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More Steam DLC Bundles now available!

Commanders!

Another series of new Steam DLC bundles is now available. We've prepared the following bundles for you:

 
[h2]Tier 6 Bundle: VFM Mk.5 (15% off)[/h2]
 



This bundle contains the VFM Mk.5 Premium LT and 3 days of Premium Time. In Armored Warfare, the VFM Mk.5 is an excellent Tier 6 Light Tank. One of the first premium vehicles introduced to the game, time has only enhanced its battlefield value. It is fast, agile and perfect representative of the Light Tank flanking play style.

 
[h2]Tier 6 Bundle: XM1 (15% off)[/h2]
 

This bundle contains the XM1 Premium MBT and 3 days of Premium Time. In Armored Warfare, the XM1 is a Tier 6 Premium Main Battle Tank. Our XM1 is based on the General Motors XM1 Abrams prototype, allowing the players to experience the might of the arguably superior vehicle. While devoid of significant advantages, this Main Battle Tank has no serious drawbacks, making it very suitable for new players.

 
[h2]Tier 7 Bundle: ZUBR PSP (25% off)[/h2]
 



This bundle contains the ZUBR PSP Premium TD, 5 Gold Loot Crates and 7 days of Premium Time. 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 - the Cockerill CT-CV turret with 105mm gun and a 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]Tier 8 Bundle: ASCOD LT-105 (25% off)[/h2]
 
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This bundle contains the ASCOD LT-105 Premium LT, 1.000 Gold and 7 days of Premium Time. In Armored Warfare, the ASCOD LT-105 is a Tier 8 Premium Light Tank. It is fairly unique in one aspect. It is possible to select one of the two turrets: the manned Denel turret with the GT7 gun or the Low-Profile Turret by General Dynamics with the M68 gun, known from the M1128. The first turret has better kinetic shells but fires in a normal manner, while the latter has a clip-style autoloader, balanced by worse overall characteristics of the gun.

 
[h2]Tier 8 Bundle: M-95 Degman (25% off)[/h2]
 



This bundle contains the M-95 Degman Premium MBT, 1.000 Gold and 7 days of Premium Time. In Armored Warfare, the M-95 Degman Tier 8 MBT is relatively fast and fairly agile while carrying some potent firepower for its Tier. In fact, its owners can choose from two powerful guns – the 125mm 2A46 Russian-style smoothbore gun known from many Russian MBTs, and the 120mm CTG NATO-style smoothbore gun that you know from the Challenger 1 Falcon MBT. It’s worth noting that the 120mm shells have higher penetration values and the gun can also fire Falarick ATGMs while the 125mm gun has higher damage per shot. Both guns will feature good handling as well as overall performance to offset the vehicle’s weakness, which is its mediocre armor. The Degman must rely on its mobility and firepower to survive, making it an ideal vehicle for aggressive, daring players.

 
[h2]Tier 8 Bundle: Stalker (25% off)[/h2]
 
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This bundle contains the Stalker AFV, 1.000 Gold and 7 days of Premium Time. In Armored Warfare, the Stalker is a relatively fragile Tier 8 Premium Armored Fighting Vehicle with good camouflage, excellent viewrange and great mobility. As such, it’s capable of both active spotting (moving in front of your team to spot enemies and retreating upon contact) and passive spotting (finding a good position with cover and staying there, not drawing attention to yourself). In combat, the Stalker will be able to set up ambushes and deal with enemy active scouts rather effectively, but head to head combat with MBTs is definitely not advised, the Stalker does not carry enough firepower or armor to be successful in that regard.

 
[h2]Tier 8 Bundle: Type 96B (25% off)[/h2]
 



This bundle contains the Type 96B MBT, 1.000 Gold and 7 days of Premium Time. In Armored Warfare, the Type 96B is a Tier 8 Premium Main Battle Tank. Gameplay-wise, it’s very agile and fast for its class and uses advanced ammunition, making it highly suitable for players who prefer mobility over armor protection, even though it can take a lot of punishment as well.

