Main Changes
Special Operations
We are introducing a new PvE mode called "Special Operations", where players will have the opportunity to play multiple missions ("chapters") bound together by a common storyline into a continuous campaign.
The mode will feature the following achievements with special rewards:
- Complete all three chapters of the first Special Operation
- Complete the entire Special Operation on "Hardcore" difficulty
- Complete the entire Special Operation with a MBT
- Complete the entire Special Operation with a LT
- Complete the entire Special Operation with a TD
- Complete the entire Special Operation with a AFV
- Complete the entire Special Operation with a SPG
- Complete the third chapter in under 10 minutes on "Hardcore" difficulty
- Complete the third chapter on "Hardcore" difficulty without receiving a single hit while destroying at least 10 enemy vehicles
- Complete the first chapter on "Hardcore" difficulty while completing the mission with only five or less seconds left
- Complete the second chapter on "Hardcore" difficulty while dealing at least 10000 damage and without being spotted
- Complete the second chapter on "Hardcore" difficulty without allowing the enemy to hit the ship even once
- Complete the first chapter on "Hardcore" difficulty while the entire team destroys 43 vehicles or more
- Complete the third chapter on "Hardcore" difficulty without anyone on the team dying, 5 times
The first Special Operation called "Caribbean Crisis" will consist of three new missions, available in Standard or Hardcore difficulty and suitable for organized groups of players. The rewards match the challenge with the mode periodically offering improved income over standard PvE as well as difficult to complete achievements that award players with special decals, camouflage patterns and much more.
There are also two new special trophies created especially for Caribbean Crisis:
- "The definition of insanity" – complete one chapter on "Hardcore" difficulty
- "You even shoot?" – complete at least three chapters while not taking any damage
New Commander System
In Caribbean Crisis, we are introducing a new commander system. The commanders now have 15 ranks instead of the previous 5 levels and each ingame rank name corresponds to a real-life military one. Rank 11 or higher is only unlockable for any commander if you have a second commander of the previous rank – you have to have at least two rank 10 commanders to progress to rank 11 and so on.
Every rank gives the commander one skill that can be unlocked from a newly-designed skill field. Each commander also has a Main Skill, that doesn't need to be unlocked and improves automatically with every rank gained.
Please note:
- Players can convert Global Reputation to Commander XP and train their commanders to rank 10
- Commanders can be reviewed in the new Commanders window in the Garage, where they can be assigned to multiple vehicles
- Viktor Kirsanov is now available in exchange for Reputation from the following vehicles: T-55, Type 69, M48A3
- Progress reset works according to the old rules with one exception – the rank resets as well
- In order to obtain the Expendables trophy, it's only necessary to achieve the maximum rank with only one commander due to the way the progress system works
The switch to the new system will be carried out according to the following rules:
- All previously unlocked commanders will remain unlocked
- All commanders will be subjected to a free skill reset without losing obtained progress and players will have the opportunity to redistribute their skills using the new system
First Victory of the Day Overhaul
We've overhauled the First Victory of the Day bonus. Starting from Update 0.23, the bonus will be awarded for each mode individually – receiving the First Victory of the Day bonus in PvE will allow you to receive it on the same vehicle again in PvP or Global Operations.
Maps
Waterway
We are introducing a new map to the Global Operations mode called Waterway. For the sake of gameplay diversity, the initial phase out of the first two ones will be selected for each battle at random. Apart from that, the map also features NPC bunkers that, when destroyed, respawn after some time.
Narrows
We are also introducing the Narrows map to Global Operations.
General Changes
- Fixed the collision models of many bushes
- Improved many destructible objects on multiple maps
- Fixed an issue where the game could crash upon the completion of a tutorial mission
Standard Battles (PvP)
- Chemical Plant – fixed bunker textures
- Chemical Plant – fixed an issue where some of the stones were hanging in the air
- Lost Island – water spray animation now corresponds to the ship speed
- Lost Island – fixed the transparent glass textures on low graphics settings
- Pipelines – fixed the signpost that shrunk with damage
- Pipelines – fixed the water color
- Ghost Field – improved the map lighting
- Ghost Field – fixed the stone textures that were too bright
- Ghost Field – fixed the road textures and levitating grass
- Tropical Coast – foliage is now not illuminated anymore in the Capture mode
- Tropical Coast – low graphics settings now don't display the rain
- Tropical Coast – the pier is now destructible
- Tropical Coast – the fences near E2 are now destructible
- Tropical Coast – spawn markers were added to the Encounter mode minimap
- Roughneck – fixed the indestructible pine trees
- Added extra information about the type of PvP battle to the battle debriefing window
Global Operations (PvP)
- Roughneck – fixed the issue that prevented the repair icon and timer from activating
- Roughneck – fixed the musical score trigger during phase changes
- Roughneck – changed the capture point layout in the third phase
- Fixed the target silhouette when aiming at enemy bunkers and UAVs
- Fixed the issue with the spawn point selection
- Fixed the bunker shell name that appears when a player is destroyed by a bunker
- Increased the hitpoints of the AC-130
- Added the AC-130 destruction effect
- Increased the AC-130 firing sector
- Changed the Wildcard voiceover
- Added additional UI warning for phase changes
Missions (PvE)
- Reduced the ATGM accuracy of AI opponents (it depends on difficulty level), making them hit weakspots less often
- AI vehicle tier will now depends on the mission difficulty level and not just on your vehicle's Tier
- AI vehicles can now interrupt player base capture by entering the base circle (the capture process will continue only when the AI vehicle is either destroyed or leaves the circle)
- AI vehicles can now fire from a secondary weapon (autocannon) while the main one is reloading
- Hydra – the map was overhauled to fit the recently updated Narrows map, improving the visual quality and some cut-scenes, the mission was completely rebalanced, the Mi-8 helicopter model now has rockets
- Perseus – the map was overhauled to fit the recently updated Narrows map, improving the visual quality and some cut-scenes, the mission was completely rebalanced
Vehicles
Gun Stabilization Overhaul
Stabilization now depends on gun caliber, vehicle class and Tier. Accuracy loss from firing will also be changed and won't be constant anymore – it will differ from gun to gun.
