On the 5th of March 2020, starting from 8:00 CET (4th of March, 11 PM PST), the server will not be available for 5 hours due to the application of Update 0.31.5990
List of Update 0.31.5990 Changes
AT Squad Rebalance
Due to this type of Mechanized Infantry performing better than intended, we are introducing several corrections to it:
Slightly reduced the viewrange and camouflage
Increased the camouflage penalty from firing
The AT Squad can no longer fire at distances longer than their viewrange
The accuracy of Tier 3-5 AT Squad somewhat reduced
Griffin 120mm Rebalance
We are introducing the following changes to the Griffin 120mm Premium Light Tank:
XM1111 MRM-KE shell base penetration reduced from 670mm to 640mm
XM1111 MRM-KE shell penetration increase with distance improved from 10 to 15 percent
XM1111 MRM-KE shell damage increase with distance improved from 10 to 15
XM1111 MRM-KE distance for maximum penetration and damage bonus increased from 200m to 250m
These changes stemmed from the fact that this shell was not only performing extremely well at long distances, but was better in practically any situation than the standard APFSDS ammunition, even when it wasn’t really intended. The abovementioned changes make it a bit better at long distances (the way it was intended) but somewhat worse at close ones.
Additionally:
XM1111 MRM-CE shell no longer gets intercepted by hard-kill APS (like other HEAT shells)
Gun depression improved to -11 degrees since the vehicle geometry allows it
The amount of ammo carried improved to 48 rounds
Made small improvements to movement physics of this vehicle, resulting in more realistic behavior in some cases
New Battle UI Improvements and Fixes
We are introducing a number of improvements and fixes to the new Battle UI:
Improved the appearance of your vehicle’s health bar
Improved the appearance of the “You are spotted” indicator and added a sound effect to it
Added a setting, allowing you to display or hide the ammunition of your vehicle (hide altogether, show only for the active weapon, show for all weapons)
Added a setting, allowing you to display or hide the health of your target (hide altogether, show only in the Sniper mode, show always)
Fixed an issue that cause outgoing and incoming damage to appear incorrectly in battle in their respective tabs
Fixed an issue where APS and smoke icons could overlap with consumable icons after a respawn
Cruise control icon is now hidden in the Replay mode and the Spectator mode
Fixed the APS icon in the new Battle UI
Fixed the QN-506 Battle UI (some elements of it overlapping)
Implemented a number of smaller tweaks and fixes to reticle color settings
Fixed an issue where the locked target indicator did not change its color based on the state of your weapon
General Changes
The item transfer mechanism now works as described in the initial Update 0.31 patchnotes (please note that only newly acquired items can be traded this way)
Merkava Mk.4M’s Trophy Next Gen and Armata’s Afganit hard-kill APS no longer intercept kinetic shells when in passive mode
Fixed an issue where the point of impact in Sniper mode and in Third Person mode could differ when switching between the two modes
Fixed an issue where it was possible to spot an enemy despite him being hidden behind an obstacle even at distances of over 50 meters
Fixed am issue where changing the rendering resolution would make various objects disappear
Improved the visual quality of MBT-class vehicles across the board
Fixed an issue where the MBT class did not lose as much camouflage when moving as intended
Abrams AGDS: This vehicle now has 8 smoke grenade charges (two in a magazine with 6 seconds between them the way other TDs do)
CATTB: Fixed an issue where it was impossible to fire shells that were assigned to the first slot after a respawn
Challenger 2 ATDU: Fixed an issue where it was possible to “climb” over another vehicle when ramming it
Harimau: Improved the appearance of its Pulat APS
K21: Fixed the trajectory and flight characteristics of the Raybolt ATGM
K21: Added a choice between two firepower upgrades – 20% bonus to its rate of fire, or 30% bonus to its rate of fire but also 50% less accuracy
M48 GAU-8: Fixed an issue where other players would see your vehicle’s tracers even if you weren’t firing at that moment
Merkava Mk.1: Fixed the protection of its internal modules
Type 89: Increased the ATGM flight speed from 200 to 250 m/s
Type 89: Improved the minimum distance, at which the ATGM will hit the target, from roughly 40m to roughly 20m
The Battalion member tab now also has the date of the last change to Battalion ranking
Spirithaven Special Operation, Chapter 2: Fixed the issue that allowed the Five Ways achievement to be obtainable by a platoon that wasn’t not full
Spirithaven Special Operation, Chapter 2: Fixed an issue where the elevator sound would disappear if the camera rotated
If you change your render type from Normal to Simplified and some of your graphics settings are not supported by the Simplified render, a new warning will now appear to tell you so
Fixed an issue where the hard-kill APS effect was missing on the Alabino Proving Grounds map
Fixed an issue where the window type setting (borderless, fullscreen) would not save correctly
Reduced the volume of radar “ping” sounds during the activation of the Radar Active Ability
Fixed the Mouse settings in the new Settings window
Fixed an issue that caused the Sniper mode Chromatic Aberration setting to not save correctly
Fixed several smaller loading screen visual issues
The Last Patriot Battle Path is nearing its end with a little less than a week left to the event. However, you still have the chance to obtain its prizes, now with a massive discount!
