Armored Warfare, news

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Armored Warfare, news

Post by Djchopper1 on Mon Oct 06, 2014 8:28 am

We are happy to present the T-80 main battle tank! Constructed in the Soviet Union, this tank earned the reputation as an outstanding combat vehicle and was praised by many experts and tank commanders. Watch this videoIn Armored Warfare the T-80 is a Tier 7 vehicle. The main characteristics of this main battle tank are high burst damage and mobility. The T-80 shows its remarkable efficiency in close-quarters combat. The top gun can consistently deal a large amount of damage per shot due to the high penetration, but the lower accuracy, long aim time, and penetration falloff of the ammunition make the T-80 far less effective against targets at longer ranges. It has powerful frontal armor on the hull and turret, but weak rear and side armor combined with lower HP value makes this vehicle highly vulnerable to flanking attacks. Therefore, the best tactic when meeting this tank will be going around the flank or to the rear. Those who use T-80 should constantly be covering the rear or use the landscape to protect yourself from vulnerable flanking.




Players will be able to upgrade and modify T-80 in various ways: step-by-step upgrade of guns and ammunition to more powerful ones, installation of additional electronic equipment and external defense systems, as well as more powerful engines. The T-80 can be modified up to the level of T-80U model.
to find out more about this military machine!

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Re: Armored Warfare, news

Post by Djchopper1 on Mon Oct 06, 2014 8:39 am

[Official] Armored Warfare FAQ
Many of you in the Armored Warfare Community have asked a lot of questions about the game. As part of our efforts to make it easier for you to get the answers to these questions, we've created a list of Frequently Asked Questions. If you don't find your question/answer below, please don't hesitate to post a thread in the General Discussion forum!
What is Armored Warfare?
Armored Warfare is a free-to-play massively multiplayer online tactical military video game that puts you in control of modern tanks, armored vehicles and more! Armored Warfare features stunning next-gen visuals, dynamic destructible environments, customizable vehicles and intense team-based gameplay where players work to crush each other with the power of modern combat vehicles in a free-to-compete experience. Sign up to participate in the beta now at ArmoredWarfare.com!

Who is developing Armored Warfare?
Armored Warfare is being developed by Obsidian Entertainment, one of the world's premiere role-playing game development studios, located in sunny Irvine, California. For more information about Obsidian, please visit http://www.obsidian.net/


When will the Armored Warfare Beta begin?
The closed beta will begin in Q1 of 2015.


How do I sign up for the Armored Warfare Beta?
You can sign up to participate in the beta on the Armored Warfare website. On the homepage page, click on the "Sign up For Beta" button, and follow the instructions.


What is my goal in Armored Warfare?
Your goal in Armored Warfare is to build the most powerful private military the world has ever seen! As you gain more combat experience and fight through more battles and scenarios you'll meet new characters and suppliers who will give you access to newer and even more powerful destructive machines, improved ammunition and other resources.


Will I be able to customize the Tanks & Armored Vehicles?
Armored Warfare isn’t just about putting you in charge of operating tanks & armored vehicles, you’ll also be responsible for upgrading and maintaining these vehicles. We’re reveal more about how you’ll be able to upgrade your vehicles in the coming weeks and months!


What engine is Armored Warfare built on?
Armored Warfare is built on the Cry Engine. With this engine you can expect true-to-life visuals and destructible environments that adds a new layer of strategy and complexity across every map and scenario where the face of a battlefield could change at a moment’s notice. The terrain is all-important for combat strategy, and it’s up to you to use it to its fullest potential. But beware, not all cover is permanent. Destructible environments mean you can’t hide behind a building forever!


What are the minimum system requirements for Armored Warfare?
We have not announced the minimum system requirements for Armored Warfare. However, we can say that Obsidian Entertainment is developing the game in such a way that it should run on everything from high end PC's to everyday laptops.


What frame rate will Armored Warfare run at?
The frame rate is not locked in Armored Warfare; it will run as fast as your computer can run it. The better your PC the higher the frame rate.


Will Armored Warfare have health bars?
Currently we are working with a hybrid system where tanks have health bars, but can also be disabled in other ways (e.g. destroying a tread). Obsidian Entertainment is aiming to maintain realism while also give players the ability to make informed battlefield decisions.


What kind of Tanks & Armored Vehicles will be available in Armored Warfare?
Armored Warfare is a modern “tanktical” shooter, and will feature tanks and armored vehicles from the 1950’s up to the present day.


What locations are available for battle in Armored Warfare?
Obsidian Entertainment will continue to add new locations for battle as the game gets closer to Beta and while it is active. The goal is to include many different kinds of environments and locations, each with their own unique look-and-feel and challenges. Stay tuned!


What kind of controls are available for Armored Warfare?
We haven't announced a complete list of supported controllers for Armored Warfare, but currently we are using keyboard and mouse. However, our engine natively supports gamepads as well.


