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Armored Warfare News

In Development: Fog of War for Ranked Battles

Commanders!

In Update 0.33, we’ll be introducing a new feature to the Battalion Ranked Battles mode – Fog of War.



If you’re familiar with any competitive games, you probably already have a good idea what is this about. Simply put, in a Battalion Ranked Battle, neither team will know the player or vehicle composition of the enemy team until each vehicle is spotted and, even then, the names of enemy players will remain hidden (replaced by an alias) with only the vehicles being displayed to your team.

The full list of player and vehicle names will only be available in the debriefing window upon the battle’s conclusion.

The reasons why we are introducing this change are quite clear – we want to make the competitive aspect of Armored Warfare gameplay more interesting. Without knowing what to expect, competing teams will have to adapt and perhaps even try out new vehicle setups outside of the established meta-gameplay. We’re hoping to see some very interesting battles between major Battalions and also that you’ll enjoy this change.

See you on the battlefield!

Tier 7-10 Rebalance, Part 2 – Class Roles

Commanders!

In the last article, we talked about power creep and what we would like to do with power levels in the game in general. In today’s article, we’ll tell you more about what we would like the vehicle class balance to be like, which, we believe, is very important so that the changes that we’ll be talking about later on make sense.



But, before we begin, we’d like to write a few words about these articles in general to make some things clear. These articles do not represent the final product. They represent a vision that we have. There will be changes along the way, that’s something we can guarantee because it’s an evolving process. For example, the last article didn’t mention some topics clearly, such as the Tier 6 and Tier 7 interaction, which we want to make smoother. So, please read the following lines with open minds and remember that it’s all still work in progress.

With that being said, let’s get to it.

Before we started considering the impact of each separate class, we’ve decided on a couple of goals for the whole project:
  • Reducing the results of power creep, as described in the already mentioned article
  • Make all types of shells useful
  • Make the gameplay more dynamic

The last point is closely tied to the success of the 2018-2019 plans to improve low-Tier gameplay in order to make it more dynamic. Since the plan had been positively accepted, we started to introduce some quite dynamic vehicles over the last two years, all of which were more or less received. We’d like to achieve the same fun gameplay on higher Tiers.

Here’s how this plan translates to specific classes:

One of the top problems of today’s balance of top Tiers is the performance of all Main Battle Tanks. Simply put, the MBT class is pretty much the best at everything. It not only has the thickest armor by far, but also a lot of firepower, good mobility and, most importantly, excellent spotting abilities. The last point is especially important because while the Tank Destroyer class is somewhat “safe” with its excellent damage output, the MBTs have been pushing Light Tanks and other scouts “out of business” because the gap between the scouting abilities of dedicated scouts and MBTs became too narrow for the scouts to really have their own niche.

The same goes, to a smaller extent, for the MBT damage output, speed and, in some cases, maneuverability. As you can imagine, this is not really intended and has to be addressed in order to make the role of each class more prominent.

As the most popular class in the game, the Main Battle Tank class will form the baseline of the upcoming balance changes, so let’s discuss that one first.

Long story short, we want the Main Battle Tanks to be the real frontline fighters of Armored Warfare. They should always find themselves first in the fight with their specialty being close-to-mid-range combat. Of all the vehicles in the game, they should have the highest protection levels, as befits this role – and not just their armor, but also other systems such as soft-kill and hard-kill APS, ERA, NERA, the best smoke grenade launchers, the most hitpoints and so on, but without resorting to what’s commonly known amongst the players of Armored Warfare as “pixel hunting.”

“Pixel hunting” is a mechanic where heavily armored targets have only very small (and often illogically placed) weakspots, which means that you have to carefully “scan” the front of the target to aim at those few tiny pixels where your reticle turns green. This is extremely frustrating and offers poor gameplay – in fact, one of the main reasons behind Update 0.19 so long ago was the removal of this effect and we definitely will not return to it. Instead, we’ll be changing the ERA mechanics significantly for them to favor the MBT class more while generally making ERA more useful for everyone.

Firepower-wise, we’ll be aiming at making the MBTs effective at short to medium ranges. The obvious question here is, however, what should we do with the long ranges? The equally obvious answer to this question would be to reduce the MBT accuracy significantly – and that’s exactly what we don’t want to do.

Some other games do this to artificially keep the “heavies” fighting at short ranges, but in reality, the MBTs are remarkably stable and accurate platforms. So, instead, we’ll make (or keep) the MBTs very accurate, even while moving, because that’s what you love about them. Please note that some smaller tweaks may happen in the context of the general rebalance since pretty much everything else will change a bit as well.



