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In Development: Artillery in Global Operations

Commanders!

Today, we’d like to tell you a bit more about an upcoming change to the Global Operations mode – the re-introduction of the Self-Propelled Gun class (also known as artillery) and the reasoning behind it.



As we announced during the Spirithaven season launch, artillery would be making a comeback to Global Operations along with the re-implementation of its special shells (smoke and illumination rounds). This is a significant change to this mode’s gameplay, so, as you can imagine, the decision wasn’t taken lightly or out of the blue.

Over the last couple of months, we’ve carefully analyzed both your feedback and our data regarding the balance of the Global Operations mode. It’s no secret that with the introduction of several vehicles and features (such as the LOSAT kinetic ATGMs), the gameplay balance of – especially high-Tier – Global Operations was somewhat disrupted, leading to teams full of one type of vehicles (such as the Wilk XC-8 situation before American Dream season).

This was, of course, not the intended state of things. The thing about Global Operations is, not only does this mode sort-of magnify specific vehicle traits and, subsequently, the impact of said vehicles on gameplay; it also favors long-range encounters to close combat in an effort to emulate the feeling of a real, open battlefield. This is, on the other hand, is intended, but one has to find the right counter to the vehicles that tend to outperform the most (and are therefore the most popular) such as various long-range Tank Destroyers that have:
  • A lot of firepower
  • Good camouflage (very useful at long distances)

Very simply put, the best counter to such vehicles is artillery. But not the way it is right now, since just dumping a PvE class in a PvP mode wouldn’t be very useful or fun for either side. That is why we will be making the following changes to the Self-Propelled Guns as a whole:
  • Accuracy changes – we’ll be taking a look at the entire class to make sure it’s not overpowered but, generally speaking, we’ll be increasing the accuracy to make the class useful in Global Operations
  • Aim changes – SPGs will take aim somewhat faster than the way it is now
  • Special shells – smoke shells are making a comeback
  • New shell type – white phosphorus shells (overhauled illumination shells)
  • Switching between ammo types will be practically instant

Special shells existed in the game in the past, before they were removed during the overhaul of the entire class. Simply put, the smoke shells allow the artillery to deploy smoke to a certain position, blocking enemy lines of sight or covering your friendlies when they get exposed too much. It’s worth noting that artillery shell smoke will stay around for far longer than standard tank smoke and also fly a lot faster than before, so the deployment is nearly instant.

The white phosphorus shells, on the other hand, are new and represent a significant change to the previous illumination mechanics. Before, the artillery would just fire a flare over a certain area and would spot everything there instantly. This wasn’t really all that great for gameplay because there was no defense available against this kind of mechanic and even if you did everything “right”, you could still get spotted this way, often resulting in your vehicle’s destruction (in PvP, at least).

The way the WP shells will work instead is they will deploy white phosphorus to a certain (rather wide) area. This area will, of course, be visible to everyone (burning ground is hard to miss). Anything in that area will get covered in burning phosphorus, suffering from the following effects:
  • Camouflage factor reduced to zero for the duration of the burn
  • The vehicle will start taking damage for as long as it is in the affected area
  • Engine starts overheating and will start to burn if you in the area for too long

Additionally, any infantry caught in the zone is not going to have a good day, to put it mildly. However, the phosphorus disappears as soon as you leave the affected area.

They will also have reload times independent on the standard ammunition (will therefore act more as an ability than an actual shell).

Basic shells will also be available, but these will not do a whole lot of damage and will serve either to suppress the enemy or to finish off almost destroyed vehicles.

In other words, the artillery in Global Operations will serve mostly as a support class that will aid your team in victory by providing cover and additional spotting abilities. With that being said, we do not want the class to have too big of an impact, which is why we will be introducing the following restrictions:
  • No more than four artillery vehicles per match (two per team at most)
  • No artillery platoons

Last but not least, given the special nature and abilities of this class that would become too overpowered in regular PvP without respawns, we do not intend to return this class to Random Battles.

Currently, the plan is as follows – much like the Mechanized Infantry feature, we will release this feature for one week in the near future to gather your feedback. If the feedback turns out to be positive, the feature will be launched permanently or, possibly, removed for further work.

We hope that you will enjoy the new balance of power in Global Operations and, as always:

See you on the battlefield!

