We are happy to announce that Armored Warfare has joined the ranks of many excellent titles that are now available on Steam! The launch of Armored Warfare on the Steam platform and the introduction of Update 0.22 are major stepping stones for the Armored Warfare community and the team both.
It’s an important step towards making the game more accessible to players in general and hopefully, thanks to the influx of users from the new platform, providing an even better experience! It’s time to enjoy Armored Warfare’s modern combat and everything it has to offer!
We’ve also prepared a small gift for all our new Steam users – a free Type 59-IIA Legend Tier 3 Premium Main Battle Tank and 3 days of Premium Time!
Got any questions about the Steam release? Please check the Frequently Asked Questions part of this article.
The Steam Launch Bundles
New bundles with up to 45% discount are available for a limited time only in the Armored Warfare store, featuring the following three vehicles:
Object 155 Tier 3 Premium Main Battle Tank
T-72AV Tier 5 Premium Main Battle Tank
BMPT Terminator Tier 8 Tank Destroyer
Steam users are able to purchase select bundles as Steam DLCs, as well as all the other items via the regular store. To learn more about the Steam offers, visit our dedicated article.
Frequently Asked Questions
How do I access Armored Warfare on Steam?
By using your Steam login and accessing the Armored Warfare Steam Page
Can I play Armored Warfare while not using Steam?
Yes, Armored Warfare is also available via the My.com launcher. Please follow the installation instructions on the Armored Warfare website.
Can my Steam account be merged with my existing My.com Armored Warfare account?
That option is currently not available. Steam is only available for new users.
Can Steam and non-Steam Armored Warfare players play together?
Yes, users play on the same servers, regardless of platfrom they registered through
Can Steam users log in to Armored Warfare website and forums?
Yes, by using Steam login form.
Can I use Steam Wallet to purchase Armored Warfare goods?
Yes, but only those DLCs available on Steam
What happens if I forget the password I use to access Armored Warfare on Steam?
Please follow Steam’s own password recovery procedures.
What happens when I use the same e-mail when accessing both Steam and Armored Warfare using the My.com launcher?
The Steam account and the My.com account are both treated separately – this situation will therefore cause no issues.
Does Steam monitor the entire game population or only the part that logs via Steam?
Only the part that logs via Steam. Thus it will not be indicative of the game’s overall health.
We are happy to announce that Armored Warfare has joined the ranks of many excellent titles that are now available on Steam! The launch of Armored Warfare on the Steam platform and the introduction of Update 0.22 are major stepping stones for the Armored Warfare community and the team both.
It’s an important step towards making the game more accessible to players in general and hopefully, thanks to the influx of users from the new platform, providing an even better experience! It’s time to enjoy Armored Warfare’s modern combat and everything it has to offer!
We’ve also prepared a small gift for all our new Steam users – a free Type 59-IIA Legend Tier 3 Premium Main Battle Tank and 3 days of Premium Time!
Got any questions about the Steam release? Please check the Frequently Asked Questions part of this article.
The Steam Launch Bundles
New bundles with up to 45% discount are available for a limited time only in the Armored Warfare store, featuring the following three vehicles:
Object 155 Tier 3 Premium Main Battle Tank
T-72AV Tier 5 Premium Main Battle Tank
BMPT Terminator Tier 8 Tank Destroyer
Steam users are able to purchase select bundles as Steam DLCs, as well as all the other items via the regular store. To learn more about the Steam offers, visit our dedicated article.
Frequently Asked Questions
How do I access Armored Warfare on Steam?
By using your Steam login and accessing the Armored Warfare Steam Page
Can I play Armored Warfare while not using Steam?
Yes, Armored Warfare is also available via the My.com launcher. Please follow the installation instructions on the Armored Warfare website.
Can my Steam account be merged with my existing My.com Armored Warfare account?
That option is currently not available. Steam is only available for new users.
Can Steam and non-Steam Armored Warfare players play together?
Yes, users play on the same servers, regardless of platfrom they registered through
Can Steam users log in to Armored Warfare website and forums?
Yes, by using Steam login form.
Can I use Steam Wallet to purchase Armored Warfare goods?
Yes, but only those DLCs available on Steam
What happens if I forget the password I use to access Armored Warfare on Steam?
Please follow Steam’s own password recovery procedures.
What happens when I use the same e-mail when accessing both Steam and Armored Warfare using the My.com launcher?
The Steam account and the My.com account are both treated separately – this situation will therefore cause no issues.
Does Steam monitor the entire game population or only the part that logs via Steam?
Only the part that logs via Steam. Thus it will not be indicative of the game’s overall health.
We are happy to announce another addition to Armored Warfare – Update 0.22 "Art of War"
Update 0.22 is bringing a large number of improvements, issue corrections and features:
Commander System Overhaul Improved Vehicle Graphics[ New Vehicles Chinese-themed Maps – PvP and PvE Global Operations Map Waterway Vehicle Mechanics Changes
Prepare to master the Art of War!
Commander System Overhaul
The Commander System overhaul, introduced in Update 0.22, replaces the simple commander progression with a complex, sophisticated system, allowing the players to customize their commanders to best suit their gameplay style.
Fifteen levels, many perks and a large number of choices await you!
In Update 0.22, we are significantly increasing the visual quality of Armored Warfare by introducing a new render as well as high quality textures to a number of vehicles.
Update 0.21 Version
Update 0.22 Version
New Vehicles
In this update, we are introducing a large portion of new vehicles – both progression and premium. The majority of the vehicles are Chinese – we are completing the Zhang Feng Main Battle Tank with two new MBTs – the Tier 9 Type 99A1 and the Tier 10 Type 99A2. We are also introducing two new low-tier Czechoslovak AFVs for the Czechoslovak and Polish branch, introduced in Update 0.21.
Type 99A1 – Tier 9 Main Battle Tank
This is an advanced version of the Type 99, the first Chinese third generation Main Battle Tank, designed to bring the Chinese armored forces to the 21st century. Armed with a powerful 125mm smoothbore gun, its composite armor hull and turret are chock-full of advanced technologies, including the JD-3 laser dazzler. Around a thousand of these vehicles were built since 2001 and are currently only used in Chinese service.
This is a Type 99A, equipped with experimental technologies. Chief amongst them is the longer variant of the 125mm ZPT-98 cannon (L/55 instead of L/44). Both Type 99s will be very agile and well-protected, but not extremely fast with the 125mm cannon putting it between the T-90MS and the T-14 Armata.
The Chinese Type 96 Main Battle Tank was developed in the 1990s as a replacement for the aging Type 59-based designs following the Gulf War shock. The design was based on the Type 85 series of export vehicles but the Type 96 was intended for domestic service. Around 2000 were built between 1997 and 2005 and still remain in service.
This is an upgraded variant of the Type 96 MBT. The idea behind the upgrade was to bring the original Type 96 to the Type 99 level of combat value. The upgrades include improved turret armor and better electronics. Around 1100 Type 96 tanks were upgraded to the Type 96A level and are currently in Chinese service.
This eight-wheeled Armored Fighting Vehicle is one of the most modern wheeled IFVs of the People’s Liberation Army. Accepted in service in 2009, it provides the crew with solid protection but its true forte is its excellent mobility. Armed with a 30mm autocannon and HJ-73 guided missiles, it poses a serious threat to the majority of enemy vehicles on the battlefield.
The PLZ-89 is a Chinese 122mm tracked self-propelled howitzer, first unveiled to public in 1999. Its weapon (a variant of the Soviet 122mm D-30 howitzer) makes it comparable to the popular 2S1 Gvozdika and indeed, it was developed to fit the same role – mobile indirect fire support of infantry and mechanized formations, but the Chinese vehicle use more advanced electronics and equipment. Please note that this vehicle will be restricted to PvE missions.
The PLZ-05 is the most modern Chinese tracked artillery system. Entering service in 2008, it was inspired by the American M109A6 Paladin. What makes it stand out is the fact that players can choose from two different weapons – a rapid-fire 155mm L/52 cannon with a clip or an accurate but slow-firing L/54 cannon. Please note that this vehicle will be restricted to PvE missions.
