Jump to content
Sign in to follow this  
Qbicle

In Development: Autocannon Overhaul

Recommended Posts

Source:

https://aw.my.games/en/news/general/development-autocannon-overhaul

 

Quote

Update 0.38 will not only bring a new season called Exodus, but a lot of new features with it – the Wars of the Past Battle Path, PvE improvement, a new Special Operation and more. But today, we’d like to tell you not about a new piece of content, but about a mechanics change that’s coming as a part of the great vehicle overhaul (the Tier 1-6 part of which was introduced recently). This time, we’ll be overhauling autocannons.

scr1

But first a little bit of background. One of the main points of criticism with the way things are right now is the limited capacity of autocannons and the whole way penetration, damage per shot and rate of fire interact with each other. The current system has major limitations that aren’t as obvious on lower Tiers, but become a serious problem on high-Tier vehicles.

When you have roughly the same type of autocannons and give them better and better shells with more damage to compensate for the improvements in health pools and MBT armor over the Tiers for the autocannons to keep up, you end up with ridiculously high sustained damage outputs on Tier 9 and Tier 10. We tried to compensate this via the introduction of limited autocannon clips (which were also intended to rein in the out-of-control low Tier SPAAG vehicles such as the XM247), but this didn’t really work out either as this solution turned out to be quite unpopular. Those pesky magazines always empty in the middle of a firefight, don’t they.

That is why we decided to introduce the Gatling gun overheating mechanics to all the autocannons in the game.

The general mechanic is very simple and you are familiar with it. Each autocannon will have an overheat bar with two sections. The more you fire, the fuller the bar gets and when you overheat your weapon, you’ll have to wait a couple of seconds for it to cool down.

scr2

What’s new is the way the bar will work (even for rotary cannons). The bar is now separated into two parts. Below 60% heat, the mechanic works as you’re used to – you fire and the bar goes up. You stop firing and it goes down, potentially all the way to zero.

 

scr5

 

At 60%, the gun switches to the Emergency mode. In the Emergency mode, the gun continues to fire until the bar is full and when it fills completely, the gun starts cooling down... until it reaches that 60% threshold again. You can then let the gun cool down even further (even all the way to zero), or you can start firing again using the Emergency portion of the bar. In other words, it basically works like a second, smaller clip. It sounds more complicated than it really is – check out the image to see how it works in the game.

 

scr6

 

With that being said, we are planning on adding some specific rules to the whole thing.

Generally speaking:

  • The higher the caliber, the faster the gun heats up and cools down
  • In order to make the differences between vehicle classes more pronounced, we’ve introduced a new module called “Improved Weapon Cooling”, intended for the Tank Destroyer class and unlocked by default, which will double the amount of shells fired before the gun overheats
  • Tank Destroyer autocannons take longer to cool down

A few examples, per caliber and class:

  • 20mm autocannons (100 rounds, 2.5s full cooling)
  • 30mm autocannons (AFV: 50/2.5s, TD: 100/3.76s)
  • 40mm autocannons (AFV: 40/2s, TD: 80/2.5s)
  • 50mm autocannons (AFV: 40/2s, TD: 80/2.5s)

And so on. Furthermore:

  • Some specific AFVs will feature the Improved Weapon Cooling module as well
  • MBTs with coaxial autocannons are set individually
  • Specific weapons like the 30mm RARDEN (Scimitar, Fox) or the 57mm autocannon of the Begleitpanzer 87 will still use the old clip mechanic
  • The rate of fire of practically all vehicles will be adjusted to match the new mechanism (for some vehicles it will be reduced while other vehicles such as the BMPT series will see an increase)

In summation, this change should improve your gameplay experience by not having to mash the reload button ever so often, all the while keeping the gameplay balanced. We are looking forward to your feedback and hope you’ll find these changes satisfactory.

 


aMcZOFg.png

Share this post


Link to post
Share on other sites

Now please tell me those people aren't complete idiots. Or leading devs have stocks in Uralvagonzavod.

Share this post


Link to post
Share on other sites

I do not understand how the current system is penalizing, their future system will be a retrograde for the AFVs. they did not understand anything once more

Share this post


Link to post
Share on other sites

This system allows greater accurate bursts, but then you do have to blow camo and light yourself up like a Christmas tree. Here's the thing they are buffing ROF but not ammo capacity. 

Share this post


Link to post
Share on other sites

Me what I see we will no longer be able to shoot continuously on the sides of the tanks such as a BMPT then the ATGMs so it's a nerve because having to wait for the cooling down is certainly more realistic when it suits them.

Share this post


Link to post
Share on other sites
On 11/8/2021 at 5:27 AM, Qbicle said:

What’s new is the way the bar will work (even for rotary cannons).

Uh... how is that different?  Isn't that exactly how the GAU-8 works?  (It sounds like it to me.)

On 11/8/2021 at 12:44 PM, LeoAegisMaximus said:

Here's the thing they are buffing ROF but not ammo capacity. 

Only sort of.  They're buffing burst rate of fire, but the long-term ROF may still be lower due to the need to cool the barrel between bursts.  So the ammo capacity will likely still be fine since you have to pause periodically to cool off your gun anyway.

Share this post


Link to post
Share on other sites

Part 2: https://aw.my.games/en/news/general/development-autocannon-penetration-changes

Quote

In our previous article, we discussed how we would update the autocannons in Update 0.38 by giving them an updated version of the Gatling overheat mechanics and we were pleased to find out that, for the most part, this change was accepted fairly well – with some caveats, of course. Mainly, you expressed a lot of concern about the rest of the autocannon parameters.

scr1u

In today’s article, we’d like to address some of those. If you aren’t sure what we are talking about, please visit the earlier article first.

