Saturday, April 30, 2016

HOW TO ENABLE NVIDIA SLI ON ARMORED WARFARE



Hello guys
Now I want to tell you how to activated SLI on Armored Warfare.
You have 2 GTX 980 but your 2nd GPU doesnt work when playing Armored Warfare ? Well, SLI profile is not automatically enable on Armored Warfare. To enable SLI you need to follow simple steps. Let's go ....


1. You need Nvidia inspector to enable SLI ( download here )

2. Open Nvidia Inspector, after that hit button in red circle. After you hit it, Nvidia Inspector will open new window


3. In new window, look at up-left side, find "Profiles". Hit button in red circle


4. After hit it, find "Armored Warfare"


5.Now, time to enable SLI. Find "Compability". After you find it, you need to change profile in "SLI Compability Bits (DX1x)" and "SLI compability Bits"


6.Then, change it to :

SLI compability Bits (DX1x) : 0x000040F5
SLI compability Bits               : 0x02506405

Then Click Apply changes and now you 2nd GPU load at 98% !!


Thanks to STARSBarry from AW forum :)



Friday, April 29, 2016

HOW TO NOT SUCK IN PVE



Hello guys
Now I want to talk about PVE, How to not suck in PVE.
In PVE mode, our "mission" is stay alive until the time over, hold base, capture base. In PVE we can choose 3 difficults, easy, medium and hard ( Extream still in process ). I want to share with you how I do in PVE, let's go....



1. PVE is different with PVP, DONT RUSH TO CAP
Yeah, rush to cap in PVP is possible and sometimes make a easy win, but in PVE ? Suicide.
If you cap so early, a tonnes of AI will come to f**k you. So the best choice is follow the plot.


2.Find cover, don't show off your a*s
Same like PVP, you should find cover like rock, wall etc. But AI in PVE is different with real player in PVP. They are stupid, but have special skills like laser accuracy, sometime they can shot on you without spotting, they can shot you when you in the right side from him and the gun in left side ( magic shot ). So, find cover guys


3.Arty
Some mission like Quarterback, wildfire, Hydra, Ricochet, Scorpio, Banshee is a little bit hard because arty. The arty is crazy in this mission, they focus in same target. So you need to kill him first to make your mission easier. Find cover and dont in open field.


4.Don't go alone
Stay with team, we come together, we die together :p . Go alone is bad choice, when AI only spot you, they will focusing fire on you, so Instant death. Stay with team, go teamwork.


5.Know what should you do
If you use MBT, use to fight in front line. If you use AFV, TD and arty , support your team from behind MBT. Use AFV or TD to spot the enemy, Use arty to support your team ( spotting ). Sometime we meet MBT camp, lazy AFV,  it killing team. If you in MBT, use the armore, don't camp. AFV have great view range, so you need to spot the enemy.


7.AI spawn points
AI spawn in some point, this is best strategy, remember every AI spawn point in all map can help you find best position.


8.Use rebuild kit/ field maintenance kit in right time
Dont use field maintenance kit when you still have lot of ammo and HP, use when you're in critical situation. I not recomend using rebuild kit, it killing credit. Use field maintenance kit when you out of ammo or you HP bellow 20%.


9.Platoon with your friends or your Battalion mate
I usualy play solo, but I see platoon player have big chance to win than solo player.


That's all for now from me, maybe you have own strategy to share with us :) ??


Update in future guys o/ .....



ISRAEL’S EARLY SHERMANS

Israeli M4A4 Sherman in the Latrun museum


One of the most interesting, but poorly documented, periods of tank warfare is the 1948 Israeli War of Independence, in which – against all odds – a newly established country prevailed against numerous and well-equipped enemies. Catastrophic British post-war policies in the region led to an escalation of the conflict into an all-out war that included air force clashes as well as armor.

From a tank research point of view, this particular conflict is quite interesting because it involved a huge variety of armored vehicles of various ages, including some real relics of the past, such as the Hotchkiss H39 (re-armed with a 2pdr gun in Syrian service) and the Renault R35, both pre-war French light tanks from the 1930s.


Israel used a wide variety of both purchased and captured vehicles too, but the tank that would remain one of the mainstays of the Israeli armored units was the M4 Sherman.

The M4 Medium Tank is possibly the best tank from World War II alongside the Soviet T-34. The excellent firepower of the 76mm gun-equipped later models, combined with good mobility and the solid protection it offered its crew, made it a popular and successful vehicle. Although it was replaced in American service by the Pershing/Patton tank series after the war, many Shermans were purchased by other countries and used for decades in some cases. The heavily modernized Chilean Shermans served until the 1990s!

By 1948, the nascent Israeli military lacked pretty much everything. While the small arms situation was immensely helped by imports from France and Czechoslovakia, armor remained a problem for years after the conflict. An often repeated theory is that all the early Israeli Shermans came from Italy, but this is not quite true.

The very first Sherman in Israeli Service was an M4A2, powered by a diesel engine that was already in Palestine. It was essentially a wreck, left behind by the retreating British in a repair depot near the city of Tira. The tank originally belonged to Royal Wiltshire Yeomanry, a tank unit that received these vehicles after the losses in the famous Second Battle of El Alamein. The unit remained in the Middle East until 1943, when it departed and left this vehicle behind. After that it rusted for five years in a shed before the ingenious Israeli restored it to working order. The vehicle was armed with the standard 75mm M3 gun and was named “Meir”.


One of the earliest Israeli Shermans



The final fate of “Meir” is unfortunately not known – it survived the Independence War (and so did at least one of its original crewmembers, a Canadian by the name of Lionel Druker), but what happened to it afterwards remains a mystery. Several sources claim it was converted into a self-propelled gun.

