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Armored Warfare News

Offer: Object 640, ASCOD LT-105, Commonwealth Camouflages

Commanders!


This week, we’ve prepared another set of attractive items for you:

  • Object 640 Tier 10 Premium Main Battle Tank
  • ASCOD LT-105 Tier 8 Premium Light Tank
  • Marder 2 Tier 8 Premium Armored Fighting Vehicle
  • K21 Tier 8 Premium Armored Fighting Vehicle
  • Commonwealth Camouflages


Between June 18 and June 25, 2020, the following items will be available:



[h2]Object 640[/h2]



The Object 640 is one of the last Soviet era “super tank” monsters, designed to surpass anything the west could field on the battlefield. It featured extremely advanced armor, making it highly resistant to hits while keeping its weight low. The design was truly revolutionary for the late 1980s, but, like with many other Soviet projects of the era, it was discontinued due to the lack of funding. You can learn more about it in a dedicated article.


[previewyoutube][/previewyoutube]


In Armored Warfare, the Object 640 “Black Eagle” is a Tier 10 Premium Main Battle Tank. It is a fast, agile and well-protected vehicle that plays in a typical Russian-style MBT fashion – ideal for players who want to take things up close and personal. This version of the tank does not feature any camouflage and is ready to be customized as you see fit.


The Object 640 MBT is available:

  • In our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle
  • In a Total Destruction bundle on MY.GAMES Market


The Object 640 Total Destruction bundle contains the following items:

  • Object 640 Tier 10 Premium MBT
  • Commander Alexander Cortez
  • 30 days of Premium Time
  • 9.000 Gold








[h2]ASCOD LT-105[/h2]



If there was a word best describing the ASCOD platform, it would be the word “international”. It was developed by the Austrians and the Spanish, adopted by the British and available with a wide range of turrets. The joint project from 1988 eventually led to a number of vehicles using the ASCOD platform, the two best-known results of which are the Austrian Ulan IFV and the Spanish Pizarro IFV. The ASCOD LT-105 was a fire support variant of the platform, offered with pretty much any turret a customer would like, including those from B1 Centauro, M1128 MGS or even a South-African one by Denel. However, after two decades of not having to found any customers, the project was terminated and by 2015-2016, it was removed from all official offers. You can learn more about it in a dedicated article.


[previewyoutube][/previewyoutube]


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]Marder 2[/h2]





The Marder 2 was an experimental German IFV, developed in the late 1980s to replace the aging Marder IFV. It featured more armor, a new turret and a brand-new Rheinmetall dual-caliber autocannon that could fire both 35mm and 50mm rounds. Despite its qualities, the vehicle was never accepted in service due to its high cost and because it was no longer needed because of the fall of the Soviet Union. A single surviving prototype can be found today in the Koblenz military collection. You can read more about it in our dedicated article.





In Armored Warfare, the Marder 2 is a Tier 8 Armored Fighting Vehicle. With its 44 tons, it’s one of the heaviest and toughest AFVs around. Unlike many other AFVs of its Tier, it is not armed with guided missiles, relying instead on its extremely powerful 50mm autocannon. This vehicle can also deploy Mechanized Infantry.












[h2]K21[/h2]





The K21 is a modern Infantry Fighting Vehicle, designed to replace the K200 series in the Korean Army. It features good protection and a hi-tech weapon system with the "hunter-killer" capability. You can read more about it in our dedicated article.





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.












[h2]Commonwealth Camouflages[/h2]





The Commonwealth camouflages consist of three different patterns – an Australian one, a British urban one and an Export jungle one. You can read more about them in our dedicated article.
















Please note that each of these camouflages can be installed on any vehicle that has the camouflage customization feature available (any vehicle with the exception of vehicles with permanent skins) and that each of these camouflages can be used in all three environments.









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


See you on the battlefield!




Maintenance - June 18

On the 18th of June 2020, starting from 8:00 CEST (17th of June, 11 PM PDT), the server will not be available for 5 hours due to the application of Update 0.32.7084






[h2]List of Update 0.32.7084 Changes[/h2]



General Changes:

  • Fixed several issues that led to game crashes
  • Fixed an issue that caused the game to lag or freeze when certain special visual effects were in use (also known as the “explosions make my game lag” problem)
  • Fixed an issue where some ATGMs would not fly accurately towards the aim reticle at short-to-medium distances (also known as the “Sphinx ATGMs are weird” problem)
  • Fixed an issue where, in battle, deployed Mechanized Infantry's stats would scale based on the lowest Tier present on your team
  • Fixed the description of the Battle Path mission requiring you to achieve (for example) a kill or three kills before anyone else (in reality, the mission requires you to achieve three kills before anyone else achieves a single one)
  • Fixed an issue where, while crossing the boundaries of a deployed smokescreen, a vehicle could appear (become spotted) and then disappear to the enemy team in a quick succession
  • Mechanized Infantry active ability description now has its characteristics in it (shell type, damage dealt, view range, camouflage and the number of troops in the squad)
  • BMPT Mod.2000: Reduced the size of the model of this vehicle’s autocannon
  • Hunter AFV: Fixed an issue where a damaged ATGM launcher would not appear red in the vehicle’s status outline in the lower left corner of your screen
  • Type 96B: Fixed an issue where this vehicle’s sides would clip into buildings when driving near them
  • Type 96B, Type 99A, Type 99A2: Improved the quality of these vehicles’ visual models
  • Type 99A2-140: Fixed a number of smaller visual model issues for this particular vehicle
  • Fixed an issue where, if your Mechanized Infantry got killed while disembarking your vehicle, the vehicle’s doors wouldn’t close
  • Updated the Help overlay (appears by pressing F1 in battle)
  • Fixed some smaller vehicle model issues
  • Added detailed info about vehicle class requirements for incomplete platoons
  • Added the previously announced Asian camouflages as well as some other assets