From now on, the access to it is available with whopping 90 percent discount!
And not only that – for the remainder of the event, you’ll also earn twice as many Battle Coins per battle!
Now, you might be asking yourselves – why would we want to join this late? The answer’s simple – all the Battle Coins that you would have accumulated by just playing since the launch of the event are still there, waiting for you. All you need to do to unlock them – and get your hands on those sweet, sweet prizes – is to obtain the access:
Please note:
This bundle comes without any compensation, players who are already participating in the Battle Path are strongly discouraged from purchasing it (doing so will award you with nothing)
So what are you waiting for? Time to earn some loot!
At long last, we are getting to the top vehicle of the Spirithaven Asian branch – the long-awaited K2 Black Panther South-Korean Main Battle Tank.
The K2 Black Panther is currently possibly the most advanced mass-produced Main Battle Tank in the world. Unlike most other MBTs in the world that have their roots in the 1970s, the Black Panther was mostly designed in the 21st century and makes use of cutting edge technologies. Around two hundred were built for the South Korean military with more being offered for export all around the world. More about the history of this tank will be unveiled in an upcoming article.
In Armored Warfare, the K2 Black Panther will be a Tier 10 progression Main Battle Tank, unlockable either from the AS21 Redback or the K-153C Tier 9 AFV.
Gameplay-wise, the Black Panther will resemble the Altay Tier 10 Premium MBT as a highly-mobile MBT that will feature a number of high-tech solutions, compensated by only mediocre armor. Let’s take a look at its characteristics in detail but please do keep in mind that they are preliminary only and are subject to change.
Let’s start, as usual, with the protection levels. The armor on this tank will be quite thin, roughly on par with the Leopard 2AX or Altay. However, the tank will feature ERA, the KAPS hard-kill APS as well as special smoke grenades with better properties than usual. Additionally, the tank uses an advanced ammo rack with significantly reduced damage from ammo explosions.
But where things do get really interesting is its mobility and firepower.
For starters, the vehicle will have hydraulic suspension, allowing it to tilt to all sides as well as to lower itself to the ground. Thanks to its 1500hp stock diesel engine, it will also feature good mobility (70 km/h maximum speed, acceleration from 0 to 32 km/h in 4 seconds). But all that is just the beginning. The tank will feature an upgraded 1650hp diesel that will make it accelerate even faster (acceleration improved to 3.7 seconds) as well as yet another upgrade that will make it accelerate and turn even better. All in all, it will be one of the most mobile MBTs in the game, second only to the Altay and the CATTB.
Firepower-wise, the Black Panther will be armed with a 120mm L/55 gun, but don’t let that fool you because those are some really sharp claws indeed. Its strength will not lie in a vast amount of available shells though – in fact, the tank will only have one main type of ammunition (APFSDS shells with 850mm of penetration). The real trick is pretty much everything else that there is to this weapon system because you’ll be able to choose from two variants of this gun:
Ready Rack (3 rounds, 4 seconds between shots, increasing to 9.5 seconds once the rack is depleted)
Magazine Autoloader (2 rounds, 4 seconds between shots, followed by 13 seconds of magazine reload)
This basic choice does not look all that important with the base values listed above but the difference between both options will become more apparent with the other optional upgrades. For example, after choosing your weapon type, you’ll be able to unlock the next tier of upgrades, where you will choose one of the following three improvements:
Upgrade to overall reload time (10 percent)
Upgrade to Ready Rack/Magazine rate of fire (50 percent)
Increased capacity of Ready Rack or Magazine (by 1)
The next tier of upgrades will feature yet another set of similar modules, so you’ll be able to for example combine two capacity upgrades, or two reload time upgrades, or one from each – all up to you. It’s also worth noting that the gun will have truly excellent depression and elevation values (-11/+20 degrees without suspension, -16/+23 degrees with it).
The Black Panther will also be able to use the Designate Target ability, making enemy vehicles take increased damage.
