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Armored Warfare News

In Development: Autocannon Penetration Changes

Commanders!

In our previous article, we discussed how we would update the autocannons in Update 0.38 by giving them an updated version of the Gatling overheat mechanics and we were pleased to find out that, for the most part, this change was accepted fairly well – with some caveats, of course. Mainly, you expressed a lot of concern about the rest of the autocannon parameters.



In today’s article, we’d like to address some of those. If you aren’t sure what we are talking about, please visit the earlier article first.

With that in mind, let’s get right to the core of the matter. One of the big problems plaguing autocannons is the fact that they tend to be ineffective against MBTs in general. The MBTs simply have too thick armor (including side plates) and too many hitpoints for the autocannons to even make a dent. This is why we’ll be changing their overall performance. Much like the overheat mechanism, these changes will affect all Tiers.

Our goal is to make autocannons a close range tool. At longer distances, autocannons will stay relatively ineffective, but the closer you get, the more punch will they pack – especially the ones with 40mm guns or bigger. As such, the best defense against autocannon vehicles will be to keep them as far away from your vehicle as possible. You let them get close and you’re in a world of hurt.

This is why we’ll be changing the armor-piercing ammo penetration values of most autocannons. The rules are simple and obvious – the higher the caliber and Tier, the higher the penetration. A few examples:
  • Marder 2 AP ammo penetration increased from 240mm to 440mm
  • Begleitpanzer 57 basic AP ammo penetration increased from 350mm to 460mm
  • Sphinx basic AP ammo penetration increased from 230mm to 400mm
  • T-15 AP ammo penetration increased from 205mm to 320mm

On the downside, we’ve increased the penetration drop for all autocannon AP shells. At 500 meters, they will lose not 25 percent of their penetration value, but 50 percent.

As a result:
  • At 100m to 200m distances, autocannons will become more effective
  • At 300m distances, they will behave roughly the way it is now
  • At longer distances, they will lose their effectiveness

Please note that these changes affect AP (APDS/APFSDS) shell types only. Various other types (HE) or more exotic sub-types (PELE) will not be affected and will stay as they are now.

We hope that you’ll like both sets of changes and, as always:

See you on the battlefield!

Server Maintenance

On the 18th of November 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.

In Development: Special Operations Mission “Burning Grounds”

Commanders!

Update 0.38 is bringing with it a new season called Exodus. This season’s Special Operations will continue the story of Ivo Rinaldi and Igor Kopylov as they search for a new home due to a volcano explosion near their base in Košice (Slovakia). Of course, things won’t be that easy, but that’s something you’ll have to discover for yourselves.



For this mission, we have modified the Narrows map. The explosion will occur directly in the mission, which is why the terrain and the mood will change significantly during the course of the mission.



Rivers of lava and other hazards will appear, making the ground treacherous to navigate. The rules are simple – don’t fall into lava!



But visuals won’t be the only spectacular thing about the mission. Other popular elements such as an escort objective (for the first time, you’ll be escorting allied infantry) and fighting enemy snipers will naturally appear as well.

This mission will be one of the features initially available in Update 0.38, which will be likely available in early December along with other things such as the autocannon overhaul.

We hope that you’ll enjoy the mission as much as we enjoyed creating it and, as always:

See you on the battlefield!

Scavenger Run is here!

Commanders!

Starting on November 15 (16:00), you’ll be able to earn a major bonus to your next Gold purchase (even a truly massive one, like 80 percent) by participating in the Scavenger Run event.



In other words, in case you win such a bonus and buy 1.000 Gold, you’ll receive 1.800 Gold instead. And that can make one hell of a difference (please note, however, that the maximum amount of bonus Gold obtainable this way is 10.000 Gold).



Scavenger Run is, in its core, a very simple event. There are many ruined and abandoned objects across the world of Armored Warfare and your friendly neighborhood arms dealer ran across one of them.



You are now being hired to scout it out. On a small map, you choose one of three bases and then scout its three warehouses by clicking on them. Depending on your finds (determined randomly), you will receive a sizeable bonus to your next Gold purchase.



This event will be active for several days (the counter in Garage will always tell you how much time is left), so if you’re planning to stock on Gold for the next Battle Path or simply want to boost your progress right now, it’s the perfect opportunity to do so.

We hope that you’ll enjoy this new mechanic and, as always:

See you on the battlefield!