1. Armored Warfare
  2. News

Armored Warfare News

Offer: Asian Week

Commanders!

Today we’ve prepared the following items for you:
  • Type 10 Tier 10 Premium Main Battle Tank
  • Hunter Tier 9 Premium Armored Fighting Vehicle
  • Pindad SBS Tier 8 Premium Armored Fighting Vehicle
  • Type 89 Tier 7 Premium Armored Fighting Vehicle
  • K21 Tier 8 Premium Armored Fighting Vehicle
  • Tales from the Dark Battle Coins
Between July 25 and August 1, 2024, the following items will be available:

 
[h2]Type 10[/h2]
 

The Type 10 MBT is the most modern Japanese Main Battle Tank in service and one of the most advanced war machines in the world. Using sophisticated electronics and crystalline steel armor, this tank is more than a match for any enemy that would threaten the islands of Japan. You can learn more about it in our dedicated article.



In Armored Warfare, the Type 10 is a Tier 10 Premium Main Battle Tank. What puts it apart from the other MBTs of its Tier is its special NERA armor. This highly-mobile MBT starts every battle well-armored, but the protection levels decrease with every shot taken. Additionally, this MBT features a special system that tells you the exact chance to penetrate your target. Overall, it’s one of the most powerful MBTs of its Tier and certainly a good choice for players, who prefer rapid action to slow advances.

The Type 10 Tier 10 Premium MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.

 

 

 
[h2]Hunter AFV[/h2]
 

Another alternative name for this vehicle is NGAFV (or Next Gen AFV), since it belongs to a whole program to replace the obsolete M113 APC in Singaporean service and to operate alongside its predecessor, another indigenous Singaporean IFV called Bionix. Hunter is the name of the production model of this program. The Hunter AFV is the pinnacle of bleeding edge of technology. In this sense, it can be compared to the AS21 Redback and both vehicles share several characteristics, not the least of which being relatively large size. This bulky IFV offers considerable levels of protection and firepower. It is expected to serve in the Singaporean army in large numbers in the near future with its mass-production having recently begun. You can read more about its history in our dedicated article.



In Armored Warfare, the Hunter AFV is a Tier 9 Premium Armored Fighting Vehicle. As its description above suggests, it is a rather standard-sized IFV with good levels of protection and excellent firepower (consisting of a 30mm autocannon and a Spike ATGM launcher). It also features a recently introduced type of armor, NERA. Simply put, NERA is an ablative armor kit that deteriorates whenever it gets hit. In other words, the vehicle starts with excellent protection levels but it will lose some with damage taken as the battle progresses. Apart from that, the vehicle is adequately mobile and quite universal. It can, of course, also deploy Mechanized Infantry.

This bundle is available in our Web Shop.

 

 

 
[h2]Pindad SBS[/h2]
 

The SBS platform is one of the first domestic armored vehicles developed by Pindad (the largest Indonesian armor producer) for Indonesia and is officially listed as a “light tank”. It was developed sometimes in the early 2010s with some prototypes in different configuration appearing in public in 2014 or so. The variant in the game is a long-range MLRS fire support vehicle with a 122mm multi-barreled rocket launcher. You can learn more about it in our dedicated article.



In Armored Warfare, the Pindad SBS is a Tier 8 Premium Armored Fighting Vehicle. This AFV is fairly unique, since its main weapon is a multi-barreled rocket launcher capable of firing over obstacles. This makes the Pindad incredibly powerful in both offense and defense. Static enemy targets stand no chance! This vehicle is best used with Commander Ophelia Kitescu and in a platoon – the firepower of such a formation is truly without equal.

This bundle is available in our Web Shop.

 

 

 
[h2]Type 89[/h2]
 

The Type 89 Infantry Fighting Vehicle is the current Japanese service IFV. It was built in very small numbers between 1989 and 2004. The low-production meant that, with the development costs sunk into it, each unit was incredibly expensive. In fact, to date, the Type 89 is the most expensive IFV in the world. Otherwise it’s generally unremarkable – last generation steel armor, a 35mm autocannon and massive guided missiles (that were also meant for landing ship destruction instead of just anti-tank combat) are generally being all phased out by now. The Type 89 is, however, still waiting for its replacement. You can read more about it in our dedicated article.



In Armored Warfare, the Type 89 is a Tier 7 Premium Armored Fighting Vehicle that is capable of not only deploying Mechanized Infantry, but also to destroy its targets at long distances using its powerful guided missiles. It is also fast and maneuverable, but does not feature thick armor.

