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Armored Warfare News

Boost your Progress – Battle Coins

Commanders!

After the last week’s Battle Coin booster offer, we are offering you another way to boost your Battle Path progress and get that main prize you know you want – the Object 490 Tier 10 Premium Main Battle Tank!



Between August 1 and August 7, 2019, the following bonuses will be available:
  • 400% Experience income bonus (x5) for the first victory of the day for the PvP and Global Operations modes
  • 25% bonus to Battle Coin income for every battle
  • 50% bonus to Commander Experience income for every battle

Additionally, during this period, the following Battle Coin bundles will be available exclusively on MyLoot:
  • 10.000 Battle Coins (10% off)
  • 25.000 Battle Coins (15% off)
  • 50.000 Battle Coins (20% off)
  • 100.000 Battle Coins (25% off)
  • 500.000 Battle Coins along with 365 days of Premium Time (35% off)

Battle Coins can be used for a number of things, including:

 


Please note:
  • In order to use Battle Coins, you need to obtain the access to the Age of Rage Battle Path
  • This offer starts on August 1 at 16:00 CEST (7 AM PDT, 17:00 MSK)
  • This offer ends on August 7 at 16:00 CEST (7 AM PDT, 17:00 MSK)
Enjoy the offer and see you on the battlefield!

Branch of the Month – BMPs

Commanders!

This month in our Branch of the Month series is dedicated to the BMP series branch, available in Sophie Wölfli’s vehicle pool.



The BMP series or Soviet and Russian Infantry Fighting Vehicles goes back to the 1960s when he Soviets needed a fast, armored, tracked vehicle to keep up with their armored formations. What they came up with was, at that time, the most modern IFV in the world and certainly the best armed one – at least in paper – the BMP-1.

The ubiquitous BMP-1 is – quite correctly – regarded as one of the symbols of the Soviet military power, the fears of the western militaries embodied in endless streams of Russian vehicles, thrust from the cities of East Germany, plains of Poland and mountains of Czechoslovakia as an armored spear into the heart of the NATO forces in Europe. The vehicle development history is described in our dedicated article.



The reality, as it usually happens, was far less glorious and first combat operations of the BMP-1 in the conflict of Soviet-backed Arab nations versus Israel have shown the weaknesses of this light IFV, specifically the insufficient armament, cramped compartment and poor crew placement. While the issues in the middle-eastern wars were largely attributed to the improper use of the exported vehicles along with wrong tactics, admitting the problems of the vehicle on its home ground – in Soviet Russia – proved out to be much longer and arduous process, especially since it had to include certain influential parties admitting being wrong. It took a great deal of time to design its replacement, the BMP-2, and the process was anything but simple. It is described in the following articles:

The BMP-2 was an upgrade over the BMP-1, but not a huge one – it was more like an upgraded version with many of the original design flaws, including its cramped design and the inability to mount a larger weapon system. But, even before the first BMP-2 rolled off the assembly lines, the Soviets had set their sights on developing a true successor – a bigger and better BMP.



The result was the BMP-3. Larger and better armored, it replaced the BMP-1 and BMP-2 weapons with the rather distinctive combination of a low muzzle energy 100mm cannon (intended to fire HE rounds and gun-launched missiles) and a long-barreled 30mm autocannon.

Several hundred were built starting from the late 1980s but by the time it appeared in public, the Soviet Union was practically collapsing. The 1990s were a dark time for the Russian military as many of the development and production programs from the Soviet era were cancelled due to a lack of funding, including a true mass production – approximately 2000 vehicles were built in total throughout the 1990s, but around three quarters of that number were export vehicles – Russia itself kept around 500 of them, a significant drop compared to the tens of thousands of earlier BMP vehicles. Its history was also described in a dedicated article.

The BMP-3 continues to serve to this day stay as the main Russian IFV. During the 2000s, several major upgrades for it were conceived (including the BMP-3M and the Dragun), some of which are available in Armored Warfare.

