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About Buckaroo_Bonzai

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    DHO Member
  • Birthday 07/30/1957


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    Palatine Bridge, New York
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  1. DHO Battalion is active on both NA & EU servers. AW is free to play, give it a try you have nothing to lose, except maybe some time having fun.
  2. July is AW membership drive month. Battalion Battles will be starting up soon (perhaps in the next update or two) and we need more active members. The better start we have the better off we will be in the long run. I know that more then a few of you guys are feed up with wot's BS. Drop me a PM and lets talk, what do you have to lose. Unlimited Free Garage Slots 17 Premium Tanks (to date) No Premium Ammo Premium Account is $8.99 per 30 days vs. Wot $13.38 per 30 days Israeli and French tank lines coming soon 3 Modes of play: PVE: 5 man teams vs. hordes of AI bots PVP: 3 vs 3, 5 vs 5, etc up to 15 vs 15 Global Operations: Similar to War Thunder with WOT like graphics 3 Levels of difficulty: Standard: Easy Challenging: Medium Hardcore: Hard WOT like play with modern tanks (very late '50's to present day). All tanks are real tanks (a few never made it past the concept stage and some did not get past the prototype stage).
  3. There are some interesting items in this edition of Developer Q&A. Israeli & French tank lines and Battalion vs Battalion battles are coming soon to AW. Guys I really need your help to pump up our active player membership numbers. If we are going to be a viable Battalion in the future I believe that we need to be in on Battalion vs Battalion battles from the beginning. We will also be wanting to play with full 5 man platoons, and for that to happen we need our membership to grow rapidly. https://aw.my.com/gb/news/general/developer-qa-session-19?id=13.2000009&implicit=1&show_hd_reminder=1&clientlang=en&clientterritory=eu&gcid=11714197652150539612&server=0&lang=en_GB&mcauth=0&clientstate=installed&clientbuildid=166&_1lp=0&_1ld=2046937_0
  4. Top this WOT, it's alot like the viewer in war thunder. https://aw.my.com/gb/news/general/development-armor-viewer?utm_medium=6&utm_campaign=2588513&_1lp=1&utm_source=0_0&_1ld=2588513_1
  5. lol On the 26th of June 2018, starting from 8:00 CEST (25th of June, 11 PM PDT for NA), the Open Beta servers will not be available for 4 hours due to the application of Hotfix 0.25.4699.1 LIST OF HOTFIX 0.25.4699.1 CHANGES Solved several issues related to an upcoming My.com event
  6. Welcome aboard, we're glad you could make it.
  7. Have you ever wondered how and/or why that Wiesel just bounced your M1A2 Abrams Sabot shot like it never even happened? Here is AW's answer on how and why that happens. A link for the full AW article follows. Commanders! One of the most common pieces of feedback we receive from you concerns the cases where you encounter roughly the following situation. You have an enemy in your sights – it’s that tiny pesky Armored Fighting Vehicle or Tank Destroyer that you’ve been hunting down for half of your battle. A Wiesel would be a good example. Now, our Wiesel is heavily damaged and at your mercy – it won’t run away this time! You fire your gun and... your cutting edge kinetic shell bounces off its paper-thin thing that barely deserves to be called “armor” because it was well-angled. The Wiesel driver laughs in your face and scurries away, knocking out one of your allies in the process while you wait for your gun to reload. Doesn’t that just make you angry? As for us, we’d like nothing more than for shell penetrations to be predictable. In real life, such a hit would obliterate the Wiesel and we’d like to introduce the same result here. And that’s where a thing called “normalization” comes in. Shell Impact Normalization is a term for a situation when a kinetic shell hits a target and, before its penetration is calculated (shell penetration value compared to the tank’s effective armor), the shell adjusts its impact angle slightly (usually by several degrees) in favor of the shooter – for example, if you hit a target and your shell impacts with an angle of 30 degrees to the armor surface (60 degrees from vertical), the impact angle is adjusted by several degrees towards the vertical axis and the armor thickness the shell needs to penetrate is reduced by a little. It’s worth noting that the mechanism is not completely unrealistic – or, at least, it wasn’t for capped shells of the Second World War that basically worked like this (the soft cap allowed the hard core to “bite” into the armor instead of bouncing off). Modern APFSDS shells don’t work like that but we have decided to use the mechanism to address the kinetic shells issue. Before Update 0.25, the kinetic shell normalization mechanic worked like this: upon impact, a randomized normalization value between 0 and 2 degrees was added to the impact angle. This effectively reduced the thickness the shell had to penetrate as well as a number of ricochets. For the cases where the firing gun caliber was significantly greater than the nominal armor thickness the shell impacted at, the shell did not ricochet (the overmatch mechanism) but the armor thickness was still effectively calculated from the impact angle, leading to some extreme armor values even for very thin armor impacts that would otherwise ricochet. This led to situations where thin armor impacts under very sharp angles were resolved as non-penetrations and even the randomized 0-2 degree normalization did not help. In order to address the strange bounces on very thin-armored vehicles, we had to add an additional penetration to armor dependency that would allow players a guaranteed penetration in such cases but, at the same time, if the armor was thicker, this additional coefficient would not be as effective. That is why we’ve decided to introduce progressive normalization using the following equation: Normalization Angle = (Penetration/(5*Armor Thickness))-2 This equation applies to kinetic shells only. Let’s say a Tier 5 M60A3 fires an M735A1 APFSDS round (400mm of penetration) at a Wiesel 1 TOW (8mm of steel armor). In such a case, the normalization angle