Main Battle Tanks will be, when standing still, fairly accurate, but will lose more accuracy than other classes:
- when firing (20% more than the base value)
- traversing the turret (30% more than the base value)
- steering (40% more than the base value)
Light Tanks will be the kings of accurate main caliber fire on the move at short to medium distances and while performing wild maneuvers at break-neck speed. Compared to the Main Battle Tanks, they will lose considerably less accuracy when steering (50% less than the base value) and due to the fact that don't carry – especially on Tier 10 – the weaponry of the same caliber as the MBTs. At the same time, they will lose a lot of accuracy from movement itself to compensate for this.
As a result, they will be very accurate on the move at short to medium distances, but their overall accuracy on the move will be reduced at high distances in order for them not to overshadow the Tank Destroyer class in its niche.
Tank Destroyers will be the ultimate snipers of Armored Warfare. They will no longer work as wheeled Light Tanks – their accuracy on the move and while steering will be considerably worse (especially steering will have major negative impact on accuracy). They will be, however, extremely accurate at high distances when not moving fast or performing wild maneuvers and will lose very little accuracy from traversing their turrets or fixed guns to allow them to effectively engage targets when static.
Nation-based changes include:
- British 120mm gun accuracy increased
- Leopard 1 and Leopard 2 tanks are defensive weapons in nature, designed to take out their enemies at long distances. As such, they will be 10% more accurate than the MBT average in all situations (the Leopard 2AX Tier 10 will receive another special 25% stabilization boost, making it perhaps the most accurate MBT in the game)
- Abrams Tanks are universal and generally agile, they will lose 20% less accuracy compared to the other MBTs when steering, promoting active gameplay
- Russian Tanks are assault weapons, designed to go forward and stop for nothing save for the Atlantic – they will lose 20% less accuracy compared to the other MBTs when going forward
- Chinese Tanks are comparable to the Russian Tanks but more versatile and more maneuverable. They will lose 15% less accuracy compared to the other MBTs when going forward and 15% less accuracy compared to the other MBTs when steering
- Challengers are another example of defensive weapons, standing in the way of the enemy like a rock weathering a flood – they will lose 40% less accuracy compared to the other MBTs when traversing their turrets, allowing them to accurately engage different targets while standing still
Vehicle Mobility Overhaul
One of the most important changes in the Caribbean Crisis is the vehicle mobility overhaul.
These include:
- Overhaul of the way the vehicles interact with ground and different ground types (the ground resistance now depends on vehicle specific ground pressure – in other words, vehicles with wider tracks or wheels will have an advantage)
- Changes to the interaction with water (the deeper the water is, the slower will the vehicles be)
The maximum speed and acceleration was also changed as such to make the vehicles more diverse:
- MBTs will now accelerate a bit slower (depending on their power to weight ratio) and the maximum speeds of many MBTs were slightly adjusted
- MBTs with turbine engines now accelerate differently than the MBTs with diesel engines (turbines accelerate slower initially but reach their maximum speeds significantly faster, while the diesels accelerate well initially but accelerate slower in higher gears)
- LTs, TDs and AFVs all had their acceleration rebalanced
- The ability of various vehicles to climb slopes was also adjusted (including the issue where vehicles with damaged engines couldn't climb any slopes)
We also fixed the way many wheeled vehicles control by:
- Reworking their interaction with various ground types
- Fixing the suspension of all vehicles
- Fixing the steer rate for all vehicles
- Fixing the vehicle behavior at all speeds
- Improving the vehicle behavior when applying the handbrake (Space Key), leading to awesome drifts
- Removing the forced slowing down when the vehicle is turning
Last but not least, we reworked the way the wheel damage works – the wheeled vehicle speeds now drops linearly depending on the amount of wheels destroyed. If 25% of all wheels are destroyed, the speed drops by 25% etc. If 75% of all wheels are destroyed, the vehicle stops entirely.
Cruise Control
You can now enable cruise control when driving any vehicle in the game by following these steps (for the default control settings):
- L3 (pressing the left stick) – cruise control activation and increasing the speed level
- L3 (stick to the position "down") or L2 (using an alternative control setting) – cruise control activation and increasing the speed level
In order to deactivate Cruise Control, you can:
- Brake (X button)
- Press the gas button twice
- Switch to reverse
Please note that repeated Cruise Control activation by L3, for example in order to increase the speed level, reset the button press counter.
Ready Rack Overhaul
We are also changing the way the Ready Rack works. Ready Rack in real life is the (usually very limited) set of shells that are stored near the gun to allow the loader to load the gun quicker than if he had to reach out to the hull for more ammunition. As such, they are very handy but, usually, the turret design won't allow for high capacity ready racks and once depleted, the loading process becomes much slower.
