Jump to content
Sign in to follow this  
Haswell

November 11 Update Notes

Recommended Posts

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

 

iCVZeni.png

 


Spoiler

 

Share this post


Link to post
Share on other sites
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. 


Spoiler

fdassdaas.jpg.c709df3e98adc5265f232fe9458a3043.jpg

 

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites
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 ?

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

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?

 

ScreenShot0679.jpg

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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.


 

"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

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

qnJeL7q.jpg

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...