How realistic will the tanks and armored vehicles in Armored Warfare be?
Realism and historic accuracy is something we are extremely passionate about, and it's important to us to do these incredible machines justice. Obsidian Entertainment is working incredibly hard to be as accurate as possible with its renditions of vehicles, both in terms of external appearance and functionality.


Can I enter battles with friends in Armored Warfare?
Absolutely! Armored Warfare will have a guild/clan system, and you will have the option of battling individually or in a group.


What languages will Armored Warfare support?
Currently, Armored Warfare is available in English. If/when we add additional language support, we will announce it to the community.


Will Armored Warfare have PvE (Player vs. Environment) battles?
Yes! Armored Warfare features Player vs. Player (PvP) battles, as well as cooperative PvE battles suitable for both solo players and small or large groups.


Will Armored Warfare require a subscription or purchase?
No, Armored Warfare will be free-to-play.


Will Armored Warfare be available on Mac/Xbox One/Playstation 4?
Currently we are aiming for a PC release. If we decide to launch on other platforms, we will announce it for the community.

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Re: Armored Warfare, news

Post by Djchopper1 on Mon Oct 06, 2014 8:39 am

How will vehicle progress be reflected in the game?
To access better equipment and more advanced armored vehicles, you will need to gain experience. Unfortunately, you will not be able to begin the game with the most advanced modern vehicles and gear. We’ll go into more detail about progression in a future article!


What equipment will the game have?
The game will have various armoured vehicles, tanks and artillery.


Will there be mod support, since the engine has a generally accessible SDK?
Although the CryEngine does allow for modding, we will not allow this until the developers are convinced that mods are safe for all users, and are not detrimental to the play experience.


Will player combat statistics be tracked and displayed?
The game will have a statistics screen. More will be revealed about it later, as this feature is currently being developed.


How many players will there be on the PVP map?
This number is currently being determined. The developers are selecting the number of players to ensure a comfortable situation without making it a burden. We can only say for certain that the number will be more than 10.


Will the physics be arcade-like or more realistic?
The developers will aim to maintain a balance between these styles. It is important to ensure that even a beginner can easily start the game, while maintaining room for improvement and expertise through advanced features, tricks and strategies within the game. We can say for sure that it will not be a simulator.


How will damage to vehicles be represented?
The game will have hitpoints. The reason for this is simple: hitpoints provide information that enables players to easily evaluate risks and make strategic decisions on the fly. For example, should you remain under cover or can can you afford to come out and face the enemy.


How will the damage system work?
Different parts of the tank will have different armour and, correspondingly, different vulnerability. As such, simply landing a hit on a tank will not be enough to incapacitate it in most cases. When hit, different modules can be damaged.


Is there any chance of ricochet or non-penetration?
Yes. Ricochets are possible and much will depend on the type of armor.


How will ballistics work? Will projectile flight time be calculated individually?
Yes, flight speed and trajectory will depend on several factors, including weapon and type of projectile.


Will there be any targeting assistance when firing?
Yes, there will be a slight autocorrection for shooting ease.


To what extent is the environment destructible?
Almost everything in the game world will be destructible. For example, houses (even stone buildings) will not provide reliable shelter against enemy fire. Given enough damage, they will be destroyed. Trees and bushes will also be destructible. This serves to create a tactical environment for the game. However, not everything can be destroyed (you can’t raze a hill, for example).


How will vehicles cross water hazards?
Most vehicles can get navigate shallow water. However, if a vehicle enters very deep water, it may sink.


Can a machine get stuck in combat, for example, in the sand?
In order to alleviate excessive frustration, getting stuck will be difficult. However, vehicles might fall into areas where they cannot escape due to their innate characteristics (such as falling into a ravine).


What will happen to vehicles when they are struck by enemy fire?
Depending on their level and armor, vehicles will suffer various degrees of damage.


How will terrain affect tank speed?
The type of surface will determine speed. Of course, much will also depend on the type of vehicle in question.


Will there be battles on maps based on historic locations of conflict?
No, there are no plans to directly reproduce any real historic conflicts. Of course, some maps will be inspired by real-world locations. Some maps will be based on images from space, but the goal is not to duplicate those places.


How will the surroundings change during combat?
Apart from the destruction caused by the players themselves, your surroundings will be dynamic. This means that at certain times there may be events that the player cannot influence, for example, a bridge could blow up, an airstrike could take place, or some other event could occur. These environmental elements can have a significant impact on combat and tactics

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Re: Armored Warfare, news

Post by Djchopper1 on Mon Oct 06, 2014 8:40 am

NEW!

Today we have some more additions to the FAQ. Read them below and keep those questions coming!

What kind of rewards will there be for teamwork and collaborative play in PvE and PvP? How will players be incentivized to work together?
In PVE, maps will contain secondary objectives that will be designed to require teams to work together to accomplish some goal. These secondary objectives are usually designed around accomplishing a task in a certain amount of time or coordinating efforts in multiple places within a short time frame to reward teams that can coordinate and cooperate. Accomplishing these secondary objectives will provide rewards for the whole team.
In PVP, the nature of the game will require cooperative play in order to achieve victory. While individual players can make decisions or plays, no one can expect to win matches all by themselves.