To reflect this fact, we'll update the Ready Rack mechanism in the following way:
- The Ready Rack will have a limited capacity (much like the standard "clip" autoloader)
- As long as there are shells left in the Ready Rack, the rate of fire of such a vehicle will be quite high
- Whenever a shot is fired from the Ready Rack, the Ready Rack automatically fills every several seconds independently on the gun fire (it's not possible to fill the Ready Rack manually). Unlike standard "clip" autoloaders, this process does not prevent the gun from firing
- Firing the gun resets the Ready Rack reload timer – when the loader is busy loading the gun from a Ready Rack, he can't be reloading the Ready Rack from the standard ammo rack
- If the Ready Rack is empty, the loader loads the gun directly from the standard ammo rack, increasing the gun reload time to match the Ready Rack reload time
In other words, a tank has two reload times:
- Gun reload time (example: 2 seconds)
- Rack reload time (example: 5 seconds)
As long as there are shells in the Ready Rack, the gun can fire every 2 seconds. Not firing makes the loader replenish the Ready Rack with one shell every 5 seconds. Once the rack becomes empty, the loader loads the gun directly and the tank is only capable of firing every 5 seconds. However, not firing fills the ready rack back, allowing the tank to fire faster later.
Please note:
- Ready Rack reload time is influenced by any bonuses affecting standard loading time (like Loader skill for example)
- When switching the type of ammunition, the Ready Rack empties completely and starts being loaded from scratch
The vehicles that will feature this Ready Rack in Caribbean Crisis include:
- LAV-600
- Centauro 105
- Centauro 120
- AMX-10 RCR
- Stingray 1
- Stingray 2
- Merkava 2D
- XM1A3 (with its 120mm gun)
Ammunition Mechanism Changes
We've reworked the way the HESH rounds work. Now they completely ignore armor sloping of up to 75 degrees and partially even steeper slopes. The armor decreases their potential damage to 50% at most, but they now deal massive damage to internal modules and crewmembers.
We've also reworked the way HE rounds work. When calculating the splash radius damage value, instead of the biggest damage due to the thinnest armor within the splash radius, they will take the average damage value in the entire splash area into account. If the maximum determined damage value exceeds the average value by 33%, the 33% will act as a limit (effectively capping the maximum damage value at 133% percent of the average damage value). In practice, this change will limit the massively damaging turret ring HE shots and other unintended HE behavior.
Other ammunition changes:
- HEAT-MP rounds will receive an additional HE mechanism, allowing them to deal damage even with non-penetrating hits
- Player control over the majority of guided missiles was improved
- The initial velocity of ATGMs significantly improved – they will now accelerate to their maximum velocity much faster
- 105mm shells were re-distributed to the correct vehicles, their penetration, damage and price values were fixed
- The HEAT tooltip now displays the damage bonus better, including the actual maximum damage based on the base shell damage
Ammo Rack Changes
If an ammo rack is destroyed, it starts a destructive fire. The fire causes damage worth 7.5% of vehicle's maximum hitpoints each 1.5 seconds, but in addition to that, there's a chance for the ammo rack to detonate, causing massive damage to the vehicle. Additionally, vehicle with damaged ammo rack has a 15% penalty to reload time.
There are now generally three types of ammo racks.
First are standard ammunition racks without any specific protection. These are present on most vehicles, practically on all non-MBTs and most MBTs, especially the older ones. In such vehicles, the ammunition is stored in various ways, but without specific advanced anti-detonation measures. These ammo racks have the following properties:
- 15% chance to detonate each fire damage cycle (each 1.5 seconds)
- Massive explosion damage (turret gets ripped off, impossible to survive)
- Maximum fire length is 4.5 seconds (3 cycles)
Second are ammunition racks with blow-out panels. As described above, modern Main Battle Tanks have ammunition stored in separate compartments with blow-out panels directing the explosion outward. The best known tanks with this feature are the Abrams MBTs, but there are more vehicles with extra anti-explosion measures. In the game, apart from the Abrams series, these include the following vehicles: T-14 Armata, T-90MS, Leopard 2 turret ammo stowage, WPB Anders, PL-01 and B1 DRACO. The properties are as follows:
- 15% chance to detonate each fire damage cycle (each 1.5 seconds)
- Explosive damage (30% of vehicle maximum hitpoints, possible to survive)
- Maximum fire length is 4.5 seconds (3 cycles)
The third type is rare and is currently restricted only to the Challenger tanks (with more advanced tanks such as the Merkava 4 planned for the future). These advanced ammo racks consist of special fire-resistant containers filled with fire retardant gel or other compound acting as an extinguisher in case of fire. Additionally, the ammunition bins are armored. In Armored Warfare, it works as such:
- 15% chance to detonate each fire damage cycle (each 1.5 seconds)
- Explosive damage (30% of vehicle maximum hitpoints, possible to survive)
- Maximum fire length is 3 seconds (2 cycles)
Some vehicles are more susceptible to ammunition rack damage than others due to their ammunition placing (which reflects their real life positions).