From August 1 to August 31, 2019, the following vehicles will be available for lower price than usual along with a Battle-Hardened status discount:

BMP-1 Tier 3 AFV – The original Soviet BMP-1 IFV in its configuration with a Malyutka launcher and a 73mm 2A28 Grom gun. At the time of its introduction in mid-1960s, it was the best IFV in the world but grew obsolete in the decades that followed. With more than twenty thousand built (including the license-produced variants), it is still one of the most common IFVs in the world. You can read more about it in our dedicated article.
  • Discount: 35%


BMP-1P Tier 4 AFV – This is an upgraded late production BMP-1 model. The biggest difference compared to the original BMP-1 is the improved guided missile system, allowing it to knock out even the tanks that the original Malyutka ATGM would struggle with. You can read more about it in our dedicated article.
  • Discount: 35%


BMP-2 Tier 5 AFV – The BMP-2 was the second major production variant of the original BMP with its turret replaced by one carrying a 30mm autocannon. Like the BMP-1, it was produced in relatively large numbers in the Soviet Union and outside of it as well. You can read more about it in our article series – Part 1, Part 2 and Part 3.
  • Discount: 35%


BMP-3 Tier 6 AFV – Unlike the BMP-2, this vehicle from the late 1980s was a true replacement for the BMP-1 and BMP-2, not just an upgrade. Unfortunately for it, the fall of the Soviet Union severely limited its development funds as well as its production orders and, to this day, only about two thousand had been built. Nevertheless, it is the current main IFV of the Russian Federation. You can read more about it in our dedicated article.
  • Discount: 35%


BMP-3M Tier 7 AFV – The BMP-3M variant was a late 1990s attempt at a major modernization of the BMP-3 that included a more powerful engine, a better FCS and improved gun-launched ATGMs. Other improvements included an Arena-E APS option. An unknown number of these vehicles was built for both the Russian Federation and for export but the production run was likely limited to only dozens of vehicles. You can read more about it in our dedicated article.
  • Discount: 25%


Dragun 125 Tier 8 LT – The Dragun (“Dragoon”) is a platform derived from the original BMP-3 but with many changes and improvements. The biggest change is the overhaul of its internal layout by moving the engine to the front – this leaves more space for the crew and improves frontal crew protection. Three combat modules were conceived for the Dragun platform – a 100+30mm one, a 57mm one and a 125mm one akin to that of the Sprut-SDM-1. The Armored Warfare version is armed with the 125mm turret and equipped with an ERA kit.
  • Discount: 25%

In Armored Warfare, the BMP series (with the exception of the Dragun) can be classified as a heavy IFV one.

Heavy IFVs lie in their role somewhere between the Light AFVs (such as the VBLs and BMDs) and the Light Tanks. On the scale of mobility, they are second only to the Light AFVs, especially on hard surfaces, with the scale itself looking roughly as such (from the highest mobility class to the lowest):
  • Light AFVs
  • Heavy IFVs
  • Light Tanks
  • Tank Destroyers
  • Main Battle Tanks
  • Self-Propelled Guns

The armament systems are generally identical to the Light AFV class but are better stabilized (increased accuracy on the move) or can fire faster. Heavy AFVs are also larger and have more hitpoints with some of the vehicles featuring quite solid protection, rivaling that of the Light Tanks – for example, the Bradley and the BMP-3 both carry an ERA kit. This armor, however, should not be generally relied upon as main caliber weapons and guided missiles will penetrate it quite easily.

While they are still AFVs and are fully capable of scouting, Heavy AFVs typically don’t carry the Recon Package module of the light AFVs that reduces the spotted indicator feedback time and increases vehicle viewrange when standing still. Additionally, they are usually much larger, a fact that considerably reduces their camouflage factor. These two drawbacks make them considerably worse at passive spotting – they are too conspicuous to successfully stay hidden behind a bush and have to rely on their speed and agility.

The Heavy AFVs are suitable for you if you prefer more mobile playstyle compared to the Light AFVs. Mobility and speed is everything – circle around your opponents and hit them where it hurts – areas such as the engines decks and vehicle flanks are especially vulnerable to AFV cannon fire. Or keep your distance and use your missiles to take the enemies out, but your main role on the battlefield will still be scouting.