The "Italian" Shermans were a result of an Israeli initiative to obtain more armored vehicles from Italy for the 82nd Tank Battalion. A team was sent to look for suitable tanks and 32 M4’s armed with 105mm howitzers were purchased. The tanks were still in serviceable condition. A bigger problem was the fact they were demilitarized: the guns had their barrels destroyed to prevent them from firing.


Wrecks from which the first Israeli Shermans were built



The first ten tanks arrived in Haifa – without functional weaponry – in November 1948 and were immediately stripped down for maintenance. The rest were sent in two more shipments and arrive in November 1948 and January 1949 respectively. The 105mm guns could in most cases not be repaired and Israel had to look for suitable armament elsewhere.

A solution was eventually found. The Israelis purchased 50 Krupp field guns from Switzerland in September 1948 – originally they had been intended for field artillery service, but the technicians converted them to serve as tank guns. Unfortunately, the conversion was far too complicated and the “Krupp” Shermans were only ready in April 1949, too late to actually see combat during the War of Independence. Luckily, there were other options.

Three functional 75mm M3 tank guns were purchased from Italy and brought to Israel just in time for the three M3 equipped Shermans (along with one Cromwell) to participate in Operation Horev, the successful December 1948 Israeli push against the Egyptians in the western Negev desert. Amongst the three Shermans was the vehicle nicknamed “Tamar” after one of the technicians caring for it, widely recognized as the “first Israeli Sherman” instead of “Meir”. “Tamar” unfortunately became the first Israeli Sherman ever lost in combat as it was knocked out and abandoned near El Arish.

It is unclear how many Shermans were actually used during the War of Independence. Most likely none of the “Krupp” Shermans made an appearance, although some sources state that as many as 14 Israeli Shermans were active during the war. By the time the war ended, however, it is known that Israel was in possession of 32 of the 33 Shermans it had during the war (the “Italian” and “Meir”), with only one Sherman lost in battle (the “Tamar”).


"Tamar" during a parade



These vehicles would form the mainstay of the Israeli Defense Force's armored units (the 82nd Tank Battalion of the 7th Armored Brigade). Shortly after the war, the "Krupp" Shermans were all re-armed with more recently acquired M3 guns and a number of additional Shermans were purchased from the Philippines. These formed an odd mixture of various Sherman features, including some very peculiar conversions, such as the M4A4s (originally powered by the Chrysler A57 Multibank monstrosity) with their engines replaced with Continental R-975 radial engines from the early M4s. These conversions were not made locally but rather purchased, most likely from France.


Israeli Shermans in 1950s during a parade



But this would not be enough. Israel was well-aware that its enemies – Syria and Egypt in particular – were still bitter from the defeat and were purchasing modern equipment of Soviet origin in order to prepare for another attack. As a consequence, Israel opted to start purchasing 76mm Sherman variants in early 1956 (specifically the M4A1 (76) W and M4A3 (76) W models). These "long-barreled" Shermans were officially designated M1 Super Sherman (this name originally belonged to the M1 model, not the M50 or M51 as is commonly claimed). The 75mm Shermans were re-designated to M3 afterwards. Both the M1s and the M3s participated in the 1956 Sinai war and would continue to serve for years to come.

Sources:
  • D.Eschel - Chariots in the Desert
  • T.Gannon - Israeli Sherman
  • R.P.Hunnicutt - Sherman (A History of the American Medium Tank)
  • Valka.cz



Source : aw.my.com

Thursday, April 28, 2016

VEHICLES IN FOCUS: VICKERS VFM MK.5



Vickers was always one of the strongest names in British military engineering. Founded in the 19th century, it was amongst the most influential weapon makers in the world by the start of the Second World War. Its portfolio included both arms and vehicles.

The Vickers 6-Ton Light Tank was amongst the most influential tanks of the early war period. It was an excellent vehicle for its time but, unfortunately for the British, it was only produced for export. The Polish 7TP and Soviet T-26 were both development variants of the original Vickers tank and the Russian T-26 especially was produced in extremely large quantities. As the war progressed, Vickers started producing another famous British tank, the Valentine.

However, after the war there was little need for mass weapon production and with the surplus flooding the markets, Vickers fell upon hard times. The company underwent several transformations, including a merger with Alvis, and finally ended up as BAE Systems Land Systems (Weapons & Vehicles) Limited, a subsidiary of BAE, in 2004.



Before that, Vickers produced several rather interesting designs. The most well known are the Vickers MBT (named Vijayanta in Indian service) and the Vickers Mk.5 Light Tank.

The VFM Mk.5 Light Tank was a private venture design that was always intended for export. Unlike vehicles developed at the request and expense of the local military, private venture designs are financed solely by the company in the hope that they will eventually find their buyers.

The Mk.5 was designed in the 1980s in cooperation with the American FMC Corp and the first prototype was ready in 1986. The vehicle officially completed firing and mobility trials in 1987.

While it might seem strange for a company to produce a well-armed light tank in the mid-1980s, the philosophy behind the design was quite unusual. It was created as a response to increasing demand for a light vehicle with excellent firepower to form part of the newly formed rapid-response units that were starting to appear all over the world at the time. Usually, such units would be equipped with light vehicles armed with ATGMs, but the rapid development of armor and other protective measures in the 1980s led the Vickers engineers to believe that a classic cannon still had a place on the modern battlefield, perhaps even more so than before. The powerful British 105mm L7 rifled gun it was armed with had sufficient firepower to knock out any target the vehicle might encounter, using either modern APFSDS shells or British HESH shells. The gun was fully stabilized and came with an advanced Marconi fire control system. It could be elevated to +20 degrees and lowered to -10 degrees, but only when facing forward.