This is the Czechoslovak OT-64 APC, modified with an unmanned Cobra turret, developed in Slovakia by ZŤS Špeciál Trenčín. The low-profile one-man COBRA turret was developed in the late 1990s and early 2000s. It was first shown to the public in 2001. It was designed to improve the firepower of several vehicles, including the OT-64, BMP-1, BTR-70 and the Pandur II. The weapon system could engage both ground and low-flying targets.
OA-82 Jarmila II – Tier 4 Armored Fighting Vehicle
The Jarmila II armored car was developed in the late 1950s for the Czechoslovak army as a replacement for the Soviet World War 2-era BA-64s. One of the proposed variants was a heavy armored car, armed with two powerful vz.59 82mm recoilless guns. The vehicle was successfully tested but was never accepted in service due to missing production capacities, leading to the purchase of the Hungarian OT-65.
Lacking any advanced main battle tanks in the 1980s as well as proper funding, China resorted to more creative means to destroy enemy MBTs, including gun-equipped tank destroyers. The PTZ-89, or Type 89, is one such vehicle. It was developed in the 1980s, but was only ever produced in small numbers. It was armed with an indigenous 120mm smoothbore gun with loading assistant. Its firepower was judged to be inferior to the Soviet 125mm smoothbore and the caliber was discontinued in the 1990s along with the production of this vehicle.
The ZBD-86 (also known as WZ-501 or Type 86 IFV) is a Chinese unlicensed copy of the Soviet BMP-1, acquired from Egypt in the 1980s. The vehicle is practically identical to its Soviet counterpart with even its engine being a copy of the original UTD-20, but the Malyutka ATGM launcher was replaced with the HJ-73 Red Arrow missile launcher. By the time it entered service in 1992, it was already obsolete.
In Update 0.22, we are introducing the brand new Seven Steps map that will take us to South China. The rural area of the Baise region became a battlefield between mercenaries hired to protect civilians and ruthless corporate forces. Local triads have hidden a cache of valuable intelligence along with their ill-gotten fortune somewhere in a local village. Although they were soundly defeated, their secret remains buried in the general area. Commander, take the area and destroy your opponents to begin the search for what might set your forces up for life!
Set in the same region, the enemies are trying to invade a local temple. Stop them at all costs in the Operation Tiger’s Claw mission!
Global Operations Waterway Map
It’s time to return to Panama, commanders – the new Global Operations version of the Waterway map awaits.
This Global Operations map introduces three phases along with three different Wildcards:
Recon UAV
Air Strike
AC-130 Gunship Strike
The new element is the randomization of the first two phases – you’ll never know which set of goals you start with until the battle starts!
Vehicle Mechanics Changes
We are introducing a number of changes to the Armored Warfare vehicle mechanics. Two of the most important ones are:
We are happy to announce another addition to Armored Warfare – Update 0.22 "Art of War"
Update 0.22 is bringing a large number of improvements, issue corrections and features:
Commander System Overhaul Improved Vehicle Graphics[ New Vehicles Chinese-themed Maps – PvP and PvE Global Operations Map Waterway Vehicle Mechanics Changes
Prepare to master the Art of War!
Commander System Overhaul
The Commander System overhaul, introduced in Update 0.22, replaces the simple commander progression with a complex, sophisticated system, allowing the players to customize their commanders to best suit their gameplay style.
Fifteen levels, many perks and a large number of choices await you!
In Update 0.22, we are significantly increasing the visual quality of Armored Warfare by introducing a new render as well as high quality textures to a number of vehicles.
Update 0.21 Version
Update 0.22 Version
New Vehicles
In this update, we are introducing a large portion of new vehicles – both progression and premium. The majority of the vehicles are Chinese – we are completing the Zhang Feng Main Battle Tank with two new MBTs – the Tier 9 Type 99A1 and the Tier 10 Type 99A2. We are also introducing two new low-tier Czechoslovak AFVs for the Czechoslovak and Polish branch, introduced in Update 0.21.
Type 99A1 – Tier 9 Main Battle Tank
This is an advanced version of the Type 99, the first Chinese third generation Main Battle Tank, designed to bring the Chinese armored forces to the 21st century. Armed with a powerful 125mm smoothbore gun, its composite armor hull and turret are chock-full of advanced technologies, including the JD-3 laser dazzler. Around a thousand of these vehicles were built since 2001 and are currently only used in Chinese service.
This is a Type 99A, equipped with experimental technologies. Chief amongst them is the longer variant of the 125mm ZPT-98 cannon (L/55 instead of L/44). Both Type 99s will be very agile and well-protected, but not extremely fast with the 125mm cannon putting it between the T-90MS and the T-14 Armata.
The Chinese Type 96 Main Battle Tank was developed in the 1990s as a replacement for the aging Type 59-based designs following the Gulf War shock. The design was based on the Type 85 series of export vehicles but the Type 96 was intended for domestic service. Around 2000 were built between 1997 and 2005 and still remain in service.
This is an upgraded variant of the Type 96 MBT. The idea behind the upgrade was to bring the original Type 96 to the Type 99 level of combat value. The upgrades include improved turret armor and better electronics. Around 1100 Type 96 tanks were upgraded to the Type 96A level and are currently in Chinese service.
This eight-wheeled Armored Fighting Vehicle is one of the most modern wheeled IFVs of the People’s Liberation Army. Accepted in service in 2009, it provides the crew with solid protection but its true forte is its excellent mobility. Armed with a 30mm autocannon and HJ-73 guided missiles, it poses a serious threat to the majority of enemy vehicles on the battlefield.
The PLZ-89 is a Chinese 122mm tracked self-propelled howitzer, first unveiled to public in 1999. Its weapon (a variant of the Soviet 122mm D-30 howitzer) makes it comparable to the popular 2S1 Gvozdika and indeed, it was developed to fit the same role – mobile indirect fire support of infantry and mechanized formations, but the Chinese vehicle use more advanced electronics and equipment. Please note that this vehicle will be restricted to PvE missions.
The PLZ-05 is the most modern Chinese tracked artillery system. Entering service in 2008, it was inspired by the American M109A6 Paladin. What makes it stand out is the fact that players can choose from two different weapons – a rapid-fire 155mm L/52 cannon with a clip or an accurate but slow-firing L/54 cannon. Please note that this vehicle will be restricted to PvE missions.
This is the Czechoslovak OT-64 APC, modified with an unmanned Cobra turret, developed in Slovakia by ZŤS Špeciál Trenčín. The low-profile one-man COBRA turret was developed in the late 1990s and early 2000s. It was first shown to the public in 2001. It was designed to improve the firepower of several vehicles, including the OT-64, BMP-1, BTR-70 and the Pandur II. The weapon system could engage both ground and low-flying targets.
OA-82 Jarmila II – Tier 4 Armored Fighting Vehicle
The Jarmila II armored car was developed in the late 1950s for the Czechoslovak army as a replacement for the Soviet World War 2-era BA-64s. One of the proposed variants was a heavy armored car, armed with two powerful vz.59 82mm recoilless guns. The vehicle was successfully tested but was never accepted in service due to missing production capacities, leading to the purchase of the Hungarian OT-65.
Lacking any advanced main battle tanks in the 1980s as well as proper funding, China resorted to more creative means to destroy enemy MBTs, including gun-equipped tank destroyers. The PTZ-89, or Type 89, is one such vehicle. It was developed in the 1980s, but was only ever produced in small numbers. It was armed with an indigenous 120mm smoothbore gun with loading assistant. Its firepower was judged to be inferior to the Soviet 125mm smoothbore and the caliber was discontinued in the 1990s along with the production of this vehicle.
The ZBD-86 (also known as WZ-501 or Type 86 IFV) is a Chinese unlicensed copy of the Soviet BMP-1, acquired from Egypt in the 1980s. The vehicle is practically identical to its Soviet counterpart with even its engine being a copy of the original UTD-20, but the Malyutka ATGM launcher was replaced with the HJ-73 Red Arrow missile launcher. By the time it entered service in 1992, it was already obsolete.