Three Additional Progression modules will be available to this vehicle:
Hybrid engine that reduces this vehicle’s maximum speed to 55 km/h but significantly increases its acceleration (0 to 32 km/h in 2 seconds), agility and, as a bonus, it’s impossible to set on fire
Improved Targeting System that increases the spotting range and the duration of the Designate Target ability
Enhanced Maintenance Kit that makes module repairs 30 percent faster and provides additional module protection
And last but not least, Commander Kwon Han will also be possible to unlock from the K2 Black Panther.
All in all, the K2 Black Panther will be, as we mentioned above, a highly mobile MBT, suitable for aggressive gameplay. While its armor won’t be great, its module protection (especially with the Enhanced Maintenance Kit unlocked) will be second to none and its KAPS hard-kill APS will keep it safe from an occasional stray missile.
In skilled hands, this tank will be a deadly tool in PvP, but will also be capable of delivering sustained fire in PvE, albeit in a more supportive role since its active defenses would get overwhelmed quickly when facing a large number of opponents. Its active suspension will allow for extremely comfortable gameplay and with all Additional Progression modules unlocked, few other vehicles will be able to go toe to toe with it in a duel.
We hope that you will enjoy this vehicle and, as always:
The Spirithaven season brought four new vehicles – for now (three more are scheduled to arrive in the near future). These models surpass all competition in terms of their quality.
This is not an idle boast – you can see for yourself in the game, or, on the MY.GAMES Sketchfab account:
Type 16 MCV Tier 7 TD – unlocked either from C13 TUA (Francine De Laroche) or Type 90-II (Zhang Feng), this wheeled Tank Destroyer is somewhat similar to the Centauro. Unlike the Centauro, however, it features a unique ability called AI Target Assistant, allowing you to aim more precisely at moving targets. To see its 3D model, click here.
Harimau Tier 8 LT – this Indonesian machine is the embodiment of what makes the Light Tank class so fun to play – fast and well-armed, it is perfect for aggressive gameplay the Light Tank drivers love so much. To see its 3D model, click here.
K21 Tier 8 Premium AFV – this fast Korean IFV with powerful armament will be available for Gold directly in the game. With its excellent mobility, it is the perfect tool for delivering infantry right where it needs to be. To see its 3D model, click here.
Type 89 Tier 7 Premium AFV – this is a highly mobile Japanese Premium IFV, this time obtainable as a reward for the Contract Mission system. To see its 3D model, click here.
Or you can simply log into the game and check them out the way they are meant to be enjoyed. And the best part is: not only we are overhauling older models to look better, but all new models will come in this level of quality.
Do you like our models? Let us know on Discord and, as always:
We are immensely pleased to show you the new AWtactics blog, operated by one of our esteemed contributors, Teykey1.
This blog contains what you’ll need to survive in the world of Armored Warfare. Tactics, vehicle reviews, patchnotes... everything neatly packed together in one spot.
Please note that the blog is, unfortunately, currently available in German only. Perhaps it will expand to other languages in the future? We’ll just have to see!
We’d like to invite you to another round of the Bounty Hunt event, in which you will have the opportunity to hunt down some Armored Warfare members of staff or VIPs and destroy them in battle for amazing prizes!
On Monday, March 2, 2020, between 18:00 and 19:00 CET, log in to Armored Warfare and play Tier 8 PvP.
We, the staff-members and moderators, will be joining the battles in our K21 AFVs and if you manage to destroy one of us, you will be awarded with 300 Gold and a 7 day temporary version of the K21 Tier 8 Premium AFV.
The following staff and VIP’s will take part in the event:
arek3city
Friesenstahl
P4nzerMarmelade
M3pit
Eskobar68
Bezkres82
Sorenou
Tenam
Primer
TeyKey1
ThePsychoCat
Spitfire_
waidler
Noobdown
Stricky_AW
MaciekM4a4
REM_X
Валерушка
Dayan78
Silentstalker
They will also identify themselves at the beginning of each battle by a chat message.
The rules of the contest are very simple:
Team-Killing will not win you a prize, unless you count a ban and contest disqualification
You don’t need to make a note of who you destroyed (although it doesn’t hurt); we’ll keep track
You can win as many times as you want, they are no limits per player
The temporary K21 will only be awarded for your first kill, any further kills will be awarded with Gold only
Rewards will be distributed after the end of the event
The Spirithaven season is here and, with it, a new series of contests that we’ve prepared for you.
In the first contest, we’ll be asking you to deal as much damage as you can while driving the new K21 Tier 8 Premium AFV and post the screenshot of your result in the dedicated contest channel on Discord. You can compete in three categories, separated by mode:
PvP (Random Battles)
Global Operations
Spirithaven Special Operations
However, please note that you can only win in one of the categories. The best result for each mode will be rewarded with the Japanese Type 90 Tier 7 Premium MBT!