The vehicle had to be light, a maximum of 20 tons, low and fast. To be suitable for rapid deployment forces, it also had to fit in contemporary cargo planes such as the C-130 Hercules. It could be deployed by the Low Altitude Parachute Extraction System. Its armor was thick enough to allow it to survive until something heavier came along. It consisted of a welded aluminum hull and hardened steel applique plates. Aluminum was used to keep the weight down but, if the customer wanted increased protection, Vickers also offered to equip the vehicle with an ERA kit.

The design itself is actually quite interesting. For one, it's not originally British but based on the FMC Close Combat Vehicle – Light (CCV-L), a contender in the U.S. Armored Gun System (AGS) program. In this sense, the Mk.5 is actually related to the American M8, but the main drawback of the CCV-L was that it was extremely expensive, something most potential clients for the VFM could not afford.

Unlike the American system that had a crew of two men and was equipped with an autoloading mechanism for the gun, the VFM Mk.5 had a crew of four and no automatic loader. Sufficient manpower was rarely an issue for the type of clients the design was intended for, while complicated mechanical devices might cause maintenance issues. On the other hand, the inclusion of two additional crewmembers along with the size and weight restrictions did cause a number of ergonomic problems, especially inside the turret.



One of the most interesting features of the VFM was the fact that the turret was actually tilted 3 degrees forwards, which is quite unusual for any armored vehicle.

The Vickers VFM Mk.5 was powered by a Detroit Diesel 6V-92TA 552hp diesel engine, giving it a power-to-weight ratio of 28 hp/t, which was quite excellent. It had torsion bar suspension with drive sprocket at the rear. The VFM Mk.5 could reach a speed of 70 km/h on hardened surfaces.

While a solid design in its own right, unfortunately, the VFM Mk.5 came at the wrong time. Just two years after the completion of all the required trials, the Soviet Union started collapsing and thousands of cheap armored vehicles flooded world markets. The VFM Mk.5 never found its intended buyer and the entire project remained at the prototype stage.


IN ARMORED WARFARE

In Armored Warfare, the Vickers VFM Mk.5 is a Tier 6 Premium Light Tank, available for 3250 Gold from Marat Shishkin. For players who love speed and mobility, it is one of the best premium vehicles in the game.



For its tier and class it is well protected with 140mm (turret) or 162mm (hull) thick frontal armor. The excellent armor slope allows it to deflect most automatic cannon shells, although the fact the armor is made from aluminum decreases its effectiveness somewhat. It is, however, also equipped with smoke grenades, allowing it to conceal its movements and get out of trouble fast if need be.

Its 105mm gun can penetrate even heavier MBTs and is on par with other 105mm guns of its tier. Mobility is also excellent, with the VFM5 accelerating to 32 km/h in 2.9 seconds and reaching a maximum speed of 68.4 km/h. The VFM Mk.5 is equipped with four retrofit slots:
  • Technology
  • Universal
  • Mobility
  • Firepower

This makes the VFM Mk.5 an extremely versatile vehicle that can be configured in many different ways. Regardless of configuration, gameplay basics remain the same – use your mobility to flank heavier opponents and tear into their unprotected sides.


Source : aw.my.com

INTRODUCING THE TOP UP WEEKEND



Obsidian Entertainment and My.com are proud to present the special event for next four days - the Top Up weekend! Are you in need of some gold? Here's your chance to purchase it with a bonus!



From the 28th of April (9:00 CEST, 00:01 PDT) to the 1st of May 2016, players will receive a 20% bonus to the gold purchased as such:

European Server
  • 27500 Gold Bundle - 5500 Gold Bonus for a total of 33000 Gold
  • 16500 Gold Bundle - 3300 Gold Bonus for a total of 19800 Gold

North American Server
  • 25000 Gold Bundle - 5000 Gold Bonus for a total of 30000 Gold
  • 15000 Gold Bundle - 3000 Gold Bonus for a total of 18000 Gold

We hope these bonuses will come in handy and will see you on the battlefield!


Source : aw.my.com

[PREVIEW] T-14 ARMATA FREE PREMIUM EDITION [RU SERVER]



Hello guys
Here I have some pic of Free premium T-14 Armata from my Ru server account







It's very similar with regular fully upgrade T-14 Armata, it just have premium status.
The free premium T-14 Armata is available for all russian player, to claim it you just need to update client and log-in. This vehicle available from now to 15-16 May 2016, after that it will removing automatically from your garage.

Wednesday, April 27, 2016

FREE T-14 ARMATA FOR RUSSIAN PLAYER


Hello guys
Russia server get patch 0.15 ( wow, they get it first ) that bring tier 10 vehicle, so russian player can feel tier 10 first. And they get free T-14 Armata too !!! What ? Free Armata ?? Yes, they get free T-14 Armata, BUT that free T-14 only can be used in PVE mission not in PVP. Also free Armata only available for limited time, start from now to 16-17 of May, after it the vehicle will removed from garage automatically.



Well, Russian player get T-14 Armata ( Russia pride tank ) and why NA server didn't get "free" XM1A3 like russia server ? hehe

MYTHS ABOUT MATCHMAKER – PART 3: MATCHMAKER SPREAD



In Part 1 of our Matchmaker 2.0 Myth series, we unveiled the basics of how Matchmaker 2.0 works and how it will change in Update 0.15. In Part 2, we talked about losing streaks.

In Part 3 we will take a look at yet another common misconception.