Guns and Ammunition
- Fixed an issue where kinetic shells of the ERC 90 and T-80 had more problems penetrating sloped armor than other kinetic shells
- ATGM rate of fire of all AI enemies in PvE reduced by 20% (60% for AI-driven T-15)
- T-80 and T-72A (and its premium variants) had their 3VOF36 HE shells replaced by 3VOF22
- T-72AV had its 3VOF36 HE shells replaced by 3VOF22
- Chieftain Mk.2 HESH penetration improved from 240mm to 265mm
- M2A3 Bradley previously improved Mk.258 ammunition becomes stock and the vehicle receives a new ammunition type (40mm Caseless Super Forty) instead of it
- T-64A Mod.1976 and T-64AV Hunter HEAT damage reduced from 570 to 560
- T-64A Mod.1969 HEAT round was changed to 3VBK10 (penetration reduced to 450mm)
- Stingray 2 stock APFSDS changed to M774 and improved APFSDS changed to M833
- T-153UOF21 HE round penetration reduced from 11 to 10mm
- BMP-29M111-2 Fagot ATGM penetration increased from 400 to 430mm
- Fixed an issue where the Dragoon 300 and LAV-150 90 had different damage and penetration values for the same shells
- Fixed the bug that prevented kinetic rounds from shattering upon ricochet
- Fixed the shell names for the L11A5 gun
- Fixed the bugged name for the Leopard 2 APFSDS shell (renamed from DM33 to DM23)
- Fixed the Taifun II shell name
- Fixed the Palmaria HE shell name
- Fixed the bug that caused the APFSDS rate of fire to be lower than the HEAT one, the reload time for all shells was changed from 8,5s to 8s
- Fixed the XM1A3 bug that, when the autoloader got destroyed, caused the reload time to not increase as it should have
- Fixed a rare bug that caused incorrect reload time to appear after ammo rack damage
- Autocannon accuracy kicks back in not immediately after a shot, but with a slight delay – this change improves the player control over recoil
- The Reinforced Ammo Rack retrofit now, apart from the ammo rack hitpoint bonus, reduces the ammo rack detonation chance by 33% (66% for v2)
- The Secured Ammunition Loader skill now, instead of increasing the ammo rack hitpoints, reduces the rate of fire penalty for damaged ammo rack and gun breech
- 9910 125-IIIM shell damage reduced from 640 to 620
- Having a wounded gunner or loader no longer reduces autocannon rate of fire (instead, it reduces the clip loading time)
- M2A3 Bradley HE penetration reduced from 42mm to 10mm
- Fixed an issue where the M113 ACAV couldn't fire after repairing its ammo rack
- Fixed an issue where damaging T-72B3 ammo rack led to an excessive rate of fire penalty
- Fixed the excessive accuracy loss for the BMPT when firing in long bursts
- BMD-2, BMD-4, BMP-2 and BMP-3 now have HE shells
- Fixed an issue where, on vehicles with two weapon systems, the secondary weapon was also loaded at the beginning of the battle
Damage changes to British Guns
We've changed the damage for the British gun KE ammunition as such:
- L15 APDS damage increased from 480 to 530
- L15A2 APDS damage increased from 480 to 530
- L15A3 APDS damage increased from 490 to 530
- L23A1 APFSDS damage increased from 500 to 540
- L26A1 APDS damage increased from 500 to 575
- L27A1 APDS damage increased from 560 to 600
- L28A1 APFSDS damage increased from 590 to 630
Changes to 20mm and 25mm autocannons
CRAB
- The vehicle now gets a 66 round clip for its autocannon (reload time 8s)
- Damage per autocannon round reduced from 40 to 30
- Rate of fire increased from 300 to 500 rounds per minute
- Turret traverse rate increased to 60 degrees per second
VBR
- The vehicle now gets a 100 round clip for its autocannon (reload time 10s)
- Damage per autocannon round reduced from 30 to 20
- Rate of fire increased from 300 to 750 rounds per minute
- Turret traverse rate increased to 60 degrees per second
XM800T
- The vehicle now gets a 75 round clip for its autocannon (reload time 14s)
- Damage per autocannon round reduced to 20
- Rate of fire increased to 600 rounds per minute
ATGM Launch Changes
The delay between ATGM shots and reload times were changed for the following vehicles:
- VBL TOW reload time increased from 15s to 16s
- Wiesel 1 TOW reload time increased from 11s to 14s
- VBL INGWE clip reload time decreased from 26s to 24s and the delay between ATGM shots decreased from 3s to 2s
- Warrior reload time decreased from 8,2s to 6,5s
- M2A3 Bradley reload time decreased from 18s to 15s
- VBR clip reload time decreased from 25s to 16s and the delay between ATGM shots decreased from 3s to 1,8s
- CRAB clip reload time decreased from 24s to 20s and the delay between ATGM shots decreased from 4s to 2,3s
- SPHINX reload time decreased from 12s to 10s
Armor and Protection
- Fixed a large number of M1128 Stryker armor bugs
- Fixed the upgraded armor model for the Challenger 2