How will you maintain the balance of tank characteristics? Will they correspond to reality or have deviations?
The key to balancing vehicles in Armored Warfare is to start with the realistic properties and parameters of the vehicle and stay as close to them as possible. And then, during balance iteration, tune the parameters that are less realistic in the first place, such as Hit Points and Damage per Shell while trying to avoid touching the parameters that have published, real world values. Finally, when even more is required to balance vehicles, adjustments may be made in some of the softer stats of a vehicle. In other words, stats that are bit more variable, such as performance of a vehicle in various off-road conditions, typical reload times of the vehicle while under non-ideal conditions, such as being on the move or being fired upon, are likely candidates for balance adjustments when necessary.


Many games focus heavily on shooting/destroying an enemy. How will players be rewarded for playing Recon? Will it be competitive with other roles?
Recon vehicles will be capable of packing a punch in the right situations. Recon vehicles armed with rapid firing autocannons will be able to sustain high damage per minute against light armored targets (other recon, artillery, tanks from behind). Recon vehicles armed with Anti-Tank Guided Missiles (ATGMs) will be a threat to even MBTs from many angles. In addition, Recon vehicles will have access to unique mechanics related to being the eyes on the battlefield. Recon players that provide a lot of vision on the battlefield for their team and actively use their unique mechanics will be rewarded in terms of match rewards every bit as much as other roles can be rewarded for gaining damage and kills.


Will vehicles have special perks?
Every vehicle class will have special perks that set it apart from the other vehicle classes. We will go into more detail about what these different mechanics are at a future time.


We will continue to update this FAQ as more questions (and answers!) come up!

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Re: Armored Warfare, news

Post by Djchopper1 on Mon Oct 06, 2014 8:40 am

We're excited to share with you an addition the Q&A, with lots more information about gameplay, realism, and more!

Q: Can you play with friends in PvE and PvP?
A: You will be able to queue into both PVE and PVP with friends.

Q: Does Matchmaking take player efficiency into account?
A: Matchmaking does take player efficiency into account for dividing players up into teams. The amount of weight it has in the matchmaking algorithms is still being decided on.

Q: How will vehicles be crewed? Will there be crews? If so, will they be international? Or specific to the nationality of the vehicle?
A: Vehicles will have international crews. Armored Warfare is set in a near future where the player takes on the role of a Commander of a Private Military Corporation. Thus the vehicles and the crews that staff them do not have direct national ties but rather are collected from around the world.

Q: Will there be crew leveling?
A: The crews associated with the vehicles will level up through battle experience.

Q: How will tanks be unlocked? We know that there will be dealers, but how will we unlock additional vehicles that those dealers provide?
A: Vehicles will either be unlocked either by earning enough Reputation with a specific dealer or by accomplishing some other requirement established by that Dealer. On average, about 70% of the vehicles can be unlocked by earning Reputation while about 30% of the vehicles require more specific accomplishments, such as dealing a certain total amount of damage across all of the player's matches.

Q: Will there be “premium” ammunition?
A: There will be no premium ammunition. Vehicles will have access to a wide variety of ammunition. We will provide more detail in our further articles.

Q: Will ammunition work on a sort of “rock, paper, scissors” system? Each shell working best against a certain type of armor?
A: All of these major types of ammunition will work more effectively in different situations based on range of fire, targeting a moving vehicle, dealing with armor layers like ERA, Cage Armor, Applique, and how thick the vehicle's armor is. Our goal is to model the ammunition effectiveness in the same situations it would be effective in the real world.

Q: Will there be reactive armor?
A: ERA will be available as part of the Armor Upgrade packages available for various vehicles.

Q: Will there be smoke grenades, mines, etc.?
A: Many of the vehicles will be able to equip Smoke Grenade Launchers as part of the upgrade options available to them.

Q: Which tank modules it will be possible to upgrade?
A: The specific modules that can be upgraded will be different from vehicle to vehicle based on that vehicle's real world development history. Some examples of modules that can be upgraded include engines, tracks, cannons, ATGM launchers, improved optics, suspension, shock absorbers, etc.

Q: How will the game implement damage to modules and repairs on the battlefield?
A: The exact mechanics and penalties for damaged modules depend on the module that has been damaged. Generally speaking, however, modules can be reduced to a Damaged or Destroyed state. They can auto-repair over time from Destroyed to Damaged or the player can use a repair kit to return them to undamaged. Wheels are a special exception. When a vehicle's wheels are destroyed, the vehicle can still move slowly but while the vehicle is in motion, the tires will not be repaired.

Q: Will there be unlocks of equipment through achievements or challenges?
A: Upgrades that affect vehicle performance will not be restricted to challenge or achievement gates. It is possible some cosmetic upgrades will be restricted to achievements or challenges.