In Update 0.22, we are introducing the brand new Seven Steps map that will take us to South China. The rural area of the Baise region became a battlefield between mercenaries hired to protect civilians and ruthless corporate forces. Local triads have hidden a cache of valuable intelligence along with their ill-gotten fortune somewhere in a local village. Although they were soundly defeated, their secret remains buried in the general area. Commander, take the area and destroy your opponents to begin the search for what might set your forces up for life!
Set in the same region, the enemies are trying to invade a local temple. Stop them at all costs in the Operation Tiger’s Claw mission!
Global Operations Waterway Map
It’s time to return to Panama, commanders – the new Global Operations version of the Waterway map awaits.
This Global Operations map introduces three phases along with three different Wildcards:
Recon UAV
Air Strike
AC-130 Gunship Strike
The new element is the randomization of the first two phases – you’ll never know which set of goals you start with until the battle starts!
Vehicle Mechanics Changes
We are introducing a number of changes to the Armored Warfare vehicle mechanics. Two of the most important ones are:
Wounding the loader or the gunner on vehicles with automatically loaded guns will no longer reduce the rate of fire – instead, the autoloader magazine will take longer to load
Fixed an issue causing shells to not penetrate even though the penetration indicator was marked green
Fixed the bug that caused Commander Insignia and booster to not improve Commander XP income
Fixed a number of bugs causing client crashes
Fixed the broken voice chat in the game
Fixed the bug that caused a crash when players attempted to view replays
Vehicles
Type 99A and Type 99A2 now receive full damage when hitting the hatches on top of the turret
Improved the Type 96 APFSDS ammunition
Improved the thickness of the weld between upper frontal plate and lower frontal plate of all the Abrams tanks
Type 62, C1 Ariete and Type 99 armor model overhauled
Type 99A and Type 99A2 APFSDS round velocity reduced from 2000 m/s to 1750 m/s
30mm HE ammunition penetration of the M2A3 Bradley reduced from 45mm to 10mm
OT-64 COBRA ATGM reload time reduced to 14 seconds
Centauro 105 and Centauro 120 hull now has ERA blocs
Removed the option to change Challenger 1 FALCON base color
Fixed the incorrect black texture spots on the following models: C1 Ariete, FV721 Fox, LAV-300, Leopard 2A4 Evolution, M2A3 Bradley, M41 Walker Bulldog, M109, M109A6 Paladin, Type 96, Type 96A, RDF/LT, Wiesel 1 TOW, Wiesel 1 HOT
Fixed the destroyed tank model for Type 96, Type 96A, Type 99 and M109
Fixed the gun model clipping of Merkava 2D
Fixed the incorrect texture of wheeled vehicle wheel cover
Fixed the track model for the following vehicles: M2A3 Bradley, Type 99A2, Type 99A, 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, Stingray
Fixed the muzzle brake model of several vehicles
Fixed the bug that made the WPB Anders APS model to appear grey under certain angles
Fixed the bug that caused the Type 80-II tracks to receive camouflage along with the tank hull
Fixed the bug that caused a second decal not to appear on Centauro 120, OT-64 Cobra
Fixed the Leopard 1A1 rear view mirror texture
Fixed the bug that caused the camouflage to appear on T-90A’s rubber skirts
Fixed the glass texture for IR-projector textures
Fixed the missing OT-64 Cobra turret textures
Fixed the Zhalo-S gun sights visual model
Fixed the Type 62 firing visual effect
Fixed the bug that caused the improved tracks of the BMD-2M to not improve its off-road capabilities
Fixed the bugged weight in the XM1A3 UI
Fixed the bug that caused the ammunition loading to work incorrectly when the player selects a different type of ammunition for his next shot
Fixed the bug that caused the M113 ACAV to be unable to fire after its ammo rack was repaired using a consumable
Fixed the Type 96 mantlet texture
Fixed the bug that caused the T-72B3 to have incorrect (too slow) reload time after its ammo rack got damaged
Fixed the destroyed vehicle smoke animation
Fixed the bugged turret traverse animation on low details on the M109A6 Paladin
Fixed the bug that caused the Battalion decal to not appear on Challenger 2 model
Fixed the bug that caused decals to stop appearing when using camouflage on the Abbot VE
Fixed the missing textures of the destroyed CRAB model
Fixed the excessive accuracy loss during long bursts of the BMPT Terminator
Fixed the incorrectly colored M1A1 mantlet
Fixed the bugged camouflage on the following vehicles: BMPT Terminator, BMPT Prototype, T-72 Ural, Challenger 2 ATDU, LAV-600, Leopard 2A6, M1A2, M1128 MGS, M1A2 Abrams SEP v3, SPHINX, T92 ACAV, T92 LT, Type 62, Type 85-IIM, Type 99A, Type 99A2, VFM Mk. 5, XM1A3
Maps
Waterway: changed the position of capture points, changed the position and amount of bunkers, changed the positioning of the trains
Added a bunker timer to GLOPS
Fixed the bugged Waterway GLOPS bunkers (appeared on minimap incorrectly, issues with their silhouettes), fixed the bugged bunker slot near the railway bridge
Fixed the Tiger’s Claw reward coefficients
Fixed the bug that caused the launchers on the Hydra map to become destructible only when firing at them up close
User Interface
Commanders can now be correctly assigned to vehicles from the Barracks window
Barrack now have a number of new explanatory tooltips
Empty commander perk slots will now highlight upon mouseover
Engine module tooltips now also show acceleration to maximum speed
Fixed the commander perk bonus display for next Tiers
Fixed the incorrectly appearing “team damage” section in the post-battle results detailed table
Fixed the bugged news strip (the “black strip” from the last 0.21 hotfix)
Fixed bugged icons of perks that activate when the vehicle fully repairs in battle (either in GLOPS or in PvE)
Fixed the bug that caused the vehicle UI to display the vehicle parameters with commander bonuses even though the commander underwent a perk reset
Fixed GLOPS base and wildcard icons
Fixed the bug that caused the hitpoint indicator to appear incorrectly (too low) in PvP
Fixed the “Camouflage” Perk display
The post-battle results window now highlights a player that destroyed you
Wounding the loader or the gunner on vehicles with automatically loaded guns will no longer reduce the rate of fire – instead, the autoloader magazine will take longer to load
Fixed an issue causing shells to not penetrate even though the penetration indicator was marked green
Fixed the bug that caused Commander Insignia and booster to not improve Commander XP income
Fixed a number of bugs causing client crashes
Fixed the broken voice chat in the game
Fixed the bug that caused a crash when players attempted to view replays
Vehicles
Type 99A and Type 99A2 now receive full damage when hitting the hatches on top of the turret
Improved the Type 96 APFSDS ammunition
Improved the thickness of the weld between upper frontal plate and lower frontal plate of all the Abrams tanks
Type 62, C1 Ariete and Type 99 armor model overhauled
Type 99A and Type 99A2 APFSDS round velocity reduced from 2000 m/s to 1750 m/s
30mm HE ammunition penetration of the M2A3 Bradley reduced from 45mm to 10mm
OT-64 COBRA ATGM reload time reduced to 14 seconds
Centauro 105 and Centauro 120 hull now has ERA blocs
Removed the option to change Challenger 1 FALCON base color
Fixed the incorrect black texture spots on the following models: C1 Ariete, FV721 Fox, LAV-300, Leopard 2A4 Evolution, M2A3 Bradley, M41 Walker Bulldog, M109, M109A6 Paladin, Type 96, Type 96A, RDF/LT, Wiesel 1 TOW, Wiesel 1 HOT
Fixed the destroyed tank model for Type 96, Type 96A, Type 99 and M109
Fixed the gun model clipping of Merkava 2D
Fixed the incorrect texture of wheeled vehicle wheel cover
Fixed the track model for the following vehicles: M2A3 Bradley, Type 99A2, Type 99A, 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, Stingray
Fixed the muzzle brake model of several vehicles
Fixed the bug that made the WPB Anders APS model to appear grey under certain angles
Fixed the bug that caused the Type 80-II tracks to receive camouflage along with the tank hull