Contest: Spring Clean-Up


Commanders!

The winter is almost over and it’s time for some proper spring cleaning – we’re cleaning Armored Warfare and would like to ask you for your help.



This time, we’ll be focusing on the game’s English texts. It has been brought to our attention that some texts in the game are unclear or just plain wrong. We’d like to fix those as soon as possible and have been, for the past couple of weeks, reviewing the game’s files to make sure that everything works and appears as intended.

However, the game is big and we might have missed something. And that’s where you come in. Do you know of any such issues? Please report them in this special form, which includes:
  • Description of the issue (for example: “Tank X description of module Y is wrong because reason Z”)
  • Screenshot (we really need one to identify the problem properly)
  • Your nickname (for prize purposes, see below)
What can you report?
  • Typos
  • Misleading or outright wrong item or objective descriptions, objectives and any other texts
  • Nonsensical caps use (lists or groups of texts where some parts are written in capital letters and some are not)
  • Anything else text-related

 
[h2]SUBMIT REPORT[/h2]

What should NOT be reported?
  • Issues in German, French, Russian or Polish localizations
  • Other game bugs than localization issues
  • Issues elsewhere than directly in the game

But it wouldn’t be a contest without a prize! The best issue reporter will receive the K21 Tier 8 Premium AFV (or other premium vehicle of Tier 8 or lower of his or her choosing).

But, even if you don’t win the prize, rest assured that your contributions are helping to improve Armored Warfare for you and for everyone else to enjoy.

Please note:
  • This contest will end on March 16, 20:00 CET
  • This contest concerns English texts only, please do not report German, French, Russian or Polish issues (those will get their separate event)
  • In case you win, the K21 is the default prize that will be sent to your account within 24 hours of the event’s end – if you desire an alternative prize, please make sure to contact a community manager on Discord (Maciekm4A4, Silentstalker)
See you on the battlefield!

 

Offer: St. Patrick with ZUBR PSP

Commanders!

This week, we’ve prepared another set of attractive items for you:
  • ZUBR PSP Tier 7 Premium Tank Destroyer
  • Special St. Patrick’s Day bundles (since March 17 is St. Patrick’s Day)
  • Clover skin for FV721 Fox
  • Challenger 1 Fionn Tier 7 Premium MBT
  • Challenger 1 Falcon Tier 8 Premium MBT
Between March 12 and March 19, 2020, the following items will be available:


[h2]ZUBR PSP[/h2]


The ZUBR was a Czech privately-funded project by PSP Bohemia from the 1990s to develop a successor platform to the aging Soviet-era BMP-series IFVs and various other obsolete specialized vehicles. Even though it was quite advanced for its time, it was ultimately unsuccessful due to the end of the Cold War and the subsequent cuts in European military budgets, including the Czech one. You can read more about it in our dedicated article.



In Armored Warfare, the ZUBR PSP is a Tier 7 wheeled Premium Tank Destroyer. What makes it fairly unique is the fact that you can choose from two different weapon systems for this vehicle:
  • Cockerill CT-CV turret with 105mm gun
  • Four-barreled TOW ATGM launcher

Each of these weapons changes the gameplay style of the vehicle considerably and it is up to you, how you configure this powerful machine.






[h2]St. Patrick’s Day Bundle[/h2]


Saint Patrick is the patron saint of Ireland and although St. Patrick's Day is not celebrated just there, it's certainly the day to remember the bravery of the Irish all across the world.



For the occasion, we’ve prepared a special bundle for you with the following Irish-themed content:
  • Challenger 1 Falcon Tier 8 Premium MBT
  • Commander Erin O’Connell
  • Two Commonwealth camouflages
  • Clover decal
  • Green (St. Patrick Day) base paint
  • 30 days of Premium Time
  • 5 Platinum Loot Crates
  • 100 Commander XP Insignia tokens






[h2]Clover skin for FV721 Fox[/h2]


This is a special St. Patrick-themed skin for the FV721 Fox. Please note that in order to apply it, you need to own the progression version of the FV721 Fox. Upon its application, the vehicle’s name will change from Fox to Clover Fox.