Make sure that your submission includes the following information along with the screenshot: Your in-game nickname, mode and your result.
Please note:
The contest ends on March 8, 16:00 CET
One player can only submit one result (so make sure you submit your best one)
If you own the Type 90 already, you will receive its price in Gold instead
This weekend, we have a special offer for you, consisting of several cool items:
BWP-2000 Tier 7 Premium AFV in a special Poland Strong bundle
50.000 Battle Coins with major discount
Marder 2 Tier 8 Premium AFV in a special Total Destruction bundle
Rosomak M1 Wataha Tier 8 Premium AFV
The following bundles are available until the end of Saturday (specifically until Sunday, 1.3.2020, 1 AM CET):
BWP-2000
The BWP-2000 IFV was a Polish attempt from the mid-1990s to develop a replacement for the license-produced BMP-1 in the Polish military, since it was getting obsolete by that point. Its protracted development led to its cancellation at the onset of War on Terror, leaving Poland without a modern tracked IFV to this day. You can read more about it in our dedicated article.
In Armored Warfare, the BWP-2000 is a Tier 7 Premium Armored Fighting Vehicle armed with 60mm cannon as well as a set of ATGM launchers. When it comes to AFV playstyle, the BWP-2000 is definitely more of an infantry carrier and fire support vehicle than a scout due to its large size and powerful armament as well as the ability to deploy Mechanized Infantry. It can take quite a bit of punishment and deal it in equal measure.
It is available in the Poland Strong bundle, consisting of:
BWP-2000 Tier 7 Premium AFV
5 Platinum Loot Crates
30 days of Premium Time
Polish Experimental camouflage
Polish flag decal
Polandball decal
3.000 Gold
Please note that this bundle is available in limited amount only.
Discounted Battle Coins
The Last Patriot Battle Path is coming soon to an end. This weekend, we are offering you one last chance to boost your progress with a major discount with our Battle Coin bundle.
A pack of 50.000 Battle Coins, available with 70 percent discount, awaits you on MY.GAMES Market. Battle Coins can be used for a number of things, including:
Force-completing Battle Path missions
Progressing through Battle Path levels
Purchasing the Last Patriot Loot Crates with Bradley AAWS-H
Please note, however, that the Battle Coins from this bundle can only be used during the Last Patriot Battle Path and do NOT carry over to the next one. They have to be used until the end of the Last Patriot Battle Path, else they disappear.
The following bundles are available until March 5, 2020:
Marder 2
The Marder 2 was an experimental German IFV, developed in the late 1980s to replace the aging Marder IFV. It featured more armor, a new turret and a brand-new Rheinmetall dual-caliber autocannon that could fire both 35mm and 50mm rounds. Despite its qualities, the vehicle was never accepted in service due to its high cost and because it was no longer needed because of the fall of the Soviet Union. A single surviving prototype can be found today in the Koblenz military collection. You can read more about it in our dedicated article.
In Armored Warfare, the Marder 2 is a Tier 8 Armored Fighting Vehicle. With its 44 tons, it’s one of the heaviest and toughest AFVs around. Unlike many other AFVs of its Tier, it is not armed with guided missiles, relying instead on its extremely powerful 50mm autocannon. This vehicle can also deploy Mechanized Infantry.
The Marder 2 Tier 8 Premium AFV is available in a Total Destruction bundle, which includes:
Marder 2 Tier 8 Premium Armored Fighting Vehicle
30 days of Premium Time
10 Platinum Loot Crates
3 American MERDC camouflages
4.500 Gold
Rosomak M1 Wataha
The Rosomak is the current standard wheeled IFV of the Polish military. Originally designed by Patria, it was modified and locally license-produced in Poland. It has already seen combat in Afghanistan and fared quite well. Poland plans to obtain more of these vehicles in the future. The M1 is an upgraded Rosomak for the use in Afghanistan. You can read more about it in our dedicated article.
In Armored Warfare, the Rosomak Wataha is a Tier 8 Premium Armored Fighting Vehicle. Compared to the standard Tier 7 Rosomak, it features improved protection as well as the ability to fire Spike guided missiles. It can serve as an excellent heavy scout, a light AFV interceptor and, if needed, as an effective tank killer thanks to its ATGM launcher. Wataha stands in Polish for “a pack of predators” (in this case, wolves) and this vehicle is a ferocious beast indeed. It comes with a Polish-themed military camouflage, a Polish flag attached to its antenna and special Wataha imagery. This vehicle can also deploy Mechanized Infantry.