- Fixed a bug that caused Type 79 to receive much thicker armor when using a camouflage
- Type 62 commander cupola now takes full damage when hit
- APS sector for Leopard 2AX and PL-01 increased to 360 degrees
- Tier 7 to Tier 10 LT and MBT side armor was adjusted so that it is now vulnerable to autocannon shells to a certain degree
- M1 Abrams series, T-series Russian MBTs, Terminator-2, Leopard 2AX, Leopard 2A5 and Leopard 2A6 had their armor optimized – it now better corresponds to the visual model
- Kontakt-1 ERA is now 15mm thick on all vehicles
- Fixed the Challenger 1 side armor
- T-90MS armor fixed (now it is composite as intended)
- 2S1 Gvozdika mantlet is now 35mm thick
- T-15 turret armor UI values were fixed
- XM1, T-55 turret armor fixed – it now corresponds to the UI value
- T-72A and T-72B turret armor adjusted – the sides, rear and roof are now much thinner
- Centauro 105, Centauro 120 and Centauro 155 armor UI values were fixed
- Added more armor to Kpz-70 and MBT-70 sides
- Object 430 side armor fixed
- Minimum APS range was reduced to 50% in the PvE mode, making it more useful in PvE missions
- Fixed the Chieftain Mk.2 and Mk.10 mantlet armor
- Chieftain Mk.2, Mk.6 and Mk.10 upper frontal plate, lower frontal plate, the weld between them and side armor thickness improved
- Fixed an issue where installing the upgraded armor kit on the Chieftain Mk.10 MBT did not in fact improve its armor
- Improved the thickness of the weld between upper frontal plate and lower frontal plate for the entire M1 Abrams series
- C1 Ariete and Type 62 armor model overhauled
- Fixed an issue where shells didn't penetrate even though the penetration indicator was green
- Fixed the armor of the BMP-1, BMP-1P and BWP-1M Puma
Health Adjustments
We've adjusted the hitpoint value of several AFVs and TDs:
- CRAB: 1765 to 1685
- M2A3 Bradley: 2030 to 2170
- BMD-2M: 1825 to 1725
- FV510 Warrior MILAN: 2030 to 2075
- VBL Ingwe: 1080 to 1280
- BMP-3: 1925 to 1950
- BMD-4: 1825 to 1750
- FV721 Fox: 1715 to 1485
- BMD-2: 1790 to 1590
- VBL TOW: 1080 to 1280
- BMD-1P: 1745 to 1550
- BMD-1: 1735 to 1550
- XM800T LAW: 1745 to 1645
- FV107 Scimitar: 1725 to 1520
- LAV-150: 1765 to 1650
- Wiesel 1 TOW, Wiesel 1 HOT: 1000 to 1180
- ERC-90 F4: 1735 to 1635
- LAV-150 90: 1765 to 1650
Camouflage and Stealth
- Reduced the ATGM camouflage firing penalty for CRAB, VBR and Warrior
- BMP-3M had its exhaust smoke generator replaced by smoke grenades
- Fixed an issue where vehicles didn't lose any camouflage when firing on the move
- Chieftain Mk.6 camouflage increased by 1.8% thanks to the presence of a camo net
- Fixed an issue where the BWP-1M Puma didn't receive any bonus for its camouflage
- If a vehicle is on fire right now, its camouflage falls to 0
Other Changes
- Removed the line about off-road penalties from LT description
- Fixed the description of the Abrams ERA and of the Relikt ERA
- Fixed an issue where damaging a T-80U Shark fuel tank caused an engine fire
- Fixed the T-72B3 ammo rack repair process and timer
- Fixed an issue where wounding a WZ-1224 gunner increased the repair timer
- Fixed the incorrect decal appearance for the Axe decal
- Fixed the bug that caused an upgraded gun with an autoloader clip to become impossible to reload after it got fixed again
- Fixed the falling damage – falling under sharper (less dangerous) angles now deals less damage than before
- Fixed the BMD-2 weight UI value (to 8433kg)
- T-72B3 now has a 1130hp V-92S2F engine
- Fixed an issue where installing improved tracks on the BMD-2M did not improve its off-road capabilities
- Fixed the bugged M60-2000, M1A1 Abrams (with ERA), T-72A Victory, C1 Ariete visual model (camouflage displaying)
- Fixed an issue where base color was appearing on C1 Ariete tracks
- Fixed the bug that caused decals not to appear with camouflage on FV510 Warrior, C1 Ariete, Abbot VE
- Fixed an issue where T-90MS headlights were sprayed over with paint
- Fixed the track model of FV510 Warrior, Stingray 2 and Leopard 2A6
- Fixed the strange black textures of Chieftain 900, T-64A Mod.1976, Stingray 2, BMD-2, M109, C1 Ariete, FV721 Fox, LAV-300, Leopard 2A4 Evolution, M2A3 Bradley, M41 Walker Bulldog, M109A6 Paladin, RDF/LT, Wiesel 1 TOW, Wiesel 1 HOT, BMP-3, BWP-1M Puma, M1A2, M60A1, Type 80-II, 2S14 Zhalo-S, Object 187, Object 430, Т-55, Т-55М1, Т-80, Т-90МS, LAV-600, Leopard 1, M1A2 Abrams, M60, WZ-1224
- Fixed the visuals of various objects attached to vehicle hulls (pickaxes, backpacks etc.)
- Fixed the bugged VBL INGWE and VBL TOW visual models (textures appearing in low resolution)
- Fixed the Challenger 2 and Challenge 2 ATDU track animation
- Fixed an issue on a large number of models where camouflage appeared where it shouldn't have (tracks, bottom etc.)
