Jump to content
Sign in to follow this  
Haswell

In Development: Namer the T-15 Challenger

Recommended Posts

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

Quote

In Armored Warfare, the Namer will be a Tier 10 Premium Armored Fighting Vehicle.

But before we tell you more about it, here’s the usual disclaimer:

The numbers below are very preliminary as the vehicle has not been properly tested. They are sure to change and should only be discussed as an indicator of how we’d like to set the vehicle up.

With that being said:

We’re going to set the Namer up as a Main Battle Tank and Armored Fighting Vehicle hybrid. What this means is that this vehicle will have Merkava-levels of protection. The hull will in fact have roughly the same armor as Merkava Mk.4 while the turret will take reduced damage. The Namer will also come fitted with the Trophy hard-kill APS (without the Supercharged mode).

But the firepower is where things get interesting. As you already know from the historical part, the Namer is armed with two primary weapon systems – 30mm Mk.44 Bushmaster autocannon and Spike ATGMs. Both of these weapons are already in the game so you are likely already familiar with them, although their overall values will be configured with the abovementioned protection levels in mind (that is, reduced compared to less-protected vehicles). What’s new, however, is the way you’ll be able to configure your Namer.

First, there’s the basic configuration with both weapon systems equally balanced:

  • 30mm APFSDS (320mm of penetration, 40 damage per shot, 100 rounds can be fired before the gun overheats, 2.5s cooldown and 13833 damage per minute value)
  • 30mm PELE (120mm of penetration, 45 damage per shot, 100 rounds can be fired before the gun overheats, 2.5s cooldown and 15562 damage per minute value)
  • Spike ATGM twin launcher (Tandem HEAT warhead, 1300mm of penetration, 900 damage per shot, 3 seconds between launches and 13s launcher reload time)

Aside from the abovementioned configuration, you’ll also have two more setups to choose from – one favoring the autocannon and one favoring the missiles.

scr6

 

Click the image to open a larger version

 

The autocannon configuration replaces both 30mm autocannon rounds with 40mm SuperShot APFSDS (the autocannon can be configured to fire 40mm ammunition).

This ammo has the following properties: 390mm of penetration, 52 damage per shot, 40 rounds can be fired before the gun overheats, 2s cooldown and 15898 damage per minute value. On the downside, the ATGM reload time increases from 13 seconds to 20 seconds.

The ATGM configuration reduces the amount of autocannon shells you can fire before overheating the gun from 100 to 50. However, the ATGM time between launches is reduced from 3s to 1.62s and the magazine reload time is reduced from 13s to 10.8s, which translates into ATGM damage per minute value increase of roughly 31 percent.

In all three configurations, the gun will elevate to +70 degrees and depress to -12 degrees. At the same time, the Namer will carry infantry, so it’ll play like a very heavy AFV, but you can replace this Active Ability with a Designate Target one.

This vehicle’s downsides will be its camouflage and viewrange values, both of which will be poor for its class – 10 percent camouflage rating and 430 meters viewrange (460 when stationary). Its mobility will also resemble an MBT rather than AFV. With its 1200hp diesel engine, the Namer will have the maximum speed of 65 km/h and Merkava-like agility.

scr7

 

Click the image to open a larger version

 

In summation, the Namer will be a well-protected lumbering behemoth, at least compared to other vehicles of its class. Its MBT-like characteristics will make this vehicle quite forgiving for new players, but, as they say, a jack-of-all-trades is a master of none. In our case, this principle will reflect in the reduced damage output compared to other, more specialized AFVs. Despite its class, it’ll never be really stealthy or a true long-range vehicle and its MBT-like mobility will prevent it from acting as an effective scout. It will, on the other hand, offer reliable fire support in all situations as well as the ability to spearhead an attack along with MBTs.

Within its constraints, you’ll be able to tweak its performance to match the style you prefer the most. Generally speaking, the autocannon configuration will come in handy in PvE where maximizing your damage per minute output matters, while the basic or ATGM configurations are intended for PvP where more tactical gameplay is required.

T-15 finally gets threatened by powercreep.

 

More tidbits from SS:

7lfsk72.png

Go40pOw.png

 

  • Upvote 3

Spoiler

 

Share this post


Link to post
Share on other sites

As someone who pretty much exclusively play PvE nowadays, I can see the big potential this thing will have there. However, since this will be a lootbox tank, nope, just nope. 

Also, I like the idea someone proposed on Discord when it was announced : Increased troop size in the "stock" config. 

Share this post


Link to post
Share on other sites

Curious, how long “Balance first” holds up, once marketing gets involved. +1 Infantry will generate more sales period.
Looking at the last three big balancing updates, “Balance” seems to be a very fluid term.

