1. Armored Warfare
  2. News

Armored Warfare News

Tier 7-10 Rebalance, Part 3 – ERA

Commanders!

Welcome to the third part of our developer diary series, in which we explain the changes that will take place in Update 0.33. In the two previous installments, we discussed how we need to address power creep and our vision for the upcoming vehicle roles. Both articles were a little bit vague, but necessary in order to establish the foundations on which the upcoming changes are built. But, today, we’ll start getting more into the specifics.

One of the most discussed topics after the publication of the last part was the impact of all these changes on the PvE modes that are available in the game. Let us address this concern head on: We’ll make sure PvE stays fun due to a combination of adjustments that we are planning. After all, nobody says the AI vehicles have to have the same characteristics as players and other changes to AI opponents are still in the production pipeline.



Another concern of yours was the sufficiency of MBT armor in first line combat in general. Rest assured that this too will be addressed during the changes. But one element (that will actually affect all vehicles, not just Tier 7-10) that will definitely play a role in addressing both of these concerns will be the upcoming Explosive Reactive Armor mechanic overhaul.

Here’s what we are planning.

As you know, Explosive Reactive Armor consists of a metallic shell (in most cases anyway) and an explosive filler. When hit, the explosive blow up the frontal plate of an ERA module against the projectile, disrupting HEAT ammo jets and affecting even kinetic ammunition. ERA armor consists of typically brick-shaped elements and gets destroyed upon shell impact.

In Update 0.33, each ERA element will consist of:
  • Armored casing
  • Explosive filler

Armored casing will protect the ERA element from machinegun fire or even autocannons (depending on how advanced the ERA set is). This is due to the fact that with the appearance of machineguns in the game, the tactic of switching to a machinegun and then destroying the entire enemy ERA set in seconds became too prevalent. That way, the ERA would not survive to protect the tank against the threats it was intended against (ATGMs and HEAT rounds). While this is primarily a PvP considerations, having AI opponents rake your armor with autocannon fire yielded the same results.

Please note that while this may sound like a normal armor check, it is not – it doesn’t take the ERA angle into account, only the actual penetration roll.

If the armor of the casing is penetrated, the filler explodes. In game terms, the penetration of this shell will be first reduced by the armored casing thickness and this resulting penetration number will be then reduced by a certain percentage depending on the shell type and ERA effectiveness. This number will also be affected by the shell’s impact angle. The sharper the angle is, the higher the penetration reduction (this will start playing a role at 40 degrees impact angle or sharper).



Additionally, ERA elements will have their own hitpoint pool so even if a round penetrates, it may simply damage the ERA (not triggering an explosion) if the shell’s damage is lower than the amount of remaining ERA element hitpoints. The hitpoint count will, however, be lower than on the vehicles equipped with NERA.

So, in summation, what will happen if a projectile hits an ERA element?
  • A penetration check is made with the shell rolling its RNG against the element’s armor casing thickness
  • If the shell penetrates, a damage RNG roll is made and shells with lower damage than the remaining ERA hitpoints simply damage the ERA tile, not doing anything further
  • If the ERA damage fails, the ERA tile explodes

At this point:
  • The penetration established in the first point is reduced by the nominal armor casing thickness
  • This result is then reduced by a percentage determined by each ERA set generation
  • The reduced result is further adjusted by the amount determined by the shell’s impact angle
  • The actual main armor penetration check is made with this new number

The effectiveness of ERA will depend on its generation. There will be four ERA generations present in Armored Warfare (each ERA set will have its generation listed in its description):

First Generation ERA

These are the early ERA sets that appear on Tiers 6 and below.



They represent fairly rudimentary designs and offer the following protection:
  • Armor casing immune to machineguns and autocannons of up to 20mm caliber
  • 50% penetration reduction to standard HEAT and HE penetration
  • No protection offered from kinetic shells, HESH shells or tandem ATGM warheads

First generation ERA examples include the Blazer and Kontakt-1 systems.

Second Generation ERA

Second Generation ERA is what you currently see on various service tanks and appears on Tiers 6-8.



These sets offer the following protection:
  • Armor casing immune to machineguns and autocannons of up to 20mm caliber
  • 80% penetration reduction to standard HEAT and HE penetration
  • 20% penetration reduction to AP and HESH penetration
  • No protection offered from tandem ATGM warheads

Second generation ERA examples include the Stryker Reactive Armor, ARAT and Kontakt-5 systems.

Third Generation ERA

Third Generation ERA is the current cutting edge technology and appears on Tiers 8-10.