- Fixed the muzzle rifling model for several guns
- Fixed the bug that allowed fully unlocked and premium vehicles to further collect XP beyond their maximum limit
- Fixed the bug that caused AMX 10 RCR wheels to appear as if they were destroyed
- Fixed the bug that caused the M1A1 and M1A2 visual model to break when players install the ERA kit and camouflage at the same time
- Fixed a number of smaller texture issues
- Fixed the IR searchlight glass texture for multiple models
- Added ERA elements to the hulls of Centauro 105 and Centauro 120
- Fixed the destroyed M109 model
- Fixed the visual model gun clipping issues of Merkava Mk.2D
- Fixed the XM1A3 UI weight value
- Fixed the smoke animation of destroyed vehicles
- Fixed an issue where destroyed CRAB model was not properly showing wheel textures
- Fixed an issue where M1A1 AIM mantlet color doesn't match the rest of the hull
- Fixed an issue where the camouflage wasn't appearing correctly on the following vehicles: BMPT Terminator, T-72 Ural, Challenger 2 ATDU, LAV-600, Leopard 2A6, M1A2, M1128 Stryker, M1A2 Abrams SEP v3, SPHINX, T92 ACAV, T92 LT, Type 85-IIM, VFM Mk. 5, XM1A3
- Updated the FV510 Warrior armor model to take the additional applique armor into account
- Changed the color of most vehicles in the game
- Changed the T-15 gun color
- Improved the BMP-3M mobility
- Fixed an issue where installing cage armor stopped some M1128 Stryker visual elements from displaying
- Fixed an issue where Stingray 2 turret could appear incorrectly when ripped off during ammo explosion
- Fixed an issue where installing upgraded armor on the Leopard 1 caused the first slot decal to stop appearing
- Fixed an issue where wheeled vehicles accelerated slower than intended when steering
- Fixed the T92 LT and T92 ACAV track animation when moving on broken surfaces
- Fixed an issue that caused some vehicle parts to stop showing up
- Fixed an issue with the BMP-3 model where smaller parts were not attached to the main body of the vehicle
- Fixed the color of T-72 Ural side skirts
- Fixed the ERA parts appearance of BMP-3M 125 Dragun
- Fixed the ammo rack explosion of Stingray and Stingray 2
- Fixed an issue where the second AMX-10RCR shot in the clip didn't display the firing effect properly
- Updated the M551 Sheridan icon
- Fixed the T-62M double headlights and updated its gun depression to match the new model
- Fixed the T-14 Armata gun model on the vehicle icon in battle
- Wiesel HOT Wolf smoke grenade launchers now have the correct color
- VBR model now looks cleaner and better painted
- We increased the turret traverse rate for the following vehicles: Terminator series, BMD series, BMP series and BWP-1M Puma
- The Warrior receives a new round, the 30mm L5A2 APSE (Armor Piercing Special Effect). This armor piercing round has a white phosphorus charge. Upon penetration, the white phosphorus charge explodes, dousing the crew and internal components in flames. In Armored Warfare, this round will have increased damage per shot (to 70) and a massive bonus to crew damage (500%) compared to standard rounds.
- OF-40 reload time reduced from 9,9s to 9,6s
- PL-01DM53A1 stock APFSDS renamed to DM63B1
- B1 Centauro 120 DM53A1 APFSDS renamed to DM63, DM43A1 APFSDS renamed to DM53A1
- Leopard 2 series and C1 Ariete – updated the roof armor: the protruding hatches on the roof are no longer considered weakspots (their thin armor was removed), their reduced damage was removed as well
We renamed a number of ATGMs to better correspond to their real life counterparts
Stingray vehicles: fixed a bug that caused unintended non-penetrations against the side armor of this vehicle
Object 187 now has an alternative turbine engine called GTD-1250
- Fixed the Challenger 1 APFSDS shell icon
- We fixed a number of armor bugs on Soviet and Chinese tanks (for example the T-62) that caused incorrect ricochets upon hitting the mudguards or spare part boxes tied to the hull and their bottom
- Fixed the description of BTJ-II and BTJ-III tandem HEAT rounds on multiple Chinese tanks
- Fixed the Object 187 weight value and subsequently its acceleration, hull traverse and off-road properties to correspond to it
- Fixed a bug that once again caused the wheeled vehicles to tip over their sides when attempting to drive with destroyed wheels
- XM1 maximum speed increased to 77 km/h
- B1 Centauro 105: fixed the bug where this vehicle did not lose any camouflage while moving
Improved the "Kaktus" ERA parameters for BMP-3 and BMP-3M
Sheridan, Starship, Kpz-70 and MBT-70 152mm shell damage increased to 700
Sheridan and Starship reload time increased to 15s
Kpz-70 and MBT-70 reload time increased to 13s
M60A2 Starship gun accuracy improved
BMD-2: Fixed the incorrect acceleration value, peak accuracy improved to 0.14
- M8 Buford, M8 Thunderbolt: fixed the incorrect garage armor UI values
- T-64A Model 1976: improved gun stabilization (accuracy on the move)
Fixed an issue where first aid kit consumables did not restore crew health if Spall Liner retrofits were present on the vehicle
Type 79: fixed the bug that caused the tool boxes on the hull to behave like armor
- T-15: Reload time between ATGM launches increased from 1s to 1,5s
- M1A2 SEP v3 now has a correct gas turbine engine sound
- Fixed some XM800T model textures
- M1134 and M1134 Fox external fuel tanks no longer cause fires
- Changed the 9910 armor geometry in the game along with its UI values
- Fixed the M60-2000 UI armor
- Fixed an issue where some decals did not appear correctly on the T-80 model
Changed or fixed the track model of the following vehicles:
- M2A3 Bradley
- T-15
- Leopard 2AX
- Leopard 2A6
- Palmaria
- FV438 Swingfire
- M1 Abrams
- Leopard 1
- T-64A Mod. 1969
- FV433 Abbot
- FV433 Abbot VE
- AMX-10P PAC 90
- AMX-10P PAC 90 Merc
- AMX-10P PAC 90 Fox
- Challenger 1
- Challenger 2
- Challenger 2 ATDU
- M60
- M60-2000
- M108
Changed the hull traverse rate for the following vehicles:
- М60-2000
- Challenger 1 Falcon
- XM1A3
- M1 Abrams
- FV4201 Chieftain 900
- Leopard 2
- Leopard 2AV
- 9910
- Т-80
- Т-80B
- Т-80U
- Т-72B
- C1 Ariete
We are also introducing major changes (improvements) to the Leopard line.