As was stated above, the primary role of the Armored Fighting Vehicles in Armored Warfare is scouting, or spotting (both terms are commonly used). Spotting is the act of making the enemy vehicles visible for your entire team so that vehicles that are further away or do not have the best spotting abilities can target them.

There are essentially two kinds of spotting:
  • Active spotting, where a vehicle uses its speed to spot the enemy while avoiding incoming fire
  • Passive spotting, where a vehicle attempts to stay hidden for as long as possible by standing still

While the Light Tank class is suitable for active spotting, the AFVs excel at both – in fact, spotting is their primary purpose. Light AFVs are best at passive spotting (staying hidden behind bushes), Heavy AFVs are best at active spotting – only the Light Tanks come close.

The most important skill, when playing AFVs of any type, is to read the flow of battle and to understand your surroundings. As was stated above, a stopped or slowed and spotted AFV is a dead AFV – there are practically no exceptions to that rule since the fragile vehicles represent a juicy target.

The basic short-range combat technique is called circling. Auto-locking your gun on the enemy at short range allows you, thanks to your mobility and fast turret traverse, to stay focused on driving and firing while the gun points at the enemy flanks and rear. This way, you can drive in circles around heavy enemies such as MBTs and they won’t be able to follow you. This tactic is especially suitable for dealing with targets that your gun would otherwise be unable to penetrate like the Challenger – targeting its rear is a must when using your autocannon. Beware, however – nimble targets such as Light Tanks, other AFVs and some Tank Destroyers will be able to track you even when you attempt to circle them and a head-on firefight is not something any AFV can afford to participate in.



Heavy AFVs are exceptionally good at hunting Light AFVs thanks to their increased durability, protection, firepower and decent spotting abilities. Marking an enemy AFV with your special ability will definitely ruin his day.

Another essential skill is to learn of all the proper spotting areas on each map. The key is to find a place with the following properties:
  • Good vantage point over areas where the enemies are expected to show up
  • Plenty of cover and foliage to hide you
  • Accessible route of retreat

The last point should not be underestimated – when discovered, you only have a second or two to react while the enemy is still targeting you. The best tactic is to stay in cover with the front of your hull aimed at the retreat route – this way, running away is only a matter of going forward instead of wasting precious second to turn.

Truly mastering the AFV class requires patience and experience with the game and a lot of practice – the reward is driving perhaps the most frustrating class of vehicles to defeat. It is, therefore, the right choice for players who truly want to make other players hate them as an extremely skilled player in an AFV is perhaps the most difficult kind of opponent to kill in the entire game.

We’ll see you on the battlefield!

Developer Diary: AI diversity in PvE

Commanders!

One of the issues you’ve brought up recently concerns the diversity of AI vehicles in PvE battles as well as their composition.



Or, to be more specific, you’ve pointed out two issues:

The first concerns the fact that the newest vehicles in Armored Warfare are not appearing in the role of AI opponents. This concerns mostly the French branch, but there are other vehicles affected by this issue as well.

Secondly, there are cases where too many vehicles of the same type spawn in a short span of time. Let’s face it – no-one likes to fight against a horde of T-15 Armatas on Tier 10 or to get trampled by a wild herd of roving Swingfires.

When it comes to the first issue, starting from Update 0.30, we’d like to address it by automatizing the whole process to a considerable degree and introducing an internal mechanism that will add all new vehicles to the AI spawn pool while notify the developer responsible to approve them. The approving developer will then review them and have them tested.

The reason why this requires human oversight is fairly obvious – AI vehicles are not that different from player ones and use, for example, the same firing mechanisms (they don’t “bend bullets” or have different penetration resolution).

Some vehicles are therefore inherently unsuitable to become AI opponents because to play against them would be frustrating. The older players of you might remember the old times before we removed artillery from the AI vehicle pool. Another such potentially toxic cases might include top-down ATGMs or the new Javelin ATGM mechanism with high trajectory. And, of course, there is the Object 490 – we are currently not interested in having it in the game as an AI opponent due to the potential frustrations it might cause.