These sets offer the following protection:
  • Armor casing immune to machineguns and autocannons of up to 20mm caliber, can take multiple larger autocannon hits to take down
  • 80% penetration reduction to standard HEAT and HE penetration
  • 50% penetration reduction to tandem HEAT penetration
  • 50% penetration reduction to AP and HESH penetration

Third generation ERA examples include the ARAT-2 and Relikt systems and pretty much everything else on the abovementioned Tiers, with some exceptions. Oplot’s Duplet armor will belong to this generation while retaining its “twin layer” special properties.

Fourth Generation ERA

This generation represents either current cutting edge or fictional armor Tier, introduced for the sake of balance. Only two sets of armor will belong to this Generation, Armata’s Malakhit and XM1A3’s special ARAT set.



As you can imagine, the protection offered by this armor will be substantial:
  • Armor casing immune to machineguns and autocannons of up to 20mm caliber, can take multiple larger autocannon hits to take down
  • 90% penetration reduction to standard HEAT and HE penetration
  • 90% penetration reduction to tandem HEAT penetration
  • 90% penetration reduction to AP and HESH penetration
  • 70% penetration reduction to the best kinetic shells in the game (excluding kinetic ATGMs)
With that being said, there are a few important things to keep in mind:
  • Like in real life, lighter armor sets meant for IFVs and Light Tanks will not protect as much as the heavy sets carried by MBTs
  • There will also be interim generations (Gen 2+, Gen 3+) with their characteristics somewhere between generations

At the end of the day, the numbers above only serve as examples of what we are aiming towards and we’ll be reviewing each ERA kit individually (for example, the partial Relikt armor found on older BMPT models will perform worse than the one on the BMPT-72) to make sure that they do not end up overperforming. Likewise, we will pay special attention to the MBTs that do not have any frontal ERA, such as the Abrams tanks, to make sure that they do not suffer in this new system.



Now, as for how this system will change the actual gameplay, this was disclosed in the previous article. When fighting each other, two MBTs are expected to fire at areas not covered by Explosive Reactive Armor (or other extra armor types, for that matter) at close ranges. At mid-ranges, they will be expected to fire at weaker areas (such as Russian MBT lower frontal plates) and at long ranges... well, you won’t be expected to fight other MBTs in an MBT at long ranges. At lower and mid Tiers (where ATGMs start to become a thing), ERA kits will boost the ability of the MBT class to lead the charge – yes, even against the dreaded Swingfire ATGMs in PvE.

As for the PvE mode specifically, as we announced before, we already introduced some aiming mechanism changes and are planning to take further steps to improve AI behavior, some of which are described in this article but didn’t make it into the game yet. The AI opponents won’t be automatically aiming at your weakspots, which means that your armor will be able to take more punishment in general, especially against HEAT rounds and ATGMs, which, we are sure you will agree, is a good thing to have.

There will also be some changes addressing the PvE situation indirectly, like adding more vehicles to the AI pool (which, in turn, will reduce the appearance rate of vehicles many players consider toxic). But that is a story for another time.

For now, rest assured that we are reading your feedback carefully and taking it into account. Next time, we’ll be diving into even more specifics of the rebalance.

But, until then:

See you on the battlefield!

Offer: Challenger Falcon, Leopard Revolution, Sabra Mk.2


Commanders!

This week, we’ve prepared another set of attractive items for you:
  • Challenger 1 Falcon Tier 8 Premium Main Battle Tank
  • Leopard Revolution Tier 8 Premium Main Battle Tank
  • Merkava Mk.2D Tier 7 Premium Main Battle Tank
  • Sabra Mk.2 Tier 7 Premium Main Battle Tank
  • Magach 7A Tier 6 Premium Main Battle Tank
  • Vickers VFM5 Tier 6 Premium Light Tank
  • Battle Coins
Between July 30 and August 6, 2020, the following items will be available:


[h2]Challenger 1 Falcon[/h2]


The Falcon is an experimental turret developed in the early 2000s in Jordan as an upgrade to the Jordanian Al-Hussein (Challenger 1) Main Battle Tanks. It's a low profile turret, armed with an automatically loaded Swiss 120mm L/50 RUAG smoothbore gun, capable of firing standard NATO ammunition. The operator controls the turret from inside the vehicle's hull, significantly improving crew protection. A prototype was built and tested, but the design was never mass-produced.



In Armored Warfare, the Challenger 1 Falcon is a Tier 8 Premium Main Battle Tank. The best word to characterize this lumbering behemoth in the game is “tough” – its excellent hull armor shrugs off most shells while the damage its low profile turret takes when it is reduced by 90% thanks to the fact the crew is not located directly in it. Despite being generally very slow and sluggish, the Challenger 1 Falcon can take tremendous punishment and is ideal for the players who prefer the British Main Battle Tank play style.