We hope that you will enjoy the offer and, as always:
You can read more about the contents of Update 0.31 below:
Gameplay Mechanisms
New Special Operation
Two epic Special Operation missions await you, taking place in Japan. These will, of course, come with new achievements:
Shogun (several stages)
Shiroyama
You are Already Dead
Hesitation is Defeat
Five Ways
More achievements will be added along with the two remaining Spirithaven Special Operation missions. This season also comes with a new, Japan-themed Garage.
Graphics Improvements
We are introducing a number of visual enhancements to the game, including improved vehicle model looks as well as the Dynamic Dirt system, where vehicles get progressively more dirty as they drive through mud, sand and snow. You can read all about these improvements in our dedicated article.
New Contract Campaign
A new Contract Mission campaign awaits you in Update 0.31 with similar mechanics to those used during the American Dream one. We've made a few tweaks for your convenience but the core of it will remain the same. In fact, there will only one major difference – the main prize. This time, you'll be able to unlock the Type 89 Tier 7 AFV with its excellent mobility and firepower.
With that being said, we've made the following changes to the Contract Missions this season:
Increased the daily mission point value in order to allow for faster completion of the Contract
Added four new missions that require the use of Mechanized Infantry
Added a new daily mission "A bit of Experience" requiring you to obtain 600 net XP points
Added a new daily mission "Sniper" requiring you to destroy or assist in destroying 30 enemies in PvE (victorious battles only count)
The "Headhunter" mission, requiring you to destroy enemies, now also counts assists but it does require 10 kills or assists in PvE or 2 kills or assists in Random Battles (PvP)
The "Hard Core" mission, requiring you to repeal a certain amount of damage, now also requires you to repel the most damage from both teams
The "Harvest" mission, like the Headhunter one, now also counts assists, but the required amount of kills was increased to 10 for Random Battles and 20 for Global Operations
The "Best of the Best" mission no longer requires you to win the battle
The "Total Elimination" mission now requires a victory to count
The "Perfect Streak" mission now requires you to be first in XP from both teams, but the amount of reward points for it was increased to 30
It's worth noting that if you obtained the previous contract vehicles (ZUBR PSP, Stryker ADATS) but have not completed its upgrade objectives, the Spirithaven contracts will also count towards those.
Supercharged APS
We're introducing two types of APS modes that are acting like active abilities rather than standard APS:
Supercharged Hard-Kill APS (intercepting most incoming projectiles for a short period of time)
Supercharged Soft-Kill APS (diverting enemy ATGMs away from your vehicle)
You can read about both systems in our dedicated article. Please note that the ability is only available if the corresponding APS module is installed on the vehicle.
Commander Rebalance
We are introducing a number of changes to the less popular commanders that are now available in the game in order to increase their usefulness as well as to tweak their performance in general. These commanders include:
Viktor Kirsanov
Rashid Al-Atassi
Juan Carlos Miramon
Ioannis Sanna
Rachel Kramer
Maximillian Koenig and Fyodor Sokolov
Kathryn Grey
Alisa Korhonen
You can read about the changes made to each of them in our dedicated article. Please note that the affected commanders will have their skills reset for free.
Item Transfer
It's now possible to give the skins obtained from seasonal Loot Crates (such as the American Loot Crate) to other players. This is not limited to Battalions.
However, what is limited to Battalions is the ability to transfer Hades vehicle blueprints and the bundle of 10 Experimental Field Repair Kits as well as Battalion Contract visual rewards. These items can only be transferred to another Battalion member.