In Armored Warfare, the FV721 Fox is a Tier 6 Armored Fighting Vehicle. The FV721 Fox is one of the fastest and nimblest vehicles of Armored Warfare. It can dance around its opponents, unloading round after round of 30mm ammunition into their soft, rear areas, or destroy them from distance using guided missiles. It’s also one of the best spotters in the game, making it extremely valuable to any team it finds itself in.






[h2]Challenger 1 Fionn[/h2]


The Challenger 1 Main Battle Tank has always been a rather unique vehicle amongst the NATO forces. For one, it kept a rifled 120mm cannon when the rest of NATO switched to 120mm smoothbore shells. On the battlefield, however, it has proven to be a tough vehicle, completely outclassing its Soviet era opponents during Operation Desert Storm.



In Armored Warfare, the Challenger 1 Fionn is a Tier 7 Premium Main Battle Tank. It is one of the toughest vehicles of its tier. Its thick armor allows it to shrug off most hits while the 120mm rifled cannon is more than capable of dealing punishment on its own. The Challenger 1 is ideal for players who like to enter the thickest fights head on, advancing relentlessly through hailstorms of shells.






[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.





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

See you on the battlefield!

New Update - March 12



[h2]List of Update 0.31.6003 Changes[/h2]

New Features
  • Added the third Spirithaven Special Operation along with its respective achievements
  • The Last Patriot Battle Path ends with this update (please make sure to spend all your Battle Coins before the maintenance)
  • Added a Battle Coin reward for the upcoming Battle Path to the list of War Games Loot Crate drops

Please note that there is a known issue, where, if you destroy the EMP guns before the appearance of the objective for their destruction, the objective will sometimes appear as impossible to complete.

Kinetic ATGM Changes

We are changing the way the kinetic ATGMs work on the Bradley AAWS-H and M8 MGM-166 vehicles as such:
  • Removed the damage randomization, making the shell damage more predictable
  • Distance now again influences damage, but not by much. At the same time, improved the damage value for both kinetic missiles. Depending on the distance, the KEM ATGM will now deal 700 to 840 damage and the CKEM ATGM will now deal 800 to 1000 damage
  • Removed the penetration randomization altogether
General Changes
  • Fixed an issue where the GPU would heat up a lot during the loading screen phase
  • Fixed an issue where vehicle’s ammunition would disappear after a respawn
  • The old Battle Coin Coupons for the Last Patriot Battle Path can now be sold for 10.000 Credits
  • New Battle UI: Added new tooltips to the vehicle status interface, which depend on each module and crew-member’s status
  • New Battle UI: Added new tooltips for the active Commander abilities
  • New Battle UI: Improved the appearance of the shell reload element in the UI
  • New Battle UI: Fixed an issue where respawning could cause some elements to move around to incorrect places
  • Harimau: Fixed and simplified the armor geometry to remove some of its stranger elements (the actual protection levels have not changed)
  • K21: ATGMs can now be launched if the target is lower than before (maximum ATGM camera depression improved from -8 to -20 degrees)
  • K21: Fixed an issue where firing 40mm AP shells imposed too small a camouflage penalty while the penalty for firing 40mm HE shells was in turn too big
  • M8 MGM-166: Fixed an issue where two missiles from its magazine would not fly using the correct trajectory
  • Object 640: Improved the tank’s upper frontal plate armor by reverting it to the pre-0.31 value
  • QN-506: Fixed an issue where the mud on the hull looked different than the mud on its ERA
  • T-90MS: Fixed the Supercharged soft-kill APS ability for this vehicle
  • Type 89: Fixed the incorrect 35mm shell caliber UI value (was listed as 30mm)
  • Type 89: Fixed the incorrect Improved Turbocharger module description
  • VT-4: Improved the visual model of this vehicle
  • Fixed an issue where the Team and General chat settings were inverted
  • Enabling v-sync no longer automatically forces the Normal render mode
  • Improved the lighting in the Spirithaven Garage
  • Changed the icon of the game

Armored Warfare on SoundCloud

Commanders!

Following your numerous requests, we’ve uploaded the entire Armored Warfare soundtrack to SoundCloud, where it is now freely accessible!



Check out our official SoundCloud account and listen to the music you’ve come to enjoy, including the new Spirithaven tracks.

Which track is your favorite? Let us know what you think on Discord and, as always:

See you on the battlefield!