Fixed the bug that caused a second decal not to appear on Centauro 120, OT-64 Cobra
Fixed the Leopard 1A1 rear view mirror texture
Fixed the bug that caused the camouflage to appear on T-90A’s rubber skirts
Fixed the glass texture for IR-projector textures
Fixed the missing OT-64 Cobra turret textures
Fixed the Zhalo-S gun sights visual model
Fixed the Type 62 firing visual effect
Fixed the bug that caused the improved tracks of the BMD-2M to not improve its off-road capabilities
Fixed the bugged weight in the XM1A3 UI
Fixed the bug that caused the ammunition loading to work incorrectly when the player selects a different type of ammunition for his next shot
Fixed the bug that caused the M113 ACAV to be unable to fire after its ammo rack was repaired using a consumable
Fixed the Type 96 mantlet texture
Fixed the bug that caused the T-72B3 to have incorrect (too slow) reload time after its ammo rack got damaged
Fixed the destroyed vehicle smoke animation
Fixed the bugged turret traverse animation on low details on the M109A6 Paladin
Fixed the bug that caused the Battalion decal to not appear on Challenger 2 model
Fixed the bug that caused decals to stop appearing when using camouflage on the Abbot VE
Fixed the missing textures of the destroyed CRAB model
Fixed the excessive accuracy loss during long bursts of the BMPT Terminator
Fixed the incorrectly colored M1A1 mantlet
Fixed the bugged camouflage on the following vehicles: BMPT Terminator, BMPT Prototype, T-72 Ural, Challenger 2 ATDU, LAV-600, Leopard 2A6, M1A2, M1128 MGS, M1A2 Abrams SEP v3, SPHINX, T92 ACAV, T92 LT, Type 62, Type 85-IIM, Type 99A, Type 99A2, VFM Mk. 5, XM1A3
Maps
Waterway: changed the position of capture points, changed the position and amount of bunkers, changed the positioning of the trains
Added a bunker timer to GLOPS
Fixed the bugged Waterway GLOPS bunkers (appeared on minimap incorrectly, issues with their silhouettes), fixed the bugged bunker slot near the railway bridge
Fixed the Tiger’s Claw reward coefficients
Fixed the bug that caused the launchers on the Hydra map to become destructible only when firing at them up close
User Interface
Commanders can now be correctly assigned to vehicles from the Barracks window
Barrack now have a number of new explanatory tooltips
Empty commander perk slots will now highlight upon mouseover
Engine module tooltips now also show acceleration to maximum speed
Fixed the commander perk bonus display for next Tiers
Fixed the incorrectly appearing “team damage” section in the post-battle results detailed table
Fixed the bugged news strip (the “black strip” from the last 0.21 hotfix)
Fixed bugged icons of perks that activate when the vehicle fully repairs in battle (either in GLOPS or in PvE)
Fixed the bug that caused the vehicle UI to display the vehicle parameters with commander bonuses even though the commander underwent a perk reset
Fixed GLOPS base and wildcard icons
Fixed the bug that caused the hitpoint indicator to appear incorrectly (too low) in PvP
Fixed the “Camouflage” Perk display
The post-battle results window now highlights a player that destroyed you
Perks of many commanders rebalanced compared to the initial PTS build, multiple bugged perks were fixed
The reset button is now not active if the commander has no selected perks to reset
Improved the bonus of Commander perks triggered by using consumables
When leveling up, the Commander will now automatically receive the highest available rank
The Reset button now displays commander's tier after reset
Fixed the Reset button that wasn't working
Fixed the bug where players could interact with the commanders (change their perks) while a vehicle with them was in queue
Perk selection will now highlight Perks
General Changes
Fixed numerous small localization issues (placeholder texts, broken texts etc.)
Fixed several UI issues (such as incorrectly appearing selected perks)
Automatic Fire Extinguisher renamed to Improved Fire Extinguisher (it will no longer activate automatically – now it requires manual activation but has three charges with 90 seconds reload time, it has a passive bonus reducing the fire duration and fire probability by half)
Basic Fire Extinguisher also reduces the fire duration by half passively (does not stack with automatic fire extinguisher if both are equipped)
Changed several UI elements of the Dealer window (vehicles will now appear as one Tier 1 to Tier 8 bloc)
Fixed a large number of bugs causing the client to become unstable
Vehicles
Chinese high-Tier MBTs now have the "boost" ability, increasing their maximum speed and acceleration
Updated gun stabilization for Type 96, Type 99A and OA-82 Jarmila 2
Chieftain Mk.6 will have its acceleration buffed to Mk.10 level
Fixed the bug where tanks could climb slopes faster on reverse than going forward
Fixed the bug that caused some wheeled vehicles to tip over on their side at the launch of the battle
Type 99A rate of fire buffed to 6,7 rounds per minute
9910 125-IIIM shell damage reduced from 640 to 620
Type 99 125-III shell damage reduced from 640 to 620
Type 99 125-IIIM shell penetration reduced from 720 to 680mm, damage reduced from 680 to 630
Type 99A Type III shell penetration increased from 650mm to 680mm, damage reduced from 640 to 630
Type 99A2 Type III shell penetration reduced from 750 to 720mm, damage reduced from 700 to 660mm
Type 99A2 Type IIIDU penetration reduced from 830 to 800mm
Improved the mantlet armor of Chieftain Mk.2 and Chieftain Mk.10
Chieftain Mk.2, Mk.6 and Mk.10 will receive thicker upper frontal plate, lower frontal plate and side armor
Updated the armor model of M1, M1A1, M1A2, M1A2 SEP V3 and XM1A3
Slightly reduced turret and turret ring armor of Type 99A and Type 99A2
Fixed the bug that caused the additional turret armor of the Chieftain Mk.6 and Chieftain Mk.10 tanks to not work
Chieftain Mk.6 will receive a small camouflage factor buff (1,8%) due to its camo net turret
Issues and Corrections
Fixed the bug where the OT-64 Cobra didn't act as an amphibious vehicle (the drown timer was too short)
Fixed the bug that caused decals not to appear with camouflage on FV510 Warrior, C1 Ariete
Fixed an issue on a large number of models where camouflage appeared where it shouldn't have (tracks, bottom etc.)
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 the bugged M60-2000, T-72A Victory, C1 Ariete, visual model (camouflage displaying)
Fixed the track texture for FV510 Warrior MILAN and Leopard 2A6
Reduced the bugged weight of ZBD-86 from 21 tons to the correct 13.3 tons
Fixed the ZBD-86 and ZBL-08 engines
Fixed the strange black textures of Chieftain 900, T-64A, Stingray 2, all BMD vehicles, M109, OA-82 Jarmila 2
Fixed the bugged reload time penalty for losing your loader on PLZ-89
Fixed the invulnerable Jarmila gunner and commander sights
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 the muzzle brake model on several vehicles
Fixed the ERA and cage textures on Type 96A visual model
Fixed the bug that allowed fully unlocked and premium vehicles to further collect progress Reputation beyond their maximum limit
Fixed the bug that caused AMX 10 RCR wheels to appear as if they were destroyed
Fixed the incorrectly displayed amount of loot crates in the new inventory (if a player had over 100, it always displayed 99 at most)
Fixed the bug that caused the received achievement medals to not appear correctly on the post-match results screen
Fixed the bug where AC-130 wildcard fire appeared as player shot in post-match statistics window
Fixed the incorrect tutorial map building textures on low details
Perks of many commanders rebalanced compared to the initial PTS build, multiple bugged perks were fixed
The reset button is now not active if the commander has no selected perks to reset
Improved the bonus of Commander perks triggered by using consumables
When leveling up, the Commander will now automatically receive the highest available rank
The Reset button now displays commander's tier after reset
Fixed the Reset button that wasn't working
Fixed the bug where players could interact with the commanders (change their perks) while a vehicle with them was in queue
Perk selection will now highlight Perks
General Changes
Fixed numerous small localization issues (placeholder texts, broken texts etc.)