General Changes
In order for a piece of foliage (bush, canopy) to provide a vehicle with a camouflage bonus, the vehicle now has to be within 15 meters of the bush's outer edge
Fixed an issue where a bush would stop providing your vehicle with camouflage if more than half of your vehicle's hull was inside of the bush
Gunner level now also reduced the influence of soft-kill APS on your ATGM accuracy
Gunners now have an optional skill that increases the control level of your own ATGM control
Vehicles no longer lose excessive speed when running over infantry
All passive soft-kill APS sets now work from any angle
Several epic medals (Scout's Crest, Steel Sword, Iron Dragon, Order of Resistance and Steel Wings) can now only be obtained if your team has 10 players in it or more
The Win Streak contract mission, requiring you to win several matches in a row, no longer –progress-resets if you lose a match with less than 10 players in one team
Fixed the issue that sometimes caused the Assault Squad achievement from the Arabian Nights season to not be awarded correctly
Vehicle ricochet decal no longer looks like a non-penetration one
Reduced the machinegun muzzle flash effect
Fixed an issue where a Battalion leader could not receive a Battalion Contract reward if he entered the Battalion while the Contract was already active
Fixed an issue where, for moving vehicles, the tracer effects would sometimes "lag behind" the vehicle
Enhanced the way team damage punishments work
Fixed several issues that caused the game to crash
Added an upper limit to the game's FPS in battle (360 FPS) so that extremely powerful PCs will no longer run the game with higher FPS than this one
Fixed the game optimization of infantry models
Vehicles
New Progression Vehicles
A new set of Asian progression vehicles will be added to Francine De Laroche's vehicle pool. The Spirithaven vehicles will (apart from all being Asian) be fairly individual with each one offering a different playstyle. Update 0.31 is launching with the following vehicles being available:
Type 16 MCV Tier 7 TD– unlocked either from C13 TUA (Francine De Laroche) or Type 90-II (Zhang Feng), this wheeled Tank Destroyer is somewhat similar to the Centauro. It will, however, feature a unique ability called AI Target Assistant, allowing you to aim more precisely at moving targets (either by autoaim or by following the HUD indicator that shows you where to fire in order to hit a moving target, much like a fighter jet would do). You can read more about it in our dedicated article
Harimau Tier 8 LT – this Indonesian Light Tank will be the embodiment of what makes the Light Tank class so fun to play – fast and well-armed, it will be perfect for aggressive gameplay the Light Tank drivers love so much. You can read more about it in our dedicated article
Additionally, two Premium vehicles will be available at launch:
K21 Tier 8 AFV – this fast Korean IFV with powerful armament is available for Gold directly in the game. With its excellent mobility, it will be the perfect tool for delivering infantry right where it needs to be. You can read more about it in our dedicated article
Type 89 Tier 7 AFV – this Japanese indigenous IFV is available as a top reward for the new Contract Mission design. You can read more about it in our dedicated article
General Changes
Updated the acceleration UI values for all vehicles– the vehicles are not accelerating worse or better but the UI now displays the correct values
Several Chinese vehicles had their shell performance improved by changing them to Depleted Uranium ones
Fixed an issue where the VBL and VBR ATGMs accelerated too slowly
Improved the IR spotlight model for the M60 and M60A2 MBTs
Fixed an issue where Type 79 and Type 62 would not lose any camouflage while moving
Fixed the UI description traits for several vehicles (Challenger Falcon and PLZ-89 now have a clip-style magazine while PTZ-89 does not)
Fixed the issue where some vehicles would their hard-kill APS listed as soft-kill in the battle UI
Active APS sound is now louder
Fixed a number of small vehicle collision model issues
Fixed a large number of small visual issues on multiple models (small texture adjustments etc.)
Abrams AGDS
Fixed the issue where it was impossible to deal damage to enemy vehicles while standing very close to them
Al-Hussein
APS maximum range increased from 150m to 400m
APS reload time reduced from 30s to 25s
Altay
Fixed the appearance of its turret textures
AMX 10 PAC 90 Fox
Fixed this vehicle's icon
BM Oplot
Amount of APS charges increased from 2 to 4
APS reload time increased from 5s to 15s
BMP-2
Fixed the 9M113 ATGM damage that was too high (reduced from 760 to 685)
BMPT Prototype
30mm 3UBR11 shell type changed from APDS to APFSDS with its damage per shot increased from 40 to 45
Bradley AAWS-H
Kinetic missile damage no longer scales with distance and will always remain at 750 damage per shot
CATTB
Fixed the issue where the incorrectly set turret collision model could cause the turret to get stuck, bump into things etc.