With that in mind, let’s get right to the core of the matter. One of the big problems plaguing autocannons is the fact that they tend to be ineffective against MBTs in general. The MBTs simply have too thick armor (including side plates) and too many hitpoints for the autocannons to even make a dent. This is why we’ll be changing their overall performance. Much like the overheat mechanism, these changes will affect all Tiers.

Our goal is to make autocannons a close range tool. At longer distances, autocannons will stay relatively ineffective, but the closer you get, the more punch will they pack – especially the ones with 40mm guns or bigger. As such, the best defense against autocannon vehicles will be to keep them as far away from your vehicle as possible. You let them get close and you’re in a world of hurt.

This is why we’ll be changing the armor-piercing ammo penetration values of most autocannons. The rules are simple and obvious – the higher the caliber and Tier, the higher the penetration. A few examples:

  • Marder 2 AP ammo penetration increased from 240mm to 440mm
  • Begleitpanzer 57 basic AP ammo penetration increased from 350mm to 460mm
  • Sphinx basic AP ammo penetration increased from 230mm to 400mm
  • T-15 AP ammo penetration increased from 205mm to 320mm

On the downside, we’ve increased the penetration drop for all autocannon AP shells. At 500 meters, they will lose not 25 percent of their penetration value, but 50 percent.

As a result:

  • At 100m to 200m distances, autocannons will become more effective
  • At 300m distances, they will behave roughly the way it is now
  • At longer distances, they will lose their effectiveness

Please note that these changes affect AP (APDS/APFSDS) shell types only. Various other types (HE) or more exotic sub-types (PELE) will not be affected and will stay as they are now.

 

Example Images (Click to Open)

 

scr1

 

Update 0.37, Begleitpanzer 57 basic AP ammo fires at T-72 Ural, distance 100m

 

scr2

 

Update 0.38, Begleitpanzer 57 basic AP ammo fires at T-72 Ural, distance 100m

 

scr3

 

Update 0.38, Begleitpanzer 57 basic AP ammo fires at T-72 Ural, distance 500m

 

scr4

 

Update 0.37, Begleitpanzer 57 basic AP ammo fires at T-72 Ural, hull angled

 

scr5

 

Update 0.38, Begleitpanzer 57 basic AP ammo fires at T-72 Ural, hull angled

 

scr6

 

Update 0.37, T-15 basic AP ammo fires at XM1A3

 

scr7

 

Update 0.38, T-15 basic AP ammo fires at XM1A3

 

 

 

We hope that you’ll like both sets of changes and, as always:

No. Just... no.


Spoiler

 

Share this post


Link to post
Share on other sites

"We hope that you’ll like both sets of changes"

No.

Those people are paint chip eating morons, because if there is one thing that needs a buff, it's T-15, Marder and SPHINX.

Jesus christ.

Share this post


Link to post
Share on other sites

Hyper inflation yay!

 

I wonder what will happen to the BWP 60mm gun... It will be so funny to see it unchanged while 30mm AC having the same pen. And what about the GAU? Another buff?

Leclerc T40 will still be meh, even with nearly 400 pen, as its turret will get penned by pretty much any AC...

Ramka and BMPT with their 250/180 LFPs (lol T9 with less LFP armor) will be AC vulnerable from the front.

The AGDS will probaly have nearly 400 pen while still being AC immune from the front.

And what about the K21 with its 2 40mm? 

The York and Shilka back to being completely uterly broken OP in PvE?

What about the Grif 50? with its 50mm, will it have 450+ pen on the first shot?

Edited by Grenier (see edit history)

Share this post


Link to post
Share on other sites
5 hours ago, Haswell said:

As a result:

  • At 100m to 200m distances, autocannons will become more effective
  • At 300m distances, they will behave roughly the way it is now
  • At longer distances, they will lose their effectiveness

So... in PvE, autocannons are receiving a massive buff.  Just what the bots needed.

Share this post


Link to post
Share on other sites

Sometimes I think that the devs are trying to do me a favour by making me want to give up on their game and focus on other things...

This seems to be their latest (and to date possibly greatest) attempt...

 

I don't really see the reasoning behind this at all. Autocannons weren't supposed to be the weapon of choice for dealing with MBTs (you had missiles for that). In the cases where you needed to deal with an MBT using an autocannon you actually needed to play smart in order to use the face-melting levels of DPM that an autocannon offers. These changes will introduce situations where an AFV can park itself in front of a MBT and trade shots with it until the MBT dies (and it will be the MBT that dies because the autocannons will still have their face-melting DPM that can now pen certain MBTs from the front).

Just no. Who the fuck thought that this was a good idea?

Edited by MK_Regular (see edit history)

Share this post


Link to post
Share on other sites
2 hours ago, Haswell said:

zyHzhEM.png

Jesus fucking christ...

Welp, here is one of my question answered.... And yup, JESUS FUCKING CHRIST

Edit : It will be able to front pen a Chally 1. Top kek

Edited by Grenier (see edit history)

Share this post


Link to post
Share on other sites

Dumbing it down and merging all AC's into one mechanic certainly makes it easier to work with from a development standpoint (aka cheaper) as well as more accessible for new/more players (aka more potential revenue).

It does have merits, sadly. :classic_unsure:

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...