Fixed several UI issues (such as incorrectly appearing selected perks)
Automatic Fire Extinguisher renamed to Improved Fire Extinguisher (it will no longer activate automatically – now it requires manual activation but has three charges with 90 seconds reload time, it has a passive bonus reducing the fire duration and fire probability by half)
Basic Fire Extinguisher also reduces the fire duration by half passively (does not stack with automatic fire extinguisher if both are equipped)
Changed several UI elements of the Dealer window (vehicles will now appear as one Tier 1 to Tier 8 bloc)
Fixed a large number of bugs causing the client to become unstable
Vehicles
Chinese high-Tier MBTs now have the "boost" ability, increasing their maximum speed and acceleration
Updated gun stabilization for Type 96, Type 99A and OA-82 Jarmila 2
Chieftain Mk.6 will have its acceleration buffed to Mk.10 level
Fixed the bug where tanks could climb slopes faster on reverse than going forward
Fixed the bug that caused some wheeled vehicles to tip over on their side at the launch of the battle
Type 99A rate of fire buffed to 6,7 rounds per minute
9910 125-IIIM shell damage reduced from 640 to 620
Type 99 125-III shell damage reduced from 640 to 620
Type 99 125-IIIM shell penetration reduced from 720 to 680mm, damage reduced from 680 to 630
Type 99A Type III shell penetration increased from 650mm to 680mm, damage reduced from 640 to 630
Type 99A2 Type III shell penetration reduced from 750 to 720mm, damage reduced from 700 to 660mm
Type 99A2 Type IIIDU penetration reduced from 830 to 800mm
Improved the mantlet armor of Chieftain Mk.2 and Chieftain Mk.10
Chieftain Mk.2, Mk.6 and Mk.10 will receive thicker upper frontal plate, lower frontal plate and side armor
Updated the armor model of M1, M1A1, M1A2, M1A2 SEP V3 and XM1A3
Slightly reduced turret and turret ring armor of Type 99A and Type 99A2
Fixed the bug that caused the additional turret armor of the Chieftain Mk.6 and Chieftain Mk.10 tanks to not work
Chieftain Mk.6 will receive a small camouflage factor buff (1,8%) due to its camo net turret
Issues and Corrections
Fixed the bug where the OT-64 Cobra didn't act as an amphibious vehicle (the drown timer was too short)
Fixed the bug that caused decals not to appear with camouflage on FV510 Warrior, C1 Ariete
Fixed an issue on a large number of models where camouflage appeared where it shouldn't have (tracks, bottom etc.)
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 the bugged M60-2000, T-72A Victory, C1 Ariete, visual model (camouflage displaying)
Fixed the track texture for FV510 Warrior MILAN and Leopard 2A6
Reduced the bugged weight of ZBD-86 from 21 tons to the correct 13.3 tons
Fixed the ZBD-86 and ZBL-08 engines
Fixed the strange black textures of Chieftain 900, T-64A, Stingray 2, all BMD vehicles, M109, OA-82 Jarmila 2
Fixed the bugged reload time penalty for losing your loader on PLZ-89
Fixed the invulnerable Jarmila gunner and commander sights
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 the muzzle brake model on several vehicles
Fixed the ERA and cage textures on Type 96A visual model
Fixed the bug that allowed fully unlocked and premium vehicles to further collect progress Reputation beyond their maximum limit
Fixed the bug that caused AMX 10 RCR wheels to appear as if they were destroyed
Fixed the incorrectly displayed amount of loot crates in the new inventory (if a player had over 100, it always displayed 99 at most)
Fixed the bug that caused the received achievement medals to not appear correctly on the post-match results screen
Fixed the bug where AC-130 wildcard fire appeared as player shot in post-match statistics window
Fixed the incorrect tutorial map building textures on low details
In Update 0.22, we are introducing the new commander system. The commanders now have 15 levels instead of the previous 5 and each level is named after a military rank. Level 11 or higher is only unlockable for any commander if you have a second commander of the previous level – you have to have at least two Level 10 commanders to progress to Level 11 and so on.
Every level gives the commander one perk that can be unlocked from a newly-designed perk field. Each commander also has a Main Perk, that doesn't need to be unlocked and improves automatically with every level gained.
Please note:
Players can convert Global Reputation to Commander XP and train their commanders to Level 10
Commanders can be reviewed in the new Barracks 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
You can read more about the Update 0.22 Commander System in our dedicated article.
Economy Changes
We are introducing a number of economy changes to Armored Warfare. These changes are described in a dedicated article. The main changes include:
Loot Crates having a 10% chance to award a Loot Crate of higher quality
Improvements to Premium and Battle-Hardened Vehicles
Compensations for used Consumables
PvP and Global Operations Reward Changes
PvE Reward Changes (see below)
Inactive players receiving any reward
We have rebalanced the PvE rewards to better correspond to the time spent in longer missions. As such, the rewards for missions with multiple objectives depend on the objective order – completing the last objective of a PvE mission will bring significantly more rewards than the last objective. Additionally, for the purposes of rewards, the vehicle Tier modifier was replaced by rewards based on the Tier of enemy vehicles (the change is analogous to the PvP reward update).
Additionally, repair costs were reduced as such:
Tier 5 to 10450 Credits
Tier 6 to 14500 Credits
Certain shell prices were increased:
30mm 3UBR11 – 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
Gun Stabilization Overhaul
The stabilization mechanism will also be overhauled – these changes are described in the dedicated article.
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 Update 0.22 is the vehicle mobility overhaul, described in a dedicated article.
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.
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 like a clip by pressing C). 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 Update 0.22 include:
LAV-600
Centauro 105
Centauro 120
AMX-10 RCR
Stingray 1
Stingray 2
Merkava 2D
XM1A3 (with its 120mm gun)
Miscellaneous Changes
Platoon bonus is now awarded only if there are at least two players in the platoon
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.)