Myth #3: A Tier Spread of 3 Tiers for PvP matches is intentional

Before we discuss this matter any further, let's first define what a Tier Spread actually is. Each PvP battle consists of not just different vehicle classes but also different Tiers. The most common example would be a Tier Spread of 2 Tiers, which means that the match team contains vehicles of 2 different Tiers – for example Tier 5 and Tier 6. A Tier Spread of 3 Tiers means the number of Tiers for each team increases to 3 with, for example, Tier 5, 6 and 7 vehicles in one battle.

The Tier Spread is closely related to how the developers balance the actual vehicles. Unfortunately, in the past, a number of errors in the Matchmaker mechanism led to the impression that it’s "normal" to have a Tier Spread of 3. This impression is further enhanced by the fact that the Matchmaker is allowed to extend the Tier Spread during the hours when the server population is relatively low as a compromise between waiting times and team quality.

During optimal Matchmaker performance, the match Tier Spread is either 1 or 2. Matches with a Tier Spread of 3 or even 4 are generally rare. That being said:

The intentional and optimal Matchmaker Tier Spread is 2 Tiers.

In other words, teams consisting of (for example) Tier 5 and Tier 6 vehicles are considered optimal and the Matchmaker is configured to attempt to use this Tier Spread in the majority of battles.

Battles with a Tier Spread of 3 are not considered optimal as the game vehicles are balanced with a Tier Spread of 2 Tiers in mind. During such matches, the players at the bottom of the team are having a hard time fighting vehicles two Tiers above their own machines. This is especially true for the Main Battle Tank class where the jumps in armor thickness and firepower are especially noticeable – fighting a Tier 8 MBT in a Tier 6 MBT is very difficult.

Such matches are not typically aimed for and are usually a sign the Matchmaker is doing its best to assemble teams despite facing considerable obstacles. Unfortunately, they are currently more common on certain game servers with a lower population.

Under nearly optimal circumstances, the Matchmaker Tier Spread looks roughly like this (an example from the RU server, collected over one week):
  • Tier Spread of 1 Tier: 29.13% of matches
  • Tier Spread of 2 Tiers: 66.69% of matches
  • Tier Spread of 3 Tiers: 4.10% of matches

Although extremely rare, a Tier Spread of 4 Tiers can also happen, typically right after a server reset.

The abovementioned ratio is what the Matchmaker is attempting to do and for the most part it is succeeding. Our goal is to have most players participate in well-balanced PvP battles and the Tier Spread is an important part of this endeavor.


Source : aw.my.com

LEOPARD 2AC ICE


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Check out my lastest video on Youtube :)
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Tuesday, April 26, 2016

COMMUNITY HIGHLIGHT - PT.18




Welcome to the eighteenth issue of the Community Highlight series, dedicated to the community members of Armored Warfare, their contributions and their interaction with the developers. Find out more about the game, learn something new and check out the cool community content!


COMMUNITY CONTENT

Complete Tanker Podcast made an exclusive interview with Joshua Morris, Senior NA Producer of Armored Warfare! Learn about the topics that interest many players, such as:

  • Are the producers happy with Armored Warfare success?
  • What are the plans for the North American server?
  • What will happen with the Skill-Influenced Matchmaking?

The second part of the interview will follow in the next episode of the podcast, so stay tuned!

There is a new Armored Warfare blog called A Single Legacy available, featuring for example:
  • An excellent guide to Armored Warfare gameplay
  • An article about the effect of platoons on Armored Warfare gameplay
  • A commentary on the earlier Panzerfest event

And much more. Definitely worth checking out!

The Mighty Jingles published an epic Armored Warfare replay with his commentary - see how a single VBL outnumbered 7:1 and played by Barberitza dispatches all of its opponents!

The Armoredwarfare.pl team is inviting all players to join the European Server tournament calledAWSOME. Learn about the rules in their dedicated post.
Taugrim's Art of Warfare guides are definitely worth following - the latest guide features Type 98! Also check Taugrim's blog for more interesting news and guides.
Woras presents his latest guide as well - although this is a different type of guide than what you might be used to...
Tankerbelle introduced a new format to his videos, featuring interviews with Obsidian and My.com members of staff. It's called Tank Gear and we all know what he is referring to!
That's it for today, looking forward to seeing you on the battlefield! You can submit your community contribution to our dedicated forum section, perhaps it will be your work featured next time!


Source : aw.my.com

Monday, April 25, 2016

FIRST LOOK AT TIER 10 VEHICLES



One of the most common requests from players is for more awesome vehicles to be introduced into Armored Warfare, and few vehicles are cooler or deadlier than the cutting edge prototypes only recently unveiled and announced to the public.


To bring you the coolest and most modern vehicles and provide more unlockable content, we have decided to extend the vehicle Tier system to include Tier 10 vehicles.

Leading up to the introduction of Tier 10, we've been carefully monitoring the community's opinions on what the highest tier of Armored Warfare should contain. One option was to introduce vehicles that are only now entering service, such as the latest iteration of the M1A2 Abrams. While some of these vehicles are unique and interesting and will appear in the game sooner or later, the contemporary modernized versions of Main Battle Tanks such as the Leopard 2A6 or M1A2 Abrams offer little difference from their Tier 9 variants.

After carefully examining community feedback on both EU/NA and RU servers, we have decided to go a bit further.

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Armored Warfare is a game that takes place in the mid-2030s. After taking both this and the community's opinions into account, we have decided to introduce two categories of vehicles as Tier 10s:

  • Vehicles that are currently in the prototype or concept phase (such as the SPHINX)
  • Vehicles based on existing models with experimental or planned upgrades

The vehicles of the latter category were put together with the help of several tank experts and are completely realistic. The 140mm guns of the NATO vehicles have actually been developed (specifically to replace the 120mm variants), prototyped and tested. In real life, they turned out to be unnecessary since Soviet vehicles could be defeated with existing equipment so the further expense of the development program was not considered to be justified.