At this point, however, realism will have to offer some concessions to gameplay because, like we stated before, we definitely do not want to have one class dominate all others. That is why we’re considering making some adjustments that do not exactly match the world we live in, such as:
  • 1) MBT kinetic shells (APFSDS and others) will become noticeably less effective at longer ranges by means of penetration loss. The penetration loss over distance mechanism for kinetic shells is already in place, we’ll just tweak it to become more prominent
  • 2) MBTs will gain the ability to switch ammunition types faster, allowing you to always have the option to decide what ammunition suits your targets the best (this will affect Ready Racks and Clip magazines as well)

We’ll also be rebalancing the gun-launched ATGMs and some kinetic MBT shells will even be buffed to fit their new roles. Very roughly speaking, at close ranges, MBT APFSDS shells will be effective MBT killers while at longer ranges, they will lose their efficiency and we will be encouraging players to carefully consider their selected ammunition type.

That way, the MBTs will remain extremely deadly at close ranges without completely surpassing everyone else and all that without resorting to “pixel hunting”. When two MBTs start fighting each other, the gameplay will shift from looking for weakspots to which tank can penetrate the other at longer distances.

Another thing we truly need to do is tweak mobility, stealth and viewrange values – emphasis on tweaking, not nerfing them to the ground (some slower players seem to like to use these interchangeably). The MBT class will not be incredibly slow, nor will it be totally blind. Each such change will be very carefully considered and fine-tuned.

In summation, what we’ll have is a class that’s very effective up close – in fact, any head to head combat between a MBT and another class of the same Tier will very likely end in MBT’s favor – you shouldn’t be able to trade damage with an MBT in a LT and expect a victory. The MBT class will be very accurate, well protected and adequately mobile at the cost of some spotting abilities and stealth, the way they should have been all along. Last but not least, the changes described above definitely do not mean that all MBTs will play the same. There will still be a lot of diversity within the class itself (especially when it comes to armor values), but, to be clear:
  • “Marksman” MBTs will not outsnipe dedicated snipers (TDs)
  • “Fast” MBTs will not outrun dedicated flankers (LTs)
  • “Armored” MBTs... yeah, those will be a seriously tough nut to crack

And so on. Having the baseline established, let us move to other classes.

Tank Destroyers will be, as they should, the nemesis of Main Battle Tanks. Their intended role won’t change much – they will be the snipers of Armored Warfare:
  • At longer ranges they will be absolutely without equal
  • Amazing accuracy when standing still, surpassing every other class
  • Poor at firing on the move
  • Average to good speed but mediocre agility, these are not supposed to be run-and-gun vehicles
  • Poor protection levels

What this means that, especially at close ranges, they will lose to everyone else. On the other side, at long ranges, they will reign supreme because (and this is new):
  • Unlike the MBTs, their kinetic shells will not lose much (or any) penetration over distance
  • Gun Tank Destroyers will always feature better ammunition than the MBTs of the same Tier (providing both use the same gun caliber)
  • Gun Tank Destroyers will not have very high damage per minute values at longer distances in order not to make them surpass other classes such as Light Tanks

Missile Tank Destroyers will also carry the best missiles available in the game.

Light Tanks will be the flankers and second line support vehicles of Armored Warfare. What this means is:
  • Worse armored but considerably more mobile than MBTs
  • Can spot enemies better than MBTs but worse than AFVs
  • Firepower consists of bursts with extremely high damage per minute values
  • Stealthier than MBTs but less so than TDs or AFVs

So, again, the class will (intention-wise) remain roughly the same as it is now.

And, finally, the Armored Fighting Vehicles will also stay the same with their intention being spotting or fire support (especially via Mechanized Infantry). In short, these will be the fastest, most agile and stealthiest class, but also the most vulnerable one (much like Tank Destroyers, only without the long-range capabilities). We are generally aiming towards improving their usefulness for the entire team by the means of possible new mechanics that we are currently considering.



As you can already see, the abovementioned class definitions don’t really fit all vehicles in the game. The Leopard 1 MBT is more like a Light Tank, the Terminators are not unarmored and effectively represent a class of the own. We’re still considering how to address these discrepancies. Internally, we had an idea for multi-classes (MBT/LT for example) and some vehicles may switch to a different class, but this all is something that we’re still thinking about.

Now, with all that being said, there’s one more thing that needs to be made clear. Like we explained in the previous Developer Diary, our goal is to make the gameplay fair and to address power creep. To that end, some weaker vehicles will be buffed, but some overperforming vehicles will be directly nerfed (as opposed to an indirect nerf, where you simply buff everything else) due to the fact that, as we also mentioned, we are already reaching the engine limits in some cases. That is how things are – without this step, we will never be able to achieve the balanced and enjoyable gameplay state that we all desire.