Leopard 1
- DM12B1 APFSDS renamed to DM33
- DM13 APFSDS renamed to DM23
- Reload time reduced from 9,8s to 9,7s
Leopard 1A5
- DM23 stock APFSDS round changed to DM33 (420 penetration, 430 damage)
- DM33 upgraded APFSDS round changed to DM43 (460 penetration, 450 damage)
- Reload time reduced from 9,8s to 9,6s
Leopard 2AV
- Penetration of the stock DM43 APFSDS round increased from 450 to 460, damage increased from 436 to 450 (shell price adjusted accordingly)
- Reload time reduced from 9,85s to 9,5s
Leopard 2
- Penetration of the stock APFSDS round increased from 530 to 630, round renamed from DM23 to DM33A1
- Penetration of the upgraded APFSDS round increased from 630 to 700, round renamed from DM33A1 to DM43A1
- Reload time reduced from 10,8s to 10,4s
Leopard 2A4 Evolution
- Removed the DM43A1 APFSDS shell
- The DM53A1 APFSDS shell (previously upgraded) became stock and its penetration increased to 700
- Added the DM12A1 HEAT-MP shell as an upgrade
- Added the DM11 HE shell
- Slightly increased the lower front plate thickness
- Reload time reduced from 10,8s to 10,4s
Leopard 2A5
- DM12 HEAT-MP added as stock ammunition choice
- Penetration of the stock APFSDS round increased from 630 to 700, round renamed from DM33A2 to DM43A1
- Penetration of the upgraded APFSDS round increased from 700 to 800, round renamed from DM43A1 to DM53A1
- Reload time reduced from 10,8s to 10,4s
- Slightly reduced the lower front plate thickness
- Added the DM11 HE shell
- Fixed the bug where the DM12A1 upgraded HEAT-MP shell had a broken (too low) penetration bonus
Leopard 2A6
- DM12A1 HEAT-MP added as stock ammunition choice
- Penetration of the stock APFSDS round increased from 750 to 800, round renamed from DM43A1 to DM53A1
- Penetration of the upgraded APFSDS round increased from 800 to 850, round renamed from DM53A1 to DM63A1
- Reload time reduced from 10,9s to 10s
- Fixed the incorrect garage armor UI values
- Optimized the vehicle's armor to behave as intended
Leopard 2AX
- Penetration of the stock APFSDS round increased from 800 to 875
Economy
We've carefully analyzed some of the economy changes that were introduced in the last updates and have decided to introduce several more updates to the Armored Warfare economy system.
Loot System Changes
One of the most common pieces of feedback we've received over the last months regarding the Loot System is that the lowest level crates aren't valuable enough to actually open them. We've decided to improve their value by introducing the following rule:
- Opening a Loot Crate will give you a 10% chance of receiving a free Loot Crate one level higher.
In other words, opening a Silver Loot Crate gives you a 10% chance of receiving a free Gold Loot Crate. This rule will apply to all Loot Crates with the Platinum Loot Crates being the only exception as they are top quality crates already.
Fair Reward Distribution
When considering the rewards for all game modes, our goal is to reward players who are active and helpful to the team. This includes supporting your allies by both spotting and immobilizing enemies.
As the first step, we are increasing the flat reward per damage to allow for the changes, mentioned below:
- If you damage a target you are spotting yourself, you will receive 100% of the reward
- If you damage a target someone else is spotting, that someone else will receive 50% of the reward for the damage you've done and you will receive 75% of the reward for the damage
Combined with the per-damage increase, what this means is that damage dealers will not see their rewards drop but spotters will receive roughly 25% more Credits.
The same rules apply for support (immobilizing the enemy):
- If you damage a target someone else has immobilized, that someone else will receive 50% of the reward for the damage you've done and you will receive 75% of the reward for the damage
Starting from Caribbean Crisis, if multiple vehicles spot the same target, no longer will only the first spotter be rewarded. Instead, the reward for spotting that vehicle will be split amongst the spotters and the first spotter will get an additional bonus. This change will allow for more fair reward distribution without forcing the scouts to race each other, possible to the detriment of their team.
Player versus Player Reward Changes
We've listened to your feedback regarding the unfairness of the battle tier multiplier system. In Caribbean Crisis, we are replacing the Battle Tier reward multiplier by Vehicle Tier reward multiplier. Simply put – if your enemy is above your Tier, you will receive better rewards:
- 1 Tier difference – 10% bonus
- 2 Tier difference – 20% bonus
- 3 Tier difference – 30% bonus
This bonus applies to rewards for damage, kills, support and spotting. Additionally, we are introducing the following changes:
- The Credit reward for capturing a base will be given to all players who participated in the capture (regardless of how many capture points they received) and only if the base capture is successful
- Surviving a battle will earn players 55 Reputation points
- The Reputation for killing an enemy vehicle increased from 56 to 70 Reputation points
- The Reputation for interrupting the capturing of your base will now be awarded proportionally to the maximum amount of points removed
- The victory multiplier to Reputation income for the Encounter PvP mode was increased from 25% to 50%
Last but not least, we are changing the way the general rewarding works by:
- Reducing the flat Reputation reward for match participation
- Increasing the Reputation reward for surviving a match
- Increasing the Reputation reward for killing an enemy
These changes will scale by Tier – on low Tiers, the match rewards will remain based on participation. On high Tiers, however, players will be rewarded for activity more.
Global Operations Reward Changes
Over the last weeks, we've carefully evaluated the Global Operations rewards. We came to the conclusion that some of them were quite excessive and decided to adjust them to the level offered by the PvP mode.