will be (400/(5*8))-2 = 8 degrees – in other words, if the M60A3’s shell impacted at 30 degrees from the Wiesel’s armor plane (60 degrees from vertical), its impact angle will automatically be adjusted to 38 degrees (52 degrees from vertical). This might not seem like much, but 8 degrees makes a huge difference when firing at a target at extreme angles. Counting effective armor – at 81 degrees impact, 8mm makes for approximately 51mm of effective armor. At 89 degrees, however, it’s already 458mm of armor and that’s what can cause a non-penetrating hit even though the armor is very thin compared to the power of the shell. In real life, the thin 8mm plate would be obliterated but in Armored Warfare, a shell is not a physical object but a point in space, which makes such calculations possible and such adjustments necessary. We hope that you will enjoy the battlefields without thin armor bounces and will see you on the battlefield! https://aw.my.com/gb/news/general/developer-diary-changes-apfsds-normalization?id=13.2000009&show_hd_reminder=1&clientlang=en&clientterritory=eu&gcid=17461035945526655152&server=0&lang=ru_RU&mcauth=0&clientstate=installed&clientbuildid=164&_1lp=0&_1ld=2046937_0
  8. This is old info (from update 0.22) but still interesting and very much relevant to you game play today. Commanders! Update 0.22 brought a number of interesting features, including an update to the way Ammo Rack explosions and fires work. In today’s Developer Diary, we’ll take a closer look at the mechanism. An ammo rack is the part of your vehicle where your ammunition is stored. Hitting it causes, just like in real life, a fire that can potentially destroy your vehicle, making ammo racks essential to protect. In the past – especially during the Second World War, but also during the decades that followed, ammo rack explosions often resulted in a quick and violent death. Tank battles in popular culture and on war photos often show tanks with ripped-off turrets – those are the results of ammunition explosions. A number of ways was devised to give vehicle crews a chance to bail out in case of internal fire, from wet stowage (slowing the burn and giving the crew the time it needs to get out of the vehicle) to separate ammunition compartments. Modern ammo racks are usually protected by several means – either by hiding them in the most armored parts of the vehicle, or by removing them from the inhabited parts of vehicles together, for example to turret bustle. Bustle ammo racks, while not as well protected as those located in the main hull behind thick slabs of armor, have other defensive measures in place, such as the blow-out panels. The principle is rather simple – in case of catastrophic ammunition explosion, the turret features thin panels on top that get (as their name suggests) blown out, directing the blast outside rather than inside the crew compartment. To model these situations better and to introduce more gameplay diversity, we’ve decided to introduce the following changes to the ammo rack mechanism. Before Update 0.22, ammo rack damage could lead to devastating internal fires. Here’s how it works in Update 0.22. If an ammo rack is destroyed, it starts a destructive fire. The fire causes damage worth 7.5% of vehicle’s maximum hitpoints each 1.5 seconds, but in addition to that, there’s a chance for the ammo rack to detonate, causing massive damage to the vehicle. Additionally, vehicle with damaged ammo rack has a 15% penalty to reload time. There are now generally three types of ammo racks. First are standard ammunition racks without any specific protection. These are present on most vehicles, practically on all non-MBTs and most MBTs, especially the older ones. In such vehicles, the ammunition is stored in various ways, but without specific advanced anti-detonation measures. These ammo racks have the following properties: 15% chance to detonate each fire damage cycle (each 1.5 seconds) Massive explosion damage (turret gets ripped off, impossible to survive) Maximum fire length is 4.5 seconds (3 cycles) Second are ammunition racks with blow-out panels. As described above, modern Main Battle Tanks have ammunition stored in separate compartments with blow-out panels directing the explosion outward. The best known tanks with this feature are the Abrams MBTs, but there are more vehicles with extra anti-explosion measures. In the game, apart from the Abrams series, these include the following vehicles: T-14 Armata, T-90MS, Leopard 2 turret ammo stowage, WPB Anders, PL-01 and B1 DRACO. The properties are as follows: 15% chance to detonate each fire damage cycle (each 1.5 seconds) Explosive damage (30% of vehicle maximum hitpoints, possible to survive) Maximum fire length is 4.5 seconds (3 cycles) The third type is rare and is currently restricted only to the Challenger tanks (with more advanced tanks such as the Merkava 4 planned for the future). These advanced ammo racks consist of special fire-resistant containers filled with fire retardant gel or other compound acting as an extinguisher in case of fire. Additionally, the ammunition bins are armored. In Armored Warfare, it works as such: 15% chance to detonate each fire damage cycle (each 1.5 seconds) Explosive damage (30% of vehicle maximum hitpoints, possible to survive) Maximum fire length is 3 seconds (2 cycles) Some vehicles are more susceptible to ammunition rack damage than others due to their ammunition placing (which reflects their real life positions). Fortunately, there are several options available in the game to mitigate the issue: Loader’s skill Secured Ammunition reduces the reload time penalty when the ammo rack is damaged Reinforced Ammo Rack retrofit increases ammunition rack hitpoints by 25% (50% for v2) and reduces detonation chance for each cycle by 25% (50% for v2) Improved Fire Extinguisher consumable has a passive bonus reducing the fire duration and fire probability by half By introducing these changes, we’d like for the ammo rack protection to matter more and to introduce a serious player choice for each vehicle. Getting to know your vehicle’s vulnerabilities will play a major role in the future as we introduce more diversity, making each vehicle truly unique. Stay tuned and we’ll see you on the battlefield!