We have already identified around two dozen vehicles that pose no threat to PvE balance and will be added to the PvE spawn pool in Update 0.30, including:
  • Low-to-mid Tier French tanks
  • Al-Hussein
  • BM Oplot
  • Leclerc series
  • VT-4, Magach 7A and other random vehicles that didn’t make it to the list until now for whatever reason

The vehicles we still need to check and test thoroughly include, for example:
  • Chieftain series (HESH in AI hands is just nasty)
  • Scorpion Kastet and a few other vehicles with powerful autocannons
  • IT-1 and its hard-hitting ATGMs
  • C-13 and Leclerc T40 due to the top-down mechanism
  • MTLB S-8, Ontos and other such outlier vehicles that hit extremely hard if they manage to connect their shots

The second issue – diversity – will partially solve itself after we introduce a number of new vehicles to the AI spawn pool. Nevertheless, we will take a close look at the issue where multiple same vehicles spawn at once, analyze it and will eventually impose some diversity restrictions to limit such cases.

Are there any special vehicles that you would like to see as AI opponents specifically? Let us know on Discord!

We hope you will enjoy these changes – see you on the battlefield!

Maintenance - July 30

On the 30th of July 2019, starting from 8:00 CEST (29th of July, 11 PM PDT), the server will not be available for 4 hours due to the application of Update 0.29.5627.



List of Update 0.29.5627 Changes


New Special Operation

The fourth Moscow Calling Special Operation is now available, finishing the Moscow Calling story arc with a prisoner rescue raid. It’s bringing three new achievements:
  • Moscow Resident 4
  • Before They React
  • Emergency Service


Contract Missions Review

We’ve reviewed the Contract Missions that require you to help your allies deal damage as such:
  • The Best Hand mission now requires 6.000 assist damage in PvP or 13.000 in GLOPS
  • The Tireless Support mission now requires 1.000 assist damage in PvP or 5.000 in PvE or GLOPS
  • The Bulldozer mission can now be completed over the course of multiple battles

Additionally, the Perfect Streak mission that requires you to win 5 PvE missions in a row without dying now also takes platoon deaths into account and cannot be completed if one of your platoon members dies.

General Changes
  • Fixed an exploit that allowed players to force complete Battalion Contract Missions for free
  • Fixed an issue that caused items activated from your Inventory to disappear
  • Compensated the T-90, Warrior and Centauro 105 Experience lost due to a previously present issue with the Rage skins
  • A number of MBTs had their roof armor reduced and fixed (Object 640, Challenger 2, Challenger 2 ATDU, T-90MS, Merkava Mk.4, Merkava Mk.4M, C1 Ariete, Leopard Evolution, Leopard Revolution, Leopard 2A5, Type 96B, Type 99A, Type 99A2, BM Oplot)
  • Challenger 1 Fionn: fixed an issue that caused the mantlet to be only 150mm thick instead of the intended 800mm
  • Challenger 2: fixed an issue where this vehicle received an unintentional armor nerf (upper frontal plate weakspot) as well as the armor above its mantlet
  • Challenger 2 ATDU: fixed an issue where this vehicle received an unintentional armor nerf (upper frontal plate weakspot)
  • Leclerc T40: ATGM lock-on time reduced by 10 percent
  • Leclerc T40: fixed an issue that caused the Improved Missile Launcher upgrade module bonuses to not work correctly Leclerc T40: the Improved Sights module now improves maximum spread and aiming time by 40 percent (from 20 percent)
  • Leclerc T40: the Improved Missile Launcher module now allows you to have two ATGMs in the air at the same time
  • M-95 Degman: the LAHAT ATGM was replaced by a more powerful Falarick ATGM
  • Moscow Calling Special Operation 1: fixed an issue where the achievement awarded for protecting Magnus’ tank and preventing it from taking any hitpoint damage was not awarded if the tank received any module damage (immobilization, for example)
  • Moscow Calling Special Operation 3: fixed an issue where the first wave of flying drones had 0 hitpoints
  • Moscow Calling Special Operation 3: fixed an issue where the transports carrying the cargo could sometimes get out of their final objective capture circle
  • Immobilizing your team’s players in Global Operations now carries a hefty Credit penalty
  • Fixed several mission description issues
  • Fixed a number of small UI issues