Known Issues:

  • When deploying from several vehicles (T-15, Warrior), Mechanized Infantry sometimes dies during the process




Of June 16 and June 17 Server Issues

Edit:
The server is now available!


Commanders!


We are aware of the server issues and the crash and are hard at work correcting the situation. Now for the bad news – unfortunately, the server will likely not be available for the next several hours until approximately 8 AM CEST (11 PM PDT).


We apologize for the inconvenience.


See you on the battlefield!

Edit:
The server is now available!

End of SD Client Support

Commanders!

Last year in December, we informed you of the effective end of support for the 32bit and SD clients. We also mentioned that, while the SD clients remained available for their existing users at that time, we’d remove them in the future.



That time has now come. A recent analysis has shown that only a tiny fraction of players still use the SD client (the only difference between SD and HD is texture resolution), which simply does not justify the resources spent on working on and introducing two different texture sets for each new vehicle.

That is why, starting from September 2020, the SD client version will be removed altogether. Players with it installed will have the option to upgrade to HD (as they do now). For the vast majority of these users, the only difference should be a slightly larger game client.

This step will allow us to produce content faster and will allow us to shift the freed resources to the development of the features that all players will benefit from.

Nevertheless, we would like to apologize for any inconvenience caused and, as always:

See you on the battlefield!

In Development: AI Improvements

Commanders!

Another common piece of feedback we are regularly receiving mentions the behavior of Armored Warfare’s AI opponents – their movement and shooting habits.



These reports often mention “cheating” when firing or the strange behavior where the bots would drive rear-first towards players. To address some of these issues, we’ll be taking a look at the AI aiming mechanism in one of the upcoming smaller updates during this season. Specifically:

First and foremost, we’ll be improving the AI targeting mechanics. At short-to-medium distances, AI opponents will run a check against your armor and internal modules to determine, which of them can be damaged effectively, depending on how protected they are from the AI’s point of view. Based on their chances to cause damage, the opponents will then take a pick.

Please note that there are some internal modifiers in place – for example, an AI opponent is more likely to attack your penetrable side or frontal armor than directly aim at your ammo rack. These modifiers are made with player experience in mind – we want to make the AI aiming process more logical, not toxic. Having AI immediately target your ammo rack area the second it becomes exposed would be possible, but not much fun.

At longer distances, the AI opponents will not be performing the internal component check and will simply target your hull or turret as a whole.

Now, you may be wondering how this mechanic will affect the most hated AI feature of all – ATGMs. To address that issue, we’ll be considerably increasing the AI ATGM noise value, far beyond that of player ATGMs. In other words, AI missiles will be considerably less accurate, making it easier to survive when fired upon.

Furthermore:

AI opponents will no longer target unmanned turrets as often as they did before. Even if this might not seem that way at first glance, this is actually an improvement for affected player vehicles. Unmanned turrets take reduced damage, but typically also have very thin armor, just like in real life (after all, that’s why the reduced damage rule was implemented). By having the AI aim more at the armored hull, the vehicles with unmanned turrets will be able to survive more AI shots.

AI opponents will turn their front towards their intended target. This will not happen under all circumstances, but if an AI opponent targets you, it will attempt to face you with its frontal armor. This is actually something that has been intended all along – the “rear-first” movement is a bug that we will be fixing. This change will, however, happen further down the road than the rest.

We’ll be fixing other issues too, such as:
  • AI opponents will also be able to make use of the Ready Rack mechanism properly
  • Under very specific circumstances (tied to an ammo rack explosion), a bot can fire much faster than intended
  • A few AI vehicles don’t fire ATGMs even though they should
  • Sometimes, crew kills on AI vehicles don’t count for mission purposes, this issue is getting fixed
  • The incorrect aiming and firing process of the bots that are using Chinese MBTs (the issue where the bot is aiming somewhat away from you but you get hit nonetheless)
  • AI targeting optimizations will also lead to less lags and increased server performance

Further down the road, we are planning to introduce even deeper changes to the AI behavior, but it’s an ongoing process rather than one large feature. We will inform you of more when the time is right.

See you on the battlefield!