Haswell 294 Posted November 10, 2020 https://aw.my.games/en/news/general/maintenance-november-11 Quote On the 11th of November, starting from 8:00 CEST (10th of November, 11 PM PST), the server will not be available for 5 hours due to the application of Update 0.33.7478 List of Update 0.33.7478 Changes Challenger and PTZ-89 HESH Changes These vehicles received the following changes to their HESH shells: Shells renamed from L31A5 to L31A4 Challenger 1 HESH damage reduced from 510 to 460 PTZ-89 HESH damage reduced from 510 to 430 PTZ-89 HESH shell now has the same penetration and velocity as the one of the Challenger 1 MBT Leopard 2 Changes All Tier 7 to Tier 10 Leopard MBTs were adjusted as such: Added the Improved Propellant module to all of them, reducing the kinetic shell penetration loss over distance by 10 percent Improved the thickness of mid- and rear-part of its flanks to 20mm Reload time improved by 0.4s 2T Stalker ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) AFT-10 ATGM penetration increased from 1400mm to 1450mm ATGM damage increased from 1200 to 1300 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster ATGMs are now a bit less agile but also less affected by soft-kill APS Altay Fixed this vehicle’s UI armor values to correspond to the actual ones BMP-3 and BMP-3M Updated the armor of these vehicles (their frontal armor is now able to withstand the fire of 30mm autocannons at certain distance) BMPT Mod.2000 30mm AP shell penetration loss over distance brought to the same value as for other vehicles ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs are now a bit less agile but also less affected by soft-kill APS ATGM damage increased from 920 to 1000 BMPT Mod.2017 30mm AP shell penetration loss over distance brought to the same value as for other vehicles Delay between ATGM launches increased from 3s to 4s ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) The vehicle no longer fires from both autocannon barrels at once ATGM penetration increased from 1000mm to 1100mm ATGM damage increased from 850 to 900 BMPT-72 ATGM damage increased from 850 to 900 Delay between ATGM launches reduced from 4s to 3s ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) The vehicle no longer fires from both autocannon barrels at once Bradley FV ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) 30mm AP shell damage increased from 23 to 32 Autocannon rate of fire increased from 400 to 450 RPM for 30mm shells 40mm AP shell penetration increased from 210mm to 230mm Delay between ATGM launches reduced from 3s to 2s Tandem HEAT ATGM damage increased from 850 to 900 Tandem HEAT ATGM penetration increased from 950mm to 1000mm CRAB Delay between ATGM launches reduced from 3s to 2s ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster Somewhat reduced the camouflage penalty for ATGM launches Hunter AFV ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) 40mm AP shell damage increased from 38 to 44 40mm AP shell penetration increased from 192mm to 210mm 40mm AP shell rate of fire reduced from 450 to 400 K-153C Raybolt Viewrange increased from 425m to 440m Somewhat reduced the camouflage penalty for ATGM launches Target lock time reduced from 1.7s to 1.6s Magazine reload time reduced from 17s to 15s K21 40mm AP shell penetration increased from 210mm to 230mm K21 XC-8 This vehicle now has a 4-round Ready Rack with 3.5s between shots within the Rack and 5s reload time once it’s empty Kornet-EM ATGM damage increased from 900 to 1100 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster ATGMs are now a bit less agile but also less affected by soft-kill APS Fixed an issue where this vehicle wasn’t dealing the correct damage when firing in the single launcher mode Leclerc T-40 40mm AP shell penetration increased from 210mm to 230mm M1128 Stryker Stock gun reload time reduced from 6.2s to 4.5s M113 Hellfire ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) M1134 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) Tandem HEAT ATGM damage increased from 850 to 900 Tandem HEAT ATGM penetration increased from 950mm to 1000mm Removed the restriction on the amount of ATGMs simultaneously in flight NM142 Tandem HEAT ATGM damage increased from 850 to 900 Tandem HEAT ATGM penetration increased from 950mm to 1000mm Delay between ATGM launches reduced from 3s to 2s ATGMs now accelerate to their maximum flight speed faster Somewhat reduced the camouflage penalty for ATGM launches ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) Ramka-99 30mm AP shell penetration loss over distance brought to the same value as for other vehicles Delay between ATGM launches reduced from 4.5s to 3.5s ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) The vehicle no longer fires from both autocannon barrels at once Rosomak 30mm AP shell damage increased from 23 to 32 Autocannon rate of fire increased from 400 to 450 RPM Rosomak M1 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) 30mm AP shell damage increased from 23 to 32 Autocannon rate of fire increased from 400 to 450 RPM Sphinx ATGM damage increased from 750 to 850 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster ATGMs are now a bit less agile but also less affected by soft-kill APS Stock 40mm AP shell penetration increased from 210mm to 230mm Upgraded 40mm AP shell penetration increased from 252mm to 260mm T-72 Ural Rebalanced this vehicle’s armor and improved its visual model quality T-15 Armata ATGM penetration increased from 1200mm to 1300mm ATGM damage increased from 900 to 1100 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster ATGMs are now a bit less agile but also less affected by soft-kill APS T-90MS Fixed this vehicle’s smoke deployment location Type 89 Fixed an issue where Mechanized Infantry would sometimes die upon disembarkation VCAC Mephisto ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) VBR Viewrange increased from 410m to 430m Upgraded ATGM damage increased from 600 to 650 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster ATGMs are now a bit less agile but also less affected by soft-kill APS Somewhat reduced the camouflage penalty for ATGM launches Warrior ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster ATGMs are now a bit less agile but also less affected by soft-kill APS Autocannon rate of fire increased from 400 to 450 