 
[h2]Tier 8 Bundle: AMX 10 RCR (25% off)[/h2]
 



This bundle contains the AMX 10 RCR TD, 1.000 Gold and 7 days of Premium Time. In Armored Warfare, the AMX 10 RCR is a Tier 8 wheeled Premium Tank Destroyer. It’s incredibly agile with its wheeled chassis allowing it to outrun pretty much any enemy on the battlefield save for the fastest AFVs. Its gun accuracy is also top notch, making this vehicle perfect for sniper-style gameplay as its thin armor can’t protect it against enemy shells at close distances. This vehicle also comes with the Hydraulic Suspension active ability.

 
[h2]Tier 9 Bundle: Oplot (10% off)[/h2]
 

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This bundle contains the BM Oplot MBT, 5 Platinum Loot Crates, 1.000 Gold and 14 days of Premium Time.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]Tier 9 Bundle: Leclerc (10% off)[/h2]
 



This bundle contains the Leclerc T40 TD, 5 Platinum Loot Crates, 1.000 Gold and 14 days of Premium Time. In Armored Warfare, the Leclerc T40 is a Tier 9 Premium Tank Destroyer. It offers you a combination of a durable hull, rapid-fire 40mm automatic cannon and, most importantly, the Javelin missile system. Simply right-click the target, wait until it becomes locket and fire the Javelin ATGM – it will home itself on the target, attacking its weak roof armor. Thanks to this ability, the Leclerc T40 is one of the most destructive vehicles in the game.

 
[h2]General’s Bundle: K21 (15% off)[/h2]
 



This epic Korean-themed bundle contains the following items: K21 Tier 8 Premium Armored Fighting Vehicle, Commander Erin O’Connell, 3 real-life Korean camouflages, 50 Platinum Commander XP Insignia tokens and 10 Platinum Armored Warfare 12-hour boost tokens.

In Armored Warfare, the K21 is a Tier 8 Premium Armored Fighting Vehicle. In the game, it is an IFV with solid protection and firepower, but also excellent mobility. It carries Mechanized Infantry.

Commander O’Connell is a typical AFV commander with skills focusing on stealth and scouting.

 
[h2]General’s Bundle: Revolution (15% off)[/h2]
 



This epic German-themed bundle contains the following items: Leopard 2 Revolution Tier 8 Premium Main Battle Tank, Commander Austin Harper, 3 real-life German camouflages, 50 Platinum Commander XP Insignia tokens and 10 Platinum Armored Warfare 12-hour boost tokens.

In Armored Warfare, the Leopard 2 Revolution is a Tier 8 Main Battle Tank. It is not only well-armored, it also features an extremely accurate 120mm gun with advanced ammunition, allowing it to destroy its opponents at very long ranges, rivaling those of Tank Destroyers. The German tanks in general perform best at longer ranges and the Revolution is no exception.

Commander Harper’s skills are all about supporting allies as well as solo gameplay. He becomes stronger with each loss on your team. He offers significant bonuses when he’s the last man standing.

Contest: Pet Commander

Commanders!

The Wars of the Past Battle Path is in full swing and we’ve prepared a very special contest for you to boost your progress in it. To participate, you’ll need some boxes, a bit of time... and a pet.



The goal of the contest is simple. Make a tank from whatever materials you have available, put your pet inside or on top and take a photo. Each submission will be rewarded with 5.000 Battle Coins but, more importantly, the winner (determined by the community’s votes) will earn whopping 50.000 Battle Coins!

Please submit your photos to this dedicated Discord channel thread until January 11, 2022, 15:00 CET, the voting part will take place after the end of the end of the submission phase.

Please pay attention to the following rules:
  • This contest ends on January 11, 2022, at 15:00 CET
  • Only one submission per user is allowed
  • The minimum image size is 1024x768
  • The tank must contain the Armored Warfare logo
  • The photo must be taken during the contest period
  • Your pet must visibly pose on the vehicles (any kind of domestic pet is allowed)
  • The submission must not be in breach of Armored Warfare Terms of Service and of Discord rules – offensive and otherwise unacceptable submissions will be disqualified
  • Meta Games members of staff reserve the right to refuse any submission at their discretion
We hope that you will enjoy the contest and will see you on the battlefield!