Battle countdown on the Alabino Proving Grounds map and in tutorial missions reduced to 5s
Removed the chat from tutorial missions
Vehicle sounds now depend on the surface
Improved the vehicle collision sounds
Graphics Changes
Improved vehicle model details on low settings in the Garage
Fixed the issue with the SSAO render on High settings
Reworked the graphics presets (changed to Minimum – Low – Medium – High – Ultra)
Removed the Very High graphics preset (players who used Very High or Ultra switched to Ultra)
Low graphics preset renamed to Minimum
A part of the players who used the Medium preset on weak computers had their setting changed to Minimum
Render modes renamed
Render mode choice was disabled for the Low setting
Reduced the RAM client requirements
Vehicles
We are adding the following progression vehicles:
Type 99A1 Tier 9 MBT
Type 99A2 Tier 10 MBT
Type 96 Tier 6 MBT
Type 96A Tier 7 MBT
ZBL-08 Tier 7 AFV
OT-64 Cobra Tier 5 AFV
OA-82 Jarmila II Tier 4 AFV
PLZ-89 Tier 7 SPG
PLZ-05 Tier 9 SPG
And the following premium vehicles:
PTZ-89 Tier 7 TD
ZBD-86 Tier 3 AFV
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
General Changes
Newly purchased vehicles now come with a full complement of ammunition
When the battle is started, all vehicles (with the exception of artillery) will start with their weapons already loaded
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
Tier 7 to Tier 10 MBTs and LTs had their side armor adjusted so that it would become vulnerable (to a limited degree) to autocannons
Kontakt-1 ERA thickness is now 15mm for all vehicles
2S1 Gvozdika
Gun mantlet armor is now 35mm thick
9910
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
Changed the hull traverse rate
BMD-1
Hitpoints changed from 1735 to 1550
BMD-1P
Hitpoints changed from 1745 to 1550
BMD-2
Hitpoints changed from 1790 to 1590
Fixed the weight value (now it equals to 8333kg)
BMD-2M
Hitpoints changed from 1825 to 1725
BMD-4
Hitpoints changed from 1825 to 1750
BMP-2
9M111-2 Fagot ATGM penetration increased from 400 to 430mm
BMP-3
Hitpoints changed from 1925 to 1950
BMP-3M
Fixed the smoke grenades to work properly
BMPT Terminator-2
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
BVP Šakal
Hitpoints changed from 1840 to 1920
C1 Ariete
Changed the hull traverse rate
CRAB
ATGM clip reload time decreased from 24s to 20s
The delay between ATGM shots decreased from 4s to 2,3s
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
Hitpoints changed from 1765 to 1685
The camouflage penalty for launching an ATGM reduced
Challenger 1
L26A1 APDS damage increased from 500 to 575
L27A1 APDS damage increased from 560 to 600
Fixed the side armor
Challenger 2
L27A1 APDS damage increased from 560 to 600
Challenger FALCON
Changed the hull traverse rate
Chieftain Mk.2
HESH penetration increased from 240 to 265mm
L15 APDS damage increased from 480 to 530
L15A2 APDS damage increased from 480 to 530
Chieftain Mk.10
L15A2 APDS damage increased from 480 to 530
L15A3 APDS damage increased from 490 to 530
Chieftain 900
L15A3 APDS damage increased from 490 to 530
L23A1 APFSDS damage increased from 500 to 540
Changed the hull traverse rate
ERC 90 F4
Hitpoints changed from 1735 to 1635
FV107 Scimitar
Hitpoints changed from 1725 to 1520
FV510 Warrior MILAN
ATGM reload time decreased from 8,2s to 6,5s
Hitpoints changed from 2030 to 2075
The camouflage penalty for launching an ATGM reduced
FV721 Fox
Hitpoints changed from 1715 to 1485
Kampfpanzer 70
Added side armor
KTO Rosomak
The armor was adjusted to the same values as on the KTO Rosomak M1
The autocannon now has a correct Upgrade icon
LAV-150
Hitpoints changed from 1765 to 1650
LAV-150 90
Hitpoints changed from 1765 to 1650
Leopard 2
Changed the hull traverse rate
Leopard 2A5
Adjusted the armor model to better correspond to the visual model
Leopard 2A6
Adjusted the armor model to better correspond to the visual model
Leopard 2AV
Changed the hull traverse rate
Leopard 2AX
APS arc of operation increased from 60 degrees to 360 degrees
Adjusted the armor model to better correspond to the visual model
M1 Abrams
Changed the hull traverse rate
M1128 Stryker
Fixed a large number of armor bugs
M2A3 Bradley
ATGM reload time decreased from 18s to 15s
The previously improved Mk.258 ammunition becomes stock
The vehicle receives a new ammunition type (40mm Caseless Super Forty) instead of the Mk.258 ammunition that became stock
Hitpoints changed from 2030 to 2170
M60-2000
Changed the hull traverse rate
MBT-70
Added side armor
Merkava 2D
Increased the Ready Rack capacity to 4 rounds
Reload time decreased to 3s
Object 430
Fixed the side armor
PL-01
APS arc of operation increased to 360 degrees
SPHINX
ATGM reload time decreased from 12s to 10s
Stingray 2
Stock APFSDS changed to M774
Improved APFSDS changed to M833
T-15
3UOF21 HE round penetration reduced from 11 to 10mm
Fixed the Garage turret armor thickness values
T-55
Fixed the turret armor to match the Garage values
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-55M1
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-62
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-64A Mod.1969
The HEAT round was changed to 3VBK10 (penetration reduced to 450mm)
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-64A Mod.1976
HEAT damage reduced from 570 to 560
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-64AV Hunter
HEAT damage reduced from 570 to 560
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-72A
The 3VOF36 shell was replaced by the 3VOF22
Significantly reduced the turret side, turret roof and turret rear armor
T-72AV (Premium)
The 3VOF36 shell was replaced by the 3VOF22
T-72B
Significantly reduced the turret side, turret roof and turret rear armor
Changed the hull traverse rate
T-72B3
Fixed the bugged ammo rack repair time
The vehicle now has a 1130hp V-92S2F engine
T-80
The 3VOF36 shell was replaced by the 3VOF22
Changed the hull traverse rate
T-80B
Changed the hull traverse rate
T-80U
Fixed the bug that caused the vehicle to catch fire from any fuel tank damage
Changed the hull traverse rate
T-90MS
Fixed the incorrect armor type tooltip in the garage armor description
Type 99
Reload time increased from 7,5s to 8s
VBL INGWE
Clip reload time decreased from 26s to 24s
The delay between ATGM shots decreased from 3s to 2s
Hitpoints changed from 1080 to 1280
VBL TOW
Reload time increased from 15s to 16s
Hitpoints changed from 1080 to 1280
VBR
Clip reload time decreased from 25s to 16s
The delay between ATGM shots decreased from 3s to 1,8s
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
The camouflage penalty for launching an ATGM reduced
Wiesel 1 HOT
Hitpoints changed from 1000 to 1180
Wiesel 1 TOW
Reload time increased from 11s to 14s
Hitpoints changed from 1000 to 1180
WPB Anders
Fixed the bug that caused the camouflage penalty for firing to be calculated incorrectly
WZ-1224
Fixed the bug that caused a reload time increase with wounded gunner
XM1A3
Fixed the bug that, when the autoloader got destroyed, caused the reload time to not increase as it should have
Changed the hull traverse rate
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
Hitpoints changed from 1745 to 1645
Player versus Player
Added a new map: Seven Steps
Fixed the collision models of many bushes
Improved the damage model of many in-game environmental objects
Medium settings for all PvP maps now have the grass disabled for the Encounter mode
Added extra information about the type of the battle to the game panel
Chemical Plant – bunker texture improved
Chemical Plant – fixed the stones that hovered 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
Port Storm – fixed the stone materiel issues
Port Storm – the sky now looks more realistic
Port Storm – driving on paved surfaces is now different from driving on sand
Port Storm – fixed the road textures on low graphics settings
River Point – removed the invisible barrier on the rocks
River Point – fixed the building models 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
Waterway – fixed the low-res bridge beam textures on low graphics settings
Waterway – fixed the issue with some objects not being displayed on low graphics settings
Waterway – fixed the missing building textures on low graphics settings
Waterway – reworked the southern part of the map
Waterway – removed some objects that were interfering with gameplay
Waterway – changed the spawn points for all modes
Waterway – changed the location of the base for the Capture mode
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
Cold Strike – spawn markers were added to the Encounter mode minimap
Cold Strike – the stone at F0 was made smaller because it gave one side an advantage
Roughneck – fixed the indestructible trees
Global Operations
Added a new map: Waterway
The Global Operations mode is now marked as PvP in the Garage mode menu
Fixed the collision models of many bushes
Improved the damage model of many in-game environmental objects
Roughneck – fixed the issue that prevented the repair icon and timer from activating
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
Player versus Environment
Added a new mission based on the Seven Steps map: Tiger's Claw
The APS activation distance in PvE is lowered by 50% (if the APS normally activates at 200m, it will activate at 100m instead)
Introduced the PvE reward improvements (see the Economy section)
Fixed the collision models of many bushes
Improved the damage model of many in-game environmental objects
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
AI opponents can now block player base capture – if a player is capturing a base and an AI opponent enters the base circle area, the capture is blocked until it leaves or is destroyed
User Interface
Players can now compare two vehicles in the Garage using a special new interface
Overhauled the Inventory User Interface
The post-match results window now doesn't display the rows that were previously empty (filled with dashes)
The dark Garage window background no longer disappears after changing the graphics settings
Avatar icons were overhauled for the new UI style
The queue window no longer disappear when changing the Garage
Fixed the issue that caused players to invite wrong players as friends when attempting to do so from the post-match results window
Clicking the Booster icon now opens the Inventory window
Fixed the flickering that appeared before the loading screen
If a player opens another player's Dossier from the post-match window, the interface closes and the player goes directly to the Dossier
Broken wheel module battle UI tooltip now displays the speed reduction correctly
Fixed the incorrect Retrofit notification mechanism
Fixed the incorrect current task button in the tutorial mission
Fixed the incorrect spotted enemies count in the post-match results window
Removed the incorrect notification about the battle results being shared on Social Media
Overhauled the post-match results detailed window to account for the reworked modifiers
Fixed the bug that caused random damage numbers to appear during a ricochet
Fixed the post-match results window for Observers in Custom Matches
Removed the text displaying what vehicle was used to obtain a Tier 9 or Tier 10 token
Compensation for team damage now displays in the post-match results window
Improved the confirmation pop-up when installing upgrades
Issues and Corrections
Fixed the bug 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 rare bug that caused incorrect reload time to appear after ammo rack damage
Fixed the bug that caused the reload time to receive lower damage penalty than it should have upon autoloader mechanism damage
Fixed the bug that caused the Type 62 LT to receive reduced damage to its commander cupola
Fixed the incorrect Garage armor values for XM, Centauro 105, Centauro 120 and Centauro 155
Fixed the bug that caused all vehicles not to lose camouflage when firing while moving
Fixed the Light Tank class description (removed the part about off-road penalties)
Fixed the Abrams series APS description
Fixed the Relikt ERA description
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 Wilk XC8 improved armor icon
Fixed the bug that caused the cursor to not appear if the cursor appearance button was bound to a mouse click
Fixed the nickname issues on the Alabino map
Fixed Swingfire module icons
Fixed a bug that sometimes caused the game to crash when returning to the garage
Fixed a rare physics bug connected to sharp ATGM direction changes
Fixed a bug that occasionally caused the in-game browser to crash
Fixed a bug that caused the client to crash in replays
Fixed a bug that caused the camera to sometimes rotate when players paused a replay
After disconnecting from a social network, you no longer re-connect to it automatically and the password has to be re-submitted
In Update 0.22, we are introducing the new commander system. The commanders now have 15 levels instead of the previous 5 and each level is named after a military rank. Level 11 or higher is only unlockable for any commander if you have a second commander of the previous level – you have to have at least two Level 10 commanders to progress to Level 11 and so on.