In the Armored Warfare storyline, these experimental modules were fitted onto the vehicles that were planned to carry them, thus creating futuristic yet realistic vehicle variants that were, or still are, planned for production in real life.

The first Tier 10 vehicles will be introduced in Update 0.15 on the 3rd of May 2016 and we hope you enjoy driving these magnificent fighting machines!



PL-01

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This Light Tank was first shown during Armored Warfare's Early Access stage. It will return at Tier 10. The original 2013 PL-01 concept lightly armored vehicle was developed by OBRUM and BAE Systems on a CV90 AFV chassis. It immediately drew a great deal of attention for its futuristic looks. The design has since evolved and the first prototype of this Light Tank could appear in 2016. In Armored Warfare, it is armed with an auto-loading 120mm cannon that is capable of firing APFSDS, HEAT and HE shells as well as LAHAT anti-tank guided missiles. Its prototype 940 horsepower engine gives it excellent mobility and maximum speed. Agile and fast, the PL-01 is the pinnacle of the Armored Warfare Light Tank class.



SPHINX

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The Tier 10 AFV "SPHINX" is a French prototype vehicle by Panhard that appeared alongside the smaller four-wheeled CRAB. It is intended to replace the aging heavier French armored cars of the EBCR armored combat scout program – the ERC-90 and the AMX 10 RC. It's a sturdy turreted six-wheeled vehicle that first appeared in the form of a mock-up in 2010 and is expected to start replacing the older French equipment by 2018. Lightly armored but with considerable firepower from its 40mm autocannon and ATGMs, the SPHINX will be the most potent scouting vehicle in Armored Warfare.


LEOPARD 2A7-140
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The Leopard 2A7-140 is the ultimate member of the Leopard family and a Tier 10 Main Battle Tank in Armored Warfare. It is a combination of the most modern Leopard 2 armor kit available and the firepower of a 120mm L/55 Rheinmetall gun, which can be upgraded to the German experimental 140mm cannon that was intended to replace it. Equipped with the most advanced countermeasures available in the world, the Leopard 2A7-140 will be a tough opponent to beat and more than a match for any vehicle it encounters.

XM1A3 ABRAMS
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The XM1A3 Abrams prototype, rather like the Leopard 2A7, combines the most advanced upgrades available for this aging chassis. The vehicle is based on the M1A2 Abrams with a TUSK kit and ARAT-2 explosive reactive armor. It is armed with a 120mm gun that can be upgraded to the 140mm ATACS cannon, which was designed to replace the 120mm guns in the Abrams. While the M1A3 Abrams won't be seeing service in the U.S. Army for at least another decade, Armored Warfare players will be able to test this American behemoth much sooner than that.



T-14 ARMATA

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This super-modern Main Battle Tank from Russia came as a shock to the western world in early 2015, when prototypes appeared in public at the May 9 military parade in Moscow. It's an advanced design that includes an unmanned turret and a new 125mm automatically loaded gun, which surpasses any other MBT currently in service. The Russian military plans to purchase several thousand of these tanks over the next five years. In Armored Warfare, the Armata is armed with a 125mm 2A82-1M gun, although a 152mm gun may also be added after its introduction.



CHALLENGER 2 ATDU

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The latest experimental version of the legendary Challenger 2 British Main Battle Tank is the best-armored vehicle to be introduced to Armored Warfare. Layers upon layers of armor cover this lumbering beast as it forces its way through the thick of battle, and its defensive capabilities are further enhanced by the option to mount two Armor retrofits. Much like the other Tier 10 western Main Battle Tanks, the Tier 10 Challenger 2 ATDU is armed with an experimental 140mm cannon capable of firing both kinetic and high-explosive shells. Powered by a 1500 horsepower engine, the Challenger 2 ATDU stands as a testament to both British engineering skill and ingenuity.


We hope you enjoy these newest additions to Armored Warfare and we'll see you on the battlefield.



Source : aw.my.com

Sunday, April 24, 2016

CHALLENGER 1 WOLF PVE REPLAY


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Check out my lastest video :)
Replay Challenger 1 Wolf in PVE mission Banshee
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Saturday, April 23, 2016

0.15 PATCH NOTES ( PRELIMINARY )


Hey folks, here's the latest list of patch notes for you guys to preview before the release of 0.15. As usual, we've removed the new content already covered in the initial portal preview. Please keep in mind these notes are not final and are subject to change.

I. Gameplay

  • The skill-based portion of the Matchmaker has been disabled. The matchmaker will still enforce equal distribution by tier and class, but teams will no longer be further balanced by individual player win-rates.

Bugs

  • Fixed an issue where a vehicle destroyed by a critical hit when not spotted would still appear with its turret attached to the hull
  • Fixed an issue where a vehicle's turret appeared to shake while the vehicle was moving
  • Fixed an issue where after getting kicked by the Anti-AFK system, the kicked player could then rejoin the match.
  • Fixed an issue where Achievement "Vehicle Destroyer" was not working properly.
  • Fixed an issue where the maximum gun depression for certain vehicles varied between first and third-person camera views.