What is important to keep in mind is that these nerfs will be made within the power bracket system that was outlined in the previous article. Simply put, some may look scarier than they actually are, even though they may nowhere near as serious as you might believe and in some cases may be accompanied by improvements on other places.

Do not fear this change, commanders. Embrace it. The game needs it and it will be better for it in the long run, which is what we all want. That does not mean we will not listen to your feedback – the main set of changes will arrive with Update 0.33 while Update 0.34 will contain additional fine-tuning based on it. We are fully aware that only by working together will Armored Warfare be the amazing game we all deserve.

And in case the article was a little too vague for you, don't worry. In the next part of the series, we will be discussing specific mechanics changes along with examples. Stay tuned and, as always:

See you on the battlefield!

Client-Side Update

Commanders!

In order to improve the situation with performance loss in the game (one of the issues that generally fall under the "lags" category), we’re rolling out a client-side Update. In order to download it, please quit the game and re-launch the Game Center.

We apologize for the inconvenience.

See you on the battlefield!

Offer: BM Oplot, ZUBR PSP, BWP-2000

Commanders!

This week, we’ve prepared another set of attractive items for you:
  • BM Oplot Tier 9 Premium Main Battle Tank
  • Rosomak Wataha Tier 8 Premium Armored Fighting Vehicle
  • BWP-2000 Tier 7 Premium Armored Fighting Vehicle
  • Object 187 Tier 7 Premium Main Battle Tank
  • ZUBR PSP Tier 7 Premium Tank Destroyer
  • T-72M2 Wilk Tier 6 Premium Main Battle Tank
Between July 23 and July 30, 2020, the following items will be available:


[h2]BM Oplot[/h2]


The Oplot is a heavily upgraded T-84 Ukrainian Main Battle Tank, which is based on an older design called T-80UD. It is currently the best tank the Ukrainian military industry can offer. You can read more about its history in our dedicated article.

[previewyoutube][/previewyoutube]

In Armored Warfare, the BM Oplot is a Tier 9 Premium Main Battle Tank with a playstyle similar to the T-80U. Power-wise, it’s roughly on par with the T-90MS of the same Tier, but it has a very unique ability. Its advanced Duplet armor consists of several ERA layers, making it able to negate more than one HEAT shell impact. It takes several precise hits aimed at the same location to break through it, making it a very resistant vehicle on the battlefield.






[h2]Rosomak M1 Wataha[/h2]


The Rosomak is the current standard wheeled IFV of the Polish military. Originally designed by Patria, it was modified and locally license-produced in Poland. It has already seen combat in Afghanistan and fared quite well. Poland plans to obtain more of these vehicles in the future. The M1 is an upgraded Rosomak for the use in Afghanistan. You can read more about it in our dedicated article.



In Armored Warfare, the Rosomak Wataha is a Tier 8 Premium Armored Fighting Vehicle. Compared to the standard Tier 7 Rosomak, it features improved protection as well as the ability to fire Spike guided missiles. It can serve as an excellent heavy scout, a light AFV interceptor and, if needed, as an effective tank killer thanks to its ATGM launcher. Wataha stands in Polish for “a pack of predators” (in this case, wolves) and this vehicle is a ferocious beast indeed. It comes with a Polish-themed military camouflage, a Polish flag attached to its antenna and special Wataha imagery.






[h2]BWP-2000[/h2]


The BWP-2000 IFV was a Polish attempt from the mid-1990s to develop a replacement for the license-produced BMP-1 in the Polish military, since it was getting obsolete by that point. Its protracted development led to its cancellation at the onset of War on Terror, leaving Poland without a modern tracked IFV to this day. You can read more about it in our dedicated article.



In Armored Warfare, the BWP-2000 is a Tier 7 Premium Armored Fighting Vehicle armed with 60mm cannon as well as a set of ATGM launchers. When it comes to AFV playstyle, the BWP-2000 is definitely more of an infantry carrier and fire support vehicle than a scout due to its large size and powerful armament as well as the ability to deploy Mechanized Infantry. It can take quite a bit of punishment and deal it in equal measure.






[h2]Object 187[/h2]


The Object 187 was a Soviet era program, developed to improve upon the excellent but ageing T-72 Main Battle Tank. Several prototypes were built, featuring a number of advanced elements compared to the older Soviet tanks, such as the new long 125mm smoothbore gun with a typical muzzle brake. The result was an excellent MBT that was, however, never mass-produced due to the 1990s Russian military budget cuts – the Russian army chose a less advanced but cheaper T-90 instead. You can learn more about it in our dedicated article.