Share this post


Link to post
Share on other sites
On 12/29/2021 at 7:16 PM, Haswell said:

But the firepower is where things get interesting. As you already know from the historical part, the Namer is armed with two primary weapon systems – 30mm Mk.44 Bushmaster autocannon and Spike ATGMs. Both of these weapons are already in the game so you are likely already familiar with them, although their overall values will be configured with the abovementioned protection levels in mind (that is, reduced compared to less-protected vehicles). What’s new, however, is the way you’ll be able to configure your Namer.

First, there’s the basic configuration with both weapon systems equally balanced:

  • 30mm APFSDS (320mm of penetration, 40 damage per shot, 100 rounds can be fired before the gun overheats, 2.5s cooldown and 13833 damage per minute value)
  • 30mm PELE (120mm of penetration, 45 damage per shot, 100 rounds can be fired before the gun overheats, 2.5s cooldown and 15562 damage per minute value)
  • Spike ATGM twin launcher (Tandem HEAT warhead, 1300mm of penetration, 900 damage per shot, 3 seconds between launches and 13s launcher reload time)

Uh huh.  Because those values are totally balanced for the increased levels of protection. 

But honestly that's probably okay, because this particular AC/ATGM vehicle comes with MBT levels of camo and maneuverability.

I'll probably like it, other than the gamble crate part which means I'll never get it.

 

Share this post


Link to post
Share on other sites

There is a new update to the Namer situation.

 

Source:

https://aw.my.games/en/news/general/developer-diary-namer-changes

 

Quote

Commanders!

Some time ago, we have introduced the Namer Tier 10 Premium Armored Fighting Vehicle and... okay, that’s not exactly accurate. It wasn’t just “some” time ago – it was a long time ago.

scr1

More than nine months, in fact and, as the first point of this article, we’d like to apologize for that. Back then, we planned its release for February-March and what seemed like a straightforward thing turned out to be one of the most problematic vehicles to date development-wise for numerous (mostly internal) reasons. Nevertheless, we’ve returned to this long-awaited vehicle and are ready to show it to you in a new form.

First and foremost, we are changing the class of the vehicle from an AFV to a Tank Destroyer. This is done for a specific gameplay reason. The Namer is not intended as a scouting vehicle and the AFV class would see it matched against Sphinxes and other much lighter vehicles. That in turn would sometimes lead to imbalanced teams in PvP. Since the T-15 or Kinzhal would be a much more suitable match to the Namer and the class change solves that issue.

Next, we made the following changes:

  • We’ve reduced the basic viewrange to 370m
  • The basic configuration no longer has PELE ammunition

There are three configurations now available:

  • Scout Configuration now increases the viewrange by 15% and adds the 30mm PELE ammunition that was previously usable in all configurations. Additionally, it increases the ATGM rate of fire by 50% compared to the baseline value
  • Autocannon Configuration now reduces the autocannon overheat rate by 50% and introduces two new 40mm Super Shot rounds – APFSDS (with 52 damage per shot and 390mm penetration) and PELE (with 72 damage per shot and 125mm penetration)
  • ATGM Configuration that increases the launcher rate of fire and decreases the launcher reload time by 75% (but doesn’t feature any autocannon buffs or PELE ammunition)

And that’s pretty much it. The rest remains the same, although we have solved several issues from the previous versions, including:

  • Unmanned turret taking full damage
  • Turret ring being too vulnerable
  • Ammo rack being too vulnerable
  • Autocannon overheating issues
  • Other assorted issues

We hope you will enjoy this new Tank Destroyer that’s coming in the near future and, as always:

See you on the battlefield!

 


aMcZOFg.png

Share this post


Link to post
Share on other sites
3 hours ago, Qbicle said:

That in turn would sometimes lead to imbalanced teams in PvP. Since the T-15 or Kinzhal would be a much more suitable match to the Namer and the class change solves that issue.

MM has WAY bigger problems (8v8 with a 3 man premade on just one side, anyone? Such fun. Wow.) Also, even in its previous non feature segmented config, Namer was already outclassed by T15-Armata and T15-Kinzhal. I would reckon Sphinx vs. Namer might even be a much fairer match up.

Don't know why they are not promoting it, but Namer comes with extended Infantry squads.

Share this post


Link to post
Share on other sites
On 10/11/2022 at 5:36 AM, Zafir said:

MM has WAY bigger problems (8v8 with a 3 man premade on just one side, anyone? Such fun. Wow.) Also, even in its previous non feature segmented config, Namer was already outclassed by T15-Armata and T15-Kinzhal. I would reckon Sphinx vs. Namer might even be a much fairer match up.

Don't know why they are not promoting it, but Namer comes with extended Infantry squads.

Because its a side feature, no one is going to go wow I brought a loot box TD to get more infantry in a squad to deploy.

Share this post


Link to post
Share on other sites

It is the second vehicle in the whole game, sporting that “side feature”. Sure, it does nothing game brakingly OP for you, still unique and this thing needs every selling point it can get. :classic_blink:

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...