II. UI

  • Added a tactile button to the map selection list in Custom Matches to indicate that it can be scrolled through.
  • Observers in Custom Matches now have an 'all-seeing-eye' icon that appears on the mini-map to indicate where the observer is.
  • Added a new button to allow custom teams to quickly swap sides
  • Added new slots in Custom Matches for 'Team Spectators' who can observe the match, but can only see what their respective team sees
  • Added a visual effect to indicate one-time use consumables are active in a match.
  • The tooltips for camo now say "Rental" instead of "Not Owned" if the camo has been temporarily purchased for 7 days
  • The Rebuild Kit count down timer is now displayed in Blue which feels much more appropriate than the previous Red
  • The Replay shortcut keys for saving and alternating through different camera positions has been changed from 1,2,3 to 7,8,9. Additionally, bookmarked camera positions are now saved on a map by map basis.

Bugs 

  • Fixed an issue where hit details and commendations were not disappearing during the match-end banner.
  • Fixed an issue in the Settings menu where players were unable to change their resolution during a replay
  • Fixed an issue in the crew menu where percentages for the Leadership Skill were displayed with one extra decimal
  • Fixed an issue where equipping the Upgraded Transmission retrofit was not reflected in the vehicle stats panel
  • Fixed an issue in Replays where renaming the replay with more than fifteen characters resulted in the name being cut-off.


III. Garage
Bugs

  • Fixed an issue where tooltips were missing for certain context menu options in the Vehicle Selection bar.
  • Fixed an issue where the new font increase displaced the max character limits for credits and experience
  • Fixed an issue where crew and commander retrain costs were missing a graphic to indicate an ongoing sale.
  • Fixed an issue where Russian localization for ammo titles was missing from incoming damage.
  • Fixed an issue in Achievements where the credit reward amount for Dealer Access did not fit inside its tab.
  • Fixed an issue in Custom Matches where observers were not listed anywhere on the HUD when spectating a custom game.
  • Fixed an issue in Basic Training where the rewards pop-up had extra characters in the text string.
  • Fixed an issue where the Ammo Tab was not functioning properly.
  • Fixed an issue in Custom Matches where resizing the window and expanding it afterward would result in parts of the window being cut-off.
  • Fixed an issue where confirmation prompts in the UI were not in all cap letters.
  • Fixed an issue where the first win of the day was displayed as temp text on the vehicle image.
  • Fixed an issue where consumable items would sometimes stick to the cursor after double-clicking on them.
  • Fixed an issue where vehicle thumbnails would disappear from the vehicle selection bar after equipping smoke grenades on Feng vehicles.
  • Fixed an issue in Custom Matches where the chat window restore button was not working properly.
  • Fixed an issue in Settings where overwriting the 'Cycle Team List' hotkey was displaying debug text.
  • Fixed an issue where ammo types for vehicles would sometimes appear to look cut-off in the frame if there were more than nine ammo types available.
  • Fixed an issue where an error notice would appear in the notifications window if there were too many module unlock messages received
  • Fixed an issue where players were unable to create a new Battalion after accepting the invitation of a disbanded Battalion.
  • Fixed an issue where sorting the player name and tank columns in the post-match screen was not working correctly
  • Fixed an issue where decal categories were not being listed in alphabetical order
  • Fixed an issue where when selling a vehicle, the text "Total Refund" was listed twice
  • Fixed an issue where PvE reward strings would not fit within the screen when set to 1280x768 resolution.
  • Fixed an issue with Replays where clicking 'Open containing folder' resulted in nothing happening
  • Fixed an issue where base paint achievements were not properly being tracked, resulting in players not being able to unlock certain base paints
  • Fixed an issue where some flag decals appeared differently in a match then in the garage.
  • The idle camera will no longer start if the selected vehicle is still in a match
  • Fixed an issue in the post-match screen where the displayed crew level was not indicative of the actual crew level.


IV. Vehicles
Global Vehicle Mobility Adjustment

  • The combined hull and turret traverse mobility MBTs benefited from, especially at high tiers, made it incredibly difficult for even the fastest of the fast vehicles (namely AFVs and LTs) to flank them. We've therefore decided to make the following changes to reduce the global effectiveness of stationary defense, while also more effectively rewarding flanking tactics:
  • Lowered the maximum MBT hull traverse speeds while remaining stationary.
  • A few vehicles, which had extraordinarily high values were hit harder, while most had minor changes.
  • Reduced the loss of hull traverse for MBTs and TDs while in motion.
  • Increased hull traverse for AFVs and LTs while in motion.
  • Lowered the maximum MBT turret traverse speeds.
  • As with the change to MBT hull traverse, a handful of vehicles with exceptionally high hull traverse were hit the hardest, but most saw very little change.

This balance pass represents a first step in addressing some of the issues related to flanking opponents and we will continue to make changes as necessary.

Light Tank Ability Changes

  • The Light Tank ability 'ECU Override' has had its cooldown reduced from 60 seconds to 45
  • Increased the duration of ECU Override from 5 seconds to 8
  • Light Tanks no longer lose speed when turning while the ability is active


High-Tier AFV Health Increase

  • At higher tiers (e.g. 7-10), AFVs have been having a harder time surviving due to the increasing alpha damage, accuracy, and mobility available to MBTs. We're making some minor HP changes right now to get things moving in the right direction, and we'll be taking larger steps to address this problem - as well as the overall jumps in power at this tier range - in the future.


  • Abbot
    • We've removed the tier 3 Abbot and replaced it with a Mk.2 variant at tier 4 in order to ensure it can more consistently enter a PvP match against other artillery
    • Players who already own the tier 3 variant will retain the vehicle and be given the Mk.2 variant as well

  • BMD-4
    • HP increased from 1330 to 1515

  • BMP-3M
    • HP increased from 1560 to 1730

  • BMPT-72 Ramka
    • HP increased from 2000 to 2265

  • C1 Ariete
    • Increased cannon depression on the Rear to -1.5 degrees

  • Challenger 1
    • Increased cannon elevation on the Rear to 3 degrees

  • Challenger 2
    • Increased cannon depression on the Front/Sides to -10 / -10 degrees
    • Reduced the rear cannon elevation from 1.5 to 1 degree
    • The nominal thickness of the Challenger 2 has been increased from 320 to 420. This is to accommodate the higher penetration values of Tier 10. This will not result in any difference in play at lower tiers.