This bundle is available in our Web Shop.

 

 

 
[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.

This bundle is available in our Web Shop.

 

 

 
[h2]Tales from the Dark Battle Coins[/h2]
 

This week, we are offering you an opportunity to boost your Battle Path progress and get that main prize you know you want – the T-90M Proryv Tier 10 Premium MBT!

[previewyoutube][/previewyoutube]
 
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:



Please note: In order to use Battle Coins, you need to obtain the access to the Tales from the Dark Battle Path.

This bundle is available in our Web Shop.
 

 

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

See you on the battlefield!

Update 0.170 Now Available

Commanders!

We are happy to announce that the Update 0.170 is now available!



[h2]LIST OF UPDATE 0.170 CHANGES[/h2]

Tales from the Dark Battle Path Fixes

In this update, we are correcting several issues of the Tales from the Dark Battle Path and its vehicles:

  • The list of MBTs required for the Russian MBT missions now appears correctly
  • Changed the requirement of the mission to deal HEAT damage while driving Russian MBTs from 80000 to the correct 70000 value
  • The Ghost of Moscow mission can now be completed using BTR-82A
  • M1A2 SEP V3 PL can now be correctly purchased from the Battle Path shop
  • The Rusalka skin is now correctly called in French and has the correct Battle Path logo
  • BMP-2M: Upgraded armor now works correctly
  • BMP-2M: Fixed the gun model on the destroyed version of the vehicle
  • BMP-2M: Fixed the incorrect camouflage layout for the armor upgrade configuration
  • BMP-2M: Troop compartment is no longer painted with camouflage
  • BMP-2M: Modules now have correct names
  • BMP-2M: Troop compartment door now has a correct model
  • BMP-2M: Exhaust grille now has a correct model
  • BTR-82A: Upgraded armor now works correctly
  • BTR-82A: ATGM launchers are no longer static and elevate now correctly
  • BTR-82A: Fixed the appearance of armor in the Armor Inspector window
  • BTR-82A: Broken gun model no longer clips through a hatch
  • BTR-82A: Brake lights are now working correctly
  • BTR-82A: Destroyed wheel no longer appears extra muddy
  • BTR-82A: Minor fixes of the vehicle’s destroyed model
  • BTR-82A: Minor fixes of the vehicle’s silhouette in the UI
  • BTR-82A: Minor fixes of the vehicle’s textures
  • T-90M: Added ballistic nets to the turret
  • T-90M: Vehicle now has its correct rubber bands around the wheels
  • T-90M: Vehicle now has its correct gun recoil animation
  • T-90M: Corrected the model of the rubber skirts under the ERA
  • T-90M: Tracks and other incorrect elements no longer change color based on the used paint
  • T-90M: APS model no longer disappears when destroyed
  • T-90M: Fixed the first person camera in the Observer mode
  • T-90M: Fixed the ATGM reloading indicator when activating or deactivating its ability
  • T-90M: Fixed the visual glitches appearing near tracks during movement
  • T-90M: Fixed the general camouflage layout
  • T-90M: Fixed the flag positioning
  • T-90M: Rear decal slot is no longer reversed
  • T-90M: Fixed the color of positioning lights


Modern APFSDS Ammunition Fix

In Armored Warfare, there is a type of APFSDS ammunition that’s called “modern” – vehicles with these kinetic shells are able to defeat a single layer of ERA (much like tandem HEAT warheads).

Previously, the only way how to tell the vehicle’s kinetic shell has this property was to check the Traits section of the vehicle’s description. As a result, very few players knew about it because the shells themselves still showed as standard shells. In this update, we have created two new ammunition categories:

  • APFSDS-M (Modern APFSDS)
  • APFSDS-MDU (Modern APFSDS with Depleted Uranium penetrator)


And we have assigned the appropriate shells to these categories. This concerns the following vehicles (and their Premium variants):

  • AbramsX
  • M1A2C
  • M8-120 Thunderbolt II
  • T-14 Armata (125mm only)
  • T-90M Proryv
  • TTB
  • XM1A3


Please note that the localization of this feature might not be finished at release and will be added in the next update.

