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Haswell

0.38: misleading patch notes edition

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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

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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).

Edited by Haswell (see edit history)

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4 hours ago, Haswell said:

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.

Not true, at least for the Marder.  Yesterday (Nov 29) the Marder's PELE claimed to have 245 pen.  As-of this morning's patch, it now once again claims to have 125 pen.

I say "claimed to have" because I played it several times yesterday and it didn't feel like it had 245 pen, but all of the stats and pop-ups said that it did.  I suspect it was just a UI bug and UI fix.

4 hours ago, Haswell said:

XM247

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

KEK. Tier 5 40mm PELE has better pen (190) than Tier 8 50mm PELE (125).  York vs Marder.

It's also better than Tier 9 30mm PELE (120) on the Hunter and AS21, but that's less obviously so totally wrong because at least it's lower caliber.

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VBL

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

VBR

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

Tier 5 20mm PELE with more penetration than the same shell fired from the same gun at tier 8...

I know that it was like that before 0.38, but whatever changes they did didn't fix it.

I'd say I'm surprised by this, but I'm really not.

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Found out the Begleitpanzer 57 has had ammo buffed - it can now carry 450 rounds rather than the 120 (?140?) it had pre-patch.

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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.


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EzeIkri.jpg

gXHEWI5.jpg

What? Clueless devs are evolving!

...

...

...

Congratulations! Clueless devs evolved into lying devs!


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Why create accurate patchnotes when you can just invent some. The random dudes already enjoying the inexistent AC changes won't notice either way. :snrk:

This just shows that the devs seem to be as clueless as global chat inhabitants at time.


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fdassdaas.jpg.c709df3e98adc5265f232fe9458a3043.jpg

 

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If patchnotes are too hard to put together.... Woah, it's really incredible.... Not only they can't even make them correctly, stuff they put in there isn't even correct quite often!

The T-15 stuff is just.... I don't even know....

Anyway, here is a list of synonyms for "incompetent" :

inaptincapableineptinexpertunableunfitunfittedunqualifiedunskilledunskillful

 

Bagel panzer also got a 1s switch between canon/missile. Combine that with the new 450 rounds of 57mm, and it went from meh, to OP in my book, since its armor is the 0.33 retarded standard. Oh, and 0.08 base accuracy for its AP, because WHY NOT?

Edited by Grenier (see edit history)

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Bagel panzer also got a 1s switch between canon/missile. Combine that with the new 450 rounds of 57mm, and it went from meh, to OP in my book, since its armor is the 0.33 retarded standard. Oh, and 0.08 base accuracy for its AP, because WHY NOT?

lmao sounds like I should go clubbing in my bagel tonight...

considering that this will be the first time I will have played a low-tier match since the tier 1-6 rework, I'm a little bit scared to see how it turns out.

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