  9. Commanders! Welcome to the newest Q&A Session where developers are answering questions posed by players. Why is the My.com campaign awarding only two Contract missions per day when the Russian two campaigns offer four per day in total? This is because the Russian campaign consists of two separate campaigns (twice the amount of missions in total). This measure was forced by the PvP and Global Operations situation on the My.com server side – in the Russian region, both the PvP and the PvE modes are popular while the western regions put greater emphasis on PvE. A full PvP campaign would not be possible to complete here. Will the Caribbean Crisis Special Operation ever return? Yes, we are planning to allow you to replay older Special Operations. Why did you return Bronze and Steel Loot Crates to the Contract Missions when they were removed earlier for being useless? Their contents are very poor. We have removed them because there was no good place for them in the earlier rewards system. That place re-emerged in Update 0.25 with the introduction of the Contract Mission campaign. These now fulfill the role of initial rewards for new players who are still learning of the Loot system and its rewards. Are you planning to introduce more standard PvE missions and not just Special Operations? Yes, but not in the near future. Why are you overhauling existing PvE missions? Some arguably look better, but we would like to see more standard PvE instead of needless overhauls, not just Special Operations. This is connected to certain technical issues that come up whenever we make global game changes and our effort to keep these missions in the game’s rotation. Some missions have an old (legacy) structure and if we don’t make these changes happen, some maps will become unplayable due to bugs, obsolete mechanics and so on. In other words, the overhauls are required to keep those maps alive. In 0.25, the number of AI missile spammer vehicles was supposed to be reduced but it seems the number is the same. Can you give us details on what was actually changed? We did update the list of AI vehicles, adding more if those that do not use ATGMs. As a result, the overall amount of ATGM-firing vehicles became lower. Why this is not noticeable in some cases is another matter. The reason for that is that on some Tiers, there simply aren’t any AFVs (this is especially an AFV issue) that do not have ATGMs. But we are planning to address this further. The PvE mission Tiger’s Claw is considered to be very problematic (no voiceover, very difficult spawns), will it be fixed? Yes. We are planning to overhaul its difficulty and mechanics – that goes for some other PvE maps as well. Will you allow players to customize aiming reticle color? It’s sometimes hard to see on some maps. Yes, we are planning to add various color schemes to it, but not very soon. We are currently working on improving it, adjusting it for the new mechanics that appeared in the last two years of development and to make it more understandable for new players. It seems that the Sabre AFV is poorly balanced. It’s hopeless at close distance, its reload time is too long and is out-spotted even by some MBTs. Is that intended? Statistically, the Tier 6 Sabre is doing fine and does not require any immediate fixes. The characteristics you mentioned are intended. Will you do something with the KTO Rosomak AFV? It’s not really competitive in PvP, its autocannon is rather weak and it suffers even in PvE. Will you rebalance it? It’s possible we’ll take a look at its autocannon and its shells but we won’t be adding an ATGM launcher to it. Are you planning to add an ERA kit to the Challenger 1 Falcon and the M60-2000? No, these vehicles will not receive additional upgrades. I feel that in PvP, there are too many situations where you are fired at but can’t see the enemy. Will you address them? We already did, in Update 0.25. We will, however, keep an eye on the situation and will intervene if necessary. Will you add more “combat jeeps” such as the UAZ Esaul with a Kornet launcher or a Humvee with a TOW launcher? The chance of them appearing is very small. What about more Russian tanks and the Kurganets IFV? The Ukrainian Oplot, the Russian T-80BVM and T-72B3M are in plans, but most likely will only appear in 2019. Will you add more Tier 6 to 8 Premium MBTs? Yes, both together with new branches and independently. Will you add more progression prototypes that were never mass-produced in real life? Yes, we have plans to introduce a special dealer (the way Faraday was introduced) that would feature such “experimental” vehicles. Do