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BALANCE 2.0 – HIGH TIER VEHICLE GAMEPLAY

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RAPID FIRE MECHANISM

 

To introduce more diversity to high Tier gameplay, we have decided to add the Rapid Fire mechanism to several vehicles in Armored Warfare. Vehicles equipped with Rapid Fire will be able to fire several shots in quick succession but then will have to wait for a longer time for the crews to fill the magazine with shells again.

There will be two types of Rapid Fire mechanism:

  • Autoloader Magazine
  • Ready Rack

Autoloader Magazine is basically just a clip. The vehicle can fire the shells in the clip but then has to wait for them to reload for an extended period of time.

Ready Rack is a bit more complicated. Vehicle equipped with Ready Rack has several shells stored for quick use and can fire them in rapid succession before having to wait for a long for the Ready Rack to load again. Unlike the autoloader magazine, however, the vehicle does not have to wait for the entire Ready Rack to fill and can fire immediately after the next shot is loaded. Only once two shots or more are loaded in the Ready Rack can the vehicle fire in rapid succession again – in other cases the loading time is significantly lower.

Rapid Fire mechanism will initially be introduced to the following vehicles:

  • T-14 Armata (Autoloader Magazine, 4 rounds)
  • T-90MS (Autoloader Magazine, 4 rounds)
  • Merkava IID (Ready Rack, 3 rounds)

 

SMOKE MECHANISM CHANGES

 

In order to introduce more diversity between classes, we have decided to update the Upgraded smoke grenades and smoke discharger mechanisms. All classes will be able to fire a number of smoke grenade rounds or discharger charges in quick succession before having to wait for an extended period of time for them to reload. Additionally, the total amount of smoke grenades or discharges available will be limited for come classes.

  • MBT Class – 1 round, 80 seconds reload time, 5 rounds in total
  • AFV Class – 2 rounds, 80 seconds reload time after both are spent, 8 rounds in total
  • TD Class – 2 rounds, 80 seconds reload time after both are spent, 8 rounds in total
  • LT Class – 3 rounds, 60 seconds reload time after all 3 are spent, 9 rounds in total

 

REDUCED GUN AND CUPOLA DAMAGE

 

Based on both the community feedback and our own internal discussions, we have decided to change the way the Commander Cupola weakspot works, especially on high Tiers.

In the future, Commander Cupolas (if present) will only take 10% of damage from armor-piercing rounds and 25% of damage from HEAT and HE rounds. The HEAT damage bonus versus thin armor will, however, remain active.

Exposed gun components on vehicles with externally mounted guns will take the same reduced damage as Commander Cupolas – this applies for example to the BMPT series, the T-15 or the M113 ACAV. It does, however, not apply to unmanned turrets (like the Armata has) or to the armored base of Remote-Controlled Weapons Station.

 

APS CHANGES

 

Another way to introduce more varied gameplay to Armored Warfare is the changes to various APS systems on different tanks.

In Update 0.19, each APS will be fine-tuned individually. For example, the Armata hard-kill APS will have the following properties:

  • Cooldown: 30 seconds
  • Arc: 180 degrees
  • Minimum range: 200 meters
  • Magazine: 10 rounds

 

HIGH EXPLOSIVE AMMO CHANGES

 

In Balance 2.0, we changed the way the HE “splash” works. “Splash” is not triggered by ground explosions anymore, it only activates when the shell hits a vehicle. Upon hit, the Splash will “spill” over the vehicle doing damage to the thinnest armor it encounters. Thermobaric guided missiles such as the Russian Ataka-F will use the HESH mechanism rather than HE.

 

AMMO-RACKING

 

Ammo rack explosions are coming back in Update 0.19. Instead of causing an instant explosion, the affected ammo rack will instead blaze away, doing massive damage per second that can destroy any vehicle if not extinguished quickly. Vehicles with blow-out panels such as the Abrams series will be immune to ammo-racking or will have the damage caused by ammo-racking significantly reduced.

 

SPOTTING MECHANISM CHANGES

 

Update 0.19 is introducing a number of spotting mechanism and camouflage changes.

Bushes will no longer lose full camouflage bonus when firing while hidden behind them (they will retain 33% of it). In Update 0.19, firing automatically reduces the camouflage bonus of all bushes within 15 meters to 33%.

Additionally, the bush bonus itself was changed as well – in Update 0.18, the bushes gave 0.2 camouflage rating bonus that could stack with multiple bushes to 0.3. In Update 0.19, the bush bonus is increased from 0.2 to 0.3 and can stack up to 0.6 for multiple bushes covering your vehicle.

Camouflage loss from firing was considerably reduced to 0.2 for Tank Destroyers and ATGM launches and to 0.25 for every other type of weapon and class. The duration of this penalty is also being reduced from up to 75 seconds (depending on circumstances) to 5 seconds flat. Additionally, players will have a roughly 0.25 second delay before the penalty kicks in in order to be able to start moving after firing without getting spotted instantly.

The duration after which your tank will fade from enemy sights if spotting conditions are no longer met is reduced from 8 seconds to 5 seconds.

To offset some of these changes, scout AFVs will receive a 30 meter viewrange bonus when standing still and will only lose 0.05 camouflage rating when moving. Light Tanks do not lose any camouflage rating when moving at all.