Credit and Reputation reward for the points the enemy has lost is now only awarded to those players, who participated in the capturing of enemy bases. The size of the reward depends on the following:
- For Credits, the size is proportional to the points lost by the enemy because your team captured the bases
- For Reputation, the size is proportional to the time it took to capture the base and to the points lost by the enemy because your team captured the bases
Additionally:
- The Credit and Reputation reward for making the enemy lose Global Operations points was increased three times
- The Credit reward for victory was reduced two times
- The Reputation for interrupting the capturing of your base will now be rewarded proportionally to the maximum amount of points removed in the battle
- We significantly increased the amount of Reputation awarded for interrupting enemy base captures
These changes are all made to improve the importance of base point capture instead of raw killing. The Global Operations mode is objective-oriented instead of pure free-for-all deathmatch and the approach to rewards will, starting from Caribbean Crisis, reflect this fact.
Premium and Battle Hardened Vehicle Changes
In Caribbean Crisis, Battle Hardened Reputation income bonuswill be boosted from 10% to 20%. This change is intended to make this feature more valuable to players who are using specific vehicles as the means to obtain Reputation for unlocking other parts of the game without having to rely on Premium vehicles. Speaking of Premium vehicles – the repair costs of all Premium vehicles will be reduced to those of one Tier lower.
Last but not least, all Battle Hardened and Premium vehicles will receive the following bonus – if a vehicle loses Credits after battle because of consumables use, one half of the consumables cost will be returned to the vehicle owner.
Do you find the consumable compensation above handy in general? Good news then – all vehicles of the winning team in PvP and Global Operations will receive this bonus as well!
Inactive Player Punishment
In Caribbean Crisis, we are introducing a new system that will change the way inactive players are rewarded. Simply put, players who are not active in battle (commonly known as "AFKers") and are not contributing to the match, effectively leeching off those who do contribute, will receive no rewards whatsoever while players who are genuinely attempting to fight but end up dying early in the process (happens to the best of us once in a while) will still reap the rewards of their attempts.
Other Changes
Other changes include the following:
- The post-battle statistics window will also now show the compensation you receive for your teammates killing or damaging you
- Tier 5 repair costs reduced to 10450 Credits
- Tier 6 repair costs reduced to 14500 Credits
Certain shell prices were increased:
- 30mm 3UBR11 to 387 Credits
- 40mm APFSDS Slpprj 95LK to 619 Credits
- 40mm APFSDS Slpprj 90LK to 495 Credits
Certain shell prices were reduced:
- 30mm L14A3 to 27 Credits
- 30mm L14A2 to 15 Credits
- 30mm L13A1 to 8 Credits
- Swingfire missile to 574 Credits
- Swingfire SWIG missile to 750 Credits
- 76mm M352A1 to 79 Credits
- 76mm XM855 to 592 Credits
- Falarick ATGM (105mm and 120mm versions) prices were somewhat lowered
Last but not least, we have fixed the issue where PlayStation®Plus owner did not receive their free crates correctly.
Gameplay
- You can now remove a rented vehicle from your Garage. During the process, you will receive a Credit compensation for the installed Retrofits and all Consumables are returned to your inventory
- Reworked the off-road acceleration and hull traverse bonus – earlier, they improved the vehicle parameters even on hardened surfaces, now they only reduce the off-road terrain penalties, but the bonus values have doubled (as a result, the bonus won't work on hard surfaces such as roads, but will significantly improve off-road performance on snow, in the mud etc.)
- The amount of XP required to unlock Tier 2 was reduced to 1200
- The amount of XP required to unlock Tier 3 was reduced to 6000
- The amount of XP required to unlock Tier 1 upgrades reduced by 25%
- Fixed an issue where, when switching between two weapon systems, the reload of the previous might not start correctly
- Fixed an issue where some players could not enter battles upon joining a platoon
Game Client
- Fixed a rare physics issue involving an ATGM flying towards the target
- Vehicle movement sounds now depend on the type of surface
- Collision sounds fixed
- Fixed an issue that sometimes caused the game to crash when respawning in Global Operations
- Rotating a first person camera when driving a Swingfire no longer produces turret traverse sound
- Fixed a rare issue that could cause the game to crash when switching camouflages
- Optimized texture loading for the new shader
User Interface
Dossier
We've updated the Dossier screen. The UI now has several tabs featuring both general and detailed information about players and their achievements.
Player Profile features short player info.
The Profile tab features:
- The option to change your Avatar and Title
- Basic statistics for all modes (number of battles, winrate)
- Basic statistics about time spent in the game and Experience received
- Last obtained rewards
The Rewards tab features:
- List of all rewards in the game
- Info on how many and what types of awards has a player received
The Statistics tab features info on the three modes available in the game: "Missions (PvE)", and two PvP modes: "Global Operations" and "Standard Battles", including:
- List of vehicles used the most in each respective mode
- Info on the amount of battles of each Tier and Class
- Detailed player statistics for each game mode
The Vehicles tab features the same data as above, only separate for each vehicle. Apart from that, you can see what kind of rewards and how much experience each vehicle obtained.
The Achievements tab features all achievements obtained by players:
- For each of them, you can check their progress
- When an achievement was obtained already, you can see when that happened
- You can also see the reward for each achievement stage (including experience, credits, avatars and decals)
The last History tab is new and features info on the last battles played by the player:
- Each battle now has a short info attached to it, including what vehicle was used, its tier and class, battle mode, map, result, whether the vehicle survived, damage done, enemies spotted and destroyed, battle duration
- Clicking on the battle opens a battle results window
General UI Changes
- Fixed an issue with randomly appearing damage numbers upon ricochet
- Fixed an issue where the enemy player who destroyed you was not properly marked in the battle results window
- Post-battle statistics window does no longer feature shots fired when controlling an AC-130 in Global Operations
- Fixed an issue where a bomber warning appeared too late in Global Operations