Additional Vehicle Fixes and Updates

With each patch we continue (and will continue) to update vehicles based on your feedback and fix them. In this update, we have the following changes for you:

  • Fixed an issue where parts of multiple vehicles disappeared (BMPT guns, parts of C13 TUA launcher etc.)
  • Ajax: Fixed the Desert Ajax skin textures under the turret
  • M8-120 Thunderbolt II: Vehicle now uses the turret-mounted M2 Browning instead of the incorrectly modeled coaxial machinegun (the damage and penetration will be adjusted in the next update to correspond to its correct 12.7mm caliber)
  • Merkava Mk.4: Troop compartment module now has a correct icon
  • Merkava Mk.4M: Troop compartment module now has a correct icon
  • Object 640: Reduced the amount of clip rounds from 5 to 4
  • Object 640: Somewhat reduced the characteristics of the upgraded engine (except for the top speed)
  • T-90A: Fixed the Relikt armor upgrade
  • T-90MS: Removed the incorrectly issued double hard-kill APS function


General Changes

  • Optimized the Garage UI in order to increase its stability
  • Fixed several localization issues
  • Added a number of assets

Server Maintenance

On the 25th of July 2024, starting from 8:00 CEST, the server will not be available for 5 hours due to a planned server maintenance.



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

Historical Skins – M1A2C War Pig

Commanders!

We haven’t had a proper historical skin outside of the Battle Paths for a while now so we do hope you’ll enjoy this one because it’s one of the most complicated skins we have ever done technically. Meet the M1A2C War Pig!



As the name suggests, this skin is intended for the M1A2C Tier 9 progression Main Battle Tank. It’s based on a Barracuda camouflage kit as seen on an M1A2 Abrams Main Battle Tank in 2016. The kit was also offered back in 2012 to Australia and its fleet of M1A1 tanks, with limited success.



The first country to adopt the Barracuda was apparently Australia in 1997. The Barracuda kit was used by the U.S. Army to some degree but according to some reports it didn’t work too well on the Abrams, neither for the Americans nor for the Aussies. It was too expensive, wasn’t robust enough, it caused some component overload (bearings), was difficult to set up properly and to maintain and was generally not deemed worth it.



Canada, on the other hand, used it in Afghanistan on their Leopard 2s where its IR properties not only helped to conceal the vehicle, but also reduced the internal temperature from 50 to 40 degrees Celsius, allowing the air conditioning to actually function.

But let’s get to the skin itself. For starters, the skin will unlock the top configuration of armor (TUSK v2 ERA) but, other than that, it works with other visual upgrades such as the APS. But that’s not all.



The truly interesting part about this skin is that it changes color depending on the base paint you select. That way you can run this skin in green for woodland environments and in white or blue for the winter environments.



As for the name – well, the name was used on an M1A1 belonging to the U.S. Marine Corps (C Company, 1st Tank Battalion) used in Iraq during the Second Gulf War, 2003. Alternatively, you can take it as a tribute to a very famous tank in a very famous mission in another game. Or you can take it as a tribute to an even more famous song. Either way, we really liked the name and we hope that you will like the skin as well.

And, as always:

See you on the battlefield!

CEO Answers: Issue 1

Commanders!

Following our call to submit your questions to the CEO of Wishlist Games Alexey Larionov, we have prepared the first batch of answers for you. Without further ado, here they are.



UnknownWarrior0: Are you planning to add DLSS support to the game?

We definitely are going to improve the performance of the game for high-end PCs, especially those running AMD chips. We have a research set for that and are working on it. As for the DLSS specifically - we like the possibilities it offers, however at the moment our goal is to provide everyone with good performance at a base level. Afterwards, DLSS and FidelityFX introduction would be the first things to look at.

Ragewort: Hello! I’d like to know about further plans to develop the game’s engine. We all know the game’s engine is obsolete and very poorly optimized. So my question is, is there any work being done on a new engine for the game? And if so, what kind of work?

Good question, but hard to answer. Like you said, we know the game engine has its flaws that we constantly work on. At the same time, to be clear: moving the game to a different engine (UE5 for example) would take years to accomplish even if we didn't do anything else. And that’s not counting the additional costs. Effectively, it’s building a new game. With that being said, to answer your question... we are searching for different ways to make the performance of the game more stable and all PC specs. We will definitely keep you updated on our efforts in this regard.

Wonder_Worker: Hello! One thing we all know is that the amount of players is very important for the game to stay alive. What are your plans to improve the amount of players and to bring more tank game lovers to the fold? What about advertising and game direction?