Q: Can vehicles be upgraded to their variants, or will they be separate unlocks?
A: This is being handled on a case by case basis. If a vehicle variant doesn't introduce a lot of major changes from the previous version, then the upgrades from that variant might be unlocks for the previous version. If a variant is a major upgrade from a previous vehicle such as a drastic visual difference, gun change, or significant improvement in armor, it is more likely that the variant will be included as a separate vehicle all together.

Q: Will shots take into account the slope of the armor where the shell comes in contact with it?
A: The slope of armor at the point of impact will be factored into the calculations that determine if a shell is able to penetrate or not.

Q: Does armor become weaker after it has been struck by a projectile?
A: In most cases, armor will not be weakened by firing at the same location twice. The exception to this is Explosive Reactive Armor (ERA) panels. On first impact with Shaped Charges, ERA panels will explode into the impact and mitigate the potential of the shell to some degree. But then the ERA is detonated at that location and will no longer provide additional protection.

Q: If my tank is stuck, is there a command to instantly "respawn" to become unstuck?
A: In the initial PVP match mode, there will not be respawns at all. However, respawns will be possible in Cooperative PVE missions. Our goal will be to eliminate places where players get stuck on maps while testing the maps. Though it is possible players will still find places to drive into that will get their vehicle stuck, such as down into a narrow ravine or off a small cliff. Generally, as we find places like this, we will take measures to adjust the map to keep players from getting into places they cannot get out of.

Q: What types of modern ammunition will be modelled in-game?
A: There will be ammo simulations for purely kinetic shells (SABOT, AP, etc.), shaped charges (HEAT, ATGMs, etc.), and High Explosive shells (HE, HE-FRAG, etc.). Specialized variants of these shells will also have properties reflected in the simulations.

Q: Will there be Deathmatch mode in AW?
A: There will not be a plain deathmatch mode at launch. However, it is our intent to continue testing new gameplay modes and introducing ones that feel like they will add something to the gameplay experience.

Q: Will there be game modifiers? For example, battles without MBTs, or battles without SPGs?
A: In the standard PVP mode at launch there will not be modifiers that would eliminate certain vehicle classes from the matches. However, we will always be exploring new possible modes or changes to the options available to player to see if other match modes will be worth adding to the matchmaking systems.

Q: Will there be an opportunity to call an air strike or something like that?
A: There will not be air strikes in the PVP mode of the game at launch. It is possible air strikes could factor into PVE Coop Missions but there are none planned right now.

Q: Will it be possible to take another tank and continue the fight if killed?
A: In the initial standard PVP mode, it will not be possible to respawn with another tank if your initial one is destroyed. In PVE, it will be possible to respawn with the same tank that you started with if your vehicle is destroyed. Additional modes in the future might add respawn rules with other tanks if the match mechanics work better with it.

Q: Will alternative imaging mechanics such as IR be available?
A: Alternative imaging mechanics such as IR and Night Vision will be featured in the game but they might not be part of the gameplay at initial launch.

Q: Will there be mod support?
A: At initial launch, there will tentatively not be mod support. However, we would like to find a way to allow mods to work with Armored Warfare without allowing the types of mods that create exploits.

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Re: Armored Warfare, news

Post by Djchopper1 on Mon Oct 06, 2014 8:43 am

I hope some of our members will try this in beta mode,I have joined and i am awaiting for it to star Very Happy Very Happy here is the web page http://aw.my.com/us/

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Re: Armored Warfare, news

Post by Djchopper1 on Fri Oct 17, 2014 5:46 pm

Armored Warfare: Tank Crews and Commanders
In Armored Warfare, the vehicles you’ll drive in battle need to have their own crew, which changes depending on the model and type of vehicle, since (as in real life) each crew member has a certain specialty. A gunner for Artillery wouldn’t necessarily be as good at gunning for a Main Battle Tank, for example. As well as a permanent crew, each vehicle needs a commander, which is most important for improving armored vehicle characteristics. Today we will elaborate more on tank crews and how commanders are expected to work.

Crew

Each crew is only used in a specific vehicle and cannot be transferred between vehicles. Tank crews will have a customized set of skills and levels that can be increased through battle experience.

Players can choose skills for their crew, based on their style of play and hardware features. Crew skills must be selected carefully; while they cannot reduce the efficiency of basic tank characteristics, some skills will perform better than others for certain vehicles. With the correctly chosen skills, vehicles should instead become easier to operate, be quicker to reload or shoot more accurately.

Crew skills are not a defining criteria for the hardware, but they do play an important role on the battlefield. For example, the difference between a beginner level crew and, say a level 30 crew (halfway to the maximum of level 60) will be considerablehttp://img.aw.my.com/Armored_Warfare_Commander_1.pngCrew professionalism will directly depend on the number of battles the tank has been involved in. The more battles, the more experienced the crew and the better they will know the tank and be able to operate it efficiently. This increase is almost unlimited in terms of time, so players can make their favorite tanks more and more lethal for a long time.

Commanders

Commanders are a separate fighting unit, forming part of the tank crew and acting as a key element of any team. In contrast to regular crew members, the commander can switch from tank to tank and will have their own unique system of development. Each commander is a completely formed character with their own biography, history, portrait and personality traits.