Every level gives the commander one perk that can be unlocked from a newly-designed perk field. Each commander also has a Main Perk, that doesn't need to be unlocked and improves automatically with every level gained.
Please note:
Players can convert Global Reputation to Commander XP and train their commanders to Level 10
Commanders can be reviewed in the new Barracks 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
You can read more about the Update 0.22 Commander System in our dedicated article.
Economy Changes
We are introducing a number of economy changes to Armored Warfare. These changes are described in a dedicated article. The main changes include:
Loot Crates having a 10% chance to award a Loot Crate of higher quality
Improvements to Premium and Battle-Hardened Vehicles
Compensations for used Consumables
PvP and Global Operations Reward Changes
PvE Reward Changes (see below)
Inactive players receiving any reward
We have rebalanced the PvE rewards to better correspond to the time spent in longer missions. As such, the rewards for missions with multiple objectives depend on the objective order – completing the last objective of a PvE mission will bring significantly more rewards than the last objective. Additionally, for the purposes of rewards, the vehicle Tier modifier was replaced by rewards based on the Tier of enemy vehicles (the change is analogous to the PvP reward update).
Additionally, repair costs were reduced as such:
Tier 5 to 10450 Credits
Tier 6 to 14500 Credits
Certain shell prices were increased:
30mm 3UBR11 – 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
Gun Stabilization Overhaul
The stabilization mechanism will also be overhauled – these changes are described in the dedicated article.
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 Update 0.22 is the vehicle mobility overhaul, described in a dedicated article.
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.
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 like a clip by pressing C). 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 Update 0.22 include:
LAV-600
Centauro 105
Centauro 120
AMX-10 RCR
Stingray 1
Stingray 2
Merkava 2D
XM1A3 (with its 120mm gun)
Miscellaneous Changes
Platoon bonus is now awarded only if there are at least two players in the platoon
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.)
Battle countdown on the Alabino Proving Grounds map and in tutorial missions reduced to 5s
Removed the chat from tutorial missions
Vehicle sounds now depend on the surface
Improved the vehicle collision sounds
Graphics Changes
Improved vehicle model details on low settings in the Garage
Fixed the issue with the SSAO render on High settings
Reworked the graphics presets (changed to Minimum – Low – Medium – High – Ultra)
Removed the Very High graphics preset (players who used Very High or Ultra switched to Ultra)
Low graphics preset renamed to Minimum
A part of the players who used the Medium preset on weak computers had their setting changed to Minimum
Render modes renamed
Render mode choice was disabled for the Low setting
Reduced the RAM client requirements
Vehicles
We are adding the following progression vehicles:
Type 99A1 Tier 9 MBT
Type 99A2 Tier 10 MBT
Type 96 Tier 6 MBT
Type 96A Tier 7 MBT
ZBL-08 Tier 7 AFV
OT-64 Cobra Tier 5 AFV
OA-82 Jarmila II Tier 4 AFV
PLZ-89 Tier 7 SPG
PLZ-05 Tier 9 SPG
And the following premium vehicles:
PTZ-89 Tier 7 TD
ZBD-86 Tier 3 AFV
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
General Changes
Newly purchased vehicles now come with a full complement of ammunition
When the battle is started, all vehicles (with the exception of artillery) will start with their weapons already loaded
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
Tier 7 to Tier 10 MBTs and LTs had their side armor adjusted so that it would become vulnerable (to a limited degree) to autocannons
Kontakt-1 ERA thickness is now 15mm for all vehicles
2S1 Gvozdika
Gun mantlet armor is now 35mm thick
9910
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
Changed the hull traverse rate
BMD-1
Hitpoints changed from 1735 to 1550
BMD-1P
Hitpoints changed from 1745 to 1550
BMD-2
Hitpoints changed from 1790 to 1590
Fixed the weight value (now it equals to 8333kg)
BMD-2M
Hitpoints changed from 1825 to 1725
BMD-4
Hitpoints changed from 1825 to 1750
BMP-2
9M111-2 Fagot ATGM penetration increased from 400 to 430mm
BMP-3
Hitpoints changed from 1925 to 1950
BMP-3M
Fixed the smoke grenades to work properly
BMPT Terminator-2
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
BVP Šakal
Hitpoints changed from 1840 to 1920
C1 Ariete
Changed the hull traverse rate
CRAB
ATGM clip reload time decreased from 24s to 20s
The delay between ATGM shots decreased from 4s to 2,3s
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
Hitpoints changed from 1765 to 1685
The camouflage penalty for launching an ATGM reduced
Challenger 1
L26A1 APDS damage increased from 500 to 575
L27A1 APDS damage increased from 560 to 600
Fixed the side armor
Challenger 2
L27A1 APDS damage increased from 560 to 600
Challenger FALCON
Changed the hull traverse rate
Chieftain Mk.2
HESH penetration increased from 240 to 265mm
L15 APDS damage increased from 480 to 530
L15A2 APDS damage increased from 480 to 530
Chieftain Mk.10
L15A2 APDS damage increased from 480 to 530
L15A3 APDS damage increased from 490 to 530
Chieftain 900
L15A3 APDS damage increased from 490 to 530
L23A1 APFSDS damage increased from 500 to 540
Changed the hull traverse rate
ERC 90 F4
Hitpoints changed from 1735 to 1635
FV107 Scimitar
Hitpoints changed from 1725 to 1520
FV510 Warrior MILAN
ATGM reload time decreased from 8,2s to 6,5s
Hitpoints changed from 2030 to 2075
The camouflage penalty for launching an ATGM reduced
FV721 Fox
Hitpoints changed from 1715 to 1485
Kampfpanzer 70
Added side armor
KTO Rosomak
The armor was adjusted to the same values as on the KTO Rosomak M1
The autocannon now has a correct Upgrade icon
LAV-150
Hitpoints changed from 1765 to 1650
LAV-150 90
Hitpoints changed from 1765 to 1650
Leopard 2
Changed the hull traverse rate
Leopard 2A5
Adjusted the armor model to better correspond to the visual model
Leopard 2A6
Adjusted the armor model to better correspond to the visual model
Leopard 2AV
Changed the hull traverse rate
Leopard 2AX
APS arc of operation increased from 60 degrees to 360 degrees
Adjusted the armor model to better correspond to the visual model
M1 Abrams
Changed the hull traverse rate
M1128 Stryker
Fixed a large number of armor bugs
M2A3 Bradley
ATGM reload time decreased from 18s to 15s
The previously improved Mk.258 ammunition becomes stock
The vehicle receives a new ammunition type (40mm Caseless Super Forty) instead of the Mk.258 ammunition that became stock
Hitpoints changed from 2030 to 2170
M60-2000
Changed the hull traverse rate
MBT-70
Added side armor
Merkava 2D
Increased the Ready Rack capacity to 4 rounds
Reload time decreased to 3s
Object 430
Fixed the side armor
PL-01
APS arc of operation increased to 360 degrees
SPHINX
ATGM reload time decreased from 12s to 10s
Stingray 2
Stock APFSDS changed to M774
Improved APFSDS changed to M833
T-15
3UOF21 HE round penetration reduced from 11 to 10mm
Fixed the Garage turret armor thickness values
T-55
Fixed the turret armor to match the Garage values
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-55M1
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-62
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-64A Mod.1969
The HEAT round was changed to 3VBK10 (penetration reduced to 450mm)