Armored Warfare Christmas Contests

Commanders!

Christmas is upon us (don’t forget to pick up the first Armored Warfare gift) and with it a series of small contests that we’ll be running until January 2, 2022.



These challenges will be published on our website, Discord or Facebook and should take you no more than two hours each.

During these contests, you’ll be able to obtain various prizes such as Battle Coins and winter-themed skins. We promise they’ll be worth the effort!

Join our Facebook and Discord not to miss out on any of them and, as always:

See you on the battlefield!

Server Maintenance

On the 21st of December 2021, starting from 8:00 CET, the server will not be available for two hours due to a planned server maintenance.



Please note that the maintenance can be extended beyond the abovementioned timeframe. We apologize for the inconvenience.

Interview: Andrey Gorchakov

Commanders!

Our last developer interview was with the guys who are responsible for bringing you Armored Warfare vehicles. This time, we’ll be asking the lead developer responsible for creating in-game maps – Andrey Gorchakov!



How much time does it take to create an Armored Warfare map from scratch and which phase takes the most time?

One PvP map takes roughly 6 months to create. But there were exceptions – the Grassy Fields (Pleternica) map took roughly 4 months and the Moscow map took over 9 months. So, as you can see, it can vary a lot. It’s also hard to say which phase is the most difficult one – it really depends on the layout of the map. For example, creating a city map is an order of magnitude more difficult than creating an open terrain map. But, generally speaking, the final phases take the most time – polishing, gameplay testing and bug fixing. That’s when most people work on the map at the same time since you need to bring a lot of elements together while making sure none of them breaks it. At other times, when fixing bugs, you have to be really careful as moving one stone may break the entire gameplay area. These small things are very time consuming.

Can you tell us how many people work on a single map, excluding the play testers?

Hard to say – it can be a lot as almost the entire team is involved in testing the map at one point or another. But when it comes to the core work, between 7 and 15 people are involved in the production of a single map.

How hard is it to optimize maps for acceptable graphics performance?

Pretty much each map is unique so there’s no one trick to optimizing all of them. Each of them requires a different touch. We identify the most problematic spots when it comes to FPS drops. Sometimes this involves foliage, sometimes it involves building geometry and destructible objects. A part of the optimization process happens very early on when we determine where you can see from which zone of the map. Optimization can be a difficult process as we initially make the map as complex in scope as possible and then remove things to achieve the optimal performance. The hardest decisions are between optimization and visual quality of the maps – for example, having to choose between reducing the visual quality of water and removing some foliage to compensate for the FPS loss.



Which phase of map creation is the most interesting? Is it creating the basic layout, setting the lighting or decorating the map with objects?

The initial phase of actually coming up with a map concept and creating a terrain layout is probably the most creative and interesting one – you start with a clean slate that you need to fill. However, this is also one of the most complicated phases as there’s little room for error when it comes to such baseline decisions. When the foundation is wrong, there’s bound to be trouble during the later stages of production. Setting up objects and decorating the map is mostly a routine but before you get to it, you have to determine the purpose and layout of specific areas, which is also an interesting task. And, last but not least, it’s always great to see the final result after hours of exhausting work.

When you are creating a map based on a real location, what’s more important – to make it look accurate or the map’s gameplay?

It’s always the gameplay.

Which maps are, according to your opinion, the most successful visually?

We consider the Carson City PvP map the most successful one, both environmental diversity-wise and composition-wise. It combines three environments, each of them feeling different. From the earlier PvP maps, I’d definitely mention Al Dabbah, Grassy Field (Pleternica) and River Point (Mostar). From PvE, it’s the Apocalypse maps, Spirithaven and American Dream.



In any game development, you have all sorts of things that never see the light of day for whatever reason. Can you tell us about some previously scrapped concepts?