Players will improve a commander's characteristics independently. As battle experience increases, the commander will increase their level and with each level gain a certain number of points that can be used to improve different characteristics. Also as higher levels are achieved, there will be access to new skills that can be learned. Each time a player will be able to choose one of two available skills and in this way they can create a commander with a unique set of improvements.http://img.aw.my.com/Armored_Warfare_Commander_2.pngHere are some examples of commander characteristics:

Competency — reduces the chances of crew members becoming disabled when the vehicle is damaged.
Leadership — increases the level of different crew member skills.
Determination — a skill that increases loading skill level, if the commander combines this duty with the main duties. This characteristic also allows the commander to replace crew members that have been disabled.
Perception — increases the field of vision of the tank while the commander is aboard.

Here are some examples of commander skills:

Eagle Eye — increases maximum aiming accuracy.
Uncontainable — increases the tanks maximum movement speed.
Tactical change — increases reloading speed.

Commanders will have several dozen skills available from which a player should choose 8 sets of 2 skills.

Each player gets three commanders at the start of the game. Later on this number can be increased. Commanders can be recruited with game currency, by achieving certain levels or by carrying out special missions.

Commander features

Commanders have their own qualification levels. The narrower the commander's specialization with a certain tank, the higher the maximum level of improvements available to them and the more character points they receive per level.

Generalists — These Commanders can use a wide variety of vehicles and you will receive three Generalist commanders when you begin the game. These Commanders are limited in their growth but are quite flexible in terms of vehicle roles.

Veterans — These commanders are less common than Generalists and are more limited in their usability; for example, limited to a specific range of tiers and roles. So a Veteran Commander might be limited to Tier 1-3 AFVs/TDs.

Specialists — Specialist Commanders have a narrower range of vehicles that they can drive and are generally limited to a single role. For example, a Specialist Commander might only be able to work in Tier 7-8 MBTs. Specialists gain 5 Stat Points per level as opposed to the 2 that Generalist and Veteran Commanders gain.

Masters — Master Commanders are the rarest and restricted Commanders in Armored Warfare and can only command between 1 and 3 vehicles. They gain 6 Stat Points per level, the most out of any Commander class. Obtaining a Master Commander will be a significant accomplishment for players as they will become available only at level 50.

Exclusive – unique commanders who players can get only during special events. Their characteristics may differ or correspond to any level of qualification from Generalists to Masters. Players will be able to get 2 of these exclusive commanders before the game launches.
http://img.aw.my.com/Armored_Warfare_Commander_3.png
Commanders in Armored Warfare are a complex and exciting way for you to further customize your armored vehicles . You’ll have the opportunity to collect lots of different Commanders and complete achievements that reward you with the specific character you’re looking for. We hope this has given you a better idea of how Commanders will work and we’re excited to see how everyone starts customizing their own! Remember to sign up for the Armored Warfare beta here and follow us for more news and updates on Facebook, Google+ and Twitter! Don’t forget to ask any questions you may have about Commanders!

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Re: Armored Warfare, news

Post by Djchopper1 on Tue Oct 21, 2014 8:17 am

Interview with Joshua Morris, Armored Warfare
17/10/2014 7:25 ( Interviews ) 1

Armored Warfare - Interview - EN


We got the chance to talk with Joshua Morris, North American Publishing Producer for Armored Warfare, about the upcoming new strategic title from Obsidian. He was kind enough to answer our questions and this is the result: a very interesting interview where we get to know this breathtaking modern-warfare game with armored vehicles.

If you don't know Armored Warfare (unlikely) and you like World of Tanks or War Thunder, you might want to check out what Joshua said about this new free to play title.

Armored Warfare - news

QUESTION: First of all, thank you for giving us the chance to interview you about Armored Warfare . Would you be so kind as to introduce yourself to our readers?

Answer: Thanks for having me. My name is Joshua Morris and I am the North American Publishing Producer for Armored Warfare.

QUESTION: How would you describe Armored Warfare to someone who has never heard of it before?

Answer: Armored Warfare is a new game from Obsidian that's a strategic, modern, tactical shooter with armored vehicles.

Players take on the role of the leader of a Private Military Corporation, and drive various armored vehicles dating from the 1950's to the present day into battle in locations that might be hotspots of a modern military conflict, like oil refineries, shipping ports, and urban sprawls.

QUESTION: What makes Armored Warfare stand out in its genre? Why should a player choose to play Armored Warfare over any other tank games like War Thunder or World of Tanks?

Answer: We really respect the work what Wargaming and Gaijin have done with their projects.

We also feel the genre has a lot of room for growth and innovation. The modern setting is more than just a way to introduce new vehicles. Modern warfare is faster, and more deadly than the earlier WW2 era. There were many innovations in both weapon and defense systems that are available in the modern era, giving us lots of room for new toys and interesting gameplay.

