Wage war against players around the world with an unstoppable arsenal of powerful armored combat vehicles. Use 300+ vehicles to engage in furious PvP tank combat, complete co-op missions, and crush your enemies on breathtaking maps, from scorching deserts to neon-drenched urban jungles.
Commanders!
As announced earlier, the [b]Shockwave update[/b] (Update 0.235) is now available in Armored Warfare.
[previewyoutube=6ztGOpNW9Ic;full][/previewyoutube]
Here’s what it’s bringing.
[h2]Shockwave Mode[/h2]
The Shockwave mode is an endgame survival mode for advanced players in which a team of five fights of waves of ever-increasing difficulty. The longer you survive, the higher the rewards. Do you have what it takes to become the best team in Armored Warfare? Because that’s pretty much what’s at stake here – this is the endgame mode of Armored Warfare.
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The mode is available during all hours for both platoons and solo players who can join the queue to be matched with others. This mode is initially available for one month only (“Season 0” launch) and will therefore temporarily go away somewhere along the launch of the upcoming Seahawks Battle Path which is planned for November.
You can enter Shockwave battles by using the dedicated panel in the PvE UI.
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As for the mode details:
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[*] This mode is available for Tier 10 vehicles only (no vehicles are excluded)
[*] There is no time limit per match, you need to hold on for as long as you can
[*] There are no respawns but you can use your consumables to repair
[*] Enemy vehicles spawn in waves and each wave arrives from one of several different directions (the types of enemies and directions are randomized so no two matches will be identical)
[*] Enemy vehicle wrecks despawn immediately upon destruction and therefore cannot be used for cover
[*] New enemy types appear in this mode (vehicles that cannot be seen in any other mission)
[*] Ammunition replenishes automatically (periodically, with a sound indicator)
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Please do be also aware of the following:
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[*] You currently cannot complete contracts or Battle Path missions in this mode
[*] Some performance and bot behavior issues do exist and we are aware of them
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The launch of the mode is accompanied by the [b]Shockwave[/b] Event where you can earn exclusive Season 0 rewards (including camouflages, Gold and an animated avatar) by playing the Shockwave mode every day and destroying enemies.
[h3]Shockwave Prizes[/h3]
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[h2]Pipelines Map Overhaul[/h2]
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We have overhauled the visuals of the Pipelines PvP map to improve the graphics of Armored Warfare. You can read more about it in our [url=https://armoredwarfare.com/en/news/general/development-pipelines-overhaul]dedicated article.[/url]
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[h2]Dynamic Decals[/h2]
The in-game decals can now be moved, rotated (by holding Alt and scrolling your mouse wheel) and their size can be changed (by holding Shift and scrolling your mouse wheel).
Video demonstration of the system:
[previewyoutube=zTZT5wbGFIk;full][/previewyoutube]
Please note that the system still has some limitations:
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[*] This system only applies to decals, not to battalion emblems
[*] There still are just two decals per vehicle
[*] Decals cannot be placed on ERA or other additional armor plates, they will always appear on the base hull of the vehicle
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[h2]New Engine and Gun Sounds[/h2]
The T-72 series and several other vehicles are getting new engine sounds as the first step in the announced sound overhaul. You can hear a demonstration of the sound in the following video:
[previewyoutube=Th8hCcg5Fng;full][/previewyoutube]
This affects the following vehicles:
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[*] T-72 Ural
[*] T-72A
[*] T-72AV
[*] T-72B
[*] T-72B3
[*] T-72M1
[*] T-90
[*] Object 787 Gadyuka
[*] Msta-S
[*] M-95 Degman
[*] Seon’gun-915
[*] Type 96
[*] Type 96A
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We have also added a new 125mm gun sound to the following vehicles:
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[*] T-72 Ural
[*] T-72A
[*] T-72M1
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You can hear a demonstration of the sound in the following video:
[previewyoutube=jaH5fEzlxkw;full][/previewyoutube]
[h2]PELE Overhaul[/h2]
In this update, we are overhauling all PELE shells to use a modified HESH mechanism. What it means is that these shells will be very useful against sloped surfaces and thinly armored targets, dealing tremendous damage in situations where regular AP shells would not be as useful. The vast majority of PELE shells belong to autocannons and will therefore serve either as an upgrade or an alternative shell to the already existing ones. Regarding the full caliber PELE shells:
[list]
[*] Wilk’s PELE shells will become considerably more powerful
[*] Arjun already has HESH rounds and PELE (PCB) shells will serve simply as an upgrade to them
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You can read more about it in our [url=https://armoredwarfare.com/en/news/general/development-dynamic-decals]dedicated article.[/url]
[h2]Friendly Fire Adjustments[/h2]
We have had situations before where players would be kicked out of the match for inadvertently dealing friendly fire damage to their teammates. This most notably affected artillery (dealing damage with large caliber HE blast wave) and ammo rack explosions (which count as “your” damage when an enemy tank explodes but the blast wave from the explosion deals damage to a friendly target).