Reduced the protection from HEAT projectiles (kinetic projectile protection remains the same)
This vehicle now has a Ready Rack mechanism
Reload time between shots increased
The current active abilities (Overdrive, Rapid Fire) were replaced by the Zero In ability (increasing the reload speed and camouflage at the expense of mobility)
Reduced hitpoints from 3750 to 3650
IS-7
This vehicle now has a KPVT 14.5mm machinegun available instead of the standard 7.62mm one with its performance somewhere between the usual MG and a light autocannon, making it an effective tool for immobilizing the enemy, fighting light vehicles or destroying external modules
K1A1
Fixed the gun and shell names to correspond to real life
Module bonus to view range reduced from 50m to 25m
Kampfpanzer-70
Added a new, alternative 120mm Rh 120 L/44 gun that can be selected on the Upgrades screen. This gun has higher penetration but lower damage than the 152mm version, but also higher rate of fire and better aiming time
Kornet-EM
Improved this vehicle's visual model
Fixed an issue where the vehicle's front position lights would light up when driving in reverse
Leclerc
GALIX soft-kill APS range reduced from 300 to 275m
GALIX soft-kill efficiency (its effect on ATGM control loss) increased from 7 to 11
Leclerc Prototype
Increased the width of its smoke screen
Leclerc T4
GALIX soft-kill APS range reduced from 300 to 275m
GALIX soft-kill efficiency (its effect on ATGM control loss) increased from 7 to 11
Leclerc T40
GALIX soft-kill APS range reduced from 300 to 275m
GALIX soft-kill efficiency (its effect on ATGM control loss) increased from 7 to 11
Fixed this vehicle's collision model (most notably the turret and ERA blocs)
Leopard 1
Improved the stock kinetic shell penetration from 280mm to 310mm
Improved the upgraded kinetic shell penetration from 310mm to 370mm
Leopard 2
Fixed the issue where the 120mm gun would not deal any damage at very close ranges
M-95 Degman
Soft-kill APS was replaced by a Laser Warning Receiver
M108
Improved the upgraded tracks bonuses to acceleration and hull traverse for off-road terrain (3 to 50 percent) and for difficult terrain (18 to 30 percent)
M1128 Stryker
Fixed an issue where this vehicle had too thick roof armor (139mm instead of the intended value of 46mm)
Fixed an issue where, upon the installation of the ERA armor upgrade, the APS model would be hidden behind it
M113 ACAV
Removed the incorrectly issued 5 percent camouflage bonus from the Improved Tracks module
M1A2 Abrams
Corrected the gun visual model
M1A2C Abrams
Corrected the gun visual model
M2A3 Bradley
Improved the vehicle's overall appearance (including glass surfaces, headlights and such)
M8 Buford
Improved the vehicle's appearance
Reduced its mantlet armor
Fixed several other smaller issues with this vehicle's armor
M8 Thunderbolt II
Improved the vehicle's appearance
Fixed several issues with this vehicle's armor
M8 MGM-166
Kinetic missile damage no longer scales with distance and will always remain at 750 damage per shot
Reload time increased from 4 to 4.8s
Reduced the stock engine 0-32 km/h acceleration from 3s to 3.6s
Reduced the upgraded engine 0-32 km/h acceleration from 2.3s to 3.5s
Maximum speed reduced
MBT-70
Improved this vehicle's visual model
Object 279
This vehicle now has a KPVT 14.5mm machinegun available instead of the standard 7.62mm one with its performance somewhere between the usual MG and a light autocannon, making it an effective tool for immobilizing the enemy, fighting light vehicles or destroying external modules
Object 287
Fixed the issue that caused reload problems when firing both guns at once
Object 490
Fixed an issue where the hydraulic suspension would not work when traversing the turret
Object 640
Slightly increased this vehicle's armor
Improved the armor thickness of sides and lower front plate
Reduced the armor thickness of the turret areas covered by ERA
Added the choice between Rapid Fire and Overdrive Active Abilities
This vehicle now has a three-round Ready Rack
Fixed the UI values regarding this vehicle's mobility (the mobility itself remained the same)
PL-01
Hard-kill APS LEDS-150 changed into LEDS Next Gen Prototype, increasing its charges from 6 to 8 and reducing its minimum range from 20m to 15m
Fixed the issue where the ADAPTIV camouflage system would provide lower than intended bonus to camouflage
QN-506
It is now impossible to launch the recon missile if there's an obstacle above the vehicle blocking its path
Fixed the issue where its destroyed model would appear with black textures
Rooikat 76
Fixed this vehicle's wheel models to correspond to those used in real life with the hybrid drive
Sho't Kal Dalet
Improved the HEAT shell penetration from 300mm to 370mm
Improved the kinetic shell penetration from 280mm to 310mm
Shadow RST-V
Fixed the issue where this vehicle's jammer was also affecting the allied team
Fixed the issue where its wheels appear intact when destroyed
Stingray 2
Improved this vehicle's visual model
Fixed the icon of the Black Eagle variant
T-14 Armata
Improved this vehicle's visual appearance
This vehicle now has a 12.7mm machinegun available
Improved rear hull armor to provide protection against 12.7mm machineguns
T-15 Armata
Improved rear hull armor to provide protection against 12.7mm machineguns
T-80B
Reduced the thickness of the upper frontal armor additional plate but correspondingly improved the thickness of the upper frontal plate itself so that installing ERA no longer nerfs the upper frontal plate thickness