you know about the issue where platoons are split and their members put to different spawn points? Yes, that’s a known issue that we will fix. When will you improve the platoon matchmaking? Yes, some improvements were introduced in Update 0.25 already. Others improvements to the algorithm will follow. Will you introduce more improvements to the game’s graphics? We are improving the graphics constantly and will continue to do so. Why doesn’t an ammo rack explosion rip off your turret? It does, but only for those tanks that don’t have special measures installed to prevent it – for example, the blow-out panels of the Abrams series. For such vehicles, an ammo rack explosion is not necessarily lethal. You can read more about different ammo racks in the game in our dedicated article. The PvE version of the Swingfire AFV is really nasty to play against. It guides missiles over obstacles, even a dead vehicle can still guide missiles. Can you fix it? In one of the upcoming updates, ATGMs will lose their accuracy when flying through smoke. As for the Swingfire guiding missiles when dead, that’s not intended and we’ll take a look at it. Do you have any plans to not allow AI Terminators to fire thermobaric missiles? They are extremely damaging and blow your ammo rack and gun up with every hit. In the near future, we will be taking a look at thermobaric mechanics as well – the upcoming changes will solve this issue. Will you expand the amount of AI vehicle types in battles? It is being expanded with every addition of new vehicles to the game. As for the issue where a Mission has only one or two vehicles of a certain class, this is intended but we might return to this issue later. That’s it for today! We’ll see you on the battlefield!
  10. AW Developer's Diary: In Development for the Black Sea Incursion Season 1 is the Israeli Tank Line and Dealer. Inclusion date has not been announced yet, but with this announcement it should be within the next couple of weeks. We will be getting a new dealer, 2 new commanders and 8 new Israeli tanks, Tiers 1 through 6. click for more info: https://aw.my.com/us/news/general/development-season-1-vehicle-dealer?id=13.2000009&clientlang=en&clientterritory=usa&gcid=2322323409234534319&mcid=4469637&server=1&lang=zh_CN&mcauth=1&clientstate=installed&clientbuildid=164&_1lp=0&_1ld=2046937_0
  11. So what do you guys think of this change? Personally I think that the NA server may have lost 1/2 of its population because of it. The EU server is fairing much better with no apparent loss in population. The more I play, the better I like it. The new daily challenges system sucks however, and they brought back the steel and bronze crates, WTH were they thinking. Also IDK what it takes to earn a platinum crates anymore. I can't seem to earn one any more.
  12. A closer look at the Contract Mission Campaign, and yes it is a campaign. Chengdu is a city in China, so I don't know why AW is using the name here. click for more info: https://aw.my.com/gb/news/general/contract-mission-campaign-detail?id=13.2000009&implicit=1&clientlang=en&clientterritory=eu&gcid=5779569469871741408&mcid=14923720&server=0&lang=en_GB&mcauth=1&clientstate=installed&clientbuildid=164&_1lp=1&_1ld=300&_1lnh=1
  13. The Black Sea Incursion update is here. May 31 at 02:00 until about 07:00 - 08:00. Major changes in this update. If you haven't checked it out in the other post yet, I suggest you do that today. click the link for more info: https://aw.my.com/gb/news/general/maintenance-update-025?id=13.2000009&show_hd_reminder=1&clientlang=en&clientterritory=eu&gcid=1187122649911552920&mcid=4932314&server=0&lang=en_GB&mcauth=1&clientstate=installed&clientbuildid=161&_1lp=0&_1ld=2046937_0 Merkava Mk l
  14. Hunt the AW employee for prizes clink the link for more info: https://aw.my.com/gb/news/general/bounty-hunt-contest-3?id=13.2000009&show_hd_reminder=1&clientlang=en&clientterritory=eu&gcid=1187122649911552920&mcid=4932314&server=0&lang=en_GB&mcauth=1&clientstate=installed&clientbuildid=161&_1lp=0&_1ld=2046937_0
  15. The Israeli tank line is coming to AW soon, here is some info on what to expect. You may be saying to yourself, "but what about the Sabra mkll, isn't that an Israeli tank also and why is it not listed here? " The truth is that the Sabra mkll mbt is an upgrade to the M60A3, that the Israelis developed and then sold to Turkey, ironic to say least. https://militaryedge.org/armaments/m60t-sabra/ click the link for more info on the Israeli tank line: http://www.tanks-encyclopedia.com/Israeli-Tanks.php
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