In this update, dealing damage to friendlies will no longer kick you from the match but will simply result in your ability to deal damage to friendlies being disabled. Your vehicle will be marked blue and dealing damage to it will not result in any punishment.
[h2]Other Changes[/h2]
[b]New Crew and Commander Upgrades[/b]
We are adding the sixth crew training level to the game. Alongside it you will be able to choose a third skill from those already available. Additionally, it’s now possible to easier unlock Commander levels with a single button by purchasing the required XP.
[list]
[*] New player accounts are now receiving 2-day version of the Armata 152 MBT
[*] Starter pack for new players can now be bought and activated correctly
[*] Fixed the requirement for the Death to the Enemy Battle Path mission
[*] Retrofits no longer get removed from the vehicle when clicking and dragging them to a different slot in the Garage
[*] Fixed the mobility model for the entire T-series of the vehicle (aside from T-80) so that they no longer have difficulties traversing ditches and slopes
[*] Fixed the track visual model for the entire Abrams series of vehicles
[*] AS90: Fixed the missing gun part on low graphics settings
[*] AS90: Fixed the armor’s material to a correct one
[*] CV90120T Ghost: Fixed an issue where the hard-kill APS worked with a limited angle (now it destroys missiles all around the vehicle)
[*] BMP-2M: Double ATGM launch module now correctly only works for the Kornet ATGMs (and not Atakas)
[*] BMP-2M: Fixed the grenade launcher sound
[*] BMP-2M: Fixed the empty shell case visual model
[*] EMBT: Fixed a small unintended weakspot on the bottom of the hull
[*] EMBT: Small visual fixes of the vehicle’s destroyed model
[*] Challenger 2 Streetfighter II: Fixed the flying flag pole
[*] M1A2C: Fixed the SEP v3 PL textures and camouflage
[*] M60A2 Starship: Fixed the drive sprocket texture
[*] Puma: Fixed the incorrect dirt appearance on the hull
[*] Puma: Fixed numerous visual issues on the Panzergrenadier skin
[*] T-62M: Fixed the low visual settings inscription on the Rusalka skin
[*] T-64BV Mod.2017: Fixed the turret ERA appearance
[*] T-72M2 Wilk: Fixed the destroyed ERA not attached to the vehicle
[*] T-80BVM: Improved the gun depression from -5 to -7
[*] T-80BVM: Turret machinegun now has a belt visual model
[*] T-80BVM: Fixed the gun mantlet tarp texture
[*] T-80BVM: Fixed several low resolution textures on the hull and numerous other smaller issues of the model
[*] T-80BVM: Fixed the incorrect dirt appearance on the hull
[*] T-80BVM: Tracks no longer sometimes clip through the mudguards
[*] T-90A: Fixed the broken ERA models
[*] T-90A: Fixed the broken ERA model on the T-90SA skin
[*] T-90M Proryv: Added a spaced armor layer behind the Relikt ERA (this improves the vehicle’s side protection)
[*] T-90M Proryv: Shells no longer fly through destroyed APS and optics models
[*] T-90M Proryv: Fixed the excessive hull dirt
[*] VBR: Fixed an issue where missiles were flying through closed covers of the launcher
[*] Rate of Decay Special Operation: Fixed the indestructible poles at C2
[*] Rate of Decay Special Operation: Wall at I2 no longer makes vehicles stuck
[*] Added numerous assets for future events
[*] Fixed a number of localization issues
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