[h2]Leopard 2 Revolution[/h2]


The Leopard 2 Revolution is a continuation of the older Evolution upgrade, intended to improve the performance of the older variants of the Leopard 2 Main Battle Tank in order to make it excel even on the battlefields of the 21st century. The improvements include a comprehensive armor upgrade, ROSY soft-kill APS and smoke grenade launchers as well as an entire suite of cutting edge electronics. You can read more about it in our dedicated article.



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.






[h2]Merkava Mk.2D[/h2]


The Merkava IID (also known as Mk.2D) is an advanced version of the standard Mk.2 Merkava, upgraded with a modular “Dor-Dalet” composite armor kit. It’s a tough and unyielding vehicle, featuring a number of battle-proven components such as its 105mm rifled cannon. The first version of the Merkava Mk.2 entered service in 1983 and the last vehicles were phased out in 2016 after thirty long years.



In Armored Warfare, the Merkava IID is a Tier 7 Premium Main Battle Tank. It is not equipped with an explosive reactive armor kit, but is, nevertheless, a very tough customer due to the introduction of the applique armor, allowing it to take a lot of damage. Additionally, the tank is equipped with a Ready Rack mechanism, significantly increasing the rate of fire for the first four shots.






[h2]Sabra Mk.2[/h2]


The Israeli Sabra Mk.2 was developed as an upgrade kit for the aging Turkish M60A1 and M60A3 series Patton tanks in the early 21st century. Its main features include a new 120mm IMI M253 smoothbore gun replacing the old M68, and a brand new set of additional NERA armor, significantly improving the tank’s protection. You can read more about it in our dedicated article.



In Armored Warfare, the Sabra Mk.2 is a Tier 7 Premium Main Battle Tank with powerful armament capable of defeating almost any vehicle it encounters on the battlefield. It’s not well-armored, but its ability to penetrate even extremely thick armor more than makes up for this handicap.






[h2]Magach 7A[/h2]


The Magach 7A is an early M60 series American tank, upgraded by the Israelis to meet the requirements of the 1990s battlefield, especially to combat the threat of anti-tank guided missiles that had started to find their way into the hands of various terrorist groups in the late 1980s. The most distinctive upgrade is its box-shaped extra turret armor. While well-protected, the tank was quite lethargic when it came to its mobility due to the use of its old engine, a shortcoming that was only corrected in the final evolution step of the Magach series, the Magach 7C. You can read more about it in a dedicated article.



In Armored Warfare, the Magach 7A is a Tier 6 Premium Main Battle Tank. With its excellent gun accuracy and aiming time values, the Magach 7A is a good sniper for its class and is perfectly suitable for those players, who want to experience long-range combat but who also want to keep some level of protection and survivability instead of completely relying on mobility and camouflage. It’s a rather sluggish vehicle, but more than a match for anything that it encounters on the battlefield.






[h2]VFM Mk.5[/h2]


When it was designed, the VFM Light Tank by Vickers was expected to be a success. Produced for export, it was just what customers required – MBT-level firepower (thanks to its 105mm Royal Ordnance L7 gun) on a light, tracked and – most importantly – affordable chassis. What the designers at Vickers didn’t anticipate was the end of the Cold War, which flooded the market with surplus cheap armor, sealing the fate of this otherwise excellent vehicle.



In Armored Warfare, the VFM5 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]Enigma’s Legacy Battle Coins[/h2]


This week, we are offering you an opportunity to boost your Enigma’s Legacy Battle Path progress and get that main prize you know you want – the Type 10 Tier 10 Premium Main Battle Tank!



The following Battle Coin bundles are available:
  • 1.000 Battle Coins (10% off)
  • 5.000 Battle Coins (15% off)
  • 10.000 Battle Coins (25% off)
  • 25.000 Battle Coins (35% off)
  • 50.000 Battle Coins (45% off)

Battle Coins can be used for a number of things, including:
  • Force-completing Battle Path missions
  • Progressing through Battle Path levels
  • Purchasing the Enigma’s Legacy Loot Crates with Hunter AFV (when they become available later in August)





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

See you on the battlefield!

New Guide Now Available: Vehicle Classes

Commanders!

We’re happy to introduce the fourth part of the Guide series, available on our Youtube channel.

[previewyoutube][/previewyoutube]

In this series, we’ll focus on all core aspects of Armored Warfare, explaining them one by one in order to make the game easier to understand and to get into.

We hope that the new players will find it useful and the veterans entertaining. Let us know what you think about it on Discord and, as always:

See you on the battlefield!

Server Maintenance

On the 30th of July 2020, starting from 08:00 CEST, the server will not be available for two hours due to the planned server maintenance.



Please note that this maintenance will disable the week-long Hunter AFV availability, as previously announced.