More importantly, we would like the game to be more accessible to a larger audience while still appealing to the hardcore. This means features like four person missions, where players can team up and play scenarios against computer AI opponents. It also means we will add in suitable game mechanics to avoid frustration. For example: players will automatically be informed when their tank is spotted after several seconds, this time can be further reduced, depending on the vehicle type and commander the player has selected.

Armored Warfare screenshot (11) Armored Warfare screenshot (10) Armored Warfare screenshot (9) Armored Warfare screenshot (7)

QUESTION: How many tanks do you plan to have on release? Will there be other armored vehicles like armored trucks?

Answer: We plan to have at over 60 different armored vehicles by open beta, but that number will grow rapidly over time. We are also not limiting ourselves to tanks or tracked vehicles. There's a whole range of armored vehicles out there, and many of them are interesting and haven't been given much attention in video games. We'll have everything from the standard Main Battle Tank (think M1A2 Abrams, T-90 or Leopard 2) to wheeled armored personnel carriers and armored fighting vehicles like the M1128 Stryker.

QUESTION: How much will we be able to customize our vehicles? Will we get modern features as thermal vision, night vision, camouflage systems or guided projectiles?

Answer: Customization is a big part of Armored Warfare! Players will be able to customize their vehicles in all sorts of ways in terms of configuring ammunition load-outs, applying upgrades to the vehicles that reflect the real-world evolution of the individual vehicles, and integrating various pieces of global technology such as thermal vision and camouflage improvements.

We've basically categorized functional upgrades for the vehicles: firepower upgrades, armor upgrades, mobility upgrades and technological upgrades, with technological upgrades being a sort of catch-all for everything that doesn't fit the other categories.

QUESTION: How will the targeting/spotting system work? Will it be realistic like in War Thunder or more simplistic as in World of Tanks?

Answer: Our system takes into account many variables to determine if a vehicle is spotted and displayed. We are taking great effort to avoid unrealistic situations like large vehicles sneaking up on you in the open, or vehicles firing repeatedly from the same position without being revealed. In addition our cover system is volumetric, so the size of the concealment and your position within that cover makes a difference. So, being in the middle of a bush may give you less cover, but will get that concealment benefit from several angles.

QUESTION: How will the armor and damage system work? Will the tanks have realistic damage models or will they have hit points? Is the damage going to be visible and permanent?

Answer: It’s a mixture of both. There are complex calculations when determining ballistics and penetration but we felt having hit points, combined with critical system damage, gave the best result for portraying damage to the player.

Again, we would like to make the game more accessible. We will have penetration indicators reflect actual chance of penetration including the angle of attack that will reduce new player frustration, while still allowing veterans to take advantage of their knowledge to line up better shots. We would also like to limit the random factors to an appropriate level.

As far as visible damage, vehicles can have a wide array of armor types and systems like cage armor. For example, Explosive Reactive Armor (ERA) panels can be detonated by shell impacts, leaving them no longer effective at providing protection to the vehicle.

QUESTION: Will there be different game modes for players who want, for example, more realistic battles?

Answer: We don’t really want separate players into different groups. We really want to create a good mix that appeals to all gamers.

To this end, we are concentrating on making features that give players important choices and incentivize teamwork.

Artillery is a good example. We are currently testing a system that promotes “Counter Battery” tactics. When an artillery vehicle fires, its location is revealed on the map to enemy artillery players. This creates a more dynamic role for artillery as they must choose between supporting their team by targeting enemy vehicles on the front line or, attempt to destroy their opponent’s artillery. In addition, while our artillery does damage over a large area, it needs help in for the form of recon vehicles to reduce aim time and deliver that damage efficiently.

Armored Warfare screenshot (5) Armored Warfare screenshot (3) Armored Warfare screenshot (2) Armored Warfare screenshot (1)

QUESTION: What kind of environments will you fight on? What will be the approximate size of the maps? Will there be more than 2 teams in a map?

Answer: There will be environments representing hot spots from all around the world. There will be urban and rural areas. The Crytek game engine will also allow us to model snow, dust storms, fog, and different times of day and night.

Maps will initially be around 1.2km square, but it will be possible to create larger maps in the future to support new game modes. You might think that doesn’t sound that big, but consider that 1.2km square is about 40% greater area than 1km square, which is a map size that many players have experience with , and the size increases quite rapidly if we want to make bigger maps later on.

We currently only have plans for two sides in PvP, but there could be some scenarios in PvE that might include more sides if it fits into a particular story line.

QUESTION: Can you tell us something more about the PvE missions?

Answer: The PVE mode in Armored Warfare to go on special missions with a group of friends. This allows players to improve their combat skills, learn to play in a team, or just relax and have some fun.

All PVE battles will take place on maps specifically designed for this mode and modelled on real-world locations. Tank commanders will have to operate in very different surroundings: in deserts and mountains, forests and swamps, towns and deserted steppes, in snow or slush.

Missions will be divided by difficulty levels: easy, normal and difficult. The higher the difficulty, the greater the reward upon successful completion. These rewards include experience, reputation and game currency.