Yes, we had whole prototypes and development branches that got scrapped. There was a plan for a tank racing map, an asymmetrical Global Operation concept where one team started with a sea landing and one in the hills. In PvE, we had these ideas of allowing players to complete various missions with some insane modifiers like everyone (AI and players) only having 1 hitpoint and so on. In most of these cases, however, things that appeared fun on paper turned out not successful during preliminary testing.

How complex is creating maps in CryEngine? Can someone with basic CryEngine engine knowledge create a map foundation?

Well, it’s like with any craft. Anyone can take a pen and paper and scribble something, but drawing a beautiful picture takes a lot of learning, practice and patience. It’s not impossible for a new user to do it, but there are a lot of nuances that you only start seeing with practice.

Which PvP or Global Operations maps you like personally and would like to improve or fix?

The Barren Divide map looks a bit too muddy for a winter map. I’d definitely like to make the snowy areas prettier. Gameplay-wise, the Frontline map definitely needs to be overhauled. It needs more pronounced corridors of attack with proper offensive and defensive positions.



Are you planning to overhaul existing PvP maps to the “post-apocalyptic” Special Operation standard (for example, a desert version of River Point)?

We know some players would enjoy that but we have no such plans for now.

The Al Dabbah map is big enough to become a Global Operation map. Why don’t you turn it into one?

This map is big enough, that is true, but gameplay-wise it’s not really suitable because the Global Operations frontlines are changing constantly. That is why we aren’t planning to add it as a map in this mode.

Until recently, the PvE maps in the game had solid performance but there have been FPS drops as of late, even on relatively powerful PCs. This especially goes for Special Operations (the final American Dream mission, for example). What’s causing this?

As was stated above, optimization is a difficult process. The FPS drops can happen for a number of reasons that can also differ between specific computers. Generally speaking, the American Dream Special Operation was a huge leap forward for us in many aspects and it unfortunately surpassed our technical capabilities at the time. This is not something that we are just letting be though. We are actively monitoring the situation and introducing fixes even to older maps.



What’s up with the Narrows map layout? There are some strange areas that don’t look good and can leave you exposed.

Such issues can be bugs or something that we missed. Please report such issues (either on Discord or directly to Support with screenshots) and we will take a look.

What’s your take on night maps with IR vision such as the Grassy Fields one?

We aren’t planning to add more such maps. The Grassy Fields night mode makes the game more varied but, at the same time, it is controversial enough for us not to want to add more of it. One such map is enough.



Years ago, there was a PvP phenomenon called “lemming train” (which still happens from time to time). Simply put, both teams formed a giant column on the opposite sides of the map and attempting to halt the advance of such a column was all but impossible. As a result, both teams basically just “exchanged their bases”. Interestingly enough, this happened a lot on very old maps that did not undergo an overhaul (Lost Island, Frontline). Why do you think that was the case – was it vehicle balance or map design?

The last couple of years have seen at least two major vehicle balance overhauls along with tons of minor changes. These changes naturally do have an influence on how maps are played and fixing all maps based on balance needs every time the vehicles are rebalanced is unfortunately not possible.

We are building new map with the state of balance in mind while at the same time reducing the matchmaker appearance likelihood of the worst maps. But to answer the question – it’s not just about balance. The appearance of frequent “lemming trains” meant that the map had certain predispositions towards this phenomenon, which was, of course, also our fault.

What about the ancient Highwall map? Will it ever return?

There were numerous attempts to overhaul it. Unfortunately, each testing session showed us that verticality simply doesn’t work very well in Armored Warfare. In other words, it would be easier to make a new map from scratch than to fix Highwall.



How much does the weather and time of day affect performance? Is it true that the Obsidian-era grass consumed an incredible amount of resources?

No, weather change doesn’t affect performance a lot, which should be obvious from the recent Special Operation missions where this mechanism was used extensively. Foliage is another matter, but our programmers have optimized its impact on performance several times already, which means we can use large amounts of trees and bushes without suffering from performance loss. This can also be noted on the new Carson City map.

That's it for today, commanders. Do you have any further questions regarding map development? Let us know on Discord and, as always:

See you on the battlefield!