 

https://aw.my.com/gb/news/general/balance-20-high-tier-vehicle-gameplay

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Cant say i see anything really negative, but its been so long that i have played... will re-download and see, because god knows im not playing WoT any time soon.

I mean, it cant be worse then giving a tier X heavy tank a derp gun that ignores armor while at the same time wanting to make armor more relevant

latest?cb=20130511201401

 

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2 hours ago, Crossfader said:

Cant say i see anything really negative, but its been so long that i have played... will re-download and see, because god knows im not playing WoT any time soon.

I mean, it cant be worse then giving a tier X heavy tank a derp gun that ignores armor while at the same time wanting to make armor more relevant

especially if its so easy to just sit back and snipe or lob HE from afar, as most Type 4 and 5 Heavy tanks are already doing live, making it harder to hit their weakspots from afar and punishing medium tanks

really, this whole problem came to light the moment they introduced the Japanese heavy tank line in the first place

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TLDR:

New reloading mechanics adds variability. Autoloader mag being discussed hotly on forums due to potential firepower. Ready rack (lap loading also considered) gives some number of rounds a bonus to load speed but then your reload speed is reduced until rack is full.

Everyone gets smoke charges now.

APS limitations implemented, no longer 360 degree coverage.

Not sure what HE changes mean gameplay-wise.

Ammo-rack changed to damage over time fire-effect.

Hiding in bushes more powerful, light tanks get a big buff to camo overall based upon my reading.

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On 2/6/2017 at 6:04 PM, Crossfader said:

so better ?

If your idea of better is changing all artillery into FV183 style vehicles, but even more overpowered in respect to the competition at each tier. 

Because Centauro 155's that can fling a smoke round to blind the OPFOR, drive up at 104 km/h to all of these other classes that have had their speed/accuracy/time-to-kill nerfed and derp them with a ~950 damage shot with 900mm+ pen and only a 2-3 second longer reload than the OPFOR depending on retrofits/crew skills/consumables/etc is balanced.

Balance 2.0 was supposed to be something that in combination with Steam (Steam deployment seemingly cancelled, see news article removal) would stand a solid chance of reviving this game.  But after seeing the direction they are heading with this PTS I can no longer recommend this game at all.  I don't suggest you waste your hard drive space with this game.

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4 hours ago, shwedor said:

If your idea of better is changing all artillery into FV183 style vehicles, but even more overpowered in respect to the competition at each tier. 

Because Centauro 155's that can fling a smoke round to blind the OPFOR, drive up at 104 km/h to all of these other classes that have had their speed/accuracy/time-to-kill nerfed and derp them with a ~950 damage shot with 900mm+ pen and only a 2-3 second longer reload than the OPFOR depending on retrofits/crew skills/consumables/etc is balanced.

Balance 2.0 was supposed to be something that in combination with Steam (Steam deployment seemingly cancelled, see news article removal) would stand a solid chance of reviving this game.  But after seeing the direction they are heading with this PTS I can no longer recommend this game at all.  I don't suggest you waste your hard drive space with this game.

i have absolutely no idea whats going on in AW, like at all, have not played since the patch were they fixed the desert camo bug.

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11 hours ago, shwedor said:

If your idea of better is changing all artillery into FV183 style vehicles, but even more overpowered in respect to the competition at each tier. 

Ugh... saw this today since I finally got a chance to (briefly) play on the PTS.

They acknowledged that high alpha vehicles (like if you ran into a Cent 120 as low tier before) were bad and shifted alpha across all vehicles to be closer and to increase TTK (which has been good)... and then reintroduce arty into high alpha beasts that take away over 1/3 of your hps in a single hit...

What.  Are.  They.  Smoking?

They've stated arty can still be dropped and they need to follow through with this.  It makes no sense from their acknowledged design goals and simply isn't fun to go against.

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Low tier MBTs got nerfed back to Early Access level where they turn like turds and can barely climb hills. The camo changes are way to hard I played a game on port storm trying to light the ridge campers i couldn't see shit unless they fired, only a pt-76 rushing the bottom of the hill proxy spotted them. I know the MBT armor gets better at higher tiers abut I seriously am not playing armored campfest, and with fucking heating derp guns in the game why the fuck would you want to peek to lose alot of health. 

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Yeah, as expected, the new "arty" is a joke and much more broken than it is on live. It went from being the best possible way to implement an indirect fire mechanic to FV183 doomcannons that go 60...

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So I was just rubbing salt on baddies who are bitching about removal of indirect fire...

https://aw.my.com/en/forum/showthread.php?99383-When-someone-on-youtube-comments-challenge-you-to-1v1-but-he-turned-out-to-be-ALICE

And he's still at it:

Link to youtube comments

Oy Vey I'm caught aimbotting!!! XAXAXAXAXAXAXA

 

 

============================

As for FV183...FV183 can two-shot anything(1 if rng and lower tier) in WoT if they pen with HESH.

SPG in AW can't two-shot because HP is inflated.  SPG is no worse than T-14 152mm gun in 0.18, it's a 3 shot at best for the usual vehicles which are easily over 2k hp.

 

And the difference is that HEAT don't do at least 1/3 damage when they don't pen, unlike FV which can still deal around 6-800 when they fail to pen.

 

Real problem is that OE went full retard and made all those high tier MBT "autoloaders."

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