Another good question. So, what we’re doing right now is basically reinvigorating the advertising and preparing for a (relatively) big push towards player acquisition that should come with something we’re working on for this autumn. We’d sure love to welcome more of you in our ranks! However, as you might imagine, it’s a difficult process that’s being worked on simultaneously with us going independent and, to be clear, it won’t happen until the separation is complete, which should be around the end of summer with a new launcher. We’ll be on our own then, which is an incredibly exciting prospect, but equally a frightening one because Armored Warfare always has had the backing of a large company. But we’re confident we’ll make it.

So, to sum things up – first, the separation and then the marketing activities (we’re looking at autumn right now, although some activities are running even as I write this).

And to make things even more interesting, we’re currently re-evaluating all the game systems because some can really use improvements or an overhaul. We’ll be celebrating a decade on the market soon and want to polish the game for another decade to come. I could tell you that this will all go swimmingly and there will not be any hiccups, but that would be a lie. The truth is, there will be obstacles to overcome and some things will not go as planned. But we’ll deal with that. What I can promise you is that we’ll stay dedicated to the game.

Simbion: Hello, Alexey! Right now, we don’t have any new progression vehicles coming up and the only new ones can be obtained via Battle Paths. Are you planning to add new progression vehicles to the game?

Yes. As we announced already, we have the T-80BVM coming up soon, followed (without any specific deadlines) by the line’s Tier 10 MBT, Object 290. But I guess that’s not what you’re asking since these vehicles have been promised for like a year now. So, first, what happened?

I don’t want to use going independent as an excuse too much, but it really hit us hard in the sense that we hired a lot of new people around this time last year – and those guys started learning the game. By the time we finally got the team together, we were behind the original promises and were only starting to catch up. And that’s where we are now, pretty much.

So yes, we are absolutely planning to add more progression vehicles, but it’ll take time. We’re also scaling up the production, which will take time as well. Please be patient for now.

ЮрПалыч_37рус: Dear Alexey! I have two questions. The game once, back in 2016 or so, had a feature called Base where you could build buildings to get additional bonuses. Are you planning to return it? And what about artillery? I feel the overhaul killed it, are you planning to bring it back to the previous state?

Oh yes, I remember the base. But I also remember why it failed – it was effectively an unfinished feature that we never got to work. The bonuses provided by the base were not done in any meaningful fashion and the whole thing turned into a clicking simulator that only worked in the not-so-generous economy back then. That’s why it got removed and that’s why we definitely won’t be bringing it back. However, the concept of a clan base is intriguing and we might revisit it in some form later down the line, if that is the wish of the entire community.

As for the artillery – some aspects could have been handled better and we’re actively looking into improving things further. But the overall number of players playing artillery vehicles increased by a substantial number compared to the previous PvE-only state so, at this moment, we are not considering reverting the changes.

nomisG: How did you get the idea to make Armored Warfare?

I guess you expect to learn that Armored Warfare was launched after seeing the success of World of Tanks, but that is not so. In fact, the pre-production phase was launched around the World of Tanks’ initial release (in 2010 or so) so back then the founding team had no idea how big a global hit WoT would become. They just thought it would be a good idea back then but the truth is that the initial steps were even before my time. The actual development phase took off in the August of 2012 with Obsidian Entertainment – back then it was 8 developers working on AW, which was gradually scaled up to around 120 people in 2015.

I tend to remember my time working on Armored Warfare fondly and it was awesome to work with people from Obsidian Entertainment. I’m older now but the drive to win and to realize Armored Warfare’s potential is still within me even now, a decade later. I’m also perhaps wiser –at least I’d like to think that – but the flames of passion are still burning within us all.

ShumiQ: Any chance of having a server outside of the EU?

This question appeared a lot in many different forms. After all, everyone wants a server in their country, especially those far from the central cluster.

Right now, we can’t really split the servers again. Aside from the logistical issues, splitting the playerbase would not be a good thing when the queues are as long as they are. Armored Warfare has a lot of dedicated players (roughly 80 thousand active ones at the moment, who play at least every now and then) with more joining to try the game every day. But it has a lot of modes and different queues as well and splitting them would only make the situation worse.

The location of the server is another matter – a matter of stability, first and foremost. In short, we want to keep the servers in the EU at the moment and the providers (and their server clusters) that come in question are located in two cities only – Frankfurt in Germany and Amsterdam in the Netherlands. We analyzed the benefits and issues of each option and decided to keep the servers in Amsterdam. It’s not an ideal solution by any means but it is the best option for the largest number of players.

If the player situation allows it – like we hope it will in the future – we will definitely consider opening new sites.

That’s all the answers that could be fitted in this issue. We are already working on the next one. Until then:

See you on the battlefield!