In Armored Warfare, the Object 187 is a typical Russian style Main Battle Tank – it’s suitable for an aggressive play style and is a good choice for the players who prefer to take on their opponents at close ranges.






[h2]ZUBR PSP[/h2]


The ZUBR was a Czech privately-funded project by PSP Bohemia from the 1990s to develop a successor platform to the aging Soviet-era BMP-series IFVs and various other obsolete specialized vehicles. Even though it was quite advanced for its time, it was ultimately unsuccessful due to the end of the Cold War and the subsequent cuts in European military budgets, including the Czech one. You can read more about it in our dedicated article.



In Armored Warfare, the ZUBR PSP is a Tier 7 wheeled Premium Tank Destroyer. What makes it fairly unique is the fact that you can choose from two different weapon systems for this vehicle:
  • Cockerill CT-CV turret with 105mm gun
  • Four-barreled TOW ATGM launcher

Each of these weapons changes the gameplay style of the vehicle considerably and it is up to you, how you configure this powerful machine.






[h2]T-72M2 Wilk[/h2]


The T-72M2 Wilk (Polish for “Wolf”) is one of the results of the Polish attempts from the late 1980s to upgrade its aging fleet of T-72M1 tanks in order to provide an effective counterpart to the western Leopard 2 and Abrams MBTs. The Polish development program resulted in several prototypes built between 1987 and 1990, featuring a more powerful engine, better Fire Control System and a Polish ERAWA explosive reactive armor kit. The Wilk program was concluded in 1990 but the lessons learned from it were used in the construction of the Polish PT-91 Main Battle Tank. You can learn more about its history in our dedicated article!



In Armored Warfare, the T-72M2 Wilk is a Tier 6 Main Battle Tank. It’s based on the T-72M1, which is an export version of the T-72A. That, along with improved mobility and the ERAWA ERA kit, puts it one tier above its predecessor. Performance-wise, it’s comparable to the T-72B Main Battle Tank with its experimental Polish DRAWA FCS and the improved autoloader increasing its performance.





We hope that you will enjoy the offer and, as always:

See you on the battlefield!

Now available: Hunter AFV

Commanders!

We’re happy to announce that the final vehicle of the Enigma’s Legacy Battle Path campaign, the Hunter Tier 9 Premium AFV is now available again directly in the game for a week along with a special present. This present contains a 1 day temporary version of the Hunter and 3 days of Premium Time and will become available at 16:00 CEST.

Another alternative name for this vehicle is NGAFV (or Next Gen AFV), since it belongs to a whole program to replace the obsolete M113 APC in Singaporean service and to operate alongside its predecessor, another indigenous Singaporean IFV called Bionix. Hunter is the name of the production model of this program. The Hunter AFV is the pinnacle of bleeding edge of technology. In this sense, it can be compared to the AS21 Redback and both vehicles share several characteristics, not the least of which being relatively large size. This bulky IFV offers considerable levels of protection and firepower. It is expected to serve in the Singaporean army in large numbers in the near future with its mass-production having recently begun. You can read more about its history in our dedicated article.



In Armored Warfare, the Hunter AFV is a Tier 9 Premium Armored Fighting Vehicle. As its description above suggests, it is a rather standard-sized IFV with good levels of protection and excellent firepower (consisting of a 30mm autocannon and a Spike ATGM launcher). It also features a recently introduced type of armor, NERA. Simply put, NERA is an ablative armor kit that deteriorates whenever it gets hit. In other words, the vehicle starts with excellent protection levels but it will lose some with damage taken as the battle progresses. Apart from that, the vehicle is adequately mobile and quite universal. It can, of course, also deploy Mechanized Infantry.

[previewyoutube][/previewyoutube]

This vehicle can be obtained from Enigma Loot Crates. You need to assemble 100 blueprint pieces to assemble the vehicle. The Last Enigma Loot Crates are available in exchange for surplus Battle Coins directly in the game (as long as you have the Enigma’s Legacy access). They include the abovementioned blueprint pieces (along with a chance for the Hunter to drop directly) as well as pieces of Special Enigma Loot Crates. These Special Crates have to be first assembled and, upon doing so, they drop improved loot, including:
  • Exclusive Premium vehicles (including those from previous Battle Paths, up to Tier 10)
  • Exclusive commanders (including Battle Path ones)
  • Battle Path boosters

These Loot Crates can be obtained in the Crates section in the Battle Path window for the following prices:
  • 1 Crate for 1.500 Battle Coins
  • 5 Crates for 7.000 Battle Coins
  • 10 Crates for 12.500 Battle Coins

We hope that you will enjoy this vehicle and, as always:

See you on the battlefield!