PVE give players a great introduction and alternative to competitive play, while still allowing you to earn rewards.

QUESTION: Will you implement something like Clan Wars from World of Tanks or something similar for players to compete with each other?

Answer: We are very interested in having long term strategic and competitive game mode. We want to spend time to design, test, and polish such an important feature. Before we implement something of this magnitude, we would like to support competitive features like ladders, rankings, and tournaments.

Our immediate focus is to build a strong foundation of features and systems that will support these future efforts. Things like having a match making system that incorporate factors like player skill and vehicle upgrades and a spotting system that gives results that do not frustrate the player are of critical importance.

QUESTION: Will there be any premium tanks and microtransactions or we will have to pay a certain amount of money every month to play the game?

Answer: Armored Warfare is a free to play game in the best sense.

Money will never provide a combat advantage. All of the purchasable items in the game will either be cosmetic upgrades or will save the player time. We will offer several unique and interesting premium vehicles, but they will be carefully balanced to be less powerful than other vehicles of the same level.

QUESTION: Do you have a release date planned yet?

Answer: Our Closed Beta test is scheduled for the 1st Quarter of 2015.

QUESTION: Thank you for all your answers. Would you like to add something?

Answer: Thank you! I’d like to ask everyone to sign up for Beta. We want you to be involved in helping us make this the best game possible!

Remember, if you want to know more about this title, click on the "info" button below.

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Re: Armored Warfare, news

Post by Djchopper1 on Fri Oct 24, 2014 7:52 am

Introducing the Cold Strike Map!
The outcome of a battle depends not just on vehicle statistics and crew skills, but also on the choice of battle location. Armored Warfare promises to pleasantly surprise you with its wide range of locations where battles take place. There are city streets and hot deserts, dark swamps and sunny steppes, highways among skyscrapers and villages with dirt roads. Today we want to draw your attention to a completely new, unannounced location that realistically represents the unpredictability and variety of winter weather.http://www.youtube.com/watch?feature=player_embedded&v=QlEDZ1WnFGkAs you can see, battling on the Cold Strike map drives home that winter is not just a wonderland with brilliant white fields, but also can have blizzards, decreased visibility and muddy roads all of which will make your battle much less than a walk in the park.

Fighting in the snow can be visually stunning: against a backdrop of white scenery, shots and explosions look especially bright. Vehicles leave tracks behind and their dark silhouettes can become a perfect target for the enemy. Lakes are covered in a layer of ice and roads turn into a slushy, dirty mess.
The city appears to have been literally frozen in time amid a large-scale attack, with deserted streets and abandoned homes. Helicopters and fighter craft buzz through the skies, and the wet winter weather creates a chilling atmosphere – a leaden sky blends in with grey houses and dirty streets, and the fog hanging over the city turns enemies into barely discernible ghosts on the horizon.http://i.imgur.com/BpRGIlo.jpgThe area where you’ll be doing battle is an urban district and its surroundings, with a highway, a train station and warehouses. The map is about 1.2 square kilometers in size.
To the south there is a bus stop with a station building and police station. A frozen river crosses through a large part of the map.
Teams begin each battle in either the North-West or South-East of the map. Generally, the center of the conflict will be an area where the city’s suburbs and a snowy wasteland meet, which is convenient for fast vehicles and artillery. Tank crews will need to consider their tactics carefully, since the environment is not ideal for heavier armored vehicles and tanks.
http://i.imgur.com/FXqizBF.jpgWhite Zone – These are the drop-off points for teams. To the north is a field camp with warehouses and cargo containers, and to the south is a bus station. You’ll have to select your route through the map starting here.

Green Zone – This is the area that encompasses the most direct route to the enemy base. In order to cross this deadly valley, you’ll need a quick and easily maneuverable vehicle, since the terrain is wide open, and enemy fire can come from all sides. In addition, it’s easy pickings for artillery, so you’ll have to avoid their fire as well.

Blue Zone – A longer, but safer route to the enemy base. The highway is here, allowing rapid movement for wheeled vehicles and light tanks. Scouts can use this route to gather information about the location of enemy artillery. Vehicles can also take up positions to shell the city from this area, using vegetation as cover.

Red Zone – These city streets will see the bulk of main battle tank conflict. Heavy tanks can rely on their strengths without concern for artillery fire. Narrow city streets help to limit the enemy’s options and their ability to organize counterattacks. Even for weaker fighting vehicles, the territory provides additional cover to compensate for low armor.

We hope you enjoyed this preview of the Cold Strike map! Remember that these maps are all still under development, so changes could still take place before release of the beta. Don’t forget to sign up for the Armored Warfare beta, and follow us on Facebook, Google+ and Twitter for more news and updates!

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Re: Armored Warfare, news

Post by Djchopper1 on Thu Oct 30, 2014 2:06 pm

Introducing the M1128 MGS Stryker in Armored Warfare!
Tankers!