  • Chieftain Mk.5
    • Increased cannon depression on the Front/Sides to -12 / -12 degrees

  • CRAB
    • HP increased from 1530 to 1720

  • Draco
    • HP increased from 1935 to 2065

  • Expeditionary Tank
    • Increased cannon depression on the Front/Sides/Rear to -12 / -12 / -12 degrees

  • Leopard 1
    • Increased cannon depression on the Front/Sides to -10 / -9.35 degrees

  • Leopard 1A5
    • Increased cannon depression on the Front to -10 degrees
      • Reduced the rear cannon elevation from 2 to 1 degree

  • Leopard 2
    • Decreased ATGM reload time from 14.29 to 10.284 seconds
    • Increased cannon depression on the Front/Sides/Rear to -10 / -10 / -1 degrees

  • Leopard 2AV
    • Increased cannon depression on the Front/Sides/Rear to -10 / -10 / -2 degrees

  • Leopard 2A5
    • Decreased ATGM reload time from 12.5 to 10.284 seconds
    • Increased cannon depression on the Front to -10 degrees
    • Added a new weak point to the lower left area of the turret

  • Leopard 2A6
    • Increased cannon depression on the Front to -10 degrees
    • Added a new weak point to the lower left area of the turret

  • M1134
    • Ammo capacity increased from 30 to 50. This should help prevent problems with it running out of ammo easily in PvE.

  • M41
    • Increased cannon depression on the Rear to -9.7 degrees

  • M60A2
    • Increased ATGM reload time from 14.29 to 15.24 seconds

  • MBT-70
    • Increased ATGM reload time from 13.33 to 15.24 seconds

  • Ramka-99
    • HP increased from 1495 to 1935
      • This vehicle received a larger than normal HP increase due to its poor overall performance relative to other vehicles of the same tier.

  • RDF/LT
    • Increased cannon depression on the Sides to -8 degrees

  • T-72A
    • Decreased ATGM reload time from 13.33 to 10.91 seconds

  • Type 90-II
    • Decreased ATGM reload time from 12.12 to 10.08 seconds

  • Type 98
    • Decreased HE ATGM reload time from 16.39 to 11.48 seconds
    • Increased SC ATGM reload time from 11.11 to 11.48 seconds

  • Leopard 2A6
    • Decreased ATGM reload time from 10.53 to 10.284 seconds.

  • T-90MS
    • Decreased ATGM reload time from 11.11 seconds to 10.5 seconds

  • Warrior
    • HP increased from 1980 to 2155

  • XM8
    • Increased cannon depression on the Sides to -10 degrees


Bugs

  • AMX-10P
    • Fixed an issue where camo was being applied to the vehicle's engine vents

  • BMP-1P
    • Fixed an issue where the vehicle's shot trajectory was not properly lining up with the aiming reticle

  • BMPT Prototype
    • Fixed an issue where the vehicle's right track could be seen clipping through the side-skirt after being destroyed
    • Fixed an issue where the vehicle's collision model was larger than the visible texture for the vehicle

  • C1 Ariete
    • Fixed an issue where the vehicle's tracks could be shot through after being destroyed

  • Challenger 1
    • Fixed an issue where the vehicle's ammo loadout disappeared from the Maintenance screen under certain conditions
    • Fixed an issue where the tip of the cannon armor mesh was causing the vehicle outline to not render properly

  • Centauro 120 Wolf
    • Fixed an issue where placing a decal in the first decal slot caused the decal to cover the wolf's head

  • CRAB
    • Fixed an issue where camo was being applied to the vehicle's suspension
    • Fixed an issue where the upgraded ATGM launcher was not exhibiting the correct armor surface type

  • ERC-90 F4
    • Fixed an issue where camo was being applied to the vehicle's suspension

  • LAV-150
    • Fixed an issue where camo was being applied to the vehicle's suspension

  • LAV-150 90
    • Fixed an issue where camo was not being applied to the cannon mantlet

  • Leopard 2AV
    • Fixed an issue where camo was being applied to the wheels

  • Leopard 2A6
    • Fixed an issue where camo was being applied to the vehicle's suspension and underbelly

  • M1A1 Abrams
    • Fixed an issue where the modern camo pattern was not applying to specific areas of the vehicle once the vehicle had been upgraded
    • Fixed an issue where camo was being applied to the vehicle's suspension

  • M113
    • Fixed an issue where camo was being applied to the vehicle's canvas mantlet cover.

  • M1134
    • Fixed an issue where the vehicle could not depress its ATGM launcher while looking over the rear of the vehicle in sniper mode
    • Fixed an issue where applying camo to the vehicle caused ATGMs inside their launchers to disappear

  • M2 Bradley
    • Fixed an issue where ERA covered the vehicle's headlights

  • MBT-70
    • Fixed an issue where the vehicle's turret could be shot through after being destroyed

  • OF-40
    • Fixed an issue where the texture inside the vehicle's cannon was too light

  • Object 155
    • Fixed an issue where part of the vehicle's cannon was missing collision

  • PT-76
    • Fixed an issue where camo was being applied to the hooks at the ends of the cables on the side of the vehicle
    • Fixed an issue where camo was being applied to the gaff on the side of the tank.

