited turret traverse (Ontos, Bradley AAWS-H and Taifun II) to the vehicle status panel
  • Added new assets for upcoming events and offers

v4S9yz6.gif

CATTB is going the way of the LOSAT.


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2 hours ago, Haswell said:

 

  • New Battle UI: Added minimap and vehicle status panel opacity settings
  • New Battle UI: Added vehicle status panel size settings
  • New Battle UI: Fixed an issue where the shell icons would disappear from the Battle UI after a respawn
  • New Battle UI: Improved several vehicle status panel silhouettes
  • New Battle UI: Added a hull lock icon for the vehicles with limited turret traverse (Ontos, Bradley AAWS-H and Taifun II) to the vehicle status panel

Yup, just make the playerbase wait a few weeks after forcing a new UI on them to give them the customization options that the old UI had.

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  • Rebalanced the entire Self-Propelled Gun class in order to prepare it for the Global Operations test, specifically by increasing the HE shell flight velocity, improving the aiming speed of the class and by improving its accuracy

Why do I get the feeling that this will make the shell trajectories as flat as a board in PvE? They're already a little bit too flat to work in some PvE maps, this wouldn't help at all.

Edited by MK_Regular (see edit history)

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1 hour ago, MK_Regular said:

Yup, just make the playerbase wait a few weeks after forcing a new UI on them to give them the customization options that the old UI had.

Well its as always they just seem to rush lots of updates with half-finished/badly tested stuff.

The change of the CATTB clearly shows that the devs have no clue of what's wrong with that vehicle. 50mm less pen on AP? I couldn't care less :happyseal:

Edited by TeyKey1 (see edit history)

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13 minutes ago, TeyKey1 said:

The change of the CATTB clearly shows that the devs have no clue of what's wrong with that vehicle. 50mm less pen on AP? 

I'm honestly not sure what to think about the AP nerf. The devs said that they want the CATTB to be good against MBTs but venerable to everything else, but also said that MBTs are strong against HEAT and weaker against AP (which is why the CATTB has good AP protection but bad HEAT protection).

Naturally, this means that they're going to nerf the anti-MBT shell on the anti-MBT vehicle....

I just, wut?

Edited by MK_Regular (see edit history)

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15 hours ago, TeyKey1 said:

The change of the CATTB clearly shows that the devs have no clue of what's wrong with that vehicle. 50mm less pen on AP? 

that 50mm less pen is gonna hurt alot in pvp fights can't cleanly go through lower plate weakspots now or turretrings, but hey its got a great turret and a narrow lowerplate armor strip it makes it functionaly a very strong pvp tank because I have an hunch that its a 80% APFSDS fest out there. Specialised rounds such as HEAT,PISH and gun launched ATGMs are just too niche to use well without foresight. 

Edited by LeoAegisMaximus (see edit history)

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My opinion is that if a developer introduces tanks that are too special, too good, then it is very difficult to revert later to a condition of normality.

The same is somehow true for commanders.

And the developers introduced as rewards for the last 2 battle paths 2 T10 tanks and 1 commander, Ophelia, that was way too special.

I can only guess the reasons why, my bet is to have more players involved in the very long grinds to rise, at least temporarily the number of players, that is the main problem of this game. And i believe that the long term effects impact of this can only be detrimental, making the game less enjoyable, so rising the low population problem.

Ophelia imho has ruined GLOPS that before her introduction was a pretty good mode, now in some maps i am sick and tired to see those suicide spotters that abusing the temporary immortality that Ophelia grants completely change the way the game has to be played by TDs and other vehicles that are build to use camo and long range firepower. What before needed skill and good tactic, as also before was possible to go to spot the enemy long range snipers, now requires only Ophelia, a fast AFV and a suicide attitude.

The Object has been nerfed, but is still something problematic in PvP modes, a tank that is almost impenetrable from the front by AGTMs, at least now guns with green ammo can damage it, very difficult to penetrate with the missiles from the side, that is almost impossible to track and that has also an incredible mobility backwards can only be countered by some other tanks, if the driver is not a complete noob try to track it and go at his back with a sphinx, i wish you good luck, and if it charges against some missile boats there is no way that they can stop it.

For the CATTB we will see, born incredibly OP has been nerfed more then one time, with the last version seems to be a brick, but only against AP, with an impressive burst damage but a gun that is not accurate, so probably is not good at aiming at other tanks weak spots at medium range. 

As it is not impossible to counter it both with an MBT and a missile boat, as it can actually be tracked maybe lowering the penetration of its AP round will make it a special, but at least balanced tank in the PvP modes, for PvE it seems to perform very good but not to the level of the crazy dakadaka also introduced in the last battle path, that when is in a party has to be played by a complete incompetent player to not share the part of the lion. So among the 3 problems introduced by the developers (4 if we factor in also the dakadaka) seems to me to be the lesser one.

And i really wish that the developers will learn in the future the lesson and will stop to introduce broken tanks that have to go trough a nerfing process to not unbalance too much the game play.

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from AW Discord-

SilentstalkerFTRToday at 10:54 AM

@here Hey guys. I have deleted the "SPG shell buffs" line from the last hotfix patchnotes. As it turns out, this was not supposed to be in them and got added by accident.

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On 3/25/2020 at 12:18 AM, Haswell said:

Spirithaven Special Operation, Chapter 3: We made this mission easier for Tier 9 and 10 vehicles by reducing the difficulty of the runway phase where there are two points to defend at the same time

Turns out they simply shortened the defense timer while leaving everything else the same. Not too big of a deal TBH.


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On 3/26/2020 at 8:45 AM, Haswell said:

Turns out they simply shortened the defense timer while leaving everything else the same. Not too big of a deal TBH.

Actually, they also changed some internal behavior parameters of the bots, making some of them less aggressive (not rushing the cap), along with a couple more smaller internal changes.

Edited by Silentstalker (see edit history)

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12 minutes ago, Silentstalker said:

Actually, they also changed some internal behavior parameters of the bots, making some of them less aggressive (not rushing the cap), along with a couple more smaller internal changes.

Interesting, I did notice that the spawns and timings of bots felt a bit different in a lot of PvE maps. Nothing big, just subtle differences like an extra TD running down the runway on Snake Bite at the beginning or later trainyard spawns on Banshee.

Glad this is confirmed, my memory not matching up with what I see got me confused for a bit.


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