Today we have a video to share of the American M1128 MGS Stryker Armored Fighting Vehicle - one of the most advanced vehicles in the U.S. army.
http://www.youtube.com/watch?feature=player_embedded&v=-ozygzIiqBg
In the early seventies, the Swiss company MOWAG developed a new armored personnel carrier and multipurpose wheeled chassis. The designers carefully considered every detail and nuance when deciding where to place the armor, what shape the body should be, as well as the ergonomics and the chassis. This new armored vehicle was called the Piranha and it became a benchmark for all future wheeled armored vehicles. It inspired the Canadian BMP LAV III, which then served as a basis for American military vehicle research.

The Stryker, a modified and improved Piranha, underwent serious competition to get into the U.S. army. The Stryker was adopted as a universal platform for a whole range of vehicles, including the M1128 MGS AFV, with heavy armament mounted on the remote-controlled turret.

The Stryker is often criticized because of its high cost and excessive weight. But its high speed, which is excellent for a wheeled armored vehicle, its large load capacity, its ability to mount different weapons and its additional armor justify its weight and pricehttp://i.imgur.com/QGAr20F.jpgThe M1128 MGS is fitted with a 105mm M68 gun, which has similar firepower to the M60 main battle tank gun. Armor plating provides protection from autocannon fire.

In Armored Warfare, the M1128 MGS fighter tank is one of the most powerful AFV’s and it occupies a worthy position among Tier 8 vehicles. The Stryker can move quickly and fire rapidly with high precision, even while moving, inflicting significant damage to the enemy. However, it does not have the maneuverability of treaded vehicles.

Although the M1128 MGS has relatively weak armor, its advantage lies in its high movement speed, and it shouldn’t be underestimated on the field of battle.

The M1128 MGS Stryker is a worthy rival for main battle tanks and will undoubtedly appeal to all lovers of wheeled vehicles.

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Re: Armored Warfare, news

Post by Djchopper1 on Thu Oct 30, 2014 2:08 pm

Baron Von Gamez talks Armored Warfare!
Baron Von Gamez, a member of the Armored Warfare community who you might have heard of if you've played World of Tanks or War Thunder has created a second video outlining his perspectives on Armored Warfare and what it brings to the tank game genre and which aspects of the game he's excited about. Without further ado:http://www.youtube.com/watch?feature=player_embedded&v=6q2MHJN7JaYWhat are you most excited about in Armored Warfare? Let us know below, and don't forget to sign up for the beta. You can follow Baron Von Gamez on Facebook and Twitter, or Subscribe to his channel on Youtube! If you're not following Armored Warfare yet, you can do so here on Facebook, Google+ and Twitter!

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Re: Armored Warfare, news

Post by Djchopper1 on Sun Nov 09, 2014 9:24 am

Hi everyone!

We're excited to announce something pretty special. We've decided to invite some of you to our offices in Silicon Valley on November 22nd and give you a chance to try out Armored Warfare in person! We're looking for interested people who can give us feedback and help guide the development of the game. If you're invited, you'll have the chance to play a current internal build of Armored Warfare.

Before you reply, please take note of the following things we're looking for with the people we're going to be inviting:

You'll have to be local to the Bay Area or able to make it to our offices in Mountain View, California on the 22nd of November (time TBD)
You'll need to sign an NDA, so be prepared for that!
Being experienced in the tank battle genre is a huge plus. If you're a veteran of World of Tanks or War Thunder, let us know! Competitive experience is also a bonus.
Be ready to provide constructive feedback. This isn't just a chance to play the game early. There will be bugs, and there will be missing/incomplete features. Bear with us, and be ready to provide us with honest, practical feedback!
Last but definitely not least, provide us with some information about yourself as a gamer! What clans/guilds have you been in? What are your gaming accomplishments? How long have you been gaming? Sell yourself to us Smile.


If you're interested and able to attend, please respond to this thread! Remember to include any relevant information as requested above. Good luck!

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Re: Armored Warfare, news

Post by Djchopper1 on Sat Nov 15, 2014 8:37 am

PhlyDaily checks out Armored Warfare and the M1128 Stryker!
Hi everyone!

Another member of the community here and a prolific Youtuber named PhlyDaily has created a 12 minute-long video about the M1128 Stryker in Armored Warfare, showing off how it performs in other titles like Arma 3, and providing his commentary on Armored Warfare, the Stryker, and what you all might expect to see from it in Armored Warfare itself! Check it out:http://www.youtube.com/watch?feature=player_embedded&v=q4JCV06kicoPhlyDaily is a veteran War Thunder player, and is looking forward to checking out Armored Warfare along with the rest of you! Be sure to subscribe to his Youtube channel for lots more exciting content, and feel free to follow him on Facebook, Google+ and Twitter! He also streams on Twitch.tv!

Last but certainly not least, be sure to sign up for Armored Warfare's beta for a chance to drive your very own M1128 Stryker and take the fight to your enemies! You can also follow Armored Warfare on Facebook, Google+ and Twitterfor more news and information about the game! I have seen this tank before PeePs

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