  • PzH 2000
    • Fixed an issue where the vehicle's upgraded cannon was not exhibiting the correct armor surface type

  • Ramka-99
    • Fixed an issue where the vehicle could be shot through after being destroyed

  • Sheridan
    • Fixed an issue where the top portion of the cannon armor mesh was causing the vehicle outline to not render properly

  • Swingfire
    • Fixed an issue where the vehicle's stats were displaying turret traverse speed despite not having a rotatable turret on the vehicle
    • Fixed an issue where canister belts remained hanging on the vehicle after the canisters had been destroyed.

  • Type 69-II
    • Fixed an issue where ERA blocks were not visible on low graphic settings.

  • Type 90-II
    • Fixed an issue causing a wheel to appear floating after the vehicle had been destroyed
    • Fixed an issue where camo was being applied to the underbelly of the vehicle

  • XM1
    • Fixed an issue where the area around the cannon base could be penned unintentionally

  • XM800T
    • Fixed an issue where shots at this vehicle could go through the cannon without damaging it

  • Wiesel
    • Fixed an issue where the vehicle's upgraded cannon was not exhibiting the correct armor surface type

  • WZ-1224
    • Fixed an issue where camo applied to the cannon appeared more saturated than camo on the rest of the vehicle


V. Maps
Operation Albatross

  • The Command Center objective now has a health bar which updates as it's being destroyed


Bugs
PvP Maps

  • Designers have done a pass on the following PvP maps to fix minor terrain, camera, and map asset issues:
    • Coastal Threat
    • Narrows
    • Reactor
    • Roughneck
    • River Point
    • Ghost Field
    • Pipelines
    • Port Storm

  • Coastal Threat
    • The bridge railings found in the southern part of the map are now destructible

  • Frostbite
    • Fixed an issue where the mission would display 'Defeat' even when players had achieved a victory.

  • Highwall
    • Fixed an issue where the white truck at A5 caused players to get stuck

  • Lost Island
    • Fixed an issue where players were able to shoot through the ship at D9

  • River Point
    • Fixed an issue where artillery vehicles could not shoot at targets situated near the map border along the A line
    • Fixed an issue where hills in the distance at B2 would disappear when viewed at a distance

  • Ghost FIeld
    • Fixed an issue where vehicles were unable to access part of the area near C3 due to an invisible wall

  • Pipelines
    • Fixed an issue where pipe textures throughout the map were not rendering properly


PvE Maps

  • Designers have done a pass on the following PvE maps to fix minor terrain, camera, and map asset issues:
    • Rolling Thunder
    • Phalanx
    • Scorpio
    • Life Jacket

  • Cerberus
    • Fixed an issue where the capture base timer was not functioning properly if an AI vehicle spawned on the capture point before appearing on the map.

  • Albatross
    • Fixed an issue where artillery were able to one-shot the Command Center

  • Banshee
    • Fixed an issue where the music cutout during the 'Victory' and 'Defeat' cutscenes
    • Fixed an issue where the secondary objective would sometimes spawn missing collision
    • Fixed an issue where several water tank models were missing collision around the map
    • Fixed an issue where the map boarder and the collision box for the border were not properly aligned

  • Cerberus
    • Designers have performed an optimization pass on Cerberus
    • Fixed an issue where the Secondary Objective mine shipments did not appear
    • Fixed an issue where truck props on the map were missing destroyed states
    • Fixed an issue where the map border would disappear when driving next to it
    • Fixed an issue where AI artillery vehicles could spawn on top of other destroyed AI vehicles

  • Dire Wolf
    • Fixed an issue where missile and building props were missing destroyed states

  • Frostbite
    • Fixed an issue where the initial subtitles for the mission did not match the VO.
    • Fixed an issue where certain building structure collision did not line up with the model
    • Fixed an issue where vehicle impact decals would flicker
    • Fixed an issue where the Mission 'Defeat' text string was grammatically incorrect

  • Ghost Hunter
    • Fixed an issue where players were able to get stuck under the secondary objective in cell D1

  • Harbinger
    • Fixed an issue where the minimap did not accurately reflect the map boundaries

  • Rolling Thunder
    • Fixed an issue where secondary objectives were sometimes missing from the mission briefing and minimap
    • Fixed an issue where players could get stuck at location D6 between a building and map debris
    • Fixed an issue where the large green supply trucks throughout the map were missing collision
    • Fixed an issue where destroyed bus props were missing collision
    • Fixed an issue where the secondary objective VO was overlapping
    • Fixed an issue where players were able to access certain parts of the map not intended

  • Sapphire
    • Fixed an issue where artillery vehicles could complete secondary objectives without them first being spotted
    • Fixed and issue where secondary objectives were never mentioned in the mission briefing

  • Snake Bite
    • Fixed an issue where the minimap was not corresponding with the map borders
    • Fixed an issue where 'Victory' music played twice before returning to the garage

  • Spearhead
    • Fixed an issue where temp textures were being applied to map props in cells G2 and C3

  • Stormy Night
    • Fixed an issue where audio would cut out during the 'Victory' screen

  • Spearhead
    • Fixed an issue where pipes at C6 were missing collision

  • Tsunami
    • Fixed an issue where primary objectives were not being displayed during the mission countdown

  • Wildfire
    • Fixed an issue where secondary objective helicopters were spawning in invisible

VI. Other
Bugs

  • Fixed an issue where a 'buzzing' noise could be heard occasionally when two vehicle drove next to each other
  • Fixed an issue where the audio for "Won" and "Lost" in PvE matches was not playing
  • Fixed an issue where terrain textures in the player's base would flicker around the Academy.
  • Fixed an issue where the UI was being sped up while watching a match replay



Source : AW forum