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-64A Mod.1976
HEAT damage reduced from 570 to 560
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-64AV Hunter
HEAT damage reduced from 570 to 560
Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
T-72A
The 3VOF36 shell was replaced by the 3VOF22
Significantly reduced the turret side, turret roof and turret rear armor
T-72AV (Premium)
The 3VOF36 shell was replaced by the 3VOF22
T-72B
Significantly reduced the turret side, turret roof and turret rear armor
Changed the hull traverse rate
T-72B3
Fixed the bugged ammo rack repair time
The vehicle now has a 1130hp V-92S2F engine
T-80
The 3VOF36 shell was replaced by the 3VOF22
Changed the hull traverse rate
T-80B
Changed the hull traverse rate
T-80U
Fixed the bug that caused the vehicle to catch fire from any fuel tank damage
Changed the hull traverse rate
T-90MS
Fixed the incorrect armor type tooltip in the garage armor description
Type 99
Reload time increased from 7,5s to 8s
VBL INGWE
Clip reload time decreased from 26s to 24s
The delay between ATGM shots decreased from 3s to 2s
Hitpoints changed from 1080 to 1280
VBL TOW
Reload time increased from 15s to 16s
Hitpoints changed from 1080 to 1280
VBR
Clip reload time decreased from 25s to 16s
The delay between ATGM shots decreased from 3s to 1,8s
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
The camouflage penalty for launching an ATGM reduced
Wiesel 1 HOT
Hitpoints changed from 1000 to 1180
Wiesel 1 TOW
Reload time increased from 11s to 14s
Hitpoints changed from 1000 to 1180
WPB Anders
Fixed the bug that caused the camouflage penalty for firing to be calculated incorrectly
WZ-1224
Fixed the bug that caused a reload time increase with wounded gunner
XM1A3
Fixed the bug that, when the autoloader got destroyed, caused the reload time to not increase as it should have
Changed the hull traverse rate
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
Hitpoints changed from 1745 to 1645
Player versus Player
Added a new map: Seven Steps
Fixed the collision models of many bushes
Improved the damage model of many in-game environmental objects
Medium settings for all PvP maps now have the grass disabled for the Encounter mode
Added extra information about the type of the battle to the game panel
Chemical Plant – bunker texture improved
Chemical Plant – fixed the stones that hovered 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
Port Storm – fixed the stone materiel issues
Port Storm – the sky now looks more realistic
Port Storm – driving on paved surfaces is now different from driving on sand
Port Storm – fixed the road textures on low graphics settings
River Point – removed the invisible barrier on the rocks
River Point – fixed the building models 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
Waterway – fixed the low-res bridge beam textures on low graphics settings
Waterway – fixed the issue with some objects not being displayed on low graphics settings
Waterway – fixed the missing building textures on low graphics settings
Waterway – reworked the southern part of the map
Waterway – removed some objects that were interfering with gameplay
Waterway – changed the spawn points for all modes
Waterway – changed the location of the base for the Capture mode
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
Cold Strike – spawn markers were added to the Encounter mode minimap
Cold Strike – the stone at F0 was made smaller because it gave one side an advantage
Roughneck – fixed the indestructible trees
Global Operations
Added a new map: Waterway
The Global Operations mode is now marked as PvP in the Garage mode menu
Fixed the collision models of many bushes
Improved the damage model of many in-game environmental objects
Roughneck – fixed the issue that prevented the repair icon and timer from activating
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
Player versus Environment
Added a new mission based on the Seven Steps map: Tiger's Claw
The APS activation distance in PvE is lowered by 50% (if the APS normally activates at 200m, it will activate at 100m instead)
Introduced the PvE reward improvements (see the Economy section)
Fixed the collision models of many bushes
Improved the damage model of many in-game environmental objects
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
AI opponents can now block player base capture – if a player is capturing a base and an AI opponent enters the base circle area, the capture is blocked until it leaves or is destroyed
User Interface
Players can now compare two vehicles in the Garage using a special new interface
Overhauled the Inventory User Interface
The post-match results window now doesn't display the rows that were previously empty (filled with dashes)
The dark Garage window background no longer disappears after changing the graphics settings
Avatar icons were overhauled for the new UI style
The queue window no longer disappear when changing the Garage
Fixed the issue that caused players to invite wrong players as friends when attempting to do so from the post-match results window
Clicking the Booster icon now opens the Inventory window
Fixed the flickering that appeared before the loading screen
If a player opens another player's Dossier from the post-match window, the interface closes and the player goes directly to the Dossier
Broken wheel module battle UI tooltip now displays the speed reduction correctly
Fixed the incorrect Retrofit notification mechanism
Fixed the incorrect current task button in the tutorial mission
Fixed the incorrect spotted enemies count in the post-match results window
Removed the incorrect notification about the battle results being shared on Social Media
Overhauled the post-match results detailed window to account for the reworked modifiers
Fixed the bug that caused random damage numbers to appear during a ricochet
Fixed the post-match results window for Observers in Custom Matches
Removed the text displaying what vehicle was used to obtain a Tier 9 or Tier 10 token
Compensation for team damage now displays in the post-match results window
Improved the confirmation pop-up when installing upgrades
Issues and Corrections
Fixed the bug 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 rare bug that caused incorrect reload time to appear after ammo rack damage
Fixed the bug that caused the reload time to receive lower damage penalty than it should have upon autoloader mechanism damage
Fixed the bug that caused the Type 62 LT to receive reduced damage to its commander cupola
Fixed the incorrect Garage armor values for XM, Centauro 105, Centauro 120 and Centauro 155
Fixed the bug that caused all vehicles not to lose camouflage when firing while moving
Fixed the Light Tank class description (removed the part about off-road penalties)
Fixed the Abrams series APS description
Fixed the Relikt ERA description
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 Wilk XC8 improved armor icon
Fixed the bug that caused the cursor to not appear if the cursor appearance button was bound to a mouse click
Fixed the nickname issues on the Alabino map
Fixed Swingfire module icons
Fixed a bug that sometimes caused the game to crash when returning to the garage
Fixed a rare physics bug connected to sharp ATGM direction changes
Fixed a bug that occasionally caused the in-game browser to crash
Fixed a bug that caused the client to crash in replays
Fixed a bug that caused the camera to sometimes rotate when players paused a replay
After disconnecting from a social network, you no longer re-connect to it automatically and the password has to be re-submitted