This vehicle now has a 12.7mm machinegun available
T-90
Improved this vehicle's visual model
VCAC Mephisto
The Enchanted skin now appears correctly on minimum settings
Wilk XC-8
Fixed the issue where its PELE shells would disappear upon contact with water
WPB Anders
Fixed the appearance of its Zaslon-L APS
WWO Wilk
Fixed the name of the gun
ZBD-86
This vehicle can now deploy Mechanized Infantry
ZUBR PSP
This vehicle now has access to the Stealth Active Ability, increasing its camouflage at the cost of mobility
Fixed the name of the gun
Player versus Player
Cold Strike: Fixed the collision model of bus wreckage (it is now possible to correctly fire through its windows)
Global Operations
Ghost Field: We rebalanced the spawn points by moving the upper left one closer to the map's corner, allowing that side to better react to the capture and appearance of the upper central objective (initial starting positions remain the same)
Ghost Field: We also moved the upper objective, making it easier for the left team to hold
Ghost Field: Fixed the collision model of several stones
Player versus Environment
Added two Spirithaven Special Operations
Banshee: Fixed the issue that caused players to clip into and get stuck in an environmental object in sector E8
American Dream, Chapter 2: Fixed the issue where some background objects would flicker
American Dream, Chapter 2: Fixed the issue where a puddle of water would significantly slow down your vehicle
American Dream, Chapter 3: Fixed the issue where the first objective capture circle would not appear if a player joined the battle after this objective had been activated
American Dream, Chapter 3: Fixed the issue where the initial cutscene would sometimes play incorrectly
American Dream, all Chapters: Fixed a number of smaller visual and collision issues
Black Sea Incursion, Chapter 1: Fixed the game freezes during the initial cutscene
Rooikat is now available as an AI-driven vehicle
User Interface
New Battle Interface
This season, we're introducing a brand-new in-battle User Interface. The goal of this overhaul was not only to introduce a more convenient way of targeting your enemies and keeping track of your own status, but also to improve the UI performance. With that being said, we've made the following improvements:
When your module is destroyed, an icon identifying the module will appear under your reticle along with its repair time
When your vehicle is getting flooded by water, an icon with a timer will appear below the reticle section
When your vehicle is on fire, an icon with damage dealt by the fire will appear below the reticle section
Updated the Javelin ATGM lock indicator
Added new bars of different colors to the reticle, indicating the results of hits (white – non-penetrations or ricochets, orange – penetration, green – target destroyed)
Active and passive commander abilities now appear on the health bar below the reticle section, including Ophelia's shield ability and Alisa's Mysterious Stranger reload time
Added new received damage indicators around the reticle system, showing both received damage and direction from which the shot came
Text and graphic feedback line was added below the reticle section, containing the info about the damaged enemy vehicle or vehicles
Aiming at an enemy vehicle will show its modules and their status
This UI is partially customizable, see the Settings tab for more information.
General Changes
The Help UI tooltip now shows the correct tips for the new Battle UI
Overhauled the way the loading screens look for all modes
Overhauled the way the Settings screen looks
Additional progression modules are now marked with two stars
Added a new filter option to the Garage, showing you vehicles with Mechanized Infantry
Removed the obsolete keyboard settings that were left in the UI after the consumable overhaul
The Incoming Received and Outgoing Damage tabs now have the most recent entry always on top
Added the Settings option to switch chromatic aberration and dirty gun sight effect on or off
Issues and Corrections
Fixed an issue where the game could stop reacting after the use of the Alt-Tab key combination
Fixed an issue where switching to different shells when reloading could lead to a change of the vehicle's reload time
Fixed an issue where Ophelia Kitescu's main skill would not work after you deploy Mechanized Infantry
Fixed an issue where the Steel Eagle requirement in Overprogression would not show the mode requirements correctly
Fixed the machinegun visual effect appearing when firing in the Sniper mode
Fixed the M48 GAU-8 shell icon
Fixed the issue where a player killed by a Javelin would see incorrect info about the killer
Fixed the issue that caused your infantry icons to appear incorrectly upon returning to battle after a disconnect
Fixed an issue where some vehicles would not have their Active Abilities displayed in the Garage UI
Fixed the description of Rashid Al-Atassi's skills that increase ATGM control
Fixed an issue where completing an Arabian Nights Special Operation would result in the appearance of a message about having completed a nonsensical "zero" achievement
Fixed an issue where the discount marker on discounted visual customization options could appear incorrectly
Fixed the appearance of road paintings at crossroads on several maps
Fixed an issue where a doubleclick was required to obtain a Battle Path reward in the UI
Fixed an UI issue where new Battalion members would not see the Battalion Contract start timer