Skip to main content

Armored Warfare: Developer Digest - Pt.11

Welcome to the eleventh issue of the Developer Digest series - find out more about the development of the game straight from the developers themselves!

Additional Update 0.17 Changes

As a part of the game improvement process, we have introduced the following additional changes to the upcoming Update 0.17.
As part of our ongoing effort to rebalance many of Armored Warfare's major gameplay elements, we've taken the opportunity to introduce several major Quality of Life improvements to ATGMs and Smoke Grenades. Additional changes to ATGMs and Smoke Grenades can be expected as we continue to work on game balance. We've changed ATGMs in several areas to make them more viable and easier to use, including:
  • As a baseline, all ATGMs no longer have a lock-on delay and can be fired as soon as the vehicle stops
  • Vehicles which could fire ATGMs on the move in real life can now also do so in-game
  • We've removed the delay when switching between ATGMs and other weapon systems
  • We've increased the ATGM launch speed from 45 to 100 m/sec
We've made the following changes to Smoke Grenades to increase usefulness and solidify their role in the moment to moment gameplay:
  • All vehicles with smoke grenades now have 15 charges
  • Vehicles which previously only fired one smoke grenade now have a 45-second reload
  • Vehicles which could previously fire up to three smoke grenades now have a 35-second reload
Isn't it too early to introduce these mechanics?
Since we haven't revamped the armor, the damage or the penetration yet, we didn't feel these changes would have an overall negative effect. As of now, it merely makes these mechanics less tedious and more useful.

With all these changes, what about introducing guided missiles to the Leopard 2A7-140?
There will be no ATGMs on the Leopard 2A7.

Don’t you think that 15 charges for smoke grenades too much?
Final amount of charges for smoke is easily tuned, it is best to start with an extreme number like 15 (basically infinite) and scale as needed. We are still in beta, and large changes like this are still possible and good as we balance the overall game to be enjoyable for all classes at all tiers. Expect even more changes going forward that will have fundamental effects on the game, targeted not only to high tier balance and class balance, but the game at large. It is fairly clear that a balancing game with just a few tweaks to numbers is not enough, time to get excited.

Won’t these changes put Light Tanks at a disadvantage?
On the topic of smoke, we do plan to return the quick-fire "charge" system for Light Tanks in conjunction with the ongoing smoke changes but this requires additional code which will not be done until the full Balance 2.0 changes are further along. As a compromise, we shortened the cooldown for those vehicles until the additional code is complete. What will happen is that the Light Tanks will have smoke grenades in “magazines” with short time between “magazine” reloads, while the entire magazine will reload much longer.

You mentioned the “armor degradation” in recent Q&A session, care to share more details about that?
Armor degradation is still just in a testing phase. We haven't committed to adding it yet and will first look at how Balance 2.0 affects the game. If it ends up being exactly what we want, we may not go through with the degradation system at all. One thing we don't want to cause is a reverse gold round situation, where armor is rendered meaningless because you end up penning it anyways.

Is there Skill-Based Matchmaking still in the game?
Skill-Based Matchmaking is not in the game anymore. It only attempts to balance based on tier and vehicle class types.

Will autocannons be rebalanced in the future?
Autocannons are going to be hit hard in balance 2.0, like VERY hard. Damage, penetration and clip size will all be adjusted. Our intent is to promote more ATGM play from AFVs by fixing ATGM mechanics and downplaying the role of Autocannons into more "intermediate damage" players can use to add a bit of damage in-between reloading their ATGMs at closer ranges. It won't be like it is now where you can almost guarantee every AC shot will penetrate a lightly armored target with little care of shot dispersion.

That's it for today. See you in the next issue!

Popular posts from this blog

General: T-72 SHYGYS at KADEX 2016

The new Shygys upgrade package for T-72 main battle tank from Aselsan and Kazakhstan.The Turkish Company Aselsan in collaboration with Kazakh Defense Company presents the modernization kit "SHYGYS" for old soviet-made main battle tank T-72. This upgrade improves all three areas of main battle tank performance: firepower, mobility and protection. Soviet-made T-72 with Shygys upgrade package at KADEX 2016, Kazakhstan Defense Exhibition in Astana. With an additional weight of only 1,000 kg, the upgraded T-72 has new powerpack developing 840 hp, new day/night capacities for the gunner with new thermal imaging and optic channels. The tanks is also fitted with ballistic computer which increase the effective firing range from 1,800 to 2,500m. The front and the top of the turret is protected with a new armour kit to provide protection against the new threats of modern anti-tank guided missile. Each side of the hull is also fitted with new armour including wire cage armour at the rear. A…

War Thunder: 8.8cm Flak 37 (Sf.) auf s. Zgkw. 18t - A Heavyweight Flak

A combination of heavy half-track and 88 mm Flak cannon? Does that sound odd?Not if German engineering has anything to do with it! Let us introduce, the 8.8cm Flak 37 (Sf.) auf s. Zgkw. 18tThe Sd.Kfz.9 was the heaviest German half-tracked vehicle operated during the Second World War. Designed initially as heavy tractor for heavy artillery and as a recovery vehicle capable of towing tanks from critical situations. The first prototype was conceived in 1936. The vehicle was primarily designed to be an engineering machine, however it was during the Second World War that the Sd.Kfz. 9 was employed as a platform for artillery. The vehicle became a mobile Anti-Aircraft Artillery and Tank Destroyer capable of mounting several configurations of weaponry. The most dangerous of which, was that version that mounted the infamous 88mm Flak Cannon. In War Thunder players will be able to operate the 8.8cm Flak 37 (Sf.) auf s. Zgkw. 18 ton tractor mounted with an 88 mm Flak 37 cannon. This version is co…


One of the most requested vehicles in Armored Warfare has been the legendary Israeli Merkava (Chariot) Main Battle Tank. Developed on the back of extensive Israeli experience in armored warfare, the Merkava offers as much protection as possible to its crew.