RPM Stock ATGM damage increased from 500 to 550 Upgraded ATGM damage increased from 560 to 600 30mm AP shell penetration loss over distance brought to the same value as for other vehicles Wiesel HOT ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) Wilk XC-8 PELE shell damage increased from 550 to 600 Missile reload time reduced from 4s to 3.5s ZTQ-15 Simplified the ERA and spaced armor layout in order to reduce the number of unintended weakspots Fixed the issue that caused this vehicle’s machinegun blast to appear in an incorrect spot ZUBR PSP Tandem HEAT ATGM damage increased from 850 to 900 Tandem HEAT ATGM penetration increased from 950mm to 1000mm Delay between ATGM launches reduced from 3s to 2s Missile reload time reduced from 4s to 3.5s ATGMs now accelerate to their maximum flight speed faster Somewhat reduced the camouflage penalty for ATGM launches ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) General Changes Fixed the issue that allowed for an incorrect full magazine reload when switching shells during the reloading process Fixed the issue that broke some HE shells (the “violet HE rounds with broken description” bug) Fixed an issue with the Defense active ability, which incorrectly reduced the hull traverse rate value WPB Anders, PL-01 and Draco: Removed the module that improves these vehicles’ time to switch between different shell types since these vehicles already have this ability by default Fixed the XM1A3 Archangel gun collision model Fixed an issue where the Leopard 2 MBT would keep the name Leopard 2A4HU even after the 2A4HU skin was disabled Port Storm: Fixed the textures on several buildings Fixed a rare issue where some AI vehicles would not fire at players Fixed an issue that arose in Update 0.33, where the PCs with their GPUs significantly more powerful than their CPUs would suffer from performance losses Fixed an issue that caused vehicle shadows to remain even when the vehicles were no longer spotted Fixed an issue where the HQ PvE mission change timer did not correspond to the actual server timer Fixed a number of smaller visual model issues Fixed some smaller UI issues Added a number of assets for future events Quote Spoiler Share this post Link to post Share on other sites
TeyKey1 119 Posted November 10, 2020 Quote AFT-10 ATGM penetration increased from 1400mm to 1450mm ATGM damage increased from 1200 to 1300 ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) ATGMs now accelerate to their maximum flight speed faster ATGMs are now a bit less agile but also less affected by soft-kill APS Why? Just why? At least the squishies are getting some love. Quote Spoiler Share this post Link to post Share on other sites
Azdule 27 Posted November 10, 2020 I think a fair amount of ATGM changes are a reduction in chip damage (from the info) which would be welcome. 200+ damage from not being penned was annoying AF. High tier being countered by soft kill less is nice as it makes some of these tanks better to play. Also makes some of the lower tier ATGM tanks slightly better with better pen, but still the camo reduction factor is the killer. It does seem like some of the .33 changes that were being brought in are being slightly rolled back. Other changes I just don't see why they are being changed K21-x is one & the M1128 - now the base gun is best gun? Why? Quote Share this post Link to post Share on other sites
dfnce 28 Posted November 10, 2020 Quote Fixed an issue that arose in Update 0.33, where the PCs with their GPUs significantly more powerful than their CPUs would suffer from performance losses "GPUs significantly more powerful than their CPUs" sounds like quite regular case these days unless you use some very old, pre-CUDA video card or intel embedded chipset, right ? Quote Share this post Link to post Share on other sites
Azdule 27 Posted November 10, 2020 6 minutes ago, dfnce said: "GPUs significantly more powerful than their CPUs" sounds like quite regular case these days unless you use some very old, pre-CUDA video card or intel embedded chipset, right ? Yea. Wonder if that is what has been tanking everyones FPS recently! Wonder if it'll fix the deply infantry and lose 1/3 of your FPS bug Quote Share this post Link to post Share on other sites
knutliott 41 Posted November 10, 2020 BMPT Mod.2017 30mm AP shell penetration loss over distance brought to the same value as for other vehicles Delay between ATGM launches increased from 3s to 4s ATGM minimum damage dealt upon non-penetration changed to take armor thickness more into account (thick armor hits now do less damage) The vehicle no longer fires from both autocannon barrels at once ATGM penetration increased from 1000mm to 1100mm ATGM damage increased from 850 to 900 It's already 4 seconds. Wonder how they're going to screw this up now? Quote Share this post Link to post Share on other sites
knutliott 41 Posted November 10, 2020 Note: I have an upgrade and Ophelia on my BMPT 2017, which is why my missiles show as 3.53 seconds. Their base reload within the launcher is 4 seconds. Quote Share this post Link to post Share on other sites
Katsumoto 11 Posted November 11, 2020 5 hours ago, dfnce said: "GPUs significantly more powerful than their CPUs" sounds like quite regular case these days unless you use some very old, pre-CUDA video card or intel embedded chipset, right ? Sounds like a remnant from the beginnings of AW where in the garage you could have 100% GPU usage and a very low CPU utilization then when you go into battle things got back to a sane level of usage for your setup. There are still some times the fans on my video card in the garage will spool up and then cycle back down for some strange reason. Quote "If you were not birthed with claws or fangs, store bought will do just fine." Share this post Link to post Share on other sites
LeoAegisMaximus 6 Posted November 11, 2020 they increased the effectiveness of the ATDU spaced armor its pretty good at absorbing HEAT rounds now. Quote Share this post Link to post Share on other sites
dfnce 28 Posted November 11, 2020 Sometimes little number make you smile. Lucky single hit on AFT with fully leveled luck of Kwon (+35%) and buff of "devoted cleric" Harper (+5.14%) nearby should inflict 1845 damage, well, unless you know